Kenseido's Menagerie

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kenseido
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Kenseido's Menagerie

Postby kenseido » Sun Jan 30, 2011 3:23 pm

Here are some 2E and 3E builds I posted for various games.

Alec Cole - ex-Black Ops tech support submitted to Mr Dent12's The Event
Andrel - A renegade Time Lord who uses a modified chameleon arch to assume metahuman forms for MrDent's Terminusscape game.
Archer - Uber-nerd with the power to never miss in New Force Ops, originally in Paragons: Comic Convention as Green Arrow.
Cain Bennet - Magnokinetic in Crinoverse: Truckin' Titans.
Colt - Sound Controller for X-Men Reimagined and Genoa High
  • Colt - reworked version for PL10 with Claremont Academy background
Dante - Street Mage/Hunter in Crinoverse: ARCADE Team Four
Darian - Alternate version of Darian Starheart in Battle Across Dimensions
Darian Starheart - TechnoMage for Battle Across Dimensions
Father Daniels - Catholic Priest/Historian for Crinosverse: Vibora Bay
Gauntlet - Powerhouse in Paragons: Agents of Vanguard
G-Factor - Personal Gravity Manipulator for H4H Game based on Villians and Nigilantes
Hi-Tech - Battlesuit wearer from Freedom's Avengers
Hunt - Warrior archetype for an old Champions module Wings of Valkyrie
Kir Avon - TechnoMage for Crinosverse: Chicago Avengers
Kisai - Mystic for Emerald Knights
Kris Majax -Street Magician formerly in a demonic contract for Hero's Unlimited: The Catsiverse
Night Fox - Android Crusader in Freedom League: West Coast
Nighthawk - Costumed Adventurer for Gotham Knights
Photon - Light controller from Ysariel's 2E Emerald City Knights
Rin - Half Demon Mage for Crinosverse: Chicago Avengers and Invasion;
Ronin - Reformed villian warrior in Arthur Eld's Emerald City Knights
Stryke - Telekineitc brought back to life to sire the next Scarab in New Freedom league. Originally a speedster in Freedom's Knights.
Techno - Gadgeteer in Gotham Blue
Technus/Troy Alexander/M4v3И - Technopath for Crinosverse: Avengers
Tyr - Nasty Warrior, original character for Battle Across Dimensions
Yamainu - my student character in Avengers Academy

(Yes, I see the tech and magic theme running through here. I am working on it)
Last edited by kenseido on Sun Mar 16, 2014 9:15 pm, edited 68 times in total.
-----------------------------
Kenseido's Menagerie of Characters

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kenseido
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Joined: Wed Jul 25, 2007 8:57 am
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Re: Kenseido's Menagerie

Postby kenseido » Sun Jan 30, 2011 3:31 pm

Troy Alexander/Technus/M4v3И
Image
Background:
Troy Alexander grew up in Forton, Texas a small town where no technology newer than 1974 would operate for more than a day. His Mom raised him with "traditional" 1950's values, and Troy would have lived a boring life in Forton if not for one thing.

An unprecedented field trip to Dallas exposed Troy to technology at the first time, revealking his powers. His brief exposure to technology showed him a whole new world.

Not wanting to stay in Forton, Troy earned a scholarship to Emerald City University, and left for college after graduating high school. There he found out just how much of the world he missed, and Gary, his film major roommate tried to "catch him up" using movies.

Shortly after graduation, Troy encountered a digital entity in his computer that he mistook to be his avatar. Bonding with Troy, the avatar took the name Technus. Shortly after, Troy witnessed a fight between several armored foes. One of them attacked Troy and his friends, and Troy used his powers to disable the armored suit. The being inside teleported out, and Troy was left with a suit or armor.

After a few weeks of modifications, Troy was out testing it out when the Queen of Fables was freed and Lantern Jack gathered Troy and five heroes to form the Avengers. Not sure what name to use, Troy chose the name of his avatar, Technus.

After a rocky start with Troy blowing up a ship full of aliens and dating Farah Tomah, leader of Jagged Cresecent a criminal organization in Emerald City, Troy was able to calm things down by going to therapy for night terrors and entering a stable relationship with Veronica Steeley, Ultramarine of the Emerald City Sentinels.

During Gruun's invasion of Earth, the Avengers were scattered across the universe in Gruun's gateway network. Troy arrived on the Doc Ship where the computer increased his powers to a much more advanced level. At the same time, he found he could switch places with his digital avatar.

Troy was nearly killed in an encouter with Reich's minions. A later encounter with the same enemies, sent Troy into a panic attack which eventually led him to "hack" his own brain in cyberspace using a persoanlity upgrade he originally planned for Technus.

On a trip to Cybertron, the truth about Technus came out. Not his digital avatar at all, Technus was in fact the Fallen. Reclaiming his body, Troy was forced to use some Cybertronian armor to kill his former avatar.

The armor burned out Troy's technopathy, leaving dependent on his armor. After a rough patch, he began developing his technical skills back to their former, technopath heightened levels.

During Azoth's attack on Emerald City, Troy was caught in the Silver Storm. The energies restored his powers and interacted with his armor, granting it sentience and causing it to bond with his nervous system.
Last edited by kenseido on Sun Dec 02, 2012 11:49 pm, edited 35 times in total.
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Kenseido's Menagerie of Characters

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kenseido
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Re: Kenseido's Menagerie

Postby kenseido » Mon Jan 31, 2011 4:49 pm

Technus [Troy Alexander]
Image
Original Armor Version
PL: 10
STR 12, DEX 14, CON 14, INT 20, WIS 14, CHA 10

Skills: Computer 5 (+10/+20), Cr [electronic] 5 (+10/+20), Cr [mechanical] 5 (+10/+20),
Disable Device 5 (+10/+20), Drive 2 (+4/+15), Kn [life science] 2 (+7),
Kn [physical sciences] 3 (+8), Kn [technology] 3 (+8/+12), Medicine 2 (+4),
Notice 4 (+6/+14), Pilot 0 (+0/+13), Search 4 (+9)

Feats: All Out Attack, Attack Specialist (unarmed) 2, Defensive Attack, Dodge Focus 4,
Equipment 3, Inventor, Online Research, Power Attack, Skill Mastery (Computers,
Craft [electronic & mechanical], Disable Device), Ultimate Computer, Ultimate Disable Device

Powers: Technopath 8
- Comprehend 2 (Machines) [4pp]
- Datalink 5 (PF: Cyberspace, Machine Control) [8pp]
AP: Telepathy 7 (F: Limited to AIs)
- Enhanced Feats 3 (Attack Specialist 2 [Machine Based Powers], Improvised Tools) [3pp]
- Enhanced Skills 16 (Computers +10, Cr [electronic] +10, Cr [mechanical] +10,
Disable Device +10, Drive +8, Kn [technology] +4, Notice +8 [Limited to Detect Machines],
Pilot +8) [15pp]
- Feature 1 (Use INT for Drive and Pilot) [1pp]
- Quickness 4 (x25; F: Limited to Machine Based Tasks) [2pp]
- Super-senses 7 (Detect Machines, ranged radio, acute, analytical, rapid 2) [7pp]

Armor Array 27
Base: Technus Battlesuit (Device 14 [hard to lose; Restricted 2;
D: Normal Identity (full round, -4pp)]
AP: Aquatic Battlesuit (Device 14 [hard to lose; Restricted 2;
D: Normal Identity (full round, -4pp)]
AP: Stealth Battlesuit (Device 14 [hard to lose; Restricted 2;
D: Normal Identity (full round, -4pp)]
AP: Titan Battlesuit (Device 14 [hard to lose; Restricted 2;
D: Normal Identity (full round, -4pp)]
AP: Armor on Remote (Summon Minion 10 [E: Fanatical, Heroic, Type (Battlesuits);
F: Duration Concentration, Feedback])

Equipment: 10ep towards Avengers mansion, Computer, Mini-toolkit

Combat: Init +2/+6; Attack +6, Unarmed +10, Machine Based Powers +10; Grapple +7/+10/+20;
Damage: Unarmed +1/+3/+10, Blast/Dazzle +10
Defense +10/+3 (+6 Base, +4 Dodge)
Toughness +10 (Impervious 6)

Saves: TOU +2, FOR +4, REF +4, WILL +7

Abilities 24 + Skills 10 + Feats 17 + Powers 98 + Combat 24 + Saves 11 = 184

Technus Battlesuit
-Armored Exoskeleton [Enhanced STR 4, Protection 8 (Impervious 6), Super-strength 1]
-Combat Computer [Enhanced Feats (Improved Aim, Improved Initiative,
Uncanny Dodge [radar])
-Magno-Thrusters [Flight 5 (250mph)]
-Sealed Systems [Immunity 7 (all environments, suffocation)]
-Sensor Array [Super-senses 5 (radio sense, radar)]
-Weapon Systems
Lasers [Blast 10 (split attack)]
AP: Enhance Exo-skeleton [Enhanced STR 14, Super-strength 3]
AP: Stobe [Dazzle 10 (split attack)]
AP: Flash [Dazzle 10 (area burst, range touch)]
AP: Hard Light Objects [Create Objects 9 (stationary, tether)]

Combat: Init +6, Attack: +6, Unarmed +10, Weaponry +10, Grapple +10/+20
Damage: Unarmed +3/+10, Blast/Dazzle +10
Defense +10/+3 (+6 Base, +4 Dodge)
Toughness +10 (Impervious 6)


-------------
Technus Battlesuit on Remote
STR 16/30, DEX 10, CON --, INT 20, WIS 14, CHA 10

Skills: Computer 5 (+10/+20), Cr [electronic] 5 (+10/+18), Cr [mechanical] 5 (+10/+18), Disable Device 5 (+10/+20), Drive 2 (+4),
Kn [physical sciences] 3 (+8), Kn [technology] 3 (+8/+12), Notice 4 (+6/+14), Search 4 (+9)

Feats: All Out Attack, Attack Specialist (unarmed) 2, Defensive Attack, Dodge Focus 4,
Power Attack

Powers: Immunity 40 (Fortitude Effects, Limited Psionic Effects)
-Armored Exoskeleton [Protection 8 (Impervious 6), Super-strength 1]
-Combat Computer [Enhanced Feats 3 (Improved Aim, Improved Initiative,
Uncanny Dodge [radar])
-Magno-Thrusters [Flight 5 (250mph)]
-Sensor Array [Super-senses 5 (radio sense, radar)]
-Weapon Systems
Lasers [Blast 10 (split attack)]
AP: Enhance Exo-skeleton [Enhanced STR 14, Super-strength 3]
AP: Stobe [Dazzle 10 (split attack)]
AP: Flash [Dazzle 10 (area burst, range touch)]
AP: Hard Light Objects [Create Objects 9 (stationary, tether)]

Combat: Init +4, Attack: +6, Unarmed +10, Weaponry +10, Grapple +10/+20
Damage: Unarmed +3/+10, Blast/Dazzle +10
Defense +10/+3 (+6 Base, +4 Dodge)

Saves: Toughness +10, Fortitude --, Reflex +0, Will +6

Abilities 10 + Skills 9 + Feats 9 + Powers 93 + Combat 24 + Saves 3 = 148

-------------------------------
Aquatic Battlesuit (70pp)
-Amphibious Turbines [Flight 4 (AP: Swimming 8.), Environmental Adaptation (underwater),
Swim +8] (12pp)
-Armored Exoskeleton [Enhanced STR 6, Protection 8, Super-strength 3] (20pp)
-Sealed Systems [Immunity 9 (life support)] (9pp)
-Sensor Array [Super-senses 7 (Darkvision, Radio, Sonar)] (7pp)
-Weapon Systems (22pp)
Blue-Green Laser [Blast 10]
Electrical Aura [Strike 10, Aura]
Enhance Exo-skeleton [Enhanced STR 14, Super-strength 3]

Combat: Init +4, Attack: +6, Unarmed +10, Weaponry +10, Grapple +13/+23
Damage: Unarmed +4/+11, Blast/Aura +10
Defense +10/+3 (+6 Base, +4 Dodge)
Toughness +10

-------------
Aquatic Battlesuit on Remote
STR 16/30, DEX 10, CON --, INT 20, WIS 14, CHA 10

Skills: Computer 5 (+10/+20), Cr [electronic] 5 (+10/+18), Cr [mechanical] 5 (+10/+18), Disable Device 5 (+10/+20), Drive 2 (+4),
Kn [physical sciences] 3 (+8), Kn [technology] 3 (+8/+12), Notice 4 (+6/+14), Search 4 (+9)

Feats: All Out Attack, Attack Specialist (unarmed) 2, Defensive Attack, Dodge Focus 4,
Power Attack

Powers: Immunity 40 (Fortitude Effects, Limited Psionic Effects)
-Amphibious Turbines [Flight 4 (AP: Swimming 8.), Environmental Adaptation (underwater),
Swim +8]
-Armored Exoskeleton [Protection 8, Super-strength 3]
-Sensor Array [Super-senses 7 (Darkvision, Radio, Sonar)]
-Weapon Systems
Blue-Green Laser [Blast 10]
Electrical Aura [Strike 10, Aura]
Enhance Exo-skeleton [Enhanced STR 14, Super-strength 3]

Combat: Init +4, Attack: +6, Unarmed +10, Weaponry +10, Grapple +13/+23
Damage: Unarmed +3/+10, Blast/Aura +10
Defense +10/+3 (+6 Base, +4 Dodge)

Saves: Toughness +10, Fortitude --, Reflex +0, Will +7

Abilities 10 + Skills 9 + Feats 9 + Powers 90 + Combat 24 + Saves 4 = 146

-------------------------------
Stealth Battlesuit (70pp)
-Combat Computer (Evasion, Uncanny Dodge [radar]) (2pp)
-Exoskeleton (Enhanced STR 10 & Super-strength 2) (14pp)
-Flight 6 (500mph) (12pp)
-Lasers (Blast 8 ) (17pp)
AP: Stealth Circuit (Concealment 8 [All visual, hearing, radio])
-Reflexive Armor (Protection 8 ) (8pp)
-Sealed Systems (Immunity 9 [life support]) (9pp)
-Sensory Package (Super-senses 8 [Detect Energy, ranged, acute; Radar; Radio]) (8pp)

Combat: Init +2; Attack +6, Unarmed +10, Weaponry +10; Grapple +14
Damage: Unarmed +6, Blast +8
Defense: +10 (+3 flat-footed)
Toughness +10

-------------
Stealth Battlesuit on Remote
STR 22, DEX 10, CON --, INT 20, WIS 14, CHA 10

Skills: Computer 5 (+10/+20), Cr [electronic] 5 (+10/+18), Cr [mechanical] 5 (+10/+18), Disable Device 5 (+10/+20), Drive 2 (+4),
Kn [physical sciences] 3 (+8), Kn [technology] 3 (+8/+12), Notice 4 (+6/+14), Search 4 (+9)

Feats: All Out Attack, Attack Specialist (unarmed) 2, Defensive Attack, Dodge Focus 4, Power Attack

Powers: Immunity 40 (Fortitude Effects, Limited Psionic Effects)
-Combat Computer (Evasion, Uncanny Dodge [radar]) (2pp)
-Exoskeleton (Super-strength 2) (4pp)
-Flight 6 (500mph) (12pp)
-Lasers (Blast 8 ) (17pp)
AP: Stealth Circuit (Concealment 8 [All visual, hearing, radio])
-Reflexive Armor (Protection 8 ) (8pp)
-Sensory Package (Super-senses 8 [Detect Energy, ranged, acute; Radar; Radio]) (8pp)

Combat: Init +4, Attack: +6, Unarmed +10, Weaponry +10, Grapple +13
Damage: Unarmed +6, Blast +8
Defense +10/+3 (+6 Base, +4 Dodge)

Saves: Toughness +10, Fortitude --, Reflex +0, Will +7

Abilities 16 + Skills 9 + Feats 9 + Powers 86 + Combat 24 + Saves 4 = 148


-------------------------------
Titan Battlesuit (70pp)
-Exoskeleton Frame (Growth 6 [E: Continuous; F: Permanent; PF: Innate;
STR +12, CON +6, ATT/DEF -1, +4 Grapple, -4 Stealth, +2 Intimidate, +5STR Carry];
Super-strength 2) (23pp)
-Flight 3 (50mph) (6pp)
-Hard Controls (Attack -3, Defense -3, Reflex -2) (-14pp)
-Lasers (Blast 10) (21pp)
AP: Enhance Exoskeleton (Enhanced STR 14 & Super-strength 3)
-Reinforced Armor (Protection 9 [E: Impervious 11]) (20pp)
-Sealed Systems (Immunity 9 [life support]) (9pp)
-Sensory Package (Radio, Radar) (5pp)

Combat: Init +2; Attack +2, Unarmed +6, Weaponry +6; Grapple +15/+25
Damage: Unarmed +7/+14, Blast +10
Defense: +6 (+1 flat-footed)
Toughness +14, Reflex +2

-------------
Titan Battlesuit on Remote
STR 24/38, DEX 8, CON --, INT 20, WIS 14, CHA 10

Skills: Computer 5 (+10/+20), Cr [electronic] 5 (+10/+18), Cr [mechanical] 5 (+10/+18), Disable Device 5 (+10/+20), Drive 2 (+4),
Kn [physical sciences] 3 (+8), Kn [technology] 3 (+8/+12), Notice 4 (+6/+14), Search 4 (+9)

Feats: Attack Specialist (unarmed) 2, Attack Specialist 2 (Weaponry), Defensive Attack,
Dodge Focus 4, Power Attack

Powers: Immunity 40 (Fortitude Effects, Limited Psionic Effects)
-Exoskeleton Frame (Growth 6 [E: Continuous; F: Permanent; PF: Innate;
STR +12, CON +6, ATT/DEF -1, +4 Grapple, -4 Stealth, +2 Intimidate, +5STR Carry];
Super-strength 2) (23pp)
-Flight 3 (50mph) (6pp)
-Lasers (Blast 10) (21pp)
AP: Enhance Exoskeleton (Enhanced STR 14 & Super-strength 3)
-Reinforced Armor (Protection 9 [E: Impervious 11]) (20pp)
-Sensory Package (Radio, Radar) (5pp)

Combat: Init +2; Attack +2, Unarmed +6, Weaponry +6; Grapple +15/+25
Damage: Unarmed +7/+14, Blast +10
Defense: +6 (+1 flat-footed)

Saves: Toughness +14, Fortitude --, Reflex -2, Will +7

Abilities 4 + Skills 9 + Feats 9 + Powers 110 + Combat 8 + Saves 3 = 143


Complications:
Look at the time: When interfacing with machines, Troy tends to lose track of time and may often forget the original task.

Enemy: Troy has noticed some "men in black" types ever since he made his debut with his armor. They may be the same group that he scavenged the armor from or somebody else trying to use his abilities. Either way, it's not good for Troy.

Freedom League who?: Troy grew up in a little town with no TV and litte contact with the outside world. He spent four years in college trying to catch up, but he is still missing a lot of details about the big world.

Haunted: Troy is haunted by killing all the Yeerks and their hosts with the Sentinels laser canon, and will have an anxiety attack if events are similar to that battle.

Notes: This is the original armored version of Technus before his powers increased, and he started switching places with his avatar from the Digital Web. He actually had a whole array of armor, and he could summon them, as needed. I used Summon to reflect his armor being controlled remotely. As for the additional suits of armor, he used the Aquatic armor during a single mission, and the Stealth armor once during another adventure. He never wore the Titan armor during a mission.

Below is the original submission of Technus.
Technus [Troy Alexander]
PL: 10
STR 12/16/30, DEX 14, CON 14, INT 20, WIS 14, CHA 10

Skills: Computer 3 (+8/+18), Cr [electronic] 3 (+8/+16), Cr [mechanical] 3 (+8/+16),
Disable Device 3 (+8/+18), Drive 2 (+4), Kn [physical sciences] 3 (+8/+16),
Kn [technology] 3 (+8/+16), Notice 4 (+6/+14), Search 4 (+9)

Feats: Attack Focus (machine based powers) 4, Dodge Focus 4, Improvised Tools,
Inventor

Powers:
Technopath 5 [
- Comprehend 1 (Machines)
- Datalink 4 (PF: Machine Control)
- Enhanced Skills 12 (Computers +10, Cr [electronic] +8, Cr [mechanical] +8,
Disable Device +10, Kn [technology] +4, Notice +8 [Limited to Detect Machines])
- Quickness 4 (x25; F: Limited to Machine Based Tasks)
- Super-senses 5 (Detect Machines, ranged radio, acute, analytical)]

Device 13 [Battlesuit; hard to lose; D: Normal Identity (full round, -4pp);
- Enhanced STR 4
- Flight 5 (250mph)
- Immunity 7 (environments: cold, heat, high pressure, radiation, vacuum;
suffocation)
- Protection 8 (impervious 6)
- "Lasers" Blast 10 (split attack)
AP: "Divert power to exoskeleton" Enhanced STR 14 and Super-strength 3
AP: "Stobe" Dazzle 10 (split attack)
- Super-strength 1
- Super senses 5 (radio sense, radar)]

Combat: Init +2; Attack +6, Machine Based Powers +10; Grapple +7/+10/+20
Damage: Unarmed +1/+3/+10, Blast/Dazzle +10
Defense: +10 (+3 flat-footed)

Saves: TOU +2/+10 (Impervious 6), FOR +4, REF +4, WILL +6

Abilities 24 + Skills 7 + Feats 10 + Powers 73 + Combat 24 + Saves 10 = 150
Last edited by kenseido on Sat Aug 18, 2012 8:30 am, edited 17 times in total.
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Kenseido's Menagerie of Characters

User avatar
kenseido
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Cosmic Entity
Posts: 21184
Joined: Wed Jul 25, 2007 8:57 am
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Re: Kenseido's Menagerie

Postby kenseido » Sun Feb 06, 2011 5:11 pm

Technus (Troy Alexander)
Digital Avatar version
PL: 11
STR 12, DEX 14, CON 14, INT 20, WIS 14, CHA 10

Skills: Computer 6 (+11/+21/+29 [AI]/+4 w/ tools), Cr [electronic] 6 (+11/+21),
Cr [mechanical] 6 (+11/+21), Disable Device 6 (+11/+21), Drive 2 (+4/+15),
Kn [earth science] 2 (+7), Kn [life science] 2 (+7), Kn [physical sciences] 3 (+8),
Kn [technology] 3 (+8/+16), Medicine 2 (+4), Notice 4 (+6/+14), Pilot 0 (+0/+13),
Search 4 (+9), Swim 2 (+3)

Feats: All Out Attack, Attack Specialist (unarmed) 2, Attack Specialist (Omni-Blaster) 2,
Defensive Attack, Defensive Roll 1, Dodge Focus 4, Equipment 5, Fast Draw, Genius,
Interface (Computers), Inventor, Online Research, Power Attack, Skill Mastery (Computers,
Craft [electronic & mechanical], Disable Device), Task Focus (Computers: Artificial Intelligence),
Ultimate Computers, Ultimate Disable Device

Powers: Technopathy 10 [50pp]
• Comprehend 2 (Electronics) [4pp]
• Datalink 10 (PF: Cyberspace) [13pp]
- AP: Mind Control 11 (F: Limited to AIs)
- AP: Telepathy 11 (F: Limited to AIs)
• Enhanced Feats 2 (Attack Specialist 2 [Machine Based Powers]) [2pp]
• Enhanced Skills 18 (Computers +10, Cr [electronic] +10, Cr [mechanical] +10,
Disable Device +10, Drive +8, Kn [technology] +8, Notice +8 [Limited to Detect Machines],
Pilot +8) [17pp]
• Feature 1 (Use INT for Drive and Pilot) [1pp]
• Quickness 4 (x25; F: Limited to Machine Based Tasks) [2pp]
• Super-senses 11 (Detect Machines, ranged radio, Accurate, acute, analytical,
extended 2, rapid 2) [11pp]

Cyberkinesis Array [21pp+8pp=29pp]
• Base: Transform 7 (machines to machines; F: Range Touch)
- AP: Concealment 10 (E: Affects Others; PF: Close Range; F: Machines Only)
- AP: Corrosion 10 (PF: Reversible; F: Machines Only)
- AP: ESP 7 (Visual, hearing E: No Conduit, F: Medium- Electrical Devices)
- AP: Healing 10 (E: Affects Objects only, Total; PF: Persistent; F: Machines Only)
- AP: Illusion 7 (all, F: Machines Only)
- AP: Machine Control 10 (PF: Precise)
- AP: Mind Control 10 (E: Effortless; PF: Mind Link; F: Limited to tech devices of owner)
- AP: Nullify 10 (machines; PF: Selective)

Morph 3 (Technus Avatar; PF: Metamorph) [4pp]
Super-senses 1 (Mental Link [Technus]) [1pp]

Gadgets 4 [24pp]

Equipment: 10ep towards Avenger's Mansion
Armored Jumpsuit [12ep]
• Protection 5, Immunity 2 (environmental heat and cold; limited) • 6ep
• Extra Pockets: Super-strength 1 (limited to carry capacity only) • 1ep
• Dimensional Commlink, Mini-computer, Mini-tool Kit, Mini-tracer • 5ep

Goggles [3ep]
• Flash Protection, Nightvision, Telescopic Vision • 3ep

Combat: Init +2; Attack +6, Unarmed +10, Machine Based Powers +10, Omni-Blaster +14;

Grapple +7
Damage: Unarmed +1
Defense: +11 (+4 flat-footed)

Saves: TOU +8/+3 (+7/+2 flat-footed), FOR +7, REF +7, WILL +9

Abilities 24 + Skills 12 + Feats 26 + Powers 108 + Combat 26 + Saves 17 = 213

Unspent XP: 4

Complications:
Look at the time: When interfacing with machines, Troy tends to lose track of time and may often forget the original task.

Enemy: Dr Shock and the Labyrinth are on Troy's radar, and he theirs. Also PSI is looking to forcibly recruit the young technopath.

Freedom League who?: Troy grew up in a little town with no TV and litte contact with the outside world. He spent four years in college trying to catch up, but he is still missing a lot of details about the big world.

To much tech: If Troy is surrounded by too much technology, he suffers debilitating headaches. This includes any attempt to don any battlesuits.

Technus Avatar wrote:Image
STR 18/34, DEX 14, CON 10, INT 20, WIS 14, CHA 12

Skills: Bluff 12 (+13), Computer 15 (+20), Disable Device 15 (+20), Notice 6 (+8),
Sense Motive 4 (+6)

Feats: All Out Attack, Attack Specialist (unarmed) 2, Dodge Focus 4, Evasion, Improved Initiative,
Move By Action, Power Attack, Takedown Attack, Taunt

Powers:
Comprehend 2 (Machines) [4pp]
Cyber Array [29pp+8pp=37pp]
• Base: Blast 12 (PF: Accurate 2, Affects Insubstantial 2, Precise)
- AP: Animate Machines 9 (E: Type (Machines); PF: Progression 2)
- AP: Confuse 11 (E: Range Perception; F: Machines Only)
- AP: Enhanced STR 16 and Super-Strength 6 (Heavy Load: ~100 tons; PF: Counter-punch)
- AP: Healing 12 (E: Standard Action; F: Self Only; PF: Persistent, Regrowth)
- AP: Insubstantial 4 (PF: Selective)
- AP: Nullify 12 (machines; PF: Accurate 2)
- AP: Possession 12 (F: Limited to machines)
- AP: Transmit 14 (networks; E: Accurate)
Flight 7 (1000 MPH) [14pp]
Immunity 30 (Fortitude) [30pp]
Morph 3 (Troy, PF: Metamorph) [4pp]
Protection 12 (E: Impervious) [24pp]
Super-movement 1 (Dimensional Movement [Digital Web]) [2pp]
Super-Senses 4 (Commlink [Avengers Frequency], Darkvision, Mindlink [Troy]) [4pp]

Combat: Init +6, Attack: +6, Unarmed/Blast +10, Grapple +10/+23
Damage: Unarmed +4/+12, Blast +12
Defense +10/+3 (+6 Base, +4 Dodge)

Saves: Toughness +12, Fortitude --, Reflex +10, Will +11

Abilities 28 + Skills 13 + Feats 13 + Powers 119 + Combat 24 + Saves 16 = 213


Background: After working for the Avengers for several months, Gruun came to Earth and sent the Avengers to various worlds in his empire. The first world Troy encountered was a medical ship that originally travelled the Universe helping people. The computer enhanced his technopathic abilites, which caused him to accidentally deconstruct his armor. After freeing the ship, he began his journey thrrough the warp network back to Earth. Through his travels, he learned that he could trade places with his avatar on the Digital Web. After some rough times, Xiao strengthened the bond between Technus and Troy allowing them to communicate with each other at all times. One of the side effects of his enhanced abilities increased his sensitivity to technology. To much technology around him will cause severe headaches.
Last edited by kenseido on Sat Aug 18, 2012 8:47 am, edited 5 times in total.
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Kenseido's Menagerie of Characters

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kenseido
Cosmic Entity
Cosmic Entity
Posts: 21184
Joined: Wed Jul 25, 2007 8:57 am
Location: Kyle, Texas
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 12:59 pm

Troy Alexander
Powerless Version
Image
PL: 11
STR 12/26, DEX 14, CON 14, INT 20, WIS 14, CHA 10

Skills: Computer 12 (+17 [+23 AI]), Cr [electronic] 12 (+17),
Cr [mechanical] 12 (+17), Disable Device 10 (+15/+19 w/tools), Drive 2 (+4),
Kn [earth science] 2 (+7), Kn [life science] 2 (+7), Kn [physical sciences] 3 (+8),
Kn [technology] 5 (+10), Medicine 2 (+4), Notice 4 (+6), Search 4 (+9), Swim 2 (+3)

Feats: All Out Attack, Attack Focus (melee) 4, Defensive Attack, Dodge Focus 3,
Equipment 4, Genius, Interface (Disable Device), Inventor, Online Research, Power Attack,
Skill Mastery (Computers, Craft [electronic & mechanical], Disable Device),
Task Focus (Computers: Artificial Intelligence), Ultimate Computers,
Ultimate Disable Device

Powers: Device 30 (Neurokinetic Armor; PF: Collapsible [backpack], Restricted 2;
D: Normal Identity [Free action]) (120pp)
•Combat Computer: Attack Specialist (Concussive Blast) 2, Improved Initiative,
Precise Shot, Uncanny Dodge (radar) [5pp]
•Concussive Blasts: Blast 12 [24pp]
•Force Field Enhanced Armored Exoskeleton: [40pp]
-Enhanced STR 14
-Protection 10 (E: Impervious)
-Super-strength 3
•Hardened Circuits: Immunity 10 (Cyber/Digital Effects, Cyber/Technopathy) [10pp]
•Neurokinetic Circuits: Shapeshift 4 (F: Limited to human shape/size) [28pp]
•Pulse Flight: Flight 7 (1000 MPH) [14pp]
•Radiotronic Interface: [14pp]
-Communication 9 (radio; AP: Datalink 4 & Machine Control 4 [PF: Precise])
-Super-senses 4 (Detect Electronics [radio], ranged, acute, analytical)
•Sealed Systems: Immunity 9 (Life Support) [9pp]
•Sensors: Super-sense 6 (Darkvision, Radar) [6pp]

Equipment: 10ep towards Avenger's Mansion
Cybersuit: Protection 4, Immunity 2 (environmental heat and cold; limited)
Commlink, Mini-computer, Mini-tool Kit, Mini-tracer

Combat: Attack +6, Melee +10, Concussive Blasts +10; Grapple +11/+21
Damage: Unarmed +1/+8, Concussive Blasts +12
Defense: +10 (+4 flat-footed); Init +2/+6

Saves: TOU +2/+6/+12 (Impervious 10), FOR +7, REF +7, WILL +10

Abilities 24 + Skills 18 + Feats 22 + Powers 120 + Combat 26 + Saves 18 = 228

Unspent XP: 0

Complications:
Enemy: Dr Shock and the Labyrinth are on Troy's radar, and he theirs. Also PSI may still be looking to forcibly recruit the powerless technopath.

Freedom League who?: Troy grew up in a little town with no TV and litte contact with the outside world. He spent four years in college trying to catch up, but he is still missing a lot of details about the big world.

Power Loss: His powers burnt out in the battle with the Fallen, though occasionally flare up at the wrong time.
Last edited by kenseido on Sat Aug 18, 2012 8:48 am, edited 5 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 1:04 pm

M4v3И (Troy Alexander)
Image
Post Silver Storm
PL: 12
STR 12, DEX 14/20, CON 14/20, INT 24, WIS 14, CHA 10

Skills: Computer 13 (+20/+24 [+26/+32 AI]), Concentration 4 (+6), Cr [electronic] 12 (+19),
Cr [mechanical] 12 (+19), Disable Device 13 (+20/+24, +4 w/tools), Drive 2 (+4),
Investigate 0 (+15), Kn [earth science] 5 (+12), Kn [life science] 5 (+12),
Kn [physical sciences] 9 (+16), Kn [technology] 9 (+16/+24), Medicine 2 (+4),
Notice 4 (+6/+14), Search 4 (+11), Swim 2 (+3)

Feats: All Out Attack, Defensive Attack, Equipment 5, Genius 2, Interface (Disable Device),
Inventor, Online Research, Power Attack, Skill Mastery (Computers, Cr [electronic & mechanical],
Disable Device), Task Focus (Computers: Artificial Intelligence), Ultimate Computers,
Ultimate Disable Device

Powers: Technopathy 4 (Passive Container) [20pp]
•Comprehend 2 (Speak/Understand Electronics) (4pp)
•Datalink 4 (PF: Cyberspace) (5pp)
•Enhanced Skills (Computers 4, Disable Device 4, Kn [Technology] 8 ) (4pp)
•Feature (Use Kn [Technology] for Detect Electronics) (1pp)
•Quickness 6 (x100; F: Single Task [Computers]) (2pp)
•Super-senses 4 (Detect Electronics, ranged, acute, analytical) (4pp)

Techno-Symbiote 15 (Passive Container) [75pp]
•Enhanced Abilities (CON 6)
•Enhanced Feats (Beginners Luck, Diehard, Eidetic Memory, Improved Initiative, Luck 3) (7pp)
•Enhanced Skills (Investigate +8, Notice +8) (4pp)
•Enhanced WILL 3 (3pp)
•Feature 1 (Occasional Advise) (1pp)
•Immunity 10 (Life Support, Need for food/drink; F: Limited - Half Effects) (5pp)
•Quickness 4 (x25, F: Limited to mental tasks) (2pp)
•Protection 5
•Variable 6 (multiple tech powers, E: Move action) (42pp)

Common Powers:
•Black Light Generator: Obscure 12 (PF: Split)
•Directed EM Burst: Nullify 12 (machines; PF: Accurate, Selective)
•Energy Beam: Blast 12 (PF: Accurate, Split Attack)
•Enhanced Exoskeleton: Enhanced STR 10 & Super Strength 8
•Gravity Beam: Telekinesis 12 (PF: Accurate, Split Attack)
•Gravity Well: Snare 12 (PF: Accurate, Reversible)
•Healing Device: Healing 10 (E: Restorative)
•Laser Strobe: Dazzle 12 (PF: Accurate, Split Attack)
•Laser Whip: Strike 12 (E: Area Shapeable; PF: Progression 2)
•Radar: Super-senses 4 (Radar)
•Exotic Sensor Package: Super-senses 10 (Detect ???, ranged, acute, accurate, extended 2,
rapid 2, track)
•Stealth Mode: Concealment 10 (all; PF: Close Range, Selective)
•Sub-space Gate: Teleport 9 (E: Accurate; PF: Change Direction, Change Velocity, Easy)
•Universal Translator: Comprehend 3 (Speak/Understand Languages, Be understood by all)


Alternate Forms 12 (Active Container; F: Move Action) [48pp+1pp=57pp]
Combat Mode
•Enhanced Traits (STR 8, DEX 6, Attack +4, Dodge +4, Precise Shot) (27pp)
•Flight 5 (250 mph) (10pp)
•Immunity 10 (Life Support, Need for food/drink; F: Limited - Half Effects) (5pp)
•Protection 4 (E: Impervious 10) (14pp)
•Super-strength 2 (4pp)

Cyberkinetic Mode
•Concealment 10 (all, PF: Close Range, Selective; F: Machines Only) (12pp)
•Cyberkinesis 13 (26pp+8pp=34pp)
-Base: Machine Control 12 (PF: Precise, Subtle)
-AP: Corrosion 12 (E: Penetrating Damage; F: Machines only)
-AP: ESP 12 (Visual, hearing; PF: Dimensional [Cyberspace], Subtle; F: Medium- Networks)
-AP: Healing 12 (E: Affects Objects; PF: Persistent, Regrowth; F: Machines Only)
-AP: Illusion 8 (all, PF: Progression 2; F: Machines Only)
-AP: Nullify 12 (machines; PF: Precise, Selective)
-AP: Transform 8 (assembled to disassembled; E: Continuous; PF: Precise; F: Range Touch)
-AP: Transform 8 (disassembled to assembled; E: Continuous; PF: Precise; F: Range Touch)
-AP: Transform 8 (machines to machines; PF: Precise; F: Range Touch)
•Datalink +8 (8pp+2pp=10pp)
-AP: Mind Control 12 (PF: Mindlink; F: Limited to AIs)
-AP: Telepathy 12 (F: Limited to AIs)
•Super-senses 4 (add Accurate, Extended, Radius to Detect) (4pp)

Equipment: 20ep towards Avenger's Mansion
Commlink, Mini-Computer, Mini-toolkit, Mini-tracerx2 • 5ep

Combat: Attack +6/+10, Grapple +7/+17
Damage: Unarmed +1/+5
Defense: +6/+10 (+3 flat-footed); Init +6/+9

Saves: TOU +10/+14 (Impervious 10), FOR +10, REF +7/+10, WILL +9/+12

Abilities 28 + Skills 24 + Feats 17 + Powers 144 + Combat 24 + Saves 17 = 250

Complications:
Enemy: Dr Shock and the Labyrinth are both enemies of Troy.

Relationship: Troy is engaged to marry Veronica Steele, Ultramarine of the Sentinels.

Computer mind: Due to hacking his own brain and the techno-symbiote, Troy's mind has taken on computer-like qualities. In game terms, his mind susceeptible to effects design to affect Computers as well as Psionic effects.
Last edited by kenseido on Wed Feb 13, 2013 1:49 pm, edited 17 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 6:23 pm

Rin
Image
PL: 12
Str 14, Dex 16, Con 20, Int 16, Wis 14, Cha 14

Skills: Acrobatics 3 (+6), Bluff 10 (+12), Climb 4 (+6), Concentration 6 (+8), Cr (Alchemical) 8 (+11),
Diplomacy 14 (+16), Disable Device 4 (+7), Gather Info 10 (+12), Lang 1 (English), Kn (arcane lore) 12 (+15), Kn (theology/philosophy) 4 (+7), Notice 8 (+10), Search 6 (+9), Sense Motive 6 (+8), Stealth 4 (+7),
Survival 4 (+6)

Feats: Accurate Attack, All Out Attack, Artificer, Attack Focus (Ranged) 3, Defensive Roll 2,
Dodge Focus 3, Luck 4, Power Attack, Precise Shot, Ritualist, Trance, Untapped Potential

Powers: Demon Blood 2 (PF: Innate) [11pp]
-Enhanced Feats (Diehard, Endurance, Fearless, Hardy) (4)
-Feature (Longevity) (1)
-Immunity 10 (Limited Fire Effects) (5)

Universal Magics (Magic 16) [32pp+7pp]
-Charm (Emotion Control 12 [E: Insidious; PF: Subtle 2; F: Limited to Love])
-Command (Mind Control 12 [E: Effortless; PF: Subtle 2, F: Instant Duration])
-Counterspell (Nullify Magic 14 [PF: Selective])
-Eldritch Bolt (Blast 14 [PF: Affects Insubstantial 2, Variable Descriptor 2- elemental])
-Flare (Dazzle 14 [PF: Reversible, Split Attack])
-Gate (Teleport 13 [E: Accurate, PF: Progression 6, F: Long Range Only])
-Invisibility (Concealment 10 [all; E: Affects Others; PF: Close Range, Selective])
-Mage Hand (Telekinesis 9 [E: Range Perception; PF: Affects Insubstantial 2, Precise,
Split Attack, Subtle])

Personal Magics (Magic 5) (10pp+7pp)
-Alter Appearance (Morph 5 [Humanoid Forms])
-Astral Projection (Astral Form 3 [PF: Selective; F: Concentration])
-Blink (Teleport 8 [PF: Change Direction, Change Velocity; F: Short Range Only])
-Eldritch Sight (Super-senses 10 [True Sight])
-Glamour (Illusion 3 [audio, visual; PF: Progression 1])
-Levitation (Flight 4 [PF: Subtle] and Super-strength 1 [F: Limited to carry capacity])
-Telepathy (Telepathy 4 linked Comprehend 1)
-Tongues (Comprehend 5 [Read/Speak/Understand Languages, Speak/Understand Animals])

Super-senses 5 (Detect Magic, ranged, accurate, acute) [5pp]

Device 2 (Shielding Bracer; hard to lose; PF: Restricted [Arcane 8+]) [9pp]
-Enhanced Feat (Ultimate Toughness Save)
-Immunity 2 (Critical Hits)
-Protection 7

Combat: Attack +7, Ranged +10; Grapple +9
Damage: Unarmed +2
Defense +10 (+4 flatfooted), Initiative +3

Saves: Toughness +14/+7 (+12/+5 flat-footed), Fortitude +10, Reflex +7, Will +11

Drawback: Power Loss (Universal Magics, if unable to cast spells; -1pp)

Abilities 34 + Skills 26 + Feats 20 + Powers 81 + Combat 28 + Saves 18 - Drawbacks 1 = 206

Complication: Fish out of water- As a refugee from Xeron, he knows nothing about Earth or its culture.
Prejudice- As a half-demon, many out there assume Rin to be a servant of some great evil power.
Fights for the underdog- Rin is motivated to help the underdog.

Background: Rin never knew his parents or how he ended up Xeron under the tyranical rule of Quinn. All he knows is his demon blood made him strong enough to survive and rebellous enough to join the resistance. Skorpan suspected that somehow, the rebellous youngster would be instrumental into Quinn's downfall. As Rin grew up in the resistance, he begand to have dreams. In these dreams there was a presence known only as Sasha, from whom he learned many secrets of magic, as well as future events. He used this knowledge to aid the resistance. Finally, Sasha told him that there was a book that would be the key to destroying Quinn. Skorpan agreed to the mission, even though it was likely suicide. They found the book, but with Quinn and his elite guard bearing down on them, Rin cast the spell in the book which opened a portal. Unclear how this would destroy Quinn, Sasha's voice from the portal prompted him to leap through; leaving the only surviving resistance member, Skorpan, to face Quinn and the elite guards by himself.

On Earth, he joined with the group of heroes who would become the Chicago Avengers. After several missions, Rin was extremely conflicted about what it takes to be a hero, and where Sasha was. When the TSAB came to capture Fandango that led to a fight betwen the Avengers and the Time-Space cops; Rin was even more confused. He left the team, unsure that he ever really belonged with them. He decided that maybe the TSAB could give him what he felt was missing. However, Rin was still to conflicted and failed the test with the TSAB. He wandered the multiverse for a while, until he drawn to a small group of secluded mystics. They helped him explore his demon side and his human side. Rin was able to find a balance between his two halves and come to terms with his past.

He continues to serve with the Chicago Avengers, as well as helping out at Father Forthill's church and has entered a relationship with Sarah Maddocks.
Last edited by kenseido on Sat Aug 18, 2012 8:49 am, edited 26 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 6:25 pm

Stryke - PL 11
Image
Strength 3, Stamina 4, Agility 3, Dexterity 3, Fighting 3, Intellect 2, Awareness 5, Presence 1

Advantages
All-out Attack, Beginner's Luck, Improved Defense, Jack-of-all-trades, Languages 3, Power Attack

Skills
Acrobatics 4 (+7), Athletics 4 (+7), Deception 4 (+5), Expertise: Freedom City 2 (+4), Expertise: History 4 (+6), Expertise: Paramedic 3 (+5), Expertise: Streetwise 2 (+4), Insight 4 (+9), Perception 6 (+11),
Persuasion 4 (+5), Ranged Combat: Telekinesis 2 (+5), Stealth 4 (+7), Technology 4 (+6), Treatment 3 (+5), Vehicles: Ground 5 (+8)

Powers
Force Field 9 (Impervious, Permanent, Precise)
Shield (Dodge +4, Parry +4; Sustained)
Telekinesis (Dynamic array)
. . TK Flight: Flight 8
. . TK Force: Move Object 13 (E: Damaging, PF: Accurate 2, Precise)
. . TK Shield: Deflect 9
. . TK Strike: Blast 13 (PF: Accurate 2, Improved Critical 4)
. . TK Whip: Shapeable Area Damage 11 (E: Area Shapeable: 30 feet, cubic; Penetrating 11)

Offense
Initiative +3
Grab, +3 (DC Spec 13)
Throw, +3 (DC 18)
TK Force: Move Object 13, +9 (DC 28)
TK Strike: Blast 13, +9 (DC 28)
TK Whip: Shapeable Area Damage 11 (DC 26)
Unarmed, +3 (DC 18)

Complications
Enemy: Overshadow wants to prevent Tyler from siring the next incarnation of Heru-Ra, and Viper wants some payback for all the damage he has done - and continues to do - to their operations.
Obsession: Finding Julia: Tyler is obsessed with finding Julia, believing he was brought back to find her so they can sire Heru-Ra's next incarnation.
Quirk: Rebirth: His memories before his rebirth are sketchy, and the DC to remember anything specific from that time is increased by 10.
Quirk: Legally Dead: Tyler Mason was declared legally dead and the proceedings had already begun. He never took any action to stop them and now he has no legal status.

Languages
Ancient Egyptian, Ancient Greek, Hebrew, Latin, Native Language: English

Defense
Dodge 9/5, Parry 9/5, Fortitude 10, Toughness 13, Will 12

Power Points
Abilities 48 + Powers 78 + Advantages 8 + Skills 19 + Defenses 17 = 170

Background:
Tyler never knew his destiny until after he died. Heru-Ra (the Scarab) is supposed to incarnate next in Tyler's son. Overshadow, Heru-Ra's reincarnated enemy Tan-Aktor, discovered this, and caused the accident that nearly killed Tyler and gave him super-speed powers instead. Tyler assumed the identity Stryke and began working with Foreshadow's group in hopes of finding his missing fiance Julia. Overshadow then manipulated Viper to take out Stryke. A group of cyber-assassins ambushed him and killed him.

Three days later, in the morgue, Heru-Ra found Tyler's spirit had not moved on and was dangerously close to becoming a hungry ghost. Heru-Ra used his Ka to increase Tyler's bringing him back to life resulting in Tyler gaining massive telekinetic abilities and Heru-Ra's memories co-mingled with Tyler. Tyler woke up in the morgue with Foreshadow waiting for him to rise. As they headed back to the brownstone, Tyler passed close to the alley where he died. Forced to relive the memories of his death, he was filled with a burning need for revenge. He tracked the assassins down, savagely beating two of them and chasing the third back to the Viper cell. He shredded the Viper cell and killed the leader. Forshadow eventually found him a block away curled up in a ball.

Foreshadow began helping Tyler find himself again in the jumble of memories in his head. Eventually, he referred Tyler to the Freedom League.

Stryke (Tyler Mason)
PL: 8
STR 18, DEX 18/22, CON 18, INT 14, WIS 14, CHA 12

Skills: Acrobatics 4 (+10), Bluff 4 (+5), Climb 4 (+8), Cr (Mechanical) 4 (+6), Diplomacy 4 (+5),
Drive +8 (+14), Kn (life sciences) 4 (+6), Kn (Freedom City) 4 (+6), Kn (Streetwise) 4 (+6),
Medicine 6 (+8.), Notice 6 (+8.), Pr (Paramedic) 4 (+6), Sense Motive 4 (+6), Swim 4 (+8.)

Feats: All-out Attack, Benefits (Paramedic), Challenge (One Hand on the Wheel), Direction Sense,
Equipment 4, Improved Block, Improved Defense, Improved Grapple, Improvised Tools, Power Attack,
Skill Mastery (Climb, Drive, Kn [Freedom City], Medicine), Takedown Attack

Powers: Super-speed Container
•Enhanced Dexterity 4
•Enhanced Feats 15 (Attack Specialization [unarmed] 2, Defensive Roll 3, Dodge Focus 4,
Elusive Target, Evasion, Improved Initiative 2, Instant Up, Move-By Action)
•Quickness 5
•Speed 5
•Strike 3 (PF: Mighty; AP: Autofire on STR, AP: Area Burst on STR)

Equipment: Motorcycle, First Aid Kit, Mechanic's Toolkit, Motorcycle Suit (Prot 3)

Combat: Init +14, Attack: +5, Unarmed +9, Grapple +9
Damage: Unarmed +4, Strike +7
Defense +9/+3 (+5 Base, +4 Dodge)

Saves: Toughness +7/+4, Fortitude +7, Reflex +11, Will +6

Abilities 34 + Skills 16 + Feats 15 + Powers 35 + Combat 20 + Saves 12 = 132

Complication:
Secret Identity: Tyler is trying to keep his two worlds seperate, plus he figures nobody will hire a Paramedic trying to play superhero.
Relationship: Tyler is searching for his fiancée, Julia, who has been missing for severla months. In addition, Julia is a psionic who is addicted to using her powers.
Motivation- Seeking Justice: All the time he spends seeing good people get stepped on has left Tyler wanting to make things right.

Background: Tyler had a normal life until 14 months ago. He just finished his Paramedic training, and he and Julia, his graduate student girlfriend, were moving in together. She wanted to go to this super-elite frat New Years party, and while it wasn't Tyler's thing, he went anyway. At midnight, when champagne was passed around; Tyler and Julia didn't know that it was spiked with various designer drugs. Tyler ended up taking an overdose of Zoom.

He woke up two weeks later in the hospital. Most of the party goers had died, he and Julia were in the lucky few. Tyler found out that he had some residual effects of the Zoom. Julia took another six weeks to wake up, and when she did, she also exhibited powers; however hers were telepathic in nature.

For a while, things went back to normal. Tyler was able to get passed the review board and keep his Paramedic license. However, he started to notice changes in Julia. She was using her powers more and more. When he confronted her, she revealed that she had used it on the review board. She was becoming addicted to using her powers and scanning people's minds. Unfortunately, her scans were not gentle and put more than one person in the hospital. Julia became more and more reckless and disappeared for days at a time. During her disappearances, Tyler would search for her. What he found in the seedier areas was people needing help. So he started to help them.

After months of her popping in and out of his life, she came to him one might scared. She was acting like someone was out to get her. Tyler didn't believe her; he thought this was another one of heer games. She disappeared a day later and he hasn't seen her since. That was three months ago. He has been looking for some sign of her in between being a paramedic by day and superhero by night.
Last edited by kenseido on Fri Sep 28, 2012 1:40 pm, edited 4 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 6:27 pm

Nighthawk (David Strom)
Image
PL: 8;
STR 14, DEX 18, CON 14, INT 16, WIS 14, CHA 10

Skills: Acrobatics 6 (+10), Bluff 2 (+2), Climb 4 (+6), Concentration 6 (+8), Drive 2 (+6),
Escape Artist 2 (+6), Intimidate 2 (+2), Kn (Streetwise) 2 (+5), Kn (Theology & Philosophy) 4 (+7),
Notice 4 (+6), Sense Motive 4 (+6), Stealth 6 (+10)

Feats: Attack Focus (melee) 2, Attack Specialist (Thrown), Attack Specialist (unarmed), Blind-Fight,
Defensive Attack, Defensive Roll 2, Dodge Focus 3, Equipment 12, Evasion, Improved Block,
Improved Disarm, Improved Initiative, Improved Throw, Improved Trip, Instant Up, Jack of All Trades,
Martial Strike 2, Power Attack, Takedown Attack, Uncanny Dodge [hearing]

Powers: Leaping 1 (26 ft.)
Supermovement 1 (Slow Fall, Limited [only when near surfaces/structures])

Device 4 [Nighthawk Costume; hard to lose]
Concealment 2 (sight; F: Blending)
Protection 4 (E: Impervious)
Sensory-Shield(visual) 2
Strike 4 (PF: Mighty)
Super-Senses 3 (extended normal vision, infravision, ultravision)

Equipment: Utility Belt: (array) [40ep]
• Tear Gas: dazzle: 4 + neauseate explosion: 4 [18ep]
- Smoke: obscure – visual: 4 [1ep]
- Flash-bang: Dazzle burst: 4 [1ep]
- Sleep gas: Fatigue explosion: 4 [1ep]
- Plastique: Blast explosion: 5 [1ep]
- Shiruken: +1 damage thrown, autofire [1ep]
- Throwing Disc: +2 damage [1ep]
- Taser: Stun: 5 [1ep]
• Grappling Line: Swinging 2 [2ep]
• Rebreather, Gas Mask, Flashlight, Mini-Tracer, Lock Release Gun, PDA, Police Band Radio, Camera [8ep]
• 5ep as needed

Night-cycle [16ep]
(Size: Medium; Strength: 30; Defense: 10; Toughness: 10;
Powers: Speed 5 [250 MPH], Super-Senses 5 [Blindsight (radar), Extended];
Features: Remote Control)

Underground Safehouse[4ep]
(Size: Tiny; Toughness 10;
Features: Concealed, Garage, Living Space, Workshop)

Combat: Init +8; Attack +4, Melee/Thrown +6, Unarmed +8;
Damage: Unarmed +4/+8
Defense +8/+3 (+5 Base, +3 Dodge)

Saves: Tou +8/+6 (+4/+2), Fort +5, Ref +7, Will +7

Abilities 26 + Skills 11 + Feats 36 + Powers 18 + Combat 18 + Saves 11 = 120

Complications:
Motivation: Live up to father's image. David long believed his father was just to busy for him, after learning that he was really trying to save the world, David is now trying to live up to this image of him.

Enemy: Father's business partner. David believes his father's hit was ordered by his business partner, and wants to find evidence to take him down.

Quirk: Conflicting motivations. David was taught by monks to always find the peaceful solution and never use violence, and Nighthawk has a reputation of solving problems with fists rather than words. David is caught between being Nighthawk his father's way and the monk's teaching of pacifism.

Background: David's father was to busy for a son. He sent him abroad, travelling from place to place with servants. Eventually he ended up in a Tibetan monastary, where the monks taught him to master his mind and body. He trained with them for years, until one day he had a vision of the death of his father at the hands of an assassin. The monks convinced him that he must return.

Unfortunately, David had not seen the future but the present and his father was dead. His father's business partner had swallowed up his Dad's massive fortune, and all David was left to inherit was a small house outside of town. When searching through the house, he found out the truth about his father. He was a crime fighter by the name of Nighthawk. His father had sent him away to protect him from those that would attack him through his son.

Believing him to be responsible for the assassin, David took the spare cache of equipment and costume to Gotham, where the father' business partner had moved the company headquarters to.

Personality: David is mostly a man of peace. But this peace has limits. David grew up thinking his father was the rich playboy he led everybody else to believe. He thought he was one more of those rich kids that his father just didn't have time for. He considered the monks to be his family, more so than his real father.

Upon discovering he had been wrong about his father, he has become driven. Driven to complete his father's quest and driven to find his father's killer. His father's journal had revealed to him a man that David wanted to know better, but now he couldn't. Now he seeks to know his father by doing the same job his father did.

David grew up learning the ways of peace, but from his father's journal, he learned that often peaceful men can only survive because powerful warriors are there to protect them. Men like his father. And now men like him.
Last edited by kenseido on Sat Aug 18, 2012 8:57 am, edited 3 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 6:30 pm

KISAI (Phillip Saito)
Image
ABILITIES
STR 1, STA 2, AGI 2, DEX 2, FIG 6, INT 5, AWA 9, PRE 1

ADVANTAGES
All Out Attack, Improved Defense, Language 1 (Japanese), Power Attack

SKILLS
Expertise (Engineering) 4 (+9), Expertise (Magic) 2 (+7),
Expertise (Science) 6 (+11), Insight 3 (+12), Perception 3 (+12),
Ranged Combat (Magic) 6 (+8), Technology 4 (+9)

POWERS
Astral Projection: Remote Sensing 10 (visual, auditory, mental),
physical body is defenseless, Subtle 2 • 32pp
AE: Levitation: Flight 6 (120 MPH) and
Mystic Shield: Protection 10, Impervious, Sustained • 1pp

Feature (Quick Change to costume) • 1pp

Mystic Senses
Senses 2 (Magical Awareness, Radius) • 2pp

Sorcery
Eldritch Blast: Ranged Damage 12 • 24 points.
AE: Deflect 8 (E: Reflect, Redirect) • 1pp
AE: Healing 12 • 1pp
AE: Move Object 12 • 1pp
AE: Sleep 12 (Ranged Affliction; Resisted by Fortitude;
Fatigued/Exhausted/Unconscious) • 1pp
AE: Snare 8 (Ranged, Cumulative Affliction, Extra Condition; Limited Degree;
Resisted by Dodge; Hindered & Vulnerable/Defenseless & Immobilized)• 1pp

OFFENSE
Initiative +2
Close +6, Ranged +2, Magic +8
Damage: Unarmed +1, Magic +12

DEFENSE
Dodge +8, Parry +6
Fort +6, Toug +2/+12, Will +12

POWER POINTS
Abilities 56 + advantages 4 + skills 14 + powers 65 + defenses 13 = 152
Unspent XP: 1pp

COMPLICATIONS
Identity: Philip is trying to maintain a secret identity
Responsibility: Phillip feels responsible for carrying on the family lineage
Quirk: Phillip has no experience in the magical world, and almost no training

BACKGROUND
Phillip was born a half-Japanese boy in the United States. His father had come over from Japan at the age of 20 and worked his way up the corporate ladder. His mother worked to teach Phillip about his Japanese heritage, even though his father was more interested in embracing the American way. Phillip went to college and studies to be an engineer. As he approached graduation, his parents were in a car accident and killed.
Shortly after, his Uncle from Japan came to see him. He started telling him stories of the family tradition, his birthright, and responsibility to aid humanity. All this talk of demons and evil spirits just made Phillip think his Uncle was nuts. He dismissed his crazy Uncle, who left with the curse of "interesting times."
On his 22nd birthday, Phillip's life became very interesting. He woke up to be attacked by demons, evil spirits, and a cult. Even more surprisingly, he fended them off with the magical powers his Uncle spoke of. More than a little overwhelmed, he tried to ignore it all, but they kept coming.
Looking for a fresh start, Phillip moved across the country to Emerald City to take a job at a small engineering firm. The pay was less than he had been offered in Freedom City, but the change of scenery was bound to help things.
Last edited by kenseido on Sat Aug 18, 2012 8:53 am, edited 3 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 6:35 pm

Colt Durham
PL: 8
STR: 14 DEX: 14 CON: 20 INT: 16 WIS: 12 CHA: 14

Skills: Acrobatics 4 (+6), Bluff 4 (+6), Diplomacy 4 (+6), Gather Info 4 (+6),
Handle Animal 6 (+8), Per (Guitar) 6 (+8), Per (Singing) 6 (+8),
Pro (Rancher) 4 (+7), Pro (Songwriting) 4 (+7), Ride 6 (+8), Sense Motive 4 (+5),
Survival 4 (+5), Swim 4 (+6)

Feats: Animal Empathy, Attack Specialist (Roping) 2, Attack Specialist (Sonic Array) 2,
Attack Specialist (unarmed) 1, Defensive Roll 2, Dodge Focus 3,
Fascinate (Perform [singing]), Improved Block, Improved Disarm, Perfect Pitch,
Power Attack

Powers: Sonic Array ["Euphoria" Emotion Control 8 (E: Area Perception, Selective, F: Limited to Joy)
AP: "Countersong" Nullify 8 (sonic powers: E: Nullifying Field)
AP: Dazzle 8 (hearing, E: Area Line (targeted); F: Range Touch)
AP: Dazzle 8 (hearing, E: Area Cone (general); F: Range Touch)
AP: "Sonic Blast" Blast 8 (E: Area Line (targeted); F: Range Touch)
AP: "Sonic Blast" Blast 8 (E: Area Cone (general); F: Range Touch) (29pp)
Immunity 1 (Own powers) (1pp)

Combat: Attack +4, Unarmed +6, Roping/Sonic Array +8; Grapple +6;
Damge: Unarmed +2, Blast +8
Defense +7/+2; Init +2

Saves: Toughness +7 Fortitude +9 Reflex +6 Will +5

Abilities 30 + Skills 15 + Feats 17 + Powers 30 + Combat 16 + Saves 12 = 120

Background: The moment his parents named him, Colt's destiny as a country western singer was almost assured. Growing up in Dallas, Texas but spending every summer working on his uncle's ranch, the stage was set. Receiving a guitar for his eight birthday was the icing on the cake (or nail in the coffin).
He did farely well, winning talent shows and local competitions. When he was thirteen, he was out on the ranch looking for inspiration when his sonic powers first manifested and he blew up a cow. He ran home and went straight to his room and hid there for the rest of the day. When the remains were found the next day, the ranch foreman muttered aliens and nobody spoke of the incident again.
He learned that he could modulate his voice for a variety effects, even making his singing causing euphoria. He realized what he was and he decided to stop using his powers when performing to avoid drawing to much attention. Now trying to live a normal life as a teenager, he contiues to hide what he is.

Colt Durham
PL: 8
STR 16, DEX 14, CON 16, INT 10, WIS 12, CHA* 18

Skills: Bluff 4 (+8), Climb 4 (+6), Diplomacy 8 (+12), Gather Info 4 (+8),
Handle Animal 4 (+8), Perform (Guitar) 4 (+8), Perform (Singing) 8 (+12),
Profession (Rancher) 4 (+4), Ride 4 (+6), Sense Motive 4 (+5), Survival 4 (+5), Swim 4 (+7)

Feats: Attack Specialist (Roping 2, Unarmed 2), Defensive Roll 1, Dodge Focus 4,
Fascinate (Perform [singing]), Improved Block, Improved Disarm, Perfect Pitch, Power Attack

Powers: Sonic Array ["Sonic Blast" Blast 12 (E: Area Line (targeted); F: Range Touch)] (24pp+5pp)
AP: "Countersong" Nullify 8 (sonic powers: E: Nullifying Field)
AP: Dazzle 12 (hearing, E: Area Line (targeted); F: Range Touch)
AP: Dazzle 8 (hearing, E: Area Cone (general); F: Range Touch)
AP: "Euphoria" Emotion Control 8 (E: Area Perception, Selective, F: Limited to Joy, Range Touch)
AP: "Sonic Blast" Blast 8 (E: Area Cone (general); F: Range Touch)
Immunity 1 (Own powers) (1pp)

Combat: Init +2, Attack: +4, Roping/Unarmed +8, Grapple +7
Damage: Unarmed +3, Sonic Blast +12
Defense +8/+2 (+4 Base, +4 Dodge)

Saves: Toughness +4/+3, Fortitude +6, Reflex +6, Will +6

Abilities 34 + Skills 14 + Feats 14 + Powers 30 + Combat 16 + Saves 12 = 120

Complications:
Secret Identity: Colt is trying to keep his powers a secret
Relationships: Colt has very uneasy relationship with his family and Aunt Mina is a complete mystery to him.
Larangytis: If he uses his powers for more than 4 consecutive rounds or uses Extra Effort, he risks getting larangytis and being unable to use his powers.

Background:
Colt's parents were Oil Tycoons from Texas, but he didn't care for the mansions and other amenities that money could buy. He preferred to work on his Uncle's ranch. At age 12, he found out he had powers. Ray, the ranch foreman witnessed the event, and helped Colt cover it up. His powers would remain a secret until his cousin found out and blabbed to his whole family. He had long wanted to take Colt's place as heir to the empire.

Ray suggested that Colt attend Claremont Academy, but his parents refused. They did not want him getting some silly notion about being a superhero. As his parents prepared to ship him overseas to get him out of sight, his Mom's estranged sister showed up on the door. Aunt Mina had been a hero in the early eighties, and Colt's parents didn't want anything to do with her. After some intense, closed door negotiations, it was decided that Colt would go live with Aunt Mina. Colt moved out to Angel Bay and Mina enrolled him in Genoa High School.

Notes: A reworking of my old X-Men Reimagined character, Colt. By the rules of the game, all of his abilities started at 8, except CHA which was 12.
Last edited by kenseido on Tue Jun 19, 2012 5:41 am, edited 3 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 6:37 pm

Tyr
PL: 10
Str 26, Dex 26, Con 26, Int 10, Wis 14, Cha 10

Skills:
Acrobatics 4 (+12), Climb 2 (+10), Escape Artist 4 (+12), Gather Info 8 (+8.),
Intimidate 8 (+8.), Notice 8 (+10), Search 6 (+6), Sense Motive 8 (+10),
Stealth 2 (+10), Survival 4 (+6), Swim 2 (+10)

Feats:
Attack Focus (Melee) 4, Diehard, Dodge Focus 4, Endurance, Evasion, Hardy,
Improved Critical (Unarmed) 2, Improved Initiative, Instant Up, Move-By Action,
Power Attack, Startle, Takedown Attack 2, Uncanny Dodge [hearing]

Powers:
Comprehend 2 (Languages)
Immunity 4 (Cold, Heat, Pressure, Radiation; F: Limited)
Impervious Toughness 4
Leaping 1
Regeneration 3 (Injured 1, Staggered 1, Disabled 1)
Speed 1
Super-senses 3 (Extended Hearing, Extended Vision, Low-light Vision)
Super-strength 1

Saves:
Toughness +8, Fort +10, Ref +12, Will +6

Combat:
Attack +8, Melee +12
Damage +8 (unarmed)
Defense +12 (+4 flat-footed)
Initiative +12

Complications:
Motivation: Protective of small children and orphans
Combat Programming: When combat starts, its hard for him to snap out of "killing mode"
Revenge: Tyr wants revenge against Omega and his agents

Attributes 52 + Skills 14 + Feats 22 + Powers 20 + Saves 10 + Combat 32 = 150

Background: Tyr was grown in vat to be a soldier. His race predicted the coming Terminus
event 10 years before it happened. Unfortunately, the neighboring systems saw
the building of an army as a threat, and attacked. Tyr was the last soldier to
come out of the vat before the attack wiped out his creators.

Not having any programmed missions, he survived as best he could. He ended up as
a mercenary and criminal working for various criminal enterprises. For six
years, he gained a reputation as one of the Galaxy's Most Dangerous men. Then he
met Silia.

Silia was an orphan. He employer at the time had just killed her parents, and
was going to sell her into slavery. Tyr was transporting her to the merchant
world, when something inside him stirred. He disobeyed his employer and went on
the run with Silia. For several years they were hunted, Tyr always keeping them
one step ahead of the bounty hunters and mercs sent after them.

The Terminus came. Tyr survived the initial onslaught, but Silia did not. Tyr
was rescued by a ship of refugees and now wants a chance for revenge.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Dec 05, 2011 9:19 pm

Hunt (Ryan Hunt)
Image
PL: 10
STR: +10 (30), DEX: +5 (20), CON: +8 (26), INT: +1 (12), WIS: +4 (18), CHA: +1 (12)

Skills: Acrobatics 6 (+11), Climb 6 (+16), Handle Animal (+9), Intimidate 6 (+7/+15), Knowledge (Current Events) 2 (+3), Knowledge (Streetwise) 4 (+5), Notice 6 (+10/+18), Profession (Bounty Hunter) 4 (+8), Sense Motive 4 (+8), Stealth 6 (+11), Swim (+10)

Feats: Acrobatic Bluff, Animal Empathy, Attack Focus (Melee) 4, Chokehold, Defensive Roll 2, Dodge Focus 4, Improved Grab, Improved Pin, Power Attack, Rage, Reputation 10, Skill Mastery (Acrobatics, Handle Animal, Intimidation, Sense Motive), Takedown Attack, Track

Powers:
Enhanced Trait 8 (Traits: Handle Animal +8 (+9), Intimidate +8 (+15), Notice +8 (+18), Feats: Animal Empathy, Rage)
Leaping 4 (Jumping distance: 500/250/125)
Super-Senses 6 (Hearing 3 (Danger Sense, Extended, Ultra-hearing), Low-light vision, Scent 2 (Tracking))
Super-Strength 4 (4.3 tons/8.5 tons/12.8 tons/25.6 tons)

Combat:
Attack Bonus: +6 (Ranged: +6, Melee: +10, Grapple: +24)
Attacks: Unarmed Attack, +10 (DC 25)
Defense: 20 (Flat-footed: 13), Knockback: -5
Initiative: +5

Saves: Tough: +8/+10, Fort: +10, Ref: +10, Will: +10

Abilities 58 + Skills 11 (44 ranks) + Feats 18 + Powers 26 + Combat 24 + Saves 13 + Drawbacks 0 = 150

Complications:
Enemy: Viper. Nuff said.
Reputation: Bounty hunter
Motivation: Justice

Ryan was an all-state linebacker and wrestler in high school. He was destined for the pros until, he was hit by a drunk driver while driving friends home from a graduation party. His friends were killed and Ryan was paralyzed from the neck down.
His parents had never had much money, so they couldn't afford the expensive operations and physical therapy that would be required for even a partial recovery. So when they were approached by a doctor claiming to have an experimental procedure that would completely restore him, and that the treatment would be provided free of charge; Ryan jumped at the opportunity.
What Ryan didn't know was the doctor worked for Viper. So while he was receiving his treatment, his parent began looking into this doctor, which led to Viper sending some agents to eliminate them.
When Viper told him what they expected as payment, and held up the pictures of his dead parents as a warning, Ryan lost it. He totally destroyed the Viper lab, and set out to take down every Viper cell he coudl find.
No longer able to do what he loved, Ryan found his new abilities led him to a very successful career as a bounty hunter. He learned the basics from a man who went by Bear, and now hunts down bail jumpers in between taking out Viper cells.

3E Version wrote:HUNT (RYAN HUNT)
ABILITIES
STR 5/10, STA 6/8, AGI 6, DEX 6, FIG 10, INT 1, AWA 4, PRE 1

ADVANTAGES
Agile Feint, Chokehold, Improved Grab, Improved Hold, Power Attack,
Skill Mastery (Perception), Takedown, Tracking

SKILLS
Acrobatics 6 (+12), Athletics 6 (+16), Expertise: Bounty Hunter 2 (+3),
Expertise: Criminals 2 (+3), Expertise: Streetwise 4 (+5), Intimidation 6 (+7),
Insight 4 (+10), Perception 6 (+14*)

POWERS
Animalistic: Comprehend Animals 2; Enhanced Stamina 2; Enhanced Skill 4 (Perception 4);
Senses 6 (Acute and Tracking Smell, Danger Sense, Extended Hearing,
Low-Light Vision, Ultra-Hearing)

Beastly Strength: Enhanced Strength 5; Leaping 6 (500 feet)

OFFENSE
Initiative +6
Close +10, Ranged +6
Damage: Unarmed +10

DEFENSE
Dodge +10, Parry +12
Fort +10, Toug +8, Will +10

POWER POINTS
Abilities 78 + advantages 8 + skills 18 + powers 32 + defenses 14 = 150


Notes: Hunt was made for a Champions module, Wings of Valkyrie, converted to M&M. He started out as 3E character rolled up from the GM's Kit. Then the game converted to 2E, and Hunt was converted.
Last edited by kenseido on Sat Aug 18, 2012 8:54 am, edited 1 time in total.
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Re: Kenseido's Menagerie

Postby kenseido » Mon Jan 02, 2012 5:42 pm

Night Fox (Janet King)
Image
Str 30, Dex 34, Con —, Int 12, Wis 12, Cha 14

Skills: Acrobatics 8 (+20), Bluff 4 (+6), Disguise 4 (+6), Drive 2 (+14),
Escape Artist 2 (+14), Intimidate 4 (+6), Investigate 4 (+5), Notice 6 (+7),
Search 4 (+5), Sense Motive 8 (+9), Sleight of Hand 2 (+14), Stealth 4 (+16)

Feats: Acrobatic Bluff, Attack Focus (melee) 2, Attractive, Defensive Attack, Equipment 5,
Evasion, Instant Up, Jack of All Trades, Move-by Action, Power Attack, Takedown Attack,
Uncanny Dodge (auditory)

Powers: Immunity 30 (Fortitude)
Protection 8
Regeneration 2 (REC -3)

Equipment: Costume (Urban Cammo), Grapple Gun (Super-Movement 1 [Swinging]),
Mini-Tracer, Lock Release Gun
Utility Belt (array):
-Flash-Bangs (Dazzle 4 [visual and auditory; E: Area Burst])
-Bolas (Snare 8 )
-Stun Grenades (Stun 4 [E: Area Burst, Ranged])
-Smoke Bombs (obscure 5 [visual; E: Area (Cloud)])
-Throwing Disc (Blast 3 [PF: Mighty 3, Ricochet 2])

Combat: Attack +10, Melee +12; Grapple +22;
Damage +10 (unarmed)
Defense +12, Initiative +12

Saves: Toughness +8, Fortitude —, Reflex +12, Will +8

Abilities 42 + Skills 13 + Feats 17 + Powers 40 + Combat 44 + Saves 7 = 162

Complications:
Android: Night Fox is an android.
Motivation: Seek Justice
Fake Identity: Night Fox's identity, Janet King, is fake, created by Raven.
Enemy: Doc Otaku recognizes his creation and wants her back.

Backgrounds:
Otaku decided to create a robotic double of Raven. However, he quickly became frustrated that his creation could never match up to the real Raven, so he boxed her up.
She wakes up in a warehouse being robbed. Something happened that caused her to gain sentience. Still under her original programming, she thinks she is Raven and stops the crime. The real Raven is out of town, so this robot begins patrolling the streets as Raven, but as time passes, she starts to realize that she isn't Raven.
By the time the real Raven returns and tracks her down, she finds the robots in the midst of changing her identity so she doesn't look like Raven. Rather than her fight with the android, Raven decides to help her. She sets her up with a new identity, moves her to Angel Bay, puts her on the West Coast team.

Edit 1: Bumped to PL10.5. Bought Attack Focus (melee) 2 and 4 ranks of Acrobatics.
Last edited by kenseido on Sat Aug 18, 2012 8:56 am, edited 4 times in total.
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Re: Kenseido's Menagerie

Postby kenseido » Sun Feb 05, 2012 1:31 am

Kir Avon
Image
PL: 11
Str 12, Dex 16, Con 18, Int 14/26, Wis 16, Cha 12

Skills: Computers 10 (+18), Concentration 6 (+9), Cr (Electronic) 4 (+12), Cr (Mechanical) 4 (+12),
Diplomacy 6 (+7), Disable Device 10 (+18), Kn (Arcane Lore) 4 (+12), Kn (Technology) 10 (+18),
Notice 8 (+11), Sense Motive 6 (+9)

Feats: Attack Specialist (Technomancy) 3, Dodge Focus 4, Equipment 1, Inventor, Luck 2,
Power Attack, Precise Shot, Ritualist

Powers: Nanotech Enhancements 9 (45pp)
•Concealment 8 (audio, radio, visual; PF: Close Range, Selective; F: Limited to machines)
-AP: Comprehend 2 (Speak/Understand Machines) & Datalink 5 (PF: Cyberspace)
-AP: Comprehend 4 (Read/Speak/Understand Languages; Be understood by all)
-AP: Healing 8 (PF: Persistent, Regrowth; F: Self Only)
•Enhanced Feat 2 (Eidetic Memory, Speed of Thought)
•Enhaned INT 12
•Immunity 2 (Disease, Poison)
•Feature 1 (Library)
•Quickness 6 (x100; F: Mental Tasks only)
•Skin Armor [Protection 4]
•Skill Upload [Variable 1 (any single skill; E: Free action; F: Limited 2 - Max 5 ranks)]
•Super-senses 4 (Detect Technology, ranged, acute, analytical)

Technomancy 10 (20pp+7pp)
•"Cybermancy" ESP 6/9 (audio, visual, E: No Conduit; F: Medium - Networks)
•"Cybermorph" Transform 6/9 (machines to machines)
•"Disassemble" Disintegration 10/13 (F: Machines Only)
•"EMP" Nullify 9/13 (electronics; PF: Precise, Split Attack, Selective)
•"Magnokinesis" Magnetic Control 10/13 (PF: Precise, Subtle)
•"Network" Transmit 9/13 (Medium: Networks; E: Accurate, Affect Others; F: Long Range)
•"Repair" Healing 10/14 (E: Affects Objects Only, Ranged; F: Machines only)
•"Static Discharge" Electrical Control 9/13 (PF: Affects Insubstantial 2)

Device 2 (TechnoMancer Staff; easy to lose; PF: Restricted 1 [TechnoMancer]) (7pp)
•Add Variable Descriptor 2 [any technology] to Static Discharge
•Technomancy +4

Device 3 (Force Field Belt; hard to lose) (12pp)
•Enhanced Feat 1 (Ultimate Toughness)
•Immunity 9 (All Environments, Critical Hits, Suffocation)
•Force Field 4 (AP: Shield 4)

Combat: Attack +3, Technomancy +9
Damage Unarmed +0, Static Discharge +9/+13
Defense +10/+14 (+3 flat-footed), Initiative +8

Saves: Toughness +12/+8/+4, Fortitude +9, Reflex +9, Will +11

Abilities 28 + Skills 17 + Feats 14 + Powers 92 + Saves 16 + Combat 18 = 184

Complications:
Enemy: Kir is one of the last of an Order of Techno-Mages. They have many enemies who would like revenge against them, including Omega and his forces.

Relationship: Vala is a Techno-Mage and former lover who has jerked him around since the fall of the Order. Tesseract is a mentor of sorts who has helped Kir come to grips with himself, and can call on Kir in times of need.

Background: Kir Avon grew up on world that fell to Omega's forces when he was a toddler. Kir was rescued by a Techno-Mage and taken in by their order. He received the nanotech endowment from the founder and trained with them for years. They continued to rescue the victims of Omega and other forces of oppression.

Finally, Omega sent his full contingent of Annihilists to destroy the the Order. During the final battle, Kir saw all of his fellow techno-mages fall, including Vala whom he was having a relationship with. Tenin, the Techno-Mage that saved him those many years ago, used his last act to send Kir far away from the forces of Omega, saving his life.

He travelled around the multi-verse for a time, even finding that Vala had somehow survived the attack. Her explanation of an astral illusion only led to more questions, as this would have required much prior planning on Vala's part. Kir ran into Vala a few times, but she never stayed long enough to answer his questions.

On one world threatened by an asteroid, Kir joined forces with TSAB to save the planet. Through this contact, he was able to take the test and become a Contract Mage for the TSAB. He was assigned to Earth 409 as a liason officer, which he learned that Vala has settled on.

After he was reassigned by the TSAB, he resigned his postion to continue his search for Vala. After being strung along and sent on wild goose chases for several months by Vala, Kir met a technomancer named Tesseract in the Australian outback. He helped Kir understand what his relationship with Vala really was and gave him a new outlook on life. He also helped Kir come to a new understanding of his abilities. With it, Kir cast of the old Techno-Mage paradigm and embraced life as a technomancer.

He returned to Chicago to commit to full time duties as an Avenger. However, since Rin had a bad experieince in Emerald City while covering for Kir, he will use any excuse to get out to EC to check up on his friend.

Appearance: Kir appears as a caucasian male in his mid to late twenties, with very short brown hair and a few days facial hair. He is dressed all in black, including a long black coat with silver symbols down the front on either side. He carries a silver metal staff of about 5 feet in length with a small silver hemisphere on one end.

Notes: Did a major overhaul on Kir, even though he left the campaign. He might end up as an NPC sometime and crossover in another Crinosverse game.

PL12 version wrote:Kir Avon
PL: 12
Str 12, Dex 16, Con 18, Int 14/28, Wis 16, Cha 12

Skills: Computers 10 (+18), Concentration 6 (+9), Cr (Electronic) 4 (+13), Cr (Mechanical) 4 (+13),
Diplomacy 6 (+7), Disable Device 10 (+19), Kn (Arcane Lore) 4 (+13), Kn (Technology) 10 (+19),
Notice 8 (+11), Sense Motive 6 (+9)

Feats: Attack Specialist (Technomancy) 3, Dodge Focus 4, Equipment 1, Inventor, Luck 4,
Power Attack, Ritualist

Powers: Nanotech Enhancements 14 (70pp)
•Concealment 8 (audio, radio, visual; PF: Close Range, Selective; F: Limited to machines)
-AP: Comprehend 2 (Speak/Understand Machines) & Datalink 5 (PF: Cyberspace)
-AP: Comprehend 4 (Read/Speak/Understand Languages; Be understood by all)
-AP: Healing 8 (PF: Persistent, Regrowth; F: Self Only)
•Enhanced Feat 2 (Eidetic Memory, Speed of Thought)
•Enhanced INT 14
•Feature 1 (Library)
•Immunity 11 (Life Support, Need for Sleep, Starvation/Thirst)
•Quickness 6 (x100; F: Mental Tasks only)
•Regeneration 4 (Injured/Staggered 20 mins, Disabled 1 hr; PF: Persistent)
•Shield [Enhanced Feat 1 (Ultimate Toughness), Force Field 6 (AP: Shield 6)]
•Skin Armor [Protection 4]
•Skill Upload [Variable 1 (any single skill; E: Free action; F: Limited 2 - Max 8 ranks)]
•Super-senses 5 (Detect Technology, ranged, acute, analytical, extended)

Technomancy 11 (22pp+9pp)
•"Anima" Machine Animation 6 (E: Horde; PF: Progression 4)
•"Assemble" Transform 5 (disassembled to assembled; E: Continuous)
•"Cybermancy" ESP 7 (audio, visual, E: No Conduit; F: Medium - Networks)
•"Cybermorph" Transform 5 (machines to machines)
•"Disassemble" Transform 5 (assembled to disassembled; E: Continuous)
•"EMP" Nullify 10/14 (electronics; PF: Selective, Subtle)
•"Magnokinesis" Magnetic Control 10/14 (PF: Indirect, Subtle)
•"Network" Transmit 7 (Medium: Networks; E: Accurate, Affect Others)
•"Repair" Healing 7 (E: Affects Objects, Ranged; F: Machines only)
•"Static Discharge" Electrical Control 10/14 (PF: Affects Insubstantial 2)

Device 2 (TechnoMancer Staff; easy to lose; PF: Restricted 1 [TechnoMancer]) (7pp)
•Add Precise 2 to Technomacy array
•Power Reserve 4 (EMP, Magnokinesis, and Static Discharge; PF: Extra Power; D: Full Power)

Combat: Attack +4, Technomancy +10
Damage Unarmed +0, Static Discharge +10/+14
Defense +10/+16 (+3 flat-footed), Initiative +8

Saves: Toughness +14/+8/+4, Fortitude +10, Reflex +9, Will +12

Abilities 28 + Skills 17 + Feats 15 + Powers 108 + Saves 18 + Combat 20 = 206
Last edited by kenseido on Fri Jan 25, 2013 9:52 pm, edited 8 times in total.
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