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Blade's 3rd Ed Builds

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Re: Blade's 3rd Ed Builds

Postby Bladewind » Fri Dec 23, 2011 7:00 pm

That was a little on the tough side to get where I want, having blended the concept of the Battlesuit and the Costumed Adventurer. He's not useless outside the armor, which I like.

Image

Damphyr
PL10


Abilities
Strength 5, Stamina 3, Agility 4, Dexterity 3, Fighting 7, Intellect 4, Awareness 4, Presence 3

Powers
Damphyr Armor: Removable (-9 points)
Flight 4 [Wings; Flaw (2 ranks) - Gliding],
Combat Systems: Enhanced Advantages 10 [See Advantages List],
Enhanced Intimidation: Enhanced Trait 4,
Strength: Enhanced Strength 3,
Awareness: Enhanced Awareness 2,
Armor: Protection 4,
Sensory Array: Senses 6 [Darkvision, Danger Sense, Direction Sense, Infravision, Radio],
Response Time Accelerator: Enhanced Dodge 2,
Quick: Quickness 1
Rebreather - Immunity (Breathing)
(36 points)

Equipment
Standard Equipment
Cell Phone, Camera, Audio Recorder, Video Recorder, Computer
Utility Belt
Bolos: Affliction 4 [Resisted by Dodge, Hindered and Vulnerable, Defenseless and Immobilized); Ranged, Extra Condition; Limited Degree]
Alt: Batarangs: Damage 2 [Strength Based; Ranged; Split Attack]
Alt: Explosive Batarangs: Damage 4 [Burst Area, Ranged]
Alt: Flash Bombs: Affliction 4 [Resisted by Fortitude, Vision Impaired/ Vision Disable/. Vision Unaware; Ranged, Burst Area]
Alt: Sleep Gas: Affliction 4 [Resisted by Fortitude, Fatigued, Exhausted, Asleep; Ranged Cloud]
Alt: Tear Gas Pellets: Affliction 3 [Resisted by Fortitude, Dazed & Vision Impaired/ Stunned & Vision Disabled/ Incapacitated; Extra Condition, Ranged, Cloud Area]
Alt: Smoke Bombs: Concealment 4 [Cloud Area, Attack]
Alt: Cutting Torch: Damage 1 [Linked to Weaken Object's Toughness 1]

Advantages
Assessment,
Benefit 1 [Wealth],
Chokehold,
Defensive Roll 2,
Equipment 5,
Fast Grab
Hide in Plain Sight,
Improved Grab
Instant Up
Languages 2 [English, French, Russian, +1 more],
Move-by Action
Takedown 2,
Ultimate Effort [Investigation],
Uncanny Dodge

Enhanced Advantages
Accurate Attack,
Close Attack 2,
Defensive Attack,
Defensive Roll 1,
Improved Defense,
Improved Trip,
Power Attack,
Startle,
Throwing Mastery 1,
Weapon Bind,

Skills
Acrobatics 6 (+10), Athletics 6 (+11), Close Combat: Unarmed 6 (+15), Deception 6 (+9), Expertise: Business 3 (+7), Insight 5 (+9), Intimidation 2 (+5/ +13), Investigation 8 (+12), Perception 6 (+10), Persuasion (+3), Ranged Combat: Thrown 6 (+9), Sleight of Hand 4 (+7), Stealth 8 (+12), Technology 2 (+6), Vehicles 4 (+7)

Offense
Initiative +4
Unarmed +15, Damage 5
Batarangs +9, Damage 8
Explosive Batarangs +9, Damage 5

Defense
Dodge 8/ +10,
Parry 7
Toughness 10 (Def Roll 3),
Fortitude 8,
Will 11

Power Points
Abilities 46 + Powers 36 + Advantages 21 + Skills 36 + Defenses 16 = Total 155

Complications
Motivation Justice. Damphyr found it nigh impossible to be a part of law enforcement given his background. Damphyr, in addition to charity works, became a way to serve and protect.
Enemy Rusalka. Damphyr has become something of a thorn in the side of the Russian Mob. Rusalka is an enforcer in their employ and seems to have made it her personal mission to make his life miserable.
Secret ID This one works on a few levels as his secret id is relatively well known, is connected to several politicians in a way that would make them look bad if his secret ever got out...

Design Notes
:arrow: We don't see the Batman Beyond Wings in this pic, but I envision them the same color as the bat on his chest. Also, the chest insignia needs to be re-envision for this character as a stylized human head, and vampiric in nature

Background
Eric Molson lacks the angst and tragedy of the Bat Clan but is no less an ideal choice to be a part of the team known as Batman Incorporated.

Growing up in a life of privilege and opportunity, Eric had the best that his upbringing could offer. Smart, athletic and good looking he excelled in almost everything he touched. Having tutors available and not wanting for anything did not hurt, that’s certain.

But Eric always looked beyond what he had and at those around him. Already heavily involved with working as anonymously as possible in various places including the Old Brewery Mission, he was always disgusted when people spoke about crime and poverty in far off places. What about our backyard? Who stands up for the people around us? He always felt that it was easy to talk about the “third world” and to ignore the “first world.” Made it somehow less real.

Eric wanted to join the police force, but he found that he was never taken seriously. So he shifted his attention. Using his wealth and resources, Eric was able to touch many lives in many ways through charity, philanthropy and job creation. Still, he felt that somehow he should do more. Fascinated by superheroes and how they stood up for the law while not always standing within the restrictions of red tape, he imagined perhaps there might be a way to more.

He studied martial arts and took to problem solving in much the same way that police training is offered. Eric’s studies would have made an excellent detective but instead they forged the hero Damphyr.

Inspired by Batman, Green Arrow, Steel and others in the Justice League, he began to craft an enhancement suit. This suit put him on equal footing with a small SWAT team, giving him the ability to stand against larger numbers but nowhere in the same ballpark as Steel.

Damphyr soon began patrolling the streets. It did not take long to come across the true movers and shakers of Montreal’s organized crime as well as their brutal enforcer, Rusalka. Now, he works to prevent crime, knowing that the pushers and the petty crimes are just the tip of a much larger iceberg…
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Fri Dec 23, 2011 7:02 pm

Intercepteur
Michel Pariseau

Michel Pariseau was born in St Eustache, Quebec and grew up to become an officer with the SQ. Apart from having good marks, being a great team player with high motivation, his most distinguishing quality, perhaps ironically, was an ability to blend in with the crowd. Not to say he was mousy, but he was not the class jock either.

Following in his family`s footsteps, he continued a tradition of serving as an officer of the law. He joined the Sureté du Quebec and was eventually assigned to a task force dealing with various high profile crimes. Eventually, he as assigned to infiltrate a Medusa cell who were acquiring high tech items and schematics for unknown purposes. These even included the specs for Fleur de Lys' electroshock gauntlets.

It took months, but he managed to put his talents to good use, even assisting in the acquistion of tech items that were being used in the development of what he eventually determined to be an enhancement suit along the lines of Acadia and Pacifica.

During his time as a Medusa mole, Pariseau encountered Hornet herself in her civilian identity, Hortense Netter.`

When one night he hung back to get a look at the research, he discovered that his suspicions were true and that Medusa were working on a supersuit with teleportation and mass displacement powers. Horrified, he set to work to immediately destroy the suit and research while attempting to grab a copy of the schematics.

To his further horror he was interuppted by Hornet who had an agenda of her own… With no other real option to escape, he donned the suit. As it powered up, th buxom blonde entered the room where he was hiding and gave him a look that would have peeled paint from a wall. Firing her trademark stingers at him, Pariseau was pleasantly surprised when the suit`s shunting field kicked in and deflected them.

He realized that he had only glanced at the suit's supposed capabilities, but he knew he had to act fast. Since the shunting field kicked in as if in response to his thoughts, he thought about blasting the computer databanks. Electricity leapt from his hands and summarily fried the databanks and caused a fire. Hornet fled and Pariseau thought of safety, immediately dissapearing and reappearing in the police precinct…

He turned over a disk with most of the schematics and has been under pressure to turn over the suit. He even did so at one point, but appears to be attuned to it on some level - perhaps the circuitry imprinted on him somehow when he donned it and now won't work for anyone else with quite the same response time... Since then, he has been awarded field use of the battlesuit, and has come to be unofficially assigned with Fleur de Lys as an operative in Quebec, even though she remains the only officially sanctionned Quebec hero.

Image Image

Intercepteur
PL10

Michel Pariseau

Abilities
Strength 2,
Stamina 2,
Agility 3,
Dexterity 2,
Fighting 4,
Intellect 2,
Awareness 1,
Presence 0

Powers
Shunting Field:
Removable (Hard to Remove) (-5 points)
Enhanced Defenses: Enhanced Dodge 11 [Linked to Protection 3], Enhanced Defense: Enhanced Parry 11 [Linked to Protection 3], Protection 3
(20 points)
Transit Suit:
Removable (Hard to Lose) (-11 points)
Projection Vortex: Blast 12 [Variable Descriptor (Any Environmental), Precise ]
Alt: Wide-Angle Vortex: Damage 8 [Cone Area; Variable Descriptor (Any Environmental), Precise ]
Alt: Wind-Tunnel Vortex: Move Object 6 [Linked to Affliction 6 (Cumulative, Cone Area, Sustained, Resisted by Fort - Hindered/Prone); Limited Direction (Straight Away), Instant Recovery, Limited Degree; Precose]
Personal Vortex: Teleport 8 [(8 Miles/ 16 KM); Accurate; Change Directon, Increased Mass 2 (200 lbs/ 100 kg)]
Alt: Dimensional Vortex: Movement 3 [Dimensional Travel; Any Dimension; Increased Mass 2 (200 lbs/ 100 kg)]
Alt: Long Range Personal Vortex: Teleport 8 [Accurate, Extended (250 Miles/ 500 km); Limited to Extended; Change Directon, Increased Mass 2 (200 lbs/ 100 kg)]
Alt: Vortex Portal: Teleport 8 [Accurate, Portal; Distracting, Tiring]
Alt: Apport Object: Create 8 [Continuous; Permanent; Precise, Subtle x2]
Alt: Sleight of Hand: Move Object 8 [Linked to Quickness 8 (Limited to Sleight of Hand power); Precise, Subtle ]
(50 points)

(48 points)

Equipment
Weapons
Submachine Gun: Blast 4 [Ballistic; Multi Attack],
Handgun: Blast 2 [Ballistic],
Knife: Damage 1 [Piercing]
Navigation/Communication Equipment
Smart Phone (5 points)
Standard Equipment
Rebreather (1 ep), Handcuffs (1 ep)

Advantages
Accurate Attack,
Benefit 2: C.D.O. Membership/ Clearance
Close Attack 2,
Connections,
Equipment 5,
Languages 1 [English, French, Hungarian],
Luck 2,
Power Attack,
Ranged Attack 6,
Redirect,
Ultimate Effort [Spend HP for auto 20 on Dodge],

Skills
Athletics 2 (+4), Close Combat: Unarmed 0 (+6), Deception (+0), Expertise: Current Events 1 (+3), Expertise: Streetwise 2 (+4), Expertise: Police Officer 4 (+6), Expertise: Tactics 4 (+6), Insight (+1), Intimidation 3 (+3), Investigation 3 (+5), Perception 2 (+3), Persuasion 2 (+2), Ranged Combat: Hand Gun 2 (+10), Stealth 3 (+6), Treatment 2 (+4)

Offense
Initiative +3
Summoning Vortices +8, Damage 12
Unarmed +6, Damage 2
Submachine Gun +8, Damage 4
Handgun +10, Damage 2

Defense
Dodge 14, Parry 15
Toughness 5 (Def Roll 0), Fortitude 7, Will 10

Power Points
Abilities 32 + Powers 68 + Advantages 23 + Skills 15 + Defenses 14 = Total 152

Complications
To Serve and To Protect - He's an honest cop and truly believes in protecting the public
Enemy - Hornet
Medusa - He's kind of on their sh*tlist in is civilian identity. That and they potentially have the ability to neutralize him to a certain extent. Finally, Medusa are in a position to discover his civilian identity.

Design Notes
:arrow: The Sentinels Vortex... took most of the powers, slapped them into a suit. Separated the Shunting Field and the balance of powers into two groups/ devices. I personally feel that Flight was a little out of place on that build so I dropped it. I combined that build with the basics of a SWAT officer.
:arrow: I see Intercepteur (French for Interceptor) as using his Summoning Vortices with Electrical Blasts, and using Environmental descriptors, I could see a Thunderclap blast... There is so much potential in the Summoning Vortices.
:arrow: The Smartphone under equipment is built with the cost of a Cellphone, Computer, Camera, GPS and Audio Recorder.
:arrow: I added Hungarian as a language per the freebies granted by the GM and the two points for the CDO Clearance.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Wed Dec 28, 2011 6:48 pm

Image
Flame on !!!

Firestorm
Doctor Reed Richards/ Johnny Storm
PL12


Abilities
Strength 6,
Stamina 8,
Agility 4,
Dexterity 4,
Fighting 3,
Intellect 1,
Awareness 2,
Presence 2

Powers
Firestorm Matrix:
Gestalt: Summon 4 [Heroic, Horde, Multiple Minions 2, Variable Type; Limited - Summoner Disappears, Distracting, Full Round Action]
Alt: Skills & Feats: Mimic 2 [Limited Mental Traits of those within Firestorm Matrix]
(16 points)
Flight:
Flight 8
(8 points)
Nuclear Control:
Atomic Rearrangement: Transform 8 [Increased Duration (Continuous), Ranged; 1/2 value side effect vs Organic Matter: Affliction 12 (Dazed/ Stunned/ Incapacitated) & Damage 12]
Alt: Nuclear Bolt: Damage 12 [Ranged]
Alt: Intangible: Insubstantial 4 [Reaction ]
(42 points)
Heightened Senses:
Extended Vision: Senses 3, Infravision: Senses 1, Microscopic Vision: Senses 4, Ultravision: Senses 1
(9 points)
Absorption:
Absorb Electromagnetic Energy: Nullify 11 [Linked to Absorb Kinetic Energy, Burst Area; Distracting],
Absorb Kinetic Energy: Nullify 11 [Linked to Absorb Electromagnetic Energy, Burst Area; Distracting]
(22 points)

Equipment

Advantages
Defensive Roll 2,
Evasion 1,
Improved Initiative 1,
Move-by Action, Power Attack

Skills
Acrobatics 4 (+8), Athletics 4 (+10), Close Combat: Unarmed 12 (+15), Deception 4 (+6), Expertise: Science 5 (+6), Insight 4 (+6), Intimidation (+2), Perception 5 (+7), Persuasion (+2), Ranged Combat: Nuclear Control 8 (+12), Stealth (+4)

Offense
Initiative +8
Unarmed +15, Damage 7
Nuclear Blast +12, Damage 12

Defense
Dodge 12, Parry 11
Toughness 10 (Def Roll 2), Fortitude 10, Will 8

Power Points
Abilities 60 +
Powers 97 +
Advantages 6 +
Skills 23 +
Defenses 24 =
Total 210


Complications
Identity - Firestorm's identities are very public
Motivation - Doing Good
Power Loss - The beings who merge to create Firestorm have no powers when they separate into their normal forms.

Design Notes
:arrow: Designed for Sojobo's DC/ Marvel Mash Up, PL 12/ 210 power points
:arrow: I essentially took the Firestorm entry from H&V and reworked a few (very few) minor details. If posting this is a no-no, let me know and I shall remove it. :)
:arrow: The big change is that instead of "Stein's Presence" I used those points (and the extra points provided by the GM) to purchase Gestalt as written in the 2nd-3rd Edition Conversion notes, even if this version actually permits up to 4 beings inside the Matrix....
:arrow: APed off the Gestalt is a Mimic Ability that permits slightly more versatility than the "Stein's Presence" Enhanced Skill provides without going too over the top. Essentially, and member of the Matrix would need to be statted out beforehand, and Firestorm has access to their Intellect and Awareness based/ enhancing Skills & Feats. I felt it was worth two points - one for the limit to Feat and Skills and a second for the limitation of those within the Matrix. Thus, 10 PP available at any given time to mimic the skills of his components...
:arrow: A few adjustments were also made to Strength and Stamina to allow the Offensive PL to be upped to 12...
:arrow: I may tweak a little more to grant the Human Torch's flame aura...

Background to follow...

Reed Richards
PL4/ 60 PP


Image

Abilities
Strength 0, Stamina 1, Agility 2, Dexterity 1, Fighting 0, Intellect 9, Awareness 2, Presence 2

Powers

Equipment

Advantages
Assessment, Connected [Independently Wealthy], Eidetic Memory, Inventor, Skill Mastery [Technology], Ultimate Effort [Technology]

Skills
Athletics (+2), Deception (+2), Expertise: Science 5 (+14), Insight (+2), Intimidation (+2), Investigation 4 (+13), Perception 5 (+7), Persuasion 5 (+7), Stealth (+2), Technology 5 (+14), Treatment 4 (+13), Vehicles 2 (+3)

Offense
Initiative +2

Defense
Dodge 2, Parry 0
Toughness 1 (Def Roll 0),
Fortitude 2,
Will 6

Power Points
Abilities 34 + Powers 0 + Advantages 6 + Skills 15 + Defenses 5 = Total 60

Complications

Design Notes
:arrow: With thanks to Taliesen. This is, essentially, a depowered version of his Mister Fantastic, cropped to fit PL4/ 60 pp.
:arrow: In the Firestorm build, the Gestalt power is Distracting and a Full Round action. Arguably, I've spent 16 PP for what could easily be a complication, but I like it.
:arrow: Wish I had the 4 PP available for him to have the Baxter Building... but alas...


Johnny Storm
PL4


Image

Abilities
Strength 2, Stamina 2, Agility 3, Dexterity 3, Fighting 1, Intellect 1, Awareness 1, Presence 2

Powers

Equipment

Advantages
Taunt, Well-Informed, Equipment 1

Skills
Athletics (+2), Close Combat: Unarmed 6 (+7), Deception 5 (+7), Expertise: Cars 8 (+9), Expertise: Popular Culture 5 (+6), Insight (+1), Intimidation (+2), Perception (+1), Persuasion (+2), Stealth (+3), Vehicles 10 (+13)

Offense
Initiative +3
Unarmed +7, Damage 1

Defense
Dodge 5, Parry 4
Toughness 2 (Def Roll 0),
Fortitude 5,
Will 3

Power Points
Abilities 30 + Powers 0 + Advantages 3 + Skills 17 + Defenses 10 = Total 60

Complications

Design Notes
:arrow: Once again, with thanks to Taliesen. This is also, essentially, a depowered version of his Human Torch, cropped to fit PL4/ 60 pp.
:arrow: Haven't decided what the Equipment should be...
Last edited by Bladewind on Wed Dec 28, 2011 8:28 pm, edited 2 times in total.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Wed Dec 28, 2011 7:00 pm

Shadowcat
PL 10/ 150 points

Image

Abilities
Strength 1,
Stamina 3,
Agility 4,
Dexterity 5,
Fighting 11,
Intellect 3,
Awareness 5,
Presence 1

Powers
Phasing:
Intangible: Insubstantial 4 [Affects Others, Reaction; Affected by Magic; Precise, Subtle x2],
Air Walking: Flight 1 [Affect Others; Levitation]
(29 points)
Disruption Attack:
Object Wield: Damage 5 [Resisted bt Fortitude; Affects Corporea;; Limited to Toughness of Object]
Alt: Electronics Disruption: Nullify 5 [Close Range Nullify Electronics Simultaneous; Affects Electronics Only, Must Phase through them, Uncontrolled]
Alt: Synapse Disruption: Affliction 5 [Resisted by Fort; Affects Corporeal, ]
(12 points)

Equipment


Advantages
Agile Feint, Defensive Roll 2, All-out Attack, Grabbing Finesse, Takedown 1, Accurate Attack, Improved Trip, Defensive Attack, Fast Grab

Skills
Acrobatics 5 (+9), Athletics 3 (+4), Close Combat: Unarmed 2 (+13), Deception 4 (+5), Expertise: Electronics 4 (+7), Insight (+5), Intimidation (+1), Perception 3 (+8), Persuasion (+1), Sleight of Hand 3 (+8), Stealth 4 (+8), Technology 6 (+9)

Offense
Initiative +4
Unarmed +13, Damage 1
Electronic Disruption +13, Damage 5
Synapse Disruption +13, Damage 5

Defense
Dodge 10,
Parry 11
Toughness 5 (Def Roll 2),
Fortitude 8,
Will 10

Power Points
Abilities 66 +
Powers 41 +
Advantages 10 +
Skills 17 +
Defenses 16
= Total 150


Complications
Prejudice - Mutant
Motivation - Acceptance



:arrow: I've chosen Shadowcat at a point where she is not injured and "permanently" intangible, but this would be a point after she was possessed by a demon ninja...
:arrow: I admit to using the Quickstart Character Generator from the GM kit as a starting point, building off (and tweaking) the Martial Artist.
:arrow: I view Lockheed as separate character altogether and not a sidekick... besides, again, I don't have the points...
:arrow: This is after "round 1 of critiques" from the GM, posted fresh simply because I want to keep my original build posted for the moment.
:arrow: With the alternate build on the powers, I had to shave points elsewhere. Not sure I totally agree with the need for the Nullify to be so high as objects automatically fail their saves... But I admit that the build is tighter this way.
:arrow: There is still some fluff in the Nullify effects contrary to the suggested powers build. As they are APs, there is actually no effect on cost, and I like it as flavor.
:arrow: I feel she needs more/ better Complications...
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Wed Apr 04, 2012 5:52 pm

I've had a few fails with characters in the last little while... Triad failed because playing a duplicater with no real offensive ability has jumped to the top of my list of Really Bad Ideas for a PbP. The other was Aaron, a son of Apollo whose only really failing was that the background wasn't coming together to my liking...

For this one, I've come up with a female Captain Marvel. The obvious choice being something along the lines of Billy being the one on the expedition and Mary left behind, proceed as in comics. But the other half of the premise of this game is that we can twist origins to our likings... so, I twisted.

Essentially, as a hero (with some issues), Thea Adam is Sekhmet. With the age bracket for this game, I guess I'm actually going more for a female Osiris (without calling her Isis) than Black Adam or Captain Marvel but the concept is a female Black Adam. I've blended the origins of most of the Marvel and Black Marvel family to make something moderately novel enough to say it's not a complete Cap clone, but still obviously linked to canon to fit the game concept ...

Image


Sekhmet
PL10/ 150 PP

Alternate Identity: Theodora Adam
Occupation: Champion

Description:
Age: 14/ 17
Gender: Female
Height: 5'2"/ 5’11”
Weight: 115/ 165
Eyes: Blue
Hair: Black

Abilities
Strength 2/10,
Stamina -1/4,
Agility 2,
Dexterity 2,
Fighting 1/7,
Intellect 1,
Awareness 2/6,
Presence 1/3
(Number before the "/" is her depowered form)

Powers
Stamina of Shu: (20 points)
Enhanced Advantages: 2 Defensive Roll 2
Protection 3,
Impervious Toughness: 5,
Immunity (Life Support): Immunity 10
Swiftness of Heru: (25 points)
Enhanced Advantages: Enhanced Trait 1 [See Adv list], Takedown,
Flight 11 [Dynamic]
Alt: Dimensional Travel: Movement 1 [(Rock of Eternity)]
Alt: Quickness/ Speed: Quickness 11 [Speed]
Strength of Amon: (18 points)
Enhanced Strength 8
Super-Strength: Power-Lifting 2,
Wisdom of Zehuti: (22 points)
Enhanced Awareness 4,
Enhanced Advantages: 4 Assessment, Beginner's Luck, Eidetic Memory, Jack-of-all-Trades,
Gift of Tongues: Comprehend 3 [Speak/ Understand/ Write],
Divine Presence: Enhanced Presence 2
Courage of Mehen: (10 points)
Enhanced Will 5,
Impervious Will: Impervious 5

Equipment
None

Advantages
Assessment, Beginner's Luck, Eidetic Memory, Takedown, Defensive Roll 2 , Jack-of-all-Trades
Interpose, Move-by Action, Power Attack

Skills reflects Jack of All Trades feat
Acrobatics 6 (+8), Athletics 2 (+12), Close Combat: Unarmed 3 (+10), Deception (+3), Expertise (Mythology) +1 (+2) Expertise (+2), Insight (+6), Intimidation (+3), Investigation (+1), Perception 1 (+7), Persuasion 1 (+4), Ranged Combat: Throwing 8 (+10), Sleight of Hand (+2), Stealth 1 (+3), Technology (+1), Treatment 2 (+3), Vehicles (+2)

Offense
Initiative +2
Unarmed +10, Damage 10
Throwing +10, Damage 10

Defense
Dodge 11,
Parry 9
Toughness 9 (Def Roll 2), Impervious 5
Fortitude 4, Will 11

Power Points
Abilities 18 + Powers 113 + Advantages 1 + Skills 9 (18 ranks) + Defenses 11 = Total 152

Complications
Disability - Sekhmet cannot walk in her mortal form
Power Loss - Sekhmet loses her powers and reverts to her mortal form when she speaks the word Shazam.
Motivation - Sekhmet knows of her past as Black Adam and why he was stripped of his power by the Sorceress… she seeks redemption
Temper - Black Adam was renowned and feared for his rage… this rage is also a part of Sekhmet

Design Notes
:arrow: I retooled a PL 11 version of Atalanta, a Captain Marvel variant I was playing in a JLA game.
:arrow: An assumption in designing the character - only certain people have been Ruled 63. It is not assumed that each and every male in our universe is female in this one or vice versa. As an exampled, the Batsons are still C.C. and Marilyn, with no change to them.
:arrow: The Gift of Tongues is my addition to Captain Marvel. I always envisioned that Captain Marvel should be the one able to speak in any language instead of the Silver Age Superman... Having the Wisdom of Solomon and Power of Zeus (Or in this case the Wisdon of Zehuti and Power of Aton) should make a trivial thing such as language a moot point...
:arrow: The funny thing about all the Marvel builds - Black Marvels included - is that no one seems to have any powers reflecting the Power of Zeus/ Aton. I would tend to think that the Lightning Strike falls into that category, but I choose to have that as a Power Stunt if I choose to use it in this build.
:arrow: I have left out the name of Mina's brother from the background, Mario doesn't seem to work well. I suppose Charlie (in homage to Charles Clarence Batson) or Joseph (Billy Batson's middle name) could be a viable option if needed.
:arrow: Mina is of course short for Wilhemina, a feminine form of William.

Background
DCA Adventures Heroes & Villains Volume 1
In the ancient Middle Eastern nation of Kahndaq, around the 13th century B.C.E., the hero known as the Champion chose Teth-Adam as his successor. By speaking the magic word “Shazam” he was transformed into the Mighty Adam, with powers granted by the gods: Shu (stamina), Heru (speed), Amon (strength), Zehuti (wisdom), Aton (power), and Mehen (courage).

For centuries, the Mighty Adam used his powers as a force for good, eventually serving as champion to the Pharaoh Ramses II and the Egyptian prince Khufu. When the villain Ahk-ton, a servant of Vandal Savage, conquered Adam’s homeland of Kahndaq and murdered the hero’s wife and children, he went mad and killed his foe. He then swore to reclaim Kahndaq by any means necessary. Upon learning of this, the Champion — now known as the wizard Shazam—stripped Adam of his powers, placing them in a mystic scarab. Restored to his true, mortal age, the former hero turned into a mummified cadaver. Shazam had both the scarab and the body of “Khem-Adam” (Black Adam) entombed.


Thousands of years later, just a few short years ago in our time, Wilhelmina Batson and her best friend Theadora Adam, were accompanying Mina's parents on an archeological dig in the modern day Khandaq where they had discovered the tomb of Khem Adam. Although forbidden from entering the site itself, Mina and Thea nonetheless followed the Batsons into the site where they were preparing to enter the seemingly unperturbed inner chamber. Compelled by some unknown force, Mina's father put his hand to a strange stylized lightning symbol, a glyph unknown in all of the Egyptian writings discovered until that point.

Lightning flashed from somewhere - a huge static electric charge was Mr Batson's immediate thought - and the ceiling began to cave in. The Batsons were caught and immediately crushed, Thea instictively pushed Mina, saving her friend but gravely injured in the process.

Recovering months later, Mina would visit Thea daily in the hospital. Now an orphan with no knowledge of what had become of her brother, Mina's sole family was Thea. Mina marvelled that Thea had no guilt toward her for losing the use of her legs. Mina's guilt was immense though, the sight of her crippled friend almost too much to bear...

Finally, a package came to Mina, her parent's personal effects. She was showing pictures of the site in Khandaq to Thea, discoveries made by her late parents before the collapse of the tomb. One picture held Thea's attention, and she held Mina's hand with a strength not shown since before the accident... broken vocal chords fought to say two syllables as Mina looked on in amazement.

Speaking the ancient title of the Sorceress of Eternity, Thea was transformed. Broken flesh was healed, damaged nerves restored, and memory of a past life as a champion of good corrupted by tragedy stood tall. Garbed in black, the lightning-glyph proudly displayed on her torso, Thea was reborn as Sekhmet...

Powers & Abilities
By speaking the Sorceress of Eternity's title, Sekhmet gains the Stamina of Shu, the Swiftness of Heru, the Strength of Amon, the Wisdom of Zehuti, the Power of Aton, and the Courage of Mehen.

Personality
Sekhmet is truly a good person seeking to do good with the power that she has gained. Thing is, that with the power of Shazam flowing through her, she is influenced by the temperament of the ancient Egyptian gods as well as that of Sekhmet and the memories of her ancestor Khem-Adam. As a result, she is defined by power and tragedy. In her past life, she was a champion unable to save those she loved. In this life, she came very close to losing her best friend, and lost the use of her legs as a result. She is determined to not let something like that - or worse - happen again. Her actions are heavily influenced by a set of beliefs that eschew a harsh sense of justice.

Allies
:arrow: at the very top of the list is the Sorceress of Eternity. A female version of the wizard Shazam, in this instance I am envisioning that Shazam is more of a title or honorific than her actual name. I have long mused that the Rock of Eternity is also where Grayskull resides (although not particularly relevant to this character or this game) and as such the Sorceress would look much like the revamped He-Man version from a few years back. This is what I envision for this version of the Sorceress. No white robes or long scraggily white hair !
:arrow: I've left out the notion of Mina' or her brother gaining the power and becoming the "Mario Marvel" to Thea's Captain Marvel.

Enemies
:arrow: Early on, Sekhmet ran afoul of Intergang when they tried to get to her through a perceived link with Mina Batson. (I can elaborate on this of course, I'm thinking the best thing would be to let it come up in game.)
:arrow: Dr Theda Sivana wants the secrets of the tomb of Khem Adam and is sure that Sekhmet is linked to them. Sekhmet is as yet unaware that the cave-in was orchestrated by Sivana and the death of her best friend's parents (and loss of her mortal forms' legs) was caused by the mad scientist's machinations.
:arrow: Blitz II (from 2nd ED Crooks) in this continuity is the granddaughter of the Nazi Ubermensch known as Captain Nazi and represents much of what Sekhmet stands against. The wisdom of Zehuti also helps in seeing through Blitz's rhetoric... (I have a converted version of Blitz somewhere on my PC. I can post her if you like.)
:arrow: Just like I've left out "Mario Marvel," I've also left out the notion of another Champion as the nemesis of the character. I originally was thinking that Mina's brother could fill the role in a bit of irony, but left it out for now.
Last edited by Bladewind on Sat May 05, 2012 12:23 pm, edited 1 time in total.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Fri Apr 13, 2012 5:08 pm

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Firewall
PL10


Abilities
Strength 0,
Stamina 0,
Agility 0,
Dexterity 0,
Fighting 6,
Intellect 8,
Awareness 4,
Presence 1

Powers
Ghost in the Machine: (9 points)
Absent Stamina, Strength, Dexterity/ Fighting (-40 points)
Fortitude Immunity: Immunity 30, Incorporeal: Insubstantial 4 [Continuous; Limited to Realspace, Permanent; Innate], Cyberspace: Movement 1 [Dimensional Travel]

Deus Ex: (37 points)
Speed of Thought: Feature 1 [Intellect for Initiative],
Interface: Comprehend 2 [Machines],
Cyberpathy: Communication 4,
Processor: Quickness 10 [Limited to Mental Tasks],
Built in Functionality: Senses 3 [Infravision, Low Light Vision, Time Sense],
Computer Brain: Enhanced Intellect 4

Machine Control: (67 points)
Network Jump: Teleport 20 [Accurate, Extended ; Medium (Networks); Change Direction, Change Velocity]
Alt: Remote Sensing 20 [Audio/ Visual; Simultaneous; Medium - Webcams, ]
Alt: Machine Animation: Summon 10 [Controlled, General Type (Machines), Multiple Minions 2 (4 minions); Limited to animating machines within range; Mental Link]
Alt: Control Technology: Affliction 10 [Overcome by Tech Skill or Will; Affects Corporeal, Affects Object, Perception; Limited (3rd degree only), Limited (Technology)]
Alt: Deactivate Technology: Nullify 10 [Burst Area (30 ft radius), Broad (Technological), Simultaneous; Precise]
Alt: Technomorph Blast: Damage 10 [Affects Corporeal, Perception Range; Variable Descriptor 1, Indirect 2]

Cyberspace Skill: (17 points)
Fighting: Enhanced Fighting 6 [Limited to in Cyberspace],
Dodge: Enhanced Dodge 6 [Limited to in Cyberspace],
Parry: Enhanced Parry 4 [Limited to in Cyberspace],
Fortitude: Enhanced Fortitude 6 [Limited to in Cyberspace],
Toughness: Enhanced Advantages 6 [Defensive Roll; Limited to in Cyberspace]

Equipment

Advantages
Assessment,
Beginner's Luck,
Connected,
Jack-of-All-Trades,
Skill Mastery [Expertise: Computers],
Well-Informed

Skills Jack of all Trades
Acrobatics (+0),
Athletics (+0),
Deception (+1),
Expertise: Computers 10 (+18),
Expertise (+8),
Insight (+4),
Intimidation (+1),
Investigation 2 (+10),
Perception 4 (+8),
Persuasion 3 (+4),
Sleight of Hand (+0),
Stealth (+0),
Technology 10 (+18),
Treatment (+8),
Vehicles 6 (+6)

Offense
Initiative +8
Technomorphic Blast +0, Damage 10, (Perception Range)
Nullify Technology 10
Control Technology 10

Defense
Dodge 6, (Cyberspace only)
Parry 10, (Cyberspace only)
Toughness 6 (Def Roll 6), (Cyberspace only)
Fortitude 6, (Cyberspace only)
Will 12

Power Points
Abilities 18 +
Powers 130 +
Advantages 6 +
Skills 18 +
Defenses 8 =
Total 180

Complications
Cyberspace: When in cyberspace, Firewall often has to work alone. Further, being a computer realm, he runs the risk of discovery by Brainiac.
Motivation: Saving humanity. Lofty and noble, but it comes down to being killed in a random car accident just before an invasion force arrived...

Design Notes
:arrow: 3rd time is a charm...
:arrow: I like Belial's "Ghost in the Machine" power... 9 power points and it covers what I've been trying to do with two builds...
:arrow: This particular build covers everything I wanted him to be able to do from the original version without having to worry about being a "Couch Psionic."
:arrow: Cyberspace is both his greatest asset and biggest liability. Yes, there are plenty of places to hide in Cyberspace, but given the nature of the threat posed by Brainiac and that Firewall is essentially WAY under caps when there, he will need to rely on his other powers extensively... given that Cyberspace is virtually ALL machine though...
:arrow: What I will do so that the character can "keep up" with the team, is that in play all minions will have a feature of "tether' so that when summoned, they "drag" Firewall along with them. For instance, a Tablet PC carried by someone else could be sufficient to keep Firewall in the car. (Assuming this is okay with the GM of course.)
:arrow: I added in Indirect 2 on his Technomorphic Blast - this does not require lowering the power's rank as it APs from a power that costs 62 pp and in turn costs only 43 PP. Heck, I could make it Penetrating and still not fully use the available PP from the base power, but that's a little much.
:arrow: I need one more point... I'd love to have Quick Change 2 (Limited to Cyberspace) so that he could change his appearance depending on where he is. As this would be a potential benefit in some circumstances, I would not be comfortable with having it simply hand waved...

Description
In Realspace, Firewall appears much as he did in life, save that instead of a business casual look, he has adopted a "superhero outfit" consisting of a black trenchcoat, black boots and a black top. With the coat form fitting to his waist, he looks much like a certain protagonist from a trilogy of films. He also wears dark sunglasses, but this actually conceals his eyes which run a tiny stream of computer code and have a slight yellowish glow akin to that of computer screens from the nineties.

Further, when photographed, filmed or sometimes when looked at from the corner of the eye, Firewall seems to flicker. Essentially, a horizontal green or blue line seems to refresh his image. At other times the effect is that for the briefest second - under the same conditions as above - he appears to be "written in code."

In Cyberspace, Firewall's appearance is simpler, never flickering or altering. It is almost as if Cyberspace is more real to him than Realspace...

The one flash of color - if you can call it that - that he wears in both Realms is a lapel pin with the triangle and square design on a circular shield from the cartoon, Reboot. In Cyberspace, this pin is actually on the inside of his lapel, not readily visible at all times. Not large enough to be a "symbol" it is still distinctive.

Image

Personality
Firewall does not identify himself by his given name. Kent Danvers is gone, leaving only a defense between Brainiac's machines and humanity. He sees himself as literally a computer Firewall, and everything that he does is calculated to drive out the virus or defend remaining systems from the spread of the virus - i.e. the Invasion force...

Although it appears that Firewall has taken to seeing and acting as if everything is a computer game - who wouldn't, considering that he is all but untouchable in Realspace - but it is far from the truth. Having life snatched away in a tragic and pointless action has given him a second chance, and it's a chance he intends to make good use of.

Background
In highschool, Kent Danvers was a nerd when it still wasn't "cool" to be "uncool." He was the one that could reprogram the basic computers that were being used at the time and make them flash images and small programs that amazed even the teachers. He excelled in anything math related. He studied hard and intended to be an engineer.

Computer science became his field of choice with a minor in robotics as he began to absorb information like a sponge.

Eventually getting a well paying job in his chosen field, Danvers married and had two wonderful children. Life was good, and he was living comfortably where some of those who had mocked him as a child were in dead end jobs with little prospects. But Danvers was not one to feel superior to others, he knew he had worked hard for what he had achieved and he was proud.

But, like many today, he would talk on the phone while driving home, send that last text, check e-mail on his smartphone at the traffic light…

As it would happen, high above the streets in a satellite in a geo-synchronous orbit, the world's three most prominent heroes stood toe-to with their arch-enemy. His yellow eye glowed ominously from a cybernetic implant as he wove a tale too fantastic to believe…

Below, going just a little above the speed limit but not fast enough to truly be called speeding, Kent Danvers reached for his smartphone yet again. This time, the moment of distraction was too much… A truck changing lanes clipped his bumper and with only one hand on the wheel and the other at his belt he lost control. Spinning wildly, he headed towards the ditch. For a moment it looked like he might regain control but it was too late. The car skipped an inch into the air as he hit the gravel shoulder, bounced and rolled.

Inside the car, Kent Danvers sent his last message to his family… texting the words "I love you…"

Pronounced dead at the scene, noone had seen the tiny flash of light fall from the heavens and cause Kent`s eyes to glow momentarily moments before the impact. No one - including Kent at the time - was aware that as he texted his final words that he sent his consciousness into cyberspace and started a new lease on life.

Unable to reform immediately, Kent witnessed through security cameras and the image created by the presence of various cell phones as he was lowered into the ground and earth reclaimed his body. Had he been able to focus he might have commented that it was a beautiful service…

Now, slowly and with great effort he has learned that he did not die. He lives on a ghost in this world with phenomenal control over machines and computers. He is a part of the Cloud, the internet, cyberspace or whatever you term you prefer to use. Capable of leaving this realm completely to become solid and interact with Cyberspace the same way that most interact with Realspace.

He has resisted the urge to visit his family, instead becoming a firewall of defense in the vein of the heroes of the world...
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Sun Apr 29, 2012 6:08 am

Grimm
PL9


Abilities
Strength 1,
Stamina 5,
Agility 4,
Dexterity 0,
Fighting 2,
Intellect 5,
Awareness 3,
Presence 2

Powers (2 points)
Superior Physical Specimen:
Low Light Vision: Senses 1, Acute Smell: Senses 1
Telekinesis: (20 points)
Force of Mind: Move Object 5 [Perception; Subtle 2]
Alt: TK Strike: Damage 8 [Ranged; Subtle x2]
Alt: Tactile Telekinesis: Move Object 10 [Close; Subtle x2]
Alt: Leaping 6
Telepathy: (30 points)
Mind Control: Affliction 9 [Resisted by Will; Dazed, Compelled, Controlled; Perception Range; Subtle]
Alt: Mind Reading 9 [Subtle]
Alt: Thought Projection: Communication 4 [Mental; Area, Selective; Subtle 2]

Equipment

Advantages
All-out Attack,
Defensive Roll 3,
Inventor

Skills
Acrobatics 4 (+8),
Athletics (+1),
Close Combat: Unarmed 8 (+10),
Deception (+2),
Insight (+3),
Intimidation (+2),
Investigation 1 (+6),
Perception 1 (+4),
Persuasion (+2),
Stealth 1 (+5),
Technology 4 (+9),
Vehicles 5 (+5)

Offense
Initiative +4
Unarmed +10, Damage 8

Defense
Dodge 10,
Parry 8
Toughness 8 (Def Roll 3),
Fortitude 8,
Will 10

Power Points
Abilities 44 + Powers 52 + Advantages 5 + Skills 12 + Defenses 22 = Total 135

Complications
Relationship - Grodd. Grimm actually feels inferior to his erstwhile parent, given that Grodd's opinion of humans is pretty much a part of his core.
Motivation - Thrills
Prejudice - Grimm thinks he is better than the ""primitive"" humans…"
Involuntary Transformation - Silverback - When hit by flung poo.

Design Notes
:arrow: So I reworked the physical attributes into a TK array. My thinking is that in augmenting a human with his DNA, Grodd ran into the same problems that Cadmus did in cloning Superman. As a result, instead of copious amounts of strength, he has massive mental abilities.
:arrow: Although call "tactile TK" he can actually do so at range (I did not flaw the TK), but I think for flavour he's likely to make it seem like super strength.
:arrow: Followed a previous piece of advice and brought up his Mind Control to PL.
:arrow: Tweaked the powers as Gazman pointed out I muffed the cost. With the current set up I was able to put selective on the Communication
:arrow: Does he need more background? He definitely needs a picture...
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Sun Apr 29, 2012 6:08 am

why nobody tell me I make double post? :lol:
Last edited by Bladewind on Tue Jun 12, 2012 5:37 pm, edited 1 time in total.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Tue Jun 12, 2012 5:29 pm

Another Firestorm variant, very similar to the previous one a few posts back. Slightly more powerful, a lot more upset...


Image
Flame on !!!



Firestorm
Susan Storm Richards/ Johnny Storm
PL14/ 230 points


Abilities
Strength 6, Stamina 8, Agility 4, Dexterity 4, Fighting 3, Intellect 1, Awareness 2, Presence 2

Powers
Nuclear Control:
Flight 8, (16 points)
Atomic Rearrangement: Transform 8 [Anything into Anything; Increased Duration (Continuous), Ranged; 1/2 value side effect vs Organic Matter: Affliction 12 (Dazed/ Stunned/ Incapacitated) & Damage 12] (40 points)
Alt: Nuclear Bolt: Damage 13 [Penetrating, Ranged] (1 pt)
Alt: Intangible: Insubstantial 4 [Reaction ] (1 pt)
Alt: Nuclear Blast: Damage 13 [Area Burst 2, Penetrating, Tiring; Feature - Extraordinary Effect for +2 ranks] (1 pt)
Heightened Senses: (9 points)
Extended Vision 3
Infravision:
Microscopic Vision 4,
Ultravision
Sue's Presence: (2 points)
Mental Link: Feature 1,
Sue's Voice: Feature 1 [Can speak in Sue's voice]
Absorption:
Absorb Electromagnetic Energy: Nullify 11 [Linked to Absorb Electromagnetic Energy, Burst Area; Distracting], (11 points)
Absorb Kinetic Energy: Nullify 11 [Linked to Absorb Kinetic Energy, Burst Area; Distracting] (11 points)

Equipment

Advantages
Accurate Attack,
All-Out Attack,
Defensive Roll 4,
Evasion 1,
Extraordinary Effort
Improved Initiative 1,
Leadership,
Power Attack,
Move-by Action,
Teamwork,
Taunt,

Skills
Acrobatics 3 (+7),
Athletics 3 (+9),
Close Combat: Unarmed 11 (+14),
Deception 4 (+6),
Expertise: Science 4 (+5),
Insight 8 (+10),
Intimidation (+2),
Perception 6 (+8),
Persuasion 5 (+7),
Ranged Combat: Nuclear Control 11 (+15),
Stealth (+4),
Technology 3 (+4),
Vehicles 10 (+14)

Offense
Initiative +8
Unarmed +14, Damage 7
Nuclear Bolt +15, Damage 13
Nuclear Blast +3, Damage 13

Defense
Dodge 16,
Parry 11
Toughness 12 (Def Roll 4),
Fortitude 10,
Will 8

Power Points
Abilities 60 + Powers 92 + Advantages 14 + Skills 34 + Defenses 28 = Total 228

Complications
Identity - Firestorm's identies were very public, and fusing/ fissioning can be… interesting.
Motivation - Survivor Guilt - Her husband and children were killed - in front of her. Sue will not let that go.
Obvious Meta Human - Sue will not lose another relative and as such refuses (subconsciously to allow Johnny to split)
Enemy : Sentinels/Government
Reputation : Outlaw

Design Notes
:arrow: Originally designed for Sojobo's DC/ Marvel Mash Up, PL 12/ 210 power points, altered for Kevin MacTagget's DC/ Marvel cross over.
:arrow: I dropped the mimic and gestalt powers in favor of a "simple" merged character
:arrow: Just imagine if they encounter Mikhail Arkadin or other canon components of the Firestorm Matrix and "incorporate" them...
:arrow: Adjusted from PL 12 but does not hit all the caps. I will likely tweak some more for a balanced PL 13...
:arrow: I didn't go with the flame aura, but did add on Thorp's Nova Burst. The to hit bonus on that is negligible, but considering it's a double burst area centered on him I don't see how it can miss even though I totally believe that a mechanic should not by bypassed that easily. I linked it to the Absorption power to represent an EMP...

Background
The accident that gave the mainstream FF their powers instead created Firestorm (Reed & Johnny) Firehawk (Sue) and the Thing (Ben). Reed searched long and hard for a cure for Ben while becoming a superhero publicly alongside his wife. They remained the Fantastic Four, their ranks swelled to four by the presence of a forth member.

When the Unthinkable happened, Sue fought at the top of the Baxter building to her last breath, her flames extinguished while she stood over the depowered forms of her husband and brother. Even a mother's strength was not enough to save her family though and she too fell... She awoke sometime later, badly burned and with multiple broken bones. She doesn't know who rescued her, and wished that they hadn't - the images of her children falling to the Sentinel attack almost too much to bear.... the haunting

Now powerless, she began to cling to the notion that Johnny had not died almost to the point of obsession.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Thu Sep 27, 2012 5:04 pm

Image

Wynona Stalks-from-Shadow (Erica Clayton)
Homid Silent Strider Theurge
PL7/ 120 points


The solitary woman known as Stalks-from-Shadow has a certain quality about her. Her features at once speak of Native American, Asian, Latin and even Middle Eastern heritage. She is a striking young woman, carrying herself with more confidence than most males her senior. Her trench-coat, broken-in boots and well-worn Stetson suggests the attitude of a bounty hunter. But she is much more than that.

Wynona knows that there are other Garou out there - and in fact has met and even mentored a few of them - but she walks a solitary path in her search for knowledge and quest to protect people from the darkness that she has discovered.

Wynona Stalks-from-Shadows is the deed name of a relatively powerful werewolf shaman who seems to wander the frontier. She often appears from nowhere at just the right moment. In fact, most are unaware that the quiet and reserved woman travelling with them is in fact a werewolf of renown. The tales of her deeds are both sung in werewolf circles and told in human settlements to inspire courage against the things that go bump in the night.

Stalks-from-Shadows generally does not advertise her identity, preferring to remain in the shadows and often moving on before she attracts too much attention to herself. She will operate using any number of names, some of the more frequent being Erica Clayton, Patricia Owens and Jaimie Logan. Clayton is her preferred alias and the one she most commonly uses. She bears another name as per tribal tradition, the Egyptian name Kesi meaning "of a troubled father". In Garou circles, her proper name/ title is Kesi Stalks-from-Shadow.

The fact that she does not "advertise" who she is never seems to matter. Her deeds somehow get attributed to her, and in werewolf circles it seems that no matter what name she uses she is immediately known for who she is and what she has accomplished.

Born in a small town out in the frontier to a barmaid of the local watering hole, she didn't even know her who her father was. As she grow up, she felt a deep longing and desire to go somewhere and be something more than a simple townsperson with little to no prospects. At the age of fifteen, she finally gave in to her growing wanderlust and ran away. Sadly, she wasn't missed. Her First Change saved her from death at the hands of a Wyrm-infected animal.

She spent what felt like months, near death and delirious with thirst when an Owl appeared to her. It's mere presence cleared her mind and banished her hunger and thirst. It proceeded to lead her to a safe haven where others of her kind taught her who she was and what she had become. Here she was able to rest and recover. Soon after, a man claiming to be her father appeared. He explained that he was like her and that for this reason he was unable to remain with Wynona's mother, but Wynona did not quite believe him. She learned what she could from the man and moved on to carve a tale of her own.

In the scant years since, Wynona earned a deed name for her uncanny ability to appear from virtually nowhere at just the right moment to lend aid without stealing glory. She knows from experience how difficult the open road can be and tries to make it safer.

Abilities
Strength 3,
Stamina 2,
Agility 0,
Dexterity 2,
Fighting 1,
Intellect 0,
Awareness 2,
Presence 1

Powers
Garou Traits: (24 points)
Lupine Forms: Morph 2 [Lupine Forms; Metapmorph 2]
Alt: Wolf's Blood: Enhanced Trait 9 [Acute Smell, Low Light Vision, Scent, Ultra Hearing, Enhanced Skill (Intimidate) 2 (4 rks); Enhanced Advantage - Close Combat 1, Enhanced Fort 2, Enhanced Str 2]
Step Sideways: Movement 1 [Umbral Travel],
Enhanced Senses: Senses 4 [Detect Wyrm (2), Direction Sense, Tracking],
Spirit Speech: Comprehend 2 [Speak/ Understand],
Poison Immunity: Immunity 1
Human Form: (11 points)
Blissful Ignorance: Concealment 6 [(All Visual, Hearing); Limited to remaining still]
Alt: Staredown: Affliction 8 [Will Base - Dazed, Compelled to leave, Controlled (forced to leave); Sight Based]
Alt: Scent of Man: Affliction 7 [Forced to Leave Area; Burst Area 2; Limited Degree 2; Only versus animals]
Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
Owl Companion: Summon 2 [Check Required (Expertise: Magic as per Ritual Casting)]
Klaive: (8 points)
Easy to Lose (-2 points)
Damage 4 [Strength Based; Penetrating, Affects Incorporeal 2]

Equipment
Weapons
Six Guns: Damage 3 [Crit 20], Knife: Damage 2 [Piercing, Crit 19-20]

Advantages
Close Attack 1,

Assessment,
Beginner's Luck, .
Benefit 1 [Rank/ Renown]
Close Attack 5,
Defensive Roll 2,
Eidetic Memory,
Equipment 3,
Hide in Plain Sight,
Improved Initiative 1,
Languages 2 [Latin, Garou, Spanish (English)],
Ritualist,
Well-Informed,

Skills
Athletics (+3),
Close Combat: Klaive 2 (+9),
Deception (+1),
Expertise: Survival 4 (+4),
Expertise: Magic 7 (+7),
Insight 1 (+3),
Intimidation (+1),
Investigation 7 (+7),
Perception (+2),
Persuasion (+1),
Ranged Combat: Six Shooters 4 (+6),
Stealth 9 (+9)

Offense
Initiative +4
Unarmed +7, Damage 1
Klaive +9, Damage 5
Six Shooters +6, Damage 5

Defense
Dodge 8,
Parry 7
Toughness 4 (Def Roll 2),
Fortitude 9,
Will 5

Power Points
Abilities 18 + Powers 43 + Advantages 20 + Skills 17 + Defenses 22 = Total 120

Complications
Haunted - Attract the Restless Dead (ghosts). (Normally, in Werewolf, this is limited to when Stepping Sideways, but I leave the GM more latitude with it.)
Protector - Will go out of her way to protect runaways, hating to see people suffer who don’t deserve it."
Enemy - There are some particularily nasty wyrm creatures that are at the top of Shadow's list - a walking wasp swarm in a human body, , a vampire and a were-spider.
Restless - Stalks-from-Shadows is loathe to remain in one place for too long. She has a wanderlust that is often difficult to ignore.
Vulberable - Silver - None of Shadows' lupine-enhanced traits are effective versus silver. Merely holding the element can cause discomfort and sometime pain. The exception to this last is her klaive, an item that was attuned to her through a long and demanding ritual.
Primal Aura - Natural born animals - including horses - are skittish in her presence. This is to the point that she cannot ride a horse under normal circumstances. The complication can be mitigated with her Scent of Man gift.
Involuntary Transformation - Under the light of the crescent moon, Shadows assumes her wolf man form. She can spend one HP per hour to hold off the transformation or revert to human form.

Design Notes
:arrow: Created as an application to a Deadlands game on the forum, what I have here is an approximation of a Rank 3 Homid Silent Strider Theurge from Werewolf The Apocalypse. I've chosen to go with Morph at rank 2 (lupine forms) with Metamorph 2. For my own sanity, I'm putting the forms in different character sheets so that the bonuses stack and balance properly. I am working with notion that Crinos and Hispo (which I am calling Wolfman and Dire Wolf, respectively) are one form, Glabro (Near Man) is another and finally Lupus (Wolf Form) is the third. I do not, however, envision the character constantly shifting from one form to the other - likely staying in human form as much as possible. Further, I have chosen to forego Glabro completely.
:arrow: I have chosen to go with separate stat blocks to represent the various forms so that I have fully calculated and ready to play stats at all times. I believe that this is easier than a full-out shape-shift which would be more powerful (and skirt the edges of the already banned variable power...)
:arrow: Due to point constraints, she is missing some of the skills that I would have liked to give or enhance - Intimidation, Survival among others. However, given her powers of Staredown, Scent of Man and Messenger's Fortitude, these issues are well compensated for...
:arrow: I envision the notion of Partial Transformations to be a Power Stunt off the morph - Shapeshift, Limited to lupine traits. This might enable her to Power Stunt things like low-light vision, dog-like hearing, claws...
:arrow: She does not have a Glabro form
:arrow: The Crinos/ Hispo form has a Deathly Howl and the Lupus has Call of the Wyld. With the RAW there is nothing to "prevent" me from Power Stunting (and eventually paying) for the two forms to have those powers as AP. However, for flavor I really want to limit certain gifts to certain forms...
:arrow: The background needs a little more fleshing out, but the Garou-with-no-name sample character from the Silent Striders Tribe Book is really what I was going for, other than displaced a 120 years in time that is...

Wolfman/Dire Wolf forms wrote:Abilities
Strength 5, Stamina 5, Agility 0, Dexterity 2, Fighting 1, Intellect 0, Awareness 2, Presence 1

Powers
Garou Traits: (24 points)
Lupine Forms: Morph 2 [Limited to Lupine Forms; Metapmorph 3],
Step Sideways: Movement 1 [Umbral Travel],
Enhanced Senses: Senses 2 [Detect Wyrm (2), ],
Spirit Speech: Comprehend 2 [Speak/ Understand],
Poison Immunity: Immunity 1,
Dedicated Clothing: Feature 2 [Clothing "adapts"" or disappears when shifting]
Wolfman/ Dire Wolf: (25 points)
Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
Wolf Man Form: Growth 2
Speed of Thought: Speed 5,
Super-Tracking: Senses 8 [Accurate, Acute, Direction Sense, Distance Sense, Extended 1, Tracking 2],
The Great Leap: Leaping 3 [60 feet],
Staredown: Affliction 8 [Will Base - Dazed, Compelled to leave, Controlled (forced to leave); Sight Based],
Alt: Deathly Howl: Affliction 8 [Resisted by Will (Dated & Impaired/ Disable & Stunned); Extra Condition, Perception Area; Limited Degree, Tiring, Distracting]

Klaive: (8 points)
Easy to Lose (-2 points)
Damage 4 [Strength Based; Penetrating, ; Affects Incorporeal 2]

Advantages
Assessment,
Close Attack 4,
Defensive Roll 6,
Languages 1 [Garou (English)],
Eidetic Memory,
All-out Attack,
Improved Initiative 1,
Ritualist,
Benefit 1 [Rank/ Renown],
Benefit 1 [Strength for Intimidation]

Skills
Athletics (+5),
Close Combat: Klaive 1 (+6),
Deception (+1),
Expertise: Survival 4 (+4),
Expertise: Magic 7 (+7),
Insight 1 (+3),
Intimidation: 3 (+9), Note: Perm Growth modifier included.
Investigation 1 (+1),
Perception (+2),
Persuasion (+1),
Stealth (+0)

Offense
Initiative +4
Unarmed +5, Damage 4
Klaive +6, Damage 8

Defense
Dodge 1,
Parry 3
Toughness 11 (Def Roll 6),
Fortitude 9,
Will 5

Power Points
Abilities 24 + Powers 58 + Advantages 18 + Skills 8 + Defenses 12 = Total 120

Complications
As per human form plus:
Rage Machine - The Wolf Man form exists to kill. It wants to fight.

Design Notes
:arrow: The metamorph modifier in action
:arrow: There are traits available in human form not available in wolf man form and vice versa. This simply makes sense to me.
:arrow: This form is perhaps more powerful than the human form but is less refined.
:arrow: She maintains the ability to cast Rituals in this form - indeed, I imagine some rituals require this form, but loses the ability to call her companion.


Wolf Form wrote:Abilities
Strength 2, Stamina 3, Agility 2, Dexterity 0, Fighting 3, Intellect 0, Awareness 2, Presence -1

Powers
Garou Traits: (24 points)
Lupine Forms: Morph 2 [Limited to Lupine Forms; Metapmorph 3],
Step Sideways: Movement 1 [Umbral Travel],
Enhanced Senses: Senses 2 [Detect Wyrm (2), ],
Spirit Speech: Comprehend 2 [Speak/ Understand],
Poison Immunity: Immunity 1,
Dedicated Clothing: Feature 2 [Clothing ""adapts"" or disappears when shifting]

Wolf: Form (21 points)
Messenger's Fortitude: Immunity 3 [Starvation, Thirst, Exhaustion; Side Effect - must sleep for time equal to use of power after use],
Speed of Thought: Speed 5,
The Great Leap: Leaping 3 [60 feet],
Bite/ Claws: Damage 2 [Strength Based]
Super-Tracking: Senses 8 [Accurate, Acute Smell, Direction Sense, Distance Sense, Extended 1, Tracking 2],
Alt: Call of the Wyld: Communication 3 [Linked to Comprehend Languages 3 (Speak/ Be understood, limited to providing Direction/ Current Location); Area; Increased Action (Move), Limited to Providing Direction and Current Location, Tiring]

Advantages
All-out Attack,
Assessment,
Benefit 1 [Rank/ Renown],
Benefit 1 [Strength for Intimidation],
Close Attack 4,
Defensive Attack,
Defensive Roll 5,
Eidetic Memory,
Favored Environment [Forest],
Improved Initiative 2,
Languages 2 [Garou, Wolf, Spanish (English)],
Set-Up 2
Teamwork,
Takedown 2,

Skills
Athletics (+2),
Close Combat: Bite/ Claw 2 (+9),
Expertise: Survival 8 (+8),
Expertise: Magic 7 (+7),
Insight 1 (+3),
Intimidation 3 (+5),
Investigation 2 (+2),
Perception 4 (+6),
Stealth 7 (+9)

Offense
Initiative +10
Unarmed +7, Damage 4
Bite/ Claws +9, Damage 5

Defense
Dodge 4, Parry 6
Toughness 8 (Def Roll 5), Fortitude 7, Will 5

Power Points
Abilities 22 + Powers 44 + Advantages 25 + Skills 17 + Defenses 12 = Total 120

Complications
As per human form, plus:
Hunted by Man - Wolves are not looked upon favorably and man tends to hunt them

Design Notes
:arrow: The Wolf form does not wield a weapon but is no less dangerous than the Crinos/ Hispo forms
:arrow: This form is meant to survive, track and do other "wolfie" things.
:arrow: As with the Crinos form, I gave her the "rite of talisman dedication" in the form of a 2 point feature that adapts her clothing to her form (i.e. Quick Change 2)
:arrow: Both Crinos/ Hispo and Lupus forms have an extra complication over the human form
:arrow: There is no point benefit or complication because she can shift to human form, but in wolf form she cannot speak any language other than wolf and Garou
:arrow: Although she maintains her Expertise: Magic in this form, she cannot cast Rituals (and so loses the advantage.)


Owl Companion wrote:Abilities
Strength -2, Stamina -2, Agility 2, Dexterity -2, Fighting 1, Intellect -4, Awareness 2, Presence -3

Powers
Owl Traits: (24 points)
Flight 3 [Wings; Subtle],
Use Feet as Hands: Feature 1,
Shrinking 8 [Permanent; Innate],
Low Light Vision,
Ultra Vision: Senses 2
Spirit Traits: (6 points)
Spirit Speech: Comprehend 2,
Step Sideways: Movement 1 [Dimensional Movement]

Advantages
Benefit 1 (Spirit Guide - Provide Flashes of Insight to those who spend a HP), Inspire 1, Leadership

Skills
Athletics (+-2), Insight (+2), Perception 6 (+8), Stealth: 2 (+12) Note: Perm Shrinking mod included.

Offense
Initiative +2

Defense
Dodge 6, Parry 5,Toughness -2 (Def Roll 0), Fortitude 2, Will 3

Power Points
Abilities -12 + Powers 30 + Advantages 2 + Skills 4 + Defenses 5 = Total 30

Complications

Design Notes
:arrow: The Owl is the primary spirit/ being that teaches Stalks from Shadow her gifts and acts as spirit guide in times of need.
:arrow: Although the inspiration (not inspire) requires Shadow to spend a HP, it functions just like any benefit that allows a character to roll or spend a HP for a special bonus to understand a situation.
:arrow: The owl can also lend aid in the form of Inspiration (as per the Advantage), Leadership (using the name of the advantage even if the descriptor is slightly different.
Last edited by Bladewind on Thu Sep 27, 2012 8:08 pm, edited 1 time in total.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Thu Sep 27, 2012 5:31 pm

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Gladius
PL10


Abilities
Strength 11,
Stamina 5,
Agility 2,
Dexterity 2,
Fighting 4,
Intellect 1,
Awareness 2,
Presence 2

Powers
Flight Array:
Flight 13
Alt: Speed 13
(27 points)
Invulnerability:
Protection 5, Impervious Toughness: Impervious 10, Immunity 5 [Cold, Heat, Pressure, Radiation, Vacuum]
(20 points)
Tactile-Telekinesis:
Tactile-Telekinesis: Feature 1 [Exert Strength without moving]
Alt: Disassemble: Transform 4 [Assembled Object into Disassembled Objects; Continuous; Distracting, ; Precise]
Alt: Shield Others (1 point) Create 10 (subtle 2) - can create a 100 cubic foot force shield
Alt: Shockwave: Affliction 10 [(Resisted by Fortitude; Dazed and Vulnerable, Stunned and Defenseless); Burst Area, Extra Condition; Limited - Gladius and targets must be touching the ground]
Alt: Cracking the Whip: 10 Line Area Affliction (Resisted by Dodge,Overcome by Fortitude; Dazed and Vulnerable, Prone and Stunned), Extra Condition, Limited Degree
Alt: Gravity Field: Move Object 10 [Burst Area; Limited to Pulling Downwards]
Alt: Singularity: Move Object 10 [Burst Area 2, Damaging; Limited to pulling objects towards him. -1 rank for every ten foot increment, Requires Standard & Move Action ]
(7 points)

Equipment

Advantages
All-Out Attack,
Extraordinary Effort,
Move-by Action,
Second Chance 1 [Re-roll against Mind Control],
Well-Informed

Skills
Athletics (+11),
Close Combat: Unarmed 5 (+9)
Deception 4 (+6),
Insight 4 (+6),
Intimidation (+2),
Investigation 2 (+3),
Perception 6 (+8),
Persuasion (+2),
Stealth 1 (+3)

Offense
Initiative +2
Unarmed +9, Damage 11
Shockwave +4, Damage 10, Burst Area
Thrown Object +2, Damage 11

Defense
Dodge 9, Parry 10
Toughness 10 (Def Roll 0), Fortitude 9, Will 11

Power Points
Abilities 58 + Powers 54 + Advantages 5 + Skills 11 + Defenses 26 = Total 154

Complications
Motivation: Responsibility. Gladius truly believes that his power and origin are a gift that he must use to help others.
Stepping Up: Gladius is a clone of the Centurion. He's not as powerful, but he wears the colors and works to be worthy of the mantle one day. He will step up despite the risk.
Relationship: Gladius and Bankshot have a relationship that has not become common knowledge.

Design Notes
:arrow: This is an excuse to play the 90s style Superboy's powerset if not the personality. As such, I tweaked the DCA build. There are a few areas I need to clean up though.
:arrow: Being a legacy of Centurion and not Superman, I was quite at ease to remove heat vision and the super-sensory array. I am not a huge fan of Impervious, but it might remain.
:arrow: Finally filled in the complications.
:arrow: I added Precise into the Transform ability - otherwise it`s pretty useless. This way, it can transform any assembled item into any disassembled item (or at least its component parts). So... I envision pulling a door out of its jam without taking apart the whole building...
:arrow: Everything in the Tactile TK section is an AP of his Strength score. (Except the feature...). I could, if necessary, move the Strength Score itself into an Enhanced Strength trait if people are more comfortable. Six of one, half-dozen of the other though...

Gaius Aurelius, Ryan Connors, Orion... All the same person, and yet none of them should exist in our world. Just ask Dr. Mayhem.

Desperate to restore his timeline and his identity, the villain known as Dr Mayhem hatched a plot to find the Gladius of his world. His latest device sought out parallel worlds that most resembled the one that he remembered, the one where he belonged. In the process, about a dozen young heroes appeared with uniforms strikingly similar to that of the long deceased hero Centurion. Each was puzzled by the world that they had arrived on, but none more so than Gaius Aurelius. Of all the duplicates, he was the only to not use the familiar gold white and blue of his alleged father.

Freedom City rolled its eyes at all these newcomers – after all the presence of the Alpha Centurion had dashed their hopes of ever seeing their beloved hero again and made them suspicious of all who might wear his colors.
So it was that when the crisis of duplicates was resolved, Gaius faded into the background and managed to remain on Earth Prime. Taking the name Ryan Connors he enrolled at Claremont Academy, having a referral from Lady Liberty.

Quiet and reserved, he remained in his black and gold uniform, his slightly different powerset drawing absolutely no attention to his potential origin. A few of the girls noted that he looked like a young Centurion, but he dismissed it.

He dedicated his free time to playing the guitar – something that he truly excelled at, perhaps due to his powers – and to reading and watching all things about Centurion.

The truth is, he wishes that Centurion was his father. Although this is closer to truth than falsehood, the fact of the matter is that the Centurion of Gaius’ world was anything but the benevolent hero of Earth Prime. Still, he was no villain, perhaps more akin to the Superman of the JLA animated episodes “A Better World.” He was Marcus Aurelius, and he called himself the Alpha Centurion*. And this was another reason why Ryan cringed at revealing his origins.

Gaius was supposed to be next in line to take his father’s place as leader of the Myrmidons (his world’s equivalent to the Freedom League). A crown prince who would never assume the throne. Gaius liked the new name - Ryan Connors - that Lady Liberty had given him, and Gaius Aurelius and all that he was began to fade into a distant memory and he treated it as a nightmare best forgotten.

Dr. Mayhem discovered the youth, and determined to prove exactly what Ryan wanted so desperately to believe – that he was no scion of Centurion and that was not worthy of the name. They clashed repeatedly, leaving Ryan shaken to the core on several occasions and losing his sense of self. It was one such encounter that actually finally determined once and for all who the young man was, is, and will be.

Ryan had developed friends outside of Claremont, and Mayhem discovered them. In a ruthless plan he attempted to destroy them one at a time in order to weed out the “False Gladius.” Orion appealed to the Alterni-Teens for help and his friends were rescued. In the ensuing confrontation with Mayehm, Orion’s uniform was shredded and the hero was very near total defeat at the hands of the madman. As Dauntless moved to help, Lady Liberty appeared and gently held him back. She told the team that this was Orion’s fight and there was far more than a loss at the hands of Mayhem at stake for the young man.

Mayhem’s final trap proved the end of Orion. But not in the way that he had intended. Thrown into a burning building, his friends could no longer stand by and watch. Despite Liberty’s plea, they subdued Mayhem, Dauntless and Magni Thorson attempted to destroy his Battlesuit. The others turned to help Orion, but in that second a rebirth happened. Mayhem held his own against the team, apparently having been toying with Orion until this point. Behind the battle, the building collapsed just as Orion exploded from the roof, holding the hands of the two people that the Alterni-Teens had had not been able to find. His protective powers extended over them he touched down next to Relentless, his costume barely hanging on to his battered body.

His face, strangely bereft of emotion, turned to face Mayhem. As if sensing him behind them, the Teens moved aside. Orion’s hand clamped down on the armour, and the battlesuit flew apart in pieces. In shock, Mayhem was defeated while Orion returned to the Academy to recover from the battle. He was quiet for days, the only sounds coming from his room the riffs he would play on the guitar. He refused to talk to anyone, he refused to acknowledge or respond to when addressed by name. He also refused to accept a replacement uniform.

Lady Liberty paid a visit to the Academy about a week later, a box under her arm. She nodded and smiled to all that greeted her, but proceeded to Ryan’s door. She opened it, not bothering to knock and the teen didn’t bother to look up. Putting the box down, she asked a simple question. “Who are you?” Startled he actually looked up. Answering her own question before he could say anything, she told him what she thought. “You are Ryan Connors. Who you were or what you think you were before arriving in Freedom City is irrelevant. A week ago, you should us courage, strength, wisdom and compassion. You showed us that we can count on our friends and to ask for help when it is needed. You showed us what it means to be a hero. When you’re ready, open the box.”

Liberty left, not waiting for a reply, pausing to talk to the Alterni-Teens. As she prepared to leave, the assembled students stopped talking one at a time and their gazes fell on the figure of Orion. His uniform was now gold and blue with white highlights. The resemblance to Centurion’s costume was there, but it was not a copy. Liberty smiled and asked, “And, what is your answer?”

“I am Ryan Connors. I am Gladius.”


:idea: with thanks to Zen_Gypsy. He sent me a possible pic for Gladius which got me spelunking the net and came up with this. It's a Young Justice concept for Captain Marvel Jr... but the colors and layout just perfectly fufill my idea...
Last edited by Bladewind on Mon Aug 26, 2013 7:45 pm, edited 5 times in total.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Thu Oct 11, 2012 9:04 am

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"Make sense right now or I swear I will execute you right where you stand!"

Lady Croft
PL5


Abilities
Strength 1,
Stamina 2,
Agility 2,
Dexterity 2,
Fighting 1,
Intellect 2,
Awareness 2,
Presence 2

Powers
Talented: (8 points)
Climbing: Movement 2 [Flaw - Athletics Check Required],
Swinging: Movement 1 [Flaw - Athletics Check Required],
Vaulting: Leaping 2,
Master Linguist: Comprehend 3 [Speak/ Understand/ Read; Expertise: Cultures/ Archaeology Check required ;
(DC 10 Romance/ Germanic; DC 15 Ancient Romance Languages, Arabic, Oriental, Slavic/ DC 20 Ancient Oriental, Ancient Slavic, Basque, Finnish/ DC 25 Ancient Unknowns, Alien Languages)]

Combat: (12 points)
Deadly Aim: Damage 5 [Requires Firearms; Perception Ranged; Precise, Split], Easy to Remove (-6 points)
Alt: Covering Fire: Environment 1 [Selective Cone Area, Three Intense Conditions; Imposes Cover (-5 to Ranged Attack), Impairs Vision (-5 to Perception), Hinders Movement (-2 Speed Ranks)] Linked to Damage 3 [Selective Cone Area]

Equipment
2 Light Pistols
Ranged Damage: Damage 3
Extra Gun (1 ep)
Standard Equipment
Motorcycle (Str 1, Speed 6, Tou 8, Def 10) (10 ep),
Compass (Direction Sense) (1 ep),
Flashlight (1 ep),
Binoculars (1 ep),

Advantages
Agile Feint,
Attractive 1 [+2 bonus to interaction skills],
Beginner's Luck,
Benefit 1 [Wealthy],
Connected,
Defensive Roll 2,
Equipment 4,
Evasion 1 [+2 bonus to avoid area attacks],
Fearless,
Jack-of-all-Trades,
Skill Mastery [Acrobatics],
Takedown 1,
Uncanny Dodge,
Well-Informed

Skills
Acrobatics 7 (+9),
Athletics 7 (+8),
Close Combat: Unarmed 6 (+7),
Deception 1 (+3),
Expertise: Archaeology/ Cultures 6 (+8),
Expertise: Survival 5 (+7),
Expertise: Writing 1 (+3),
Expertise (+2),
Insight (+2),
Intimidation (+2),
Investigation 4 (+6),
Perception 6 (+8),
Persuasion (+2),
Ranged Combat: Handguns 4 (+6),
Sleight of Hand 5 (+7),
Stealth 8 (+10),
Technology (+2),
Treatment 1 (+3),
Vehicles 3 (+5)

Offense
Initiative +2
Perfect Aim +2, Damage 5, (Perception)
Unarmed +7, Damage 1
Light Pistols +6, Damage 3

Defense
Dodge 6,
Parry 6
Toughness 4 (Def Roll 2),
Fortitude 4,
Will 6

Power Points
Abilities 28 + Powers 20 + Advantages 18 + Skills 24 + Defenses 15 = Total 105

Complications
Motivation - Thrills
Reputation - Tomb Raider. Despite her skill and knowledge, Lara's approach to archaeology is less than orthodox
Code of Honor - Lara will do the right thing long term - even if it means destroying or losing a priceless artefact, she always thinks in terms of the greater good."

Design Notes
:idea: Updated following latest PM. Tweak to advantages, equipment and the Master Linguist ability.
:idea: November 3rd. Updated some small deets at the GM's request.
:arrow: As I mentioned in a previous post, I was aiming for PL 6/90, but this was a better fit to my vision.
:arrow: Lara should be "more independent" but I was aiming for a build to fit the game.
:arrow: She has some (considerable) unarmed fighting ability to fall back on, but lacks damage in that mode.
:arrow: With the way I envision her, picking up an AK-47 or other heavier ordinance than her trademark guns would be Extra Effort to raise her effective rank on her damage.
:arrow: Precise on Deadly Aim would allow her to, say, shoot a gun out of someone's hand, shoot a lightbulb etc.
:arrow: Made resonably good use of the Talents Power Profile... Rapid Vision, Ambidextrous and Unfazeable would also have been good fits... If I had the points
:arrow: It can be argued that the "check required" flaw on her Talent Powers is largely useless as she has +8 to the skill and thus almost automatically makes the check (as the DCs are 11). Ultimately, I see six of one, half dozen of the other. For instance, I could wipe the check out, drop the skill down to zero and with relatively little difficulty make those powers all APs of each other AND and in another AP of Enhanced Athletics to achieve the same result. However, with the varied check for languages I think it's more flavourful this way and there is always the chance of botching.
:arrow: In the end, partly due to point constraints, I did not give her a HQ. Although the mansion is hers, and she does have "personnel" I figured I would forego as I don't see the troupe getting back there often...
:arrow: I am sitting at 106 points and thus two points over. Two reasons I haven't shaved that last point yet: 1) I asked in a response to Lord Fell if it was required to buy two guns or just one... 2) I should also check if the wealth bonus needs to be present in this game at all... :wink:
:arrow: I did my best to build Lara strictly from my experience/ memories from Tomb Raider 2, with the first movie influencing a little. I also drew inspiration from http://www.writeups.org - especially:

Lara Croft can perform acrobatics like nobody's business due to her incredible natural prowess and excellent training - she likely can break athletic records in multiple disciplines. She also enjoys a natural aptitude with firearms, and is especially proficient at using a gun in each hand - whether her usual Berettas or a pair of Uzis when thing get tough.

Having entered the world of archeology for the thrill of exploration and discovery, Lara's skills are more focused on survival, athletics and espionage, than excavation and research like her more academic peers. Lara is also a fast thinker, with an analytical mind that can quickly take in a situation, whether it's uncovering the riddle of a lost tomb, or assessing the danger of a firefight.


What she's been up to... assuming she is chosen for the game.
:idea: Depending on the exact moment that this game would start, Lara could effectively have just completed the events of the first Tomb Raider movie. (The date could be fudged to move it up.)
:idea: Lara is unlikely to "give up" the life of adventure, especially as she would be somewhere around 30 at the time of Recruitment into the League.
Last edited by Bladewind on Sat Nov 03, 2012 11:55 am, edited 1 time in total.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Sat Nov 03, 2012 11:37 am

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Linda Celenza/ White Knight
PL11


Abilities
Strength 6, Stamina 3, Agility 1, Dexterity 2,
Fighting 3, Intellect 2, Awareness 2, Presence 3

Powers
Weapon Array: (24 points)
Removable Weapons (-6 points)
Repulsor Ray: Damage 11 [Ranged; Accurate 4]
Alt: Targeted Micro Rockets: Damage 6 [Ranged, Burst Area, Selective]
Alt: Micro Rockets: Damage 8 [Ranged, Burst Area]
Alt: Omni blaster: Damage 10 [Cone Area, ; Penetrating 4]
Alt: Tractor Beam: Move Object 11 [Accuate 3, Precise]
Defensive Abilities:
Removable Defenses (-5 points)
Armored Shell: Protection 8 [Impervious], Sealed Systems: Immunity 10 [Life Support]
(21 points)
Movement:
Removable Movement (-3 points)
Gravity Drivers: Flight 7, Environmental Adaptation: Movement 1 [Zero-G]
(13 points)
Ability Modifers: (27 points)
Removable Enhanced Abilities (-7 points)
Enhanced Dodge 5, Enhanced Fortitude 5, Enhanced Parry 6, Enhanced Will 4, Enhanced Strength 5, Targeting Systems: Enhanced Trait 4 [Ranged Combat: Weapons Array]

Empathic Telepath: (8 points)
Empathic Abilities: Mind Reading 6 [Limited to Emotions; Subtle 2]

Equipment
Sensory Array
Radio Communication: Communication 2, Extended Vision 3: Senses 3, Infravision: Senses 2, Analyze Tech: Senses 1, Memory Banks: Enhanced Advantages 1
Car
Vehicle Traits (10 points)
Repair Bay (2 points)
AI (2 points)
Remote Control: Summon 2 [Self-Powered; Mental Link]

Advantages
Accurate Attack,
All-Out Attack,
Improved Initiative 1,
Interpose,
Move-by Action,
Equipment 5,
Fearless,
Assessment

Skills
Athletics 2 (+8),
Close Combat: Unarmed 6 (+9),
Deception (+3),
Expertise: Psychology 1 (+3),
Expertise: Tactics 5 (+7),
Insight 3 (+5),
Intimidation 1 (+4),
Investigation 1 (+3),
Perception 4 (+6),
Persuasion 4 (+7),
Ranged Combat: Weapons Array 8 (+10),
Ranged Combat: (Enhanced Weapons Array Cost Offset) -8 (+-6),
Stealth 3 (+4),
Treatment 2 (+4),
Vehicles 4 (+6)

Offense
Initiative +5
Unarmed +9, Damage 6
Repulsor Ray +10, Damage 11
Micro Missiles +10, Damage 11
Targeted Micro Missiles +10, Damage 11
Omni Blaster +10, Damage 11

Defense
Dodge 11,
Parry 11
Toughness 11 (Def Roll 0),
Fortitude 10,
Will 10

Power Points
Abilities 34 + Powers 93 + Advantages 12 + Skills 13 + Defenses 13 = Total 165

Complications
Serve and Protect: Linda is about protecting humanity from things that go "bump" in the night. This is the "duty" complication, and means that she would willingly sacrifice herself or her allies if it meant saving the Earth - and was a last recourse that had a VERY good chance of success.
No identity A benefit and complication at the same time, Linda has no real past anymore.
Shadowy Background Linda is essentially a covert action team member. She has secrets that she cannot share, secrets that will likely come up in play.
Get the Job Done: Once Linda starts something, she doesn't give up. She will push herself (and those under her command) to their limits. Failure is not an option.

Background
"Linda Celenza" (not her birth name) was the third child of Mark and Anna. She had two brothers, and was their junior by almost ten years. In all things, she was considered almost a treasure to be protected. Her father was always proud of his little princess, and she could do almost no wrong in is eyes. Her brothers were always looking out for her. In short, she led a quiet, peaceful, boring life.

Linda constantly sought out more from life. She was always a joiner in school, excelling anywhere she applied herself. Some of her extra-curricular activities included self-defense, debate, student council and the soccer team. Linda was also one of the most popular girls in school

That popularity came to an end one night when her then current boyfriend and his buddies (along with the tag-along girls) went a little overboard. They had been drinking and partying. After a lot of grandstanding, boasting and whatnot, the guys decided to prove their manhood by forcing themselves on the girls.

Guess how well that went over with Linda.
Guess how the boys felt when she was through with them.

The next day, the four pairs were hauled in to the principal’s office on the grounds that rumors were flying about Linda and her involvement in an alcohol-related car accident the night before. Not really wanting to destroy the futures of four of the star jocks, Linda went along with their story and took a stain to her permanent record and reputation for her trouble.

Unable or unwilling to acknowledge the sacrifice that Linda had made for him, her boyfriend broke off with her and her social status continued to plummet.

Not willing to give up, but unable to regain her standing, Linda focused on her grades and then convinced her parents to let her do the unthinkable: to let her join the Navy and continue her education with government funding. Her grades were great and her psych exams made her an excellent choice. The only mark against her was a drunk driving blemish. Unknown to her, this was overcome by a letter from a certain ex-boyfriend who truly felt sorry for what he and his friend had tried to do.

Not realizing that penance had been performed on her behalf, Linda became a member of the United States Navy, assigned to the Enterprise as an intelligence analyst. Her intention was to return home after her tour of duty and start a new business. That dream, however, came to a crashing halt in 2003, when events in a minor skirmish brought her into an active combat zone. What she saw there would change her career path forever and cause her to make one of the most difficult decisions of her life. Officially, of course, the incident in question never happened.

A group of fighters left the Enterprise for a routine patrol over Iraq's southern No-Fly Zone. As was frequently the case, Iraqi forces insisted on trying to bring one or two of the fighters down. The pilots avoided the attacks easily and returned fire with several HARM missiles, destroying the anti-aircraft emplacement. One of the missiles, however, suddenly veered off-course and impacted on a hillside. At that moment, several more radar emplacements lit the pilots up, and nearly a dozen anti-aircraft missiles roared out of hidden emplacements towards them. Three of the five planes went down.

Search & Rescue crews deployed immediately. Other air patrols hammered the hidden emplacements into rubble. Linda and several others were dispatched by helicopter to gather any intelligence they could find at the site before Iraqi forces could arrive.

The emplacement had been hidden in the ruins of an ancient necropolis, although the Iraqis didn't know that. The American bombs tore open long-sealed tombs, sending bodies flying and smashing grave goods. One of those items was a small brass flask with intricate inscriptions on it, and within the flask was a very angry ifrit, imprisoned there by King Solomon himself while the First Temple was being built. The ifrit killed the Iraqi survivors and consumed their flesh with its fire. When the Americans arrived, it attacked them as well.

Automatic weapons were of little use, and side arms did less. Almost all of the squad was down, the rest were running out of ammunition, and the thing just kept coming. Linda's last magazine hit empty, so she dropped the assault rifle and was drawing her side-arm when the creature just blew apart. She and the other two survivors saw a helicopter appear from out of nowhere and hover, silently, as several people with big guns and heavy body armour leapt to the ground and made sure the ifrit was well and truly dead. The helicopter landed, and several more people in suits got out. They came over to Linda and the other survivors.

"You're all safe now," one of the men said. "I am Agent Marquez. One of our precognitives foresaw this incident, but we were delayed getting here. I apologize, for all that means. You will be returning to your normal lives, and you will forget all about this incident." He was preparing to dose them with a compound that would cause short-term amnesia, when one of the other suits pointed to Linda. "Not this one. Psi-potential, latent telepath. Giver her the option."

Agent Marquez asked Linda, "Would you like to join us? There is no retirement. Training is five years of Hell, with a 40% mortality rate. You have no days off. No family, no friends. Chances are 70% you will die on duty in the first year out of training. Think carefully; this is a one-time offer."

Linda thought. "Who are you people?"

Marquez smiled. "We are shadow. We are myth. We are "they". We move outside the system. We are humanity's last, best, and only line of defense aginst the cold horror of reality. We fear no evil, for we are the biggest, baddest, best-trained, best equipped, and best-looking bad-asses in the valley. We are the Men in Black."

Linda looked at the pieces of dead ifrit and said, "Are there more things like that out there?" Marquez nodded.

"Yeah, but most of the other things we run into will actually put up a fight. This guy was a wuss."

Linda took a moment, thinking about her family, then said, "Where do I sign?"

Officially it was a training accident. Privately, the families were told that the details were a matter of national security, but that their loved ones had, in fact, been killed in action, and died as heroes. On November 17, 1999, Mark and Anna received the flag that had draped their daughter's empty coffin. They held each other tightly as the salute sounded, echoing over the expanse of Arlington National Cemetery.

Daddy's little princess was gone.

The "Men in Black" are a division of a shadow organization that operates under the names Majestic 23, Omega Sector among others. They are also closely tied to Stormwatch.


Design Notes
:arrow: A retool of a 2e character, jacked up in powers/ equipment for my More than Meets the Eye Campaign. I removed "The Suit" and the "Identi-Card."
:arrow: The original version of the character was a Betazoid, this version could be considered "Half-Betazoid," but I'm going with low-level telepath. She can sense emotions by the power's write-up, I figure the cost should be the same, but she can determine things like truthfulness, stress levels and the like...
:arrow: A likely swap out on one of the powers, or power-stunt, is a control technology effect... I didn't include it in the build because given the situation I am putting the character into, the technology will be completely foreign to what she's accustomed to (despite Stark Tech and reverse engineered Cybertronians...)
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Sat Nov 03, 2012 1:35 pm

WARNING ! SPOILER ALERT FOR MY MORE THAN MEETS THE EYE GAME

Image

Mouse/ Laura Baker
Allegiance Autobots
PL11


Abilities
Strength 2,
Stamina 3,
Agility 3,
Dexterity 0,
Fighting 5,
Intellect 3,
Awareness 3,
Presence 2

Powers
Cybertronian Traits: (37 points)
Life Support: Immunity 10,
More than Meets the Eye: Morph 4 [Metamorph 1],
Control Technology: Affliction 6 [Overcome by Technology Skill or Will Save (Controlled); Perception Ranged; Limited - Third Degree Only, Affects Objects Only, Limited to Technology]

Equipment
Sensory Array
Linguistic Database: Comprehend 5, (Speak, Read, Understand All, Understand Machines
Extended Vision: Senses 3,
Darkvision: Senses 2,
Direction & Distance Sense: Senses 2,
Time Sense: Senses 1,
Audio/ Visual Recorder: Feature 4 [(12 hours of footage)]
Standard Equipment
Parabolic Microphone (1 ep)
Cutting Torch (Damage 1 Linked to Weaken Toughness 1) (2 ep)

Advantages
All-out Attack,
Close Attack 3,
Benefit 1 [Traceless],
Defensive Roll 3,
Eidetic Memory,
Equipment 5,
Improvised Tools,
Inventor,
Luck 3,
Skill Mastery (Technology),
Well-Informed

Skills
Athletics 3 (+5),
Close Combat: Unarmed 4 (+12),
Deception 3 (+5),
Expertise: Cybertronian History 4 (+7),
Expertise: Cybertronian Technology 9 (+12),
Expertise: Survival 2 (+5),
Insight 2 (+5),
Intimidation 2 (+4),
Investigation 3 (+6),
Perception 5 (+8),
Persuasion (+2),
Stealth 4 (+7),
Technology 7 (+10),
Vehicles 8 (+8)

Offense
Initiative +3
Unarmed +12, Damage 5

Defense
Dodge 15, Parry 15
Toughness 6 (Def Roll 3),
Fortitude 6,
Will 15

Power Points
Abilities 42 + Powers 37 + Advantages 21 + Skills 28 + Defenses 37 = Total 165

Complications
Vulnerable: Cybertronians are vulnerable to Magnetic attacks, taking at extra degree of failure against them
Vulnerable: Cybertronians are susceptible to extreme cold, taking an extra degree of failure against cold attacks"

Design Notes
:arrow: Mouse is a Pretender, I actually envision her as a cross between Alice and Laserbeak...
:arrow: Her Metamorph would be her flight capable form - drop Strength and Defensive Roll and convert to 5 ranks of Winged Flight.
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Re: Blade's 3rd Ed Builds

Postby Bladewind » Mon Nov 05, 2012 6:22 pm

Shikome

Image

A member of a clan with deep ties to the League of Assassins, the woman known as Shikome is next in line to become Queen. Shikome is unaware of this intended fate, and would be even less aware that Queen is not a term of power, but more a term of breeder...

Hundreds of years ago, the clan to which Shikome bonded were defeated... the last of the clan, a woman whose name is all but lost to the ages, called a curse down upon her enemies and vowed to do whatever it would take to gain revenge.

Her wishes were granted.

The ninja gained the ability to become a creature of nightmare, and what's more she was able to lay eggs that could impregnate virtually any living thing to create more of her kind... And so it was as the clan was rebuilt and regained it's power, their captured enemies were brought to the gestation chambers and sacrificed to the clan's demonic master. The hosts were killed, and more of the Demon Clan were born.

Horrifically, this was not the only method of birth. On occasion, when the time was right and expansion loomed, a promising human ninja of the clan was brought before the Queen of the clan and transformed via a special ritual and egg. She would become a Queen in her own right one day, but in the meantime would serve as one of the more powerful of the clan, retaining her full independence as a human and having a status akin to Praetorian in Nightmare Form...

Shikome is one such member of the clan. She is also part of a sub-division of the clan seeking freedom from the pact. Hopefully she can succeed in that mission before she becomes a Queen herself... a fate that is coming faster than she might realize.

In the last year or so, Shikome found herself in Gotham with a contract to kill a prominent crimelord. It as not one of the major players, but someone that had the potential to become a threat to Gotham's underground. She nearly succeeded, but was stopped by Cassandra Cain, the Batgirl.

Batgirl sensed the conflict in Shikome's heart with the way that the latter carried herself, and introduced her to Batman. Batman agreed to train her as a part of his Batman Inc. initiative, and Shikome took the identity of...

Midnight

Image

Now, the young ninja turned superhero is looking to right the wrongs of her clan, and while seeking redemption find the means to rid her clan of the demon within forever...

Midnight/ Shikome
PL8


Abilities
Strength 2,
Stamina 1,
Agility 3,
Dexterity 0,
Fighting 4,
Intellect 0,
Awareness 1,
Presence 2

Powers
Demon Ninja: (13 points)
Form of Nightmare: Morph 1 [Metamorph 1],
Pressure Points: Affliction 6 [Dazed, Stunned, Incapacitated; Resisted/ Overcome by Fortitude]
Alt: Master Escapist: Insubstantial 1
Ninja Training: (9 points)
Sure-Footed: Movement 2,
Safe Fall: Movement 1,
Wall-Crawling: Movement 1,
Vaulting: Leaping 2 [Acrobatic Check Required],

Equipment

Advantages
Close Attack 3,
Defensive Roll 5,
Equipment 3,
Great Endurance,
Hide in Plain Sight,
Improved Initiative 1,
Instant Up,
Quick Draw,
Ranged Attack 3,
Ritualist,
Takedown 1,
Uncanny Dodge 1

Skills
Acrobatics 7 (+10),
Athletics 5 (+7),
Close Combat: Unarmed 1 (+8),
Close Combat: Escrima 2 (+9),
Close Combat: Ninja-to 4 (+11),
Deception 5 (+7),
Expertise: Arcane Lore 2 (+2),
Expertise: Demonic Lore 5 (+5),
Expertise: Survival 5 (+5),
Insight (+1),
Intimidation 5 (+7),
Perception (+1),
Persuasion 5 (+7),
Stealth 8 (+11),
Technology 2 (+2)

Offense
Initiative +7
Unarmed +8, Damage 2
Escrima Sticks +9, Damage 3
Ninja-to +11, Damage
Pressure Points +7, Damage 6, Dazed, Stunned, Incapacitated (Resisted by Fortitude)

Defense
Dodge 10, Parry 8
Toughness 6 (Def Roll 5), Fortitude 6, Will 7

Power Points
Abilities 26 + Powers 22 + Advantages 22 + Skills 28 + Defenses 22 = Total 120

Complications
Involuntary Transform - Nightmare Form when blood is spilled
Recurring Nightmares - Sleep does not come easily, and when it does she is pront to dream of the things her ancestors havedone and the fate that awaits her. When these dreams prevent her from resting she gains a HP.
Demonic Host - Her Nightmare form is a demon that want ouot
Honor - Although much/ most of her clan is far gone, Midnight holds to the honor of her original clan.
Motivation - Redemption
Enemy - Although the world believes Samurai to be gone, a few clans remain. One is sworn to hunting Midnight's clan…

Design Notes
:arrow: Conversion and retool of a second edition character that I had made...
:arrow: At first, I was thinking that she might be too dark to fit a DC Adventures campaign, but then I likened her to Raven...
:arrow: Equipment to come, I have a hard time justifying the standard utility belt for this character - regardless of available EP. I was envisioning a pair of escrima sticks that are either large switch-blades or spring-loaded escrima sticks that become swords.
:arrow: For those that would be so inclined to compare her to my 2nd Ed build, that version had the Drawback of Holding Back; the pumped up version was an Alien Queen. For this character that's total GM territory and likely a story unto itself, perhaps the one where she rids of herself of the demon within or dies trying...
:arrow: There is no reason not to refer to the nightmare form as Shikome...

Nightmare Form wrote:Image

Midnight/ Shikome
PL8


Abilities
Strength 4,
Stamina 3,
Agility 3,
Dexterity 0,
Fighting 0,
Intellect -1,
Awareness 0,
Presence 0

Powers
Demon Form: (28 points)
Human Form: Morph 1 [Metamorph 1],
Tail: Extra Limbs 1 [Extra Reach 1, Feature - Ambidextrous],
Amphibious: Immunity 1 [Drowning],
Environmental Adaptation: Aquatic: Movement 1
Fearsome Presence: Affliction 6 [(Resisted and Overcome by Will; Impaired, Disabled, Paralyzed); Intimidation Check Required],

Killing Machine
Piercing Damage: Damage 6 [Strength Based; Penetrating]
Alt: Tail Swipe:

Demon Infused Abilities: (15 points)
Swimming 4
Alt: Sure-Footed: Movement 2
Safe Fall: Movement 1, Wall-Crawling: Movement 1, Vaulting: Leaping 2 [Acrobatic Check Required], Unfazeable: Immunity 5 [Interaction Skills]

Creature of Shadow: (6 points)
Shadow Blending: Concealment 2 [Visual; Limited to Darkness/ Shadows],
Odorless: Concealment 2

Equipment

Advantages
Close Attack 6,
Defensive Roll 4,
Great Endurance,
Hide in Plain Sight,
Improved Initiative 1,
Instant Up,
Uncanny Dodge

Skills
Acrobatics 7 (+10),
Athletics 5 (+9),
Deception (+0),
Expertise: Arcane Lore 2 (+1),
Expertise: Demonic Lore 5 (+4),
Expertise: Survival 5 (+4),
Insight (+0),
Intimidation 10 (+10),
Perception (+0),
Persuasion (+0),
Stealth 10 (+13)

Offense
Initiative +7
Unarmed +6, Damage 10

Defense
Dodge 9,
Parry 0
Toughness 7 (Def Roll 4),
Fortitude 8,
Will 5

Power Points
Abilities 18 + Powers 49 + Advantages 15 + Skills 22 + Defenses 16 = Total 120

Complications
:arrow: As per human form
:arrow: In addition, she cannot speak in this form.

Design Notes
:arrow: Many of the skills useless in this form are removed, I maintained her Expertises though to represent some measure of influence by her human host.
:arrow: I was a tad lazy in the way I listed dome powers, I simply did not create many separate headings for many of the powers, simply listing them in two groups without real reason. I've since corrected that here somewhat. The actual character sheet is still on the lazy side.
:arrow: I thought about an acid-blood triggered damage effect but felt it was overkill for now...
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