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McGuffin's Workshop: Warp, Naga

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McGuffin's Workshop: Warp, Naga

Postby McGuffin » Tue Nov 22, 2011 5:28 pm

Last edited by McGuffin on Fri May 03, 2013 3:12 am, edited 19 times in total.
McGuffin's Workshop: Warp, Naga

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Re: McGuffin's Workshop

Postby McGuffin » Tue Nov 22, 2011 5:30 pm

Real name: Otso Karell
Codename: Ursa

PL 8 / 123 pp

Abilities (16): STR: 14/30 (+2/+10) DEX: 12 (+1) CON: 14/22 (+2/+6) INT: 12 (+1) WIS: 14 (+2) CHA: 10 (+0)

Skills (22/88 ranks): Bluff 2 (+2), Climb 5/13 (+7/+23), Concentration 7 (+9), Diplomacy 2 (+2), Handle Animal 8 (+8), Intimidate 4 (+4), Knowledge (current events) 4 (+5), Knowledge (history) 8 (+9), Knowledge (popular culture) 4 (+5), Language 6, Medicine 4 (+5), Notice 6/10 (+8/+12), Search 7 (+8), Sense Motive 6 (+8), Stealth 2 (+3), Survival 7 (+9), Swim 6 (+8/+16)

Feats (20): All-out Attack, Animal Empathy, Attack Focus [Melee] 2, Grappling Block, Chokehold, Crushing Pin, Diehard, Dodge Focus 2, Endurance 1, Equipment 2, Improved Block 2, Improved Disarm 2, Improved Pin, Interpose, Track

Powers (35): Container 7 [Werebear form]]
Enhanced Strength 16
Enhanced Constitution 8
Protection 2
Super-Senses 2 [low-light vision, scent]
Super-Strength 1
Enhanced Skills 3 [Climb +8, Notice +4]

Equipment: New Vindicators Uniform [Protection 2, Immunity (environmental heat/cold), commlink], Cell phone [6/10 ep spent]

Combat (16): Attack: +4/+6 Melee | Damage +2/+10 | Defense: 16/ 12 flat-footed | Initiative: +1 | Grapple: +8/+17

Saves (14): Toughness +2/+8/+10 (normal/powers on/+ uniform) | Fortitude +6/+10 | Reflex +4 | Will +9

Languages: Finnish (native), English, Swedish, French, German, Latin, Icelandic

Tradeoffs: +2 Save dc / -2 Attack
+2 Toughness/ -2 Defense

Complications:
Obsession (Father)
Otso loves his father but is angry at him for leaving without an explanation. He's confused and wants to find him, even if only to get some answers. That said, he's likely to compromise anything else for a possible lead about his father.

Temper
Despite everything, Otso worships his father and doesn't take well to people bad-mouthing him.

Honor
Otso swore to his father to never again raise his hand against another person except to protect others or himself, a promise he goes to great lengths to uphold.

Prejudice (Neo-Sapien)

Abilities 16 + Skills 22 (88 Ranks) + Feats 20 + Powers 35 + Combat 16 + Saves 14 – Drawbacks = 123 pp

Otso Karell was born in Finland, the son of Finnish Anna Karell and American Matt Kowalski. His summers were spent at his grandfather's cabin. He'd often go fishing, hiking or hunting with the old man and sat by the fire late into the night, listening to his grandpas war stories. At school he was a quiet kid, showing interest in history and excelling at languages, due in large part to his bilingual family. Having a strong sense of right and wrong, Otso got into a few fights at school defending other kids from bullies. When his parents were informed, his dad took him aside and promised to teach him a little wrestling, but only if he swore to never again raise his hand against another person except to protect others or himself.

The death of his grandfather in 2003 hit him hard, but Otso persevered largely due to the loving support of his parents. When his father abruptly disappeared four years later Otso felt like his world was falling apart around him and he withdrew deeper inside of himself. At the age of 16, his life came crashing down once and for all when he and his mother were driving home one evening. Anna swerved to avoid a drunk driver and lost control of the car. Otso was saved by his Neo-Sapien powers kicking in a fraction of a second before impact. He emerged from the wreckage transformed into a werebear and turned back into a human when he managed to calm down. By then the ambulances and police where there. The EMTs pronounced his mother dead at the scene. After the funeral, Otso approached discreetly what little relatives he had left. Coming to the conclusion that he had inherited his powers from his father, Otso set out to find him, or atleast some answers. Seeing as Vienna housed the European New Vindicators Academy, it seemed like a logical first stop.

Otso is a man of few words, passively observing the world behind his blue eyes. He isn't afraid to defend others or himself, however, and is relentless in his determination once roused into action. 5'11'' tall, Otso is brawny but not overly muscular. He owes his physical fitness more to hard work and outdoor exercise than regularily hitting the gym.

Theme 1
Theme 2
Theme 3

Edit: 17.11.2010 Used an extra pp to exchange 1 rank of Attack Specialization [Unarmed] for 2 ranks of Attack Focus [Melee], Otso now functions as originally intended.

Edit II: 12.9.2011 Shifted 4 ranks of Knowledge: Behavioral Sciences into 2 ranks of Bluff and 2 ranks of Diplomacy. Used 1 pp to get an extra rank of Equipment for a cell-phone, further equipment pending. Used 1 pp to get the Feat All-out Attack.
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Re: McGuffin's Workshop

Postby McGuffin » Tue Nov 22, 2011 5:32 pm

Character sheet wrote:Image

Russ Jones, The Gambler

Abilities (42):
Strength 0
Stamina 2
Agility 3
Dexterity 4
Fighting 3
Intellect 2
Awareness 3
Presence 4

Defense (16):
Dodge 3+5=8
Fortitude 1+3=4
Parry 3+5=8
Toughness 6 (2 w/o Defensive Roll)
Will 3+3=6

Skills (33):
Deception 12 (+16)
Expertise (Strategy) 6 (+8)
Insight 10 (+13)
Perception 8 (+11)
Persuasion 10 (+14)
Sleight of Hand 12 (+16)
Stealth 4 (+7)
Vehicles 4 (+8)

Advantages (19):
Assessment
Connected
Close Attack 3
Defensive Roll 4
Equipment 3
Fascinate (Deception)
Luck
Ranged Combat 3
Set-up
Taunt

Equipment:
Apprentice Pistols (Ranged Multiattack Damage 3 with Accurate 2) [11/15 ep spent]

Powers:
Khef • 7 pp
• Communication 2 (Mental; Extra: Area; Flaws: Limited [Only ka-tet], Unreliable) • 6 pp
• Enhanced Trait 2 (Feats: Leadership, Teamwork; Flaw: Limited [Only ka-tet]) • 1 pp

Offense:
Initiative +3
Unarmed +6 (DC 15)
Apprentice pistols +11 (DC 18)
Grab +6 (DC 15)

Abilities 42 + Defense 16 + Skills 33 + Advantages 19 + Powers 7 = 117

Complications:
Motivation (Thrills) – Russ's primary motivation for doing anything is for the thrills of it, pure and simple. Nothing makes you feel alive like a rush of adrenaline.

Wanna Bet? – Russ can't resist taking any bet he's offered, no matter the odds.

Unlucky – Although Russ might make some winnings every now and then, he can't resist sticking around long enough for his luck to turn sour. His bad fortune isn't limited to games of chance, though.

Deep in Debt – Russ has been around the States a lot and unfortunately for him every city seems to have someone who he owes a whole lot of money to. This can be a problem at times.

Russ is the son of a stage magician and a cocktail waitress who took off soon after his birth when she realized his father couldn't deliver on the fame and fortune he'd promised. His father raised him on the road travelling from one venue to another, teaching him what skills he could. Truth is his father could have probably been a good conman if he wasn't so honest. As it was, Russ learned early on to how to read people and tell them what they wanted to hear. His deft fingers could make coins dance and he often ran games like 'find the queen of hearts' to earn a couple of extra bucks while his father was performing.

When his father passed away he set off again, this time on his own. Instead of looking for theaters and hotels willing to hire an act for a night's entertainment, Russ travelled from the biggest casinos in Las Vegas to street-games run by the Triad in New York's Chinatown. He often brags he's won more fortunes than he can count but the truth is he's also always lost them all, with unsavory types in every major city of America looking to collect on his debts with interest.

Not that violence is what he first resorts to but he's had enough close calls to have gotten a gun. In his eyes it's an ugly thing, but atleast it's small and easy to conceal if need be and he's gotten fairly good with it by necessity. Russ is likely to get into something just because it's exciting, which is why he finds it nearly impossible to refuse a wager. This has gotten him into trouble on several occasions, but his quick-thinking and way with words have saved his hide many times.

Russ is dogged by bad fortune, both at the pokertable and elsewhere. He's crashed a meeting of crimelords disguised as a pokertournament and hit on a female police officer working undercover, to name a few. This is why he rarely stays in town for long: something always comes up and then he's on the road again. Brown-eyed and black-haired, Russ is slim and not very muscular. He has an easy grace and slight swagger to his step

Modified 23.7. Added a 3rd rank of Equipment to allow for Multiattack on the Apprentice Pistols.

Modified 15.10. Added 6 ranks of Defensive Roll to bring Russ up to PL defensively.

Modified 16.10. Removed 2 ranks of Defensive Roll to add 1 rank of Stamina and 1 rank each of Dodge and Parry.
Last edited by McGuffin on Sun Feb 03, 2013 1:54 pm, edited 4 times in total.
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Re: McGuffin's Workshop

Postby McGuffin » Tue Nov 22, 2011 5:35 pm

Graft [2E]

Image

Image

Abilities (18):
Str 24 (+7)
Dex 14 (+2)
Con –
Int 12 (+1)
Wis 14 (+2)
Cha 14 (+2)

Skills (13/52 ranks):
Acrobatics 4 (+6)
Bluff 12 (+14)
Gather Information 4 (+5)
Notice 6 (+8)
Pilot 8 (+10)
Search 6 (+7)
Stealth 12 (+14)

Feats (19):
Defensive Attack
Defensive Roll
Dodge Focus 5
Eidetic Memory
Equipment 4
Hide in Plain Sight
Improved Trip
Power Attack
Redirect
Set-up
Stunning Attack
Well-informed

Powers (108):
Enhanced Feats 17 (Attack Focus (Melee) 8, Diehard, Evasion 1, Improved Critical (Unarmed) 2, Improved Initiative 2, Takedown Attack 2, Uncanny Dodge [Auditory])
Leaping 2
Super-Movement 1 (Wall-Crawling)
Super-Senses 3 (Darkvision, Tracking [Scent]) [24]

Enhanced Saves 16 (Reflex 8, Defense 4)
Impervious Protection 10 [36]

Immunity 48 (Aging, Critical Hits, Dazzle effects, Fortitude effects, Mental effects) [48]

Equipment (20/20 ep):
Concealable Microphone [1 ep]
Mini-Tracer [1 ep]
Sky-cycle (as Motorcycle, except replace Speed 5 with Flight 7) [18 ep]

Saves (4):
Tough +11 (Impervious 10)
Fort –
Ref +12
Will +4

Combat (18):
Attack +7/+15 (Melee)
Damage +7 (Unarmed)
Defense +6/+11 (base/Dodge Focus)
Initiative +10

3 pp in team pool: 2 pp for Guardhouse, 1 pp for Team jet

Abilities 18 + Skills 13 (52 ranks) + Feats 19 + Powers 108 + Saves 4 + Combat 18 + Team 3 = 183

Complications:
Enemy (Doctor Death) – Doctor Death is still out there and would love to get his hands on his rebellious creation.

Reputation (Made of People) – Graft's obviously inhuman appearance has an unnerving effect on people, sometimes provoking even outright anger.

Responsibility (Impact) – Graft still keeps in contact with his friend and mentor and would help him in a heartbeat if he ever needed it.

Literally Minded – Graft is prone to misunderstandings.

Graft was created as a living weapon by the super-villain Doctor Death. As the doctor experimented with creating new super-soldiers for himself, he took the best parts of those that didn't survive the process and started building the perfect warrior for himself. To give his perfect warrior the perfect mind, Doctor Death created an A.I. with vast amounts of martial arts experience from all over the world. Unknowingly he'd created something much more, as he found out to his misfortune.

When the hero Impact came to stop the Doctor's latest scheme, he ordered his new creation to destroy the intruder. Graft, however, hadn't stopped evolving after his creation, but had become self-aware and capable of his own choices. The first choice he ever made was not to follow the Doctor's orders. When the furious Doctor Death decided to destroy both Impact and his rebellious creation, Graft even teamed up with the hero to fight him.

After the battle Impact took the golem in, teaching him about the world and the people in it. When he heard United Petroleum's announcement, he urged Graft to go to the tryouts to find his own place in the world.

Personality-wise Graft doesn't give much away, everything's spoken with the same dead-pan. Basically he's someone you don't want to play poker against. On the other hand he's still learning things which may sometimes lead to screw ups if he takes someone's words literally. When not doing anything else he tends to browse the internet, absorbing information like a sponge. Wikipedia and IMDB are two places he often frequents.

Description wise I'm bummed because I couldn't find a decent picture of Quilt from Dominic Deegan: Oracle For Hire. That's the image I have of him in my head, although I don't know about a costume, not like he has a secret identity really. Basically he's pretty big and muscular (he was built that way), with shoulder length black hair and surgical scars covering enough of his body to make people wonder how he's alive, let alone walking about. The answer of course being that he's not, he's (in a way) undead. Edit: Found some pics, although I don't now what kind of costume Graft might have.

NPC notes: I see Doctor Death as an evil scientist/Doctor Doom wannabe. Impact I'm not so sure of, I think I had a kinetic energy controller with that name once. Either way, I leave both in the GM's hands to utilize (or not) as he sees fit.
Last edited by McGuffin on Mon May 06, 2013 10:45 am, edited 9 times in total.
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Re: McGuffin's Workshop

Postby McGuffin » Tue Nov 22, 2011 5:39 pm

Image

Dan Carlyle//Hurricane

Abilities
Str 1
Sta 2
Agl 3
Dex 2
Fgt 4
Int 0
Awe 1
Pre 2

Advantages
All-out Attack
Daze (Deception)
Defensive Roll 1
Power Attack
Taunt

Skills
Deception 5 (+7)
Perception 1 (+2)
Ranged Combat: Air Control 6 (+8)

Powers
Elemental Constitution Immunity 12 (Critical hits, Life Support) [12]

Gaseous Form Visual Concealment 4, Partial; Insubstantial 2, Permanent [14]

Swiftness Enhanced Defenses 12 (Dodge 6, Parry 6); Flight 7 (250 MPH) [26]

Air Control Array (16 points plus 2 Alternate Effects)
Air Control Perception Move Object 5, Subtle [16]
AE: Suffocation Progressive Ranged Affliction 4 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) [1]
AE: Air Blast Ranged Damage 8 [1]

Defenses
Dodge +10
Parry +10
Fortitude +8
Toughness +4/+2 (without Dodge)
Will +6

Offenses
Initiative +3
Air Blast +8, Damage 8, Ranged
Suffocation +8, Progressive Affliction 4, Resisted by Fortitude, Ranged

Abilities 30 + Advantages 5 + Skills 6 + Powers 70 + Defenses 12 = 123

Complications
Temper Dan has two primary short fuses. One is his inability to touch anything or anyone and the other is his trouble with fine control over his powers.
Motivation – Becoming Human Dan'll admit that being made of air is pretty damn cool, especially the flying part, but in the past few years he's been growing more desperate to regain his human form. Finally gaining full control over his powers is a big part of what motivates Dan to take up heroing.
Responsibility – Legacy A third-generation super hero, Dan wants to live up to the legacy of his mother and father, as well as his grandfather.
Claustrophobia Few things can really hold Dan if he doesn't want to be there, but an airtight container has a VERY bad affect on him. He'll typically respond with as much brute force as he can muster, falling to a paralyzing despair if escape proves impossible.
Free Spirit Dan is used to doing and going where he pleases and forbidding something to him is actually a good way to egg him on.

Dan Carlyle was born with his powers. Complications during his birth cut off his breathing, but before the doctors could act, Dan shifted into his air form. He hasn't been able to change back since. Dan's parents, Helen Carlyle and J. Robert Belew, the heroes going by the name's Mistral and The Mechanic, respectively, had an understandably hard time raising their son. Dan was a free spirit from day one and his frequent solution to a situation he didn't like was to simply walk away. Stopping this wasn't easy, considering he could exit a room through the tiniest hole and fly away. His mother's powers were one of the few things that could restrain him when this happened and consequently she was one of the few people he was willing to listen to. What he learned from her was a legacy of heroism on both sides of his parents, going back to his grandfather on his mother side. This really connected with Dan who had a new goal now, becoming a super hero like his parents. Now if only they could inspire him to focus as much on his normal school studies...

During the past few years Dan has grown increasingly frustrated with his difficulties of interacting with others like he has seen his peers do. Even normal everyday objects give his insubstantial form trouble, which has only served to increase his dislike of schooled learning. The sound of books, remotes and anything else that dares to frustrate Dan crashing into walls is a common occurrence around the house. This frustration has spurred him to focus even more on fully mastering his powers.
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Re: McGuffin's Workshop

Postby McGuffin » Tue Nov 22, 2011 5:41 pm

Finally finished Poseidon. Also, if Athena has her company HQ in Los Angeles, I'd up the chance of her knowing about Poseidon's activities considerably, considering he lives in her backyard an' all. Poseidon's been active for 2 years, which is also how long he's known Anne.

Poseidon reborn, Nathan Elliot

Power Level: 12 (210 pp)

Trade-offs: +2 DC / -2 Attack
+2 Toughness / -2 Defense

Abilities: STR: 26 (+8), DEX: 14 (+2), CON: 26 (+8), INT: 16 (+3), WIS: 18 (+4), CHA: 20 (+5)

Skills: Diplomacy 4 (+9), Handle Animal 8 (+13), Intimidate 8 (+13), Knowledge [Earth Sciences] 8 (+11), Knowledge [Life Sciences] 8 (+11), Notice 4 (+8), Sense Motive 4 (+8), Search 4 (+7), Swim 12 (+20)

Feats: Animal Empathy, Attack Focus (melee) 2, Dodge Focus 2, Environmental Adaptation [Underwater], Favored Environment [Underwater] 2, Fearless, Power Attack

Powers:
Animal Control 15 (Limited to horses and sea-life; 15 pp)
Comprehend 2 (Spea to/understand animals, Limited to horses and sea-life; 2 pp) [17]

Immunity 16 (aging, disease, poison, suffocation [drowning]; 4 pp)
Impervious Toughness 8 (8 pp)
Protection 6 (6 pp)
Regeneration 1 (Resurrection, True Resurrecion +1, PF: Diehard; 3 pp) [21]

Super-Senses 2 (Darkvision; 2 pp)
Swimming 9 (9 pp) [11]

Water Control 14 (28 pp)
AP: Water Blast 14 (1 pp)
AP: Current Control 14 (1 pp)
AP: Fog Obscure (Visual) 14 (1 pp)
AP: Trip (Extra: Knockback) 14 (1 pp) [32]

Earth-shaker Device 3 (Easy to Lose, PF: Restricted to gods or goddesses; 10 pp)
Shockwave Damage 14 (Area: Burst +1, Limited while Poseidon and targets touching ground -1; 14 pp)
AP: Damage 6 (PF: Mighty 7, Thrown; 1 pp) [10]

Combat: Attack +6/+8 (melee) (12 pp)
Damage +8 (Unarmed), +14 (Earth-shaker), +13 (Earth-shaker thrown), +14 (Shockwave), +15 (Water Blast)
Defense +6/+8 (Dodge Focus) (12 pp)
Initiative +2

Saves: Toughness +14 (8 Impervious)
Fortitude +10
Reflex +6
Will +8

Abilities 60 + Skills 15 + Feats 10 + Powers 91 + Combat 24 + Saves 8 = 210

Complications:

Temper

Relationship – Anne Scott

Even though he knew from early on that he wasn't really Nathan Elliot, Poseidon was content to explore his new existence in this new era man had carved out for himself. For a time, at least. His mortal parents, who were a veterinarian and a Hollywood scriptwriter, had some pretty liberal and also 'green' ideas about how to raise their son. So while Nathan excelled at the school swim team, he was also taught about the interdependence of all life on Earth and the importance of sustainable development.
These lessosns pushed Poseidon to want to learn more and understand better how the realm he'd once ruled over had developed in his absense. The desire to learn lead the 'young' Nathan to enroll at UCLA, aiming for a degree in marine biology. It was there that the Fates brought the greatest change yet into his new life. At an on-campus protest against a local industrial plant that was mis-handling their waste-disposal Poseidon met Anne Scott. The god of the sea was taken in by her beauty and fell in love with her passion. Later that night the industrial plant was hit by a mysterious tidal wave, the river it was situated on found to be exceptionally pure for miles upriver.
After having taken to caution after many mortal years, Poseidon courted the young woman, even in time telling Anne about his super-human powers. The one piece of information he has withheld so far, though, is his true identity and where all he can do really comes from.

Some things about Poseidon's interactions with the rest of the gods and goddesses. I don't see him looking to actively reunite with his family, he definitely hasn't been looking for them. Artemis he'd probably get along with because of the way he's taken the preservation of the natural world as his task. If Zeus came calling, he'd (grudgingly) honor his oath to his king.
Towards Zeus's children in general he acts like the stern uncle. If any of the ones running multimillion dollar companies have less than ecologically ethical business practices, they can expect Poseidon showing up to straighten out the 'wayward godlings'. They're not exactly hard to find, most of them have their names right on the label.
One possible story-thread depends on how the other gods and goddesses react to Poseidon's mortal lover. He's very much in love with Anne and serious about the relationship.
I'd imagine anyone who knew who or what they were looking for could backtracke Poseidon's attacks on various businesses to that first one in L.A., maybe even to that student-protest against the company. His previous targets have ranged from whaling ships to industrial facilities that pollute local waterways.
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Re: McGuffin's Workshop

Postby McGuffin » Thu Dec 15, 2011 3:29 pm

Ollie Trammell
PL 6 // 90 pp

Abilities:

Strength 3
Stamina 3
Agility 3
Dexterity 4
Intellect 4
Fighting 4
Awareness 3
Presence 4

Powers:

Telepathy - Sense Emotions [mental]:
– Accurate 2, Acute 1, Danger Sense 1, Detect (emotions) 1, Extended 1, Radius 1, Ranged 1

Skills:

Athletics: Running 4 (+7)
Athletics: Swimming 4 (+7)
Deception: Bluffing 8 (+12)
Deception: Feinting 6 (+10)
Deception: Innuendo 6 (+10)
Expertise: the Games 4 (+8)
Expertise: Survival (Forest) 4 (+8)
Insight 6 (+9)
Investigation: Search 5 (+8)
Perception 9 (+12)

Advantages:
Close Attack 2
Defensive Roll 3
Improved Disarm
Jack-Of-All-Trades
Luck
Ranged Attack 2

Offense:

Initiative +3
Grab +6
Throw +6 (DC )
Unarmed +6 (DC 18)

Defense:

Toughness +6
Fortitude +3
Will +5
Parry +4
Dodge +3

Complications:

Motivation (Destroying the Games)

Hatred (The Victor four years ago who killed his sister) – Ollie extends this hatred to a lesser degree to the whole District the Victor came from [taking suggestions from GM and other players as to specific District]

Abilities 56 + Powers 8 + Skills 14 + Advantages 10 + Defense 2 = 90

Ollie was 10 years old when his sister Laurie was chosen as Tribute for District 9. Try as he might, there was nothing he could do but watch the Games. She lasted for a couple of days until only about half of the Tributes remained. Eventually she was ambushed and killed. The Gamemasters switched the feed to the killer's point of view just in time for Ollie to see the look of horror and despair on Laurie's face before she died.

If he'd have gotten half a chance, Ollie would have rushed to a certain death trying to avenge his sister. He tried a couple of times but was always stopped before he could get far and dragged back to his parents. Eventually he just gave up. Over the following year he seemed to come to terms with it and became very outgoing.

This was all just a lie though. The smiling face, the contentment, giving up on vengeance. Left alone with his despair Ollie had come to the conclusion that just getting vengeance on the Victor wouldn't be enough. No, he'd tear down the Games, even the Capitol if he had to. Whatever it took so that what happened to Laurie wouldn't happen to anyone else ever again.

Whenever he was done with his workload for the day, Ollie would sneak out to train by himself, strenghening his body as conditioning himself to pain. He was scrawny compared the other kids his age in his District, the hard work at the lumber mills usually strengthening the bodies of those that didn't fall to starvation. Even though he was growing stronger he hid it from everybody, wearing loose and ill-fitting clothing to hide his developing muscles.

A year passed but Ollie knew he wasn't ready. Then another, and another, and another, until finally he decided it was time. At the age of 14, Ollie decided the 101st Human Games was when he would strike.

Outwardly Ollie seems happy and friendly towards others, even his fellow Tributes in the Games. He competes to win, he just goes about it with a friendly smile. This charming attitude and his younger age mean some people underestimate him. However, if an opportunity presents itself for Ollie to advance himself in the Games without blowing his cover, he won't hesitate to seize it. He can't hide the truth from the people watching the Games, but he'll uphold his maskerade around everyone else for as long as he can.

District 9

District 9 specializes in lumber. Previous Tributes from the District have tended to be stocky and muscular, which marks Ollie as an anomaly in the trend. The District's Governor Andreas Parnell is a cold and harsh man, living in a vast manse at the heart of the District he rules. He has overseers and vassals to tend to the day-to-day business of running the District, but he none the less lives closer to his subjects than most Governors.
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Re: McGuffin's Workshop: Ollie Trammell

Postby McGuffin » Thu Dec 29, 2011 2:56 pm

”Chain Breaker” Murray

Image

PL 8 / 120 pp

Abilities: STR: 30 (+10) DEX: 12 (+1) CON: 30 (+10) INT: 14 (+2) WIS: 14 (+2) CHA: 10 (+0)

Skills: Medicine 12 (+14), Notice 4 (+6), Search 4 (+6), Sense Motive 4 (+6), Swim 12 (+22)

Feats: Attack Focus (melee) 2, Dodge Focus 2, Environmental Adaptation (Underwater), Equipment, Favored Environment (Underwater) 2

Equipment: Doctor's Bag [Medicine]

Powers: Super-Strength 4
Swimming 5
Electrical Discharge [Stun 5 (Aura, Duration: Sustained)]

Combat: Attack: +2/+4 (melee) | Damage +10 (unarmed) | Defense: +4/+2 (w/o Dodge Focus) | Initiative: +1

Saves: Toughness +10 | Fortitude +10 | Reflex +4 | Will +6

Abilities 50 + Skills 9 (36 Ranks) + Feats 8 + Powers 38 + Combat 8 + Saves 7 = 120 pp

Tradeoffs: -2 Attack/+2 Save DC; -2 Defense/+2 Toughness

Complications: Prejudice (Fishman)

Hatred (Slavery)

Honor (Help all who need it)

Temper (Don't touch the patients) – Murray is relatively non-violent, unless someone tries to interfere with his treatment of his patients or tries to harm someone he's taken under his care

Enemy (Slaver Captain) The captain of the slaver ship that Murray was held on escaped the destruction of his vessel, along with some members of his crew

Motivation (Reach the end of the Grand Line)

As a young fishman, Murray was taken by slavers heading for Sabody Archipelago. Even though he was badly outnumbered, the electric eel fishman didn't go down without a fight. Among the other captured fishmen and mermaids in the bowels of the massive ship, Murray also met a human. He was surprised when, without being asked to, the old woman set about tending to Murray's wounds.

The fishman was barely able to move from the pain, but he watched closely as the human's deft hands slowly but surely set broken bones, bound open wounds and applied soothing ointments to injuries. As soon as he was well enough to move, Murray started assisting the woman as best as he could, learning quickly and showing a talent for the science of medicine.

As the odd pair worked, they exchanged the stories of their lives. Murray was stunned to learn that the seemingly frail old woman before him was not just the last living member of a pirate crew, but their captain, ”Red Rose” Morgan. Her crew had once shared her dream of sailing to the end of the Grand Line, but in the end, even with her vast knowledge of medicine, she hadn't been able to save them as her crew died one by one around her. All she had left now was the flag of their pirate ship that they'd once hoped to raise high at their destination.

Before the slaver ship could reach the auction houses of Sabody, it was set upon by a pirate ship looking to rescue their captive crewmember from the bowels of the ship. The slaves saw their chance to escape and a fierce three-way battle erupted. During the chaos of the battle the old pirate woman was killed but Murray managed to escape.

Having already been branded a slave, Murray remembered the fishman hero Fisher Tiger and how he'd changed the slave brand of the Sun Pirates into the crew's Jolly Roger. Murray changed his own slavebrand, located on the back of his left hand, into the Jolly Roger of the old woman who'd saved his life. The Hoof of the Flying Dragon became a skull clenching a rose between it's teeth. In the aftermath of the terrible battle he swore he'd raise her flag high above the world at the end of the Grand Line and live the way she'd taught her: helping all who needed help, regardless of who or what they were.

Murray is usually very easygoing and helpful, which confuses people who've only seen his wanted poster or heard stories of his exploits. The truth is that very few people bother remembering the kind doctor who treats all patients without bias and instead focus on the crazy fishman who attacks entire slaver ships singlehandedly.
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Re: McGuffin's Workshop: "Chain Breaker" Murray, Brawl

Postby McGuffin » Sun Feb 05, 2012 5:01 pm

Bobbie Jones
PL 10 // 150 pp

Image

Eyes: Brown
Hair: Dark Brown
Height: 5'7''
Weight: You sure it's in your best interest to ask?

Bobbie Jones (always Bobbie, never Roberta) lost her mother when she was very young, leaving her father, who worked as a car-mechanic, to raise her and her three older brothers by himself. Henry Jones did the best he could and where he lacked in parenting skills he made do with love for all of his children.

Lucas, being the eldest, bore his responsibility with a quiet determination, helping his father with the cars when he wasn't babysitting his younger siblings. Charlie, being the second youngest sibling, had always shown much intellectual promise and both Henry and Lucas worked hard to give him the education he'd need to make something great of himself. Mark, meanwhile, had always taken being the middle child hard, feeling like he never got the respect and responsibility Lucas enjoyed, but at the same time didn't get his way as easily as his younger siblings did. Mark tended to get mixed up with bad crowds and his father and older brother have been especially worried about him lately.

Bobbie, for her part, grew up to be quite the tom boy, rough-housing with her brothers and maybe getting into more fights than was altogether necessary. After watching her father and older brother working in the garage, she also gained a hunger for cars and anything in general that would allow her to go faster than the local speed limits permitted.

Vince and Bobbie have been best friends since they were little and they grew up in the same neighborhood. Vince had a good heart and was always looking to help others. Unfortunately this often lead to him getting into fights defending others, fights his scrawny body made him ill-equipped to handle. As a result Bobbie ended up bailing him out of more than a few scraps. Vince was always inspired by super heroes and dreamed of becoming one some day. With Bobbie discovering her own mutant super-powers he's been pushing to help her in anyway he can, although there's a spark of jealousy building in him.

After the school reps came to their door after Bobbie's outbreak, her father was eager to accept the offer for her. Not because he wanted to get rid of her, but because he wanted to offer her the best he could. Besides, he figured going to a girls only boarding school would be a good change for her.

Complications:

Responsibility (family, Vince) – Bobbie's family is very close and she's always looking out for them, just like they look out for her. Vince is her oldest friend and one of the few people who really 'get' her.

Temper – There are a great many things that set off Bobbie's temper, foremost among them being called Roberta. She also reacts badly towards insults or threats aimed at her family or teammates.

Motivation (Thrillseeker) – Bobbie likes going fast, regardless of how many wheels she's on. Likewise, she's easily talked into illadvised endeavours with promises of a proper adrenaline rush. She absolutely hates boredom.

Brawl

Abilities:
Str [12] 4
Sta [14] 4
Agl 1
Dex 0
Fgt 6
Int 0
Awe 1
Pre 2

Advantages:
All-out Attack
Extraordinary Effort
Interpose
Power Attack
Startle
Ultimate Effort (Toughness save)

Skills:
Close Combat: Unarmed 2 (+8)
Expertise: Streetwise 4 (+4)
Insight 4 (+5)
Intimidation 6 (+8)
Perception 6 (+7)
Ranged Combat: Thrown 6 (+6)
Technology 4 (+4)
Vehicles 4 (+4)

Powers:
Super-Strength: Enhanced Strength 8; Power-lifting 4 [20]

Cut Loose!: Penetrating 10 on Strength [10]
AE: Shockwave: Burst Area Damage 10, Powerhouse and
targets must be in contact with the same surface [1]

Super-Stamina: Enhanced Stamina 10 [20]
Thick Skin: Impervious Toughness 14 [14]

Super-Movement: Speed 5 (60 MPH); Leaping 7 (1,000 feet) [12]

Enhanced Senses: Senses 5 (Extended Auditory 2, Extended Vision 2, Low-light Vision) [5]

Defense:
Dodge 5+1=6
Parry 0+6=6
Fortitude 0+4+10=14
Toughness 0+4+10(Impervious)=14
Will 5+1=6

Offense:
Initiative +1
Unarmed +8, Damage 12, Close
Thrown +6, Damage 12, Ranged
Shockwave DC 20 Dodge, DC 25 Toughness, Burst Area

Abilities 36 + Advantages 6 + Skills 18 + Powers 82 + Defense 10 = 152

If I had to absolutely beat her, I would...
Brawl can hit hard and take a hit as well, but tricky opponents can use attacks that focus on her weakpoints, namely her will and dodge saves. Her temper and thrillseeking attitude can also be used against her to draw her into traps or otherwise disadvantageous situations. Finally, her friends and family are an indirect avenue of attack against Bobbie.
Last edited by McGuffin on Tue Sep 18, 2012 5:04 pm, edited 3 times in total.
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Re: McGuffin's Workshop: Brawl, Warp

Postby McGuffin » Tue Apr 10, 2012 2:51 am

McGuffin wrote:Image
Secret Identity: Danny Ward
2E // PL 10 // 150 pp

Abilities (30):
Str 14 (+2)
Dex 20 (+5)
Con 16 (+3)
Int 10 (+0)
Wis 14 (+2)
Cha 16 (+3)

Feats (24):
Acrobatic Bluff
Attack Focus (Melee) 3
Beginner's Luck
Defensive Roll 5
Dodge Focus 6
Evasion
Improved Initiative
Luck 2
Set-up
Taunt
Teamwork
Well-informed

Skills (15):
Acrobatics 6 (+11)
Bluff 7 (+10)
Computers 8 (+8)
Diplomacy 6 (+9)
Gather Information 6 (+9)
Knowledge: Current Events 5 (+5)
Notice 8 (+10)
Search 8 (+8)
Sense Motive 6 (+8)

Powers (53):
Teleport 9 (Accurate, Change Direction, Change Velocity, Turnabout) [30]
- Teleport 8 (800 ft, 2000 miles [full action], Accurate, Change Direction, Change Velocity, Progression x 4 [2500 lbs]) [1]

Feature: Quick-change [1]

Teleporter Stunts:
- Shakedown: Nauseate 10 [20]
- Rapid Attack: Damage 9 (Melee, Autofire 1, Accurate) [1]

Super-Senses 1 (Communication Link 1 [The Woman In Black]) [1]

Saves (15):
Fortitude +6
Reflex +10
Toughness +8/+2 (Flat-footed)
Will +8

Combat (24):
Initiative +9
Attack +6/+9 (Melee)/+11 (Rapid Attack)
Defense +3 (Flat-footed)/+12

Team:
1 pp towards collective point pool

Complications:
Motivation (Do good) – Danny does his best to live up to the example set forth by his heroes.
Rookie – Danny's still very new to the game and likely to make mistakes.
Secret Identity - Only Danny's teammates in Freedom's Avengers know he is Danny Ward.

Abilities 30 + Feats 24 + Skills 15 + Powers 53 + Saves 15 + Combat 24 + Team 1 = 162

Like a lot of kids growing up in Freedom City, Danny grew up idolizing the heroes that flew in the skies above the city and fought for justice in it's streets. It was during one such battle between good and evil that Danny discovered his own abilities. Captain Thunder was battling it out with his arch-nemesis Doctor Stratos and like always a crowd of onlookers had gathered. A stray blast of lightning knocked loose some debris from a nearby building. As Danny looked up at the falling masonry, he froze, closing his eyes. When he opened them, he was surprised to find himself upright and unharmed. At first he thought he'd just instinctively dodged the falling debris, until he realized he was half-way across town. As Danny got to know his powers and started getting a better handle on what he could do, he started working as a solo hero, dreaming of someday getting to join the League. He's still very much a rookie, all eager to leap before he looks. When he's not out fighting crime he studies at the Freedom City College as a Journalism Major, although really it's just a release-valve for his inner fanboy.

Edit 15.5: Modified Rapid Attack within the Teleporter Stunts array as discussed with Kenseido, dropped Instant Up to get the Communication Link w/ Woman in Black.

Edit 19.8: Added 1 point to Team Equipment pool, 1 point each to Notice and Search, 2 points to Computers, 1 point to Feature: Quick-change, 1 point to Will, 2 points to Attack, switched 1 rank of Defensive Roll for 2 points to Constitution.

Edit 11.1: Spent the lose point I had on Skills, 2 ranks of Sense Motive and 1 rank each of Gather Information and Knowledge : Current Events. Held back the point previously in the communication link until I figure out what to do with it.

Edit 16.5: Spent 2 pp on Set-up and Teamwork.
Last edited by McGuffin on Thu May 16, 2013 12:50 pm, edited 6 times in total.
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Re: McGuffin's Workshop

Postby McGuffin » Sat May 26, 2012 1:14 pm

Graft -- 3E
Inhuman Brain Fast and Tough Bestial Sneaky Living Computer Undead Construct

Image

Abilities (34):
Strength 6
Stamina –
Agility 2
Dexterity 3
Fighting 6
Intellect 1
Awareness 2
Presence 2

Advantages (7):
Defensive Attack
Eidetic Memory
Improved Trip
Power Attack
Redirect
Set-up
Well-informed

Skills (18/36 ranks):
Acrobatics 4 (+6)
Deception 12 (+14)
Investigation 4 (+5)
Perception 4 (+6)
Stealth 12 (+14)

Powers (103):

Bestial Enhanced Trait 17 (Close Attack 8, Diehard, Evasion, Improved Critical (Unarmed), Improved Initiative 2, Takedown 2, Uncanny Dodge)
Leaping 2 (30 feet)
Movement 1 (Wall-crawling)
Senses 2 (Darkvision, Tracking) [23]

Fast and Tough Enhanced Defenses 12 (Dodge 8, Parry 4)
Impervious Protection 2 [16]

Damage Resistance Impervious Protection 8 [16]

Unliving Immunity 38 (Aging, Critical Hits, Fortitude effects, Sensory Affliction effects) [38]

Inhuman Brain Immunity 10 (Mental effects) [10]

Defense (0):
Dodge 10 (12 vs Area effects)
Fortitude (immune)
Parry 10
Toughness 10 (Impervious 10)
Will 2

Offense:
Initiative +10
Ranged +3
Unarmed +14 (Close, Damage 6)

Complications:
Enemy (Doctor Death) – Doctor Death is still out there and would love to get his hands on his rebellious creation.

Reputation (Made of People) – Graft's obviously inhuman appearance has an unnerving effect on people, sometimes provoking even outright anger.

Responsibility (Impact) – Graft still keeps in contact with his friend and mentor and would help him in a heartbeat if he ever needed it.

Literally Minded - Graft is prone to misunderstandings.

Abilities 34 + Advantages 7 + Skills 18 (36 ranks) + Powers 103 + Defense 0 = 162

Graft was created as a living weapon by the super-villain Doctor Death. As the doctor experimented with creating new super-soldiers for himself, he took the best parts of those that didn't survive the process and started building the perfect warrior for himself. To give his perfect warrior the perfect mind, Doctor Death created an A.I. with vast amounts of martial arts experience from all over the world. Unknowingly he'd created something much more, as he found out to his misfortune.

When the hero Impact came to stop the Doctor's latest scheme, he ordered his new creation to destroy the intruder. Graft, however, hadn't stopped evolving after his creation, but had become self-aware and capable of his own choices. The first choice he ever made was not to follow the Doctor's orders. When the furious Doctor Death decided to destroy both Impact and his rebellious creation, Graft even teamed up with the hero to fight him.

After the battle Impact took the golem in, teaching him about the world and the people in it. When he heard United Petroleum's announcement, he urged Graft to go to the tryouts to find his own place in the world.

Personality-wise Graft doesn't give much away, everything's spoken with the same dead-pan. Basically he's someone you don't want to play poker against. On the other hand he's still learning things which may sometimes lead to screw ups if he takes someone's words literally. When not doing anything else he tends to browse the internet, absorbing information like a sponge. Wikipedia and IMDB are two places he often frequents.

Description wise I'm bummed because I couldn't find a decent picture of Quilt from Dominic Deegan: Oracle For Hire. That's the image I have of him in my head, although I don't know about a costume, not like he has a secret identity really. Basically he's pretty big and muscular (he was built that way), with shoulder length black hair and surgical scars covering enough of his body to make people wonder how he's alive, let alone walking about. The answer of course being that he's not, he's (in a way) undead. Edit: Found some pics, although I don't now what kind of costume Graft might have.

NPC notes: I see Doctor Death as an evil scientist/Doctor Doom wannabe. Impact I'm not so sure of, I think I had a kinetic energy controller with that name once. Either way, I leave both in the GM's hands to utilize (or not) as he sees fit.
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Re: McGuffin's Workshop: Warp, Naga

Postby McGuffin » Sat Oct 06, 2012 11:36 am

Image

Thomas Carter // Naga
PL 11 // 165 pp // 3E
Quote: "Would you please stop screaming long enough for me to save you?"

Abilities (54):
Str 5 (11)
Sta 5
Agl 4
Dex 4
Fgt 7
Int 0
Awe 2
Pre 0

Advantages (9):
Agile Feint
Animal Empathy
Chokehold
Improved Grab
Improved Hold
Set-up
Skill Mastery 2 (Acrobatics, Stealth)
Teamwork

Skills (22):
Acrobatics 10 (+14)
Athletics 4 (+15)
Close Attack: Unarmed 4 (+11)
Deception 6 (+6)
Perception 6 (+8)
Sleight of Hand 4 (+8)
Stealth 10 (+14)

Powers (60):
Reptilian Movement: Movement 1 (Slithering) [2]
Reptilian Senses: Senses 4 (Acute and Accurate Smell, Infravision) [4]
Scaly Hide: Protection 6, Impervious 10 [16]

Tensile Strength: Elongation 4; Enhanced Strength 6 [16]
Venomous Bite: Weaken Physical Abilities 10 (Resisted by Fortitude), Accurate 2, Broad [22]

Defenses (20):
Dodge 6+4=10
Parry 4+7=11
Fortitude 4+5=9
Toughness 0+5+6=11 (10 Impervious)
Will 6+2=8

Offense:
Initiative +4
Unarmed +11, DC 26 Toughness
Thrown +4, DC 26 Toughness
Venomous Bite +11, DC 20 Fortitude
Grab +7, DC 25 Strength or Dodge

Complications:
Motivation (Acceptance / Doing Good) – Thomas very much wants to prove to everyone (including himself) that he isn't some kind of monster.
Prejudice (Inhuman appearance) – Thomas is clearly not human anymore, which is something that not everyone might take kindly to.
Quirk (Feral tendencies) – Sometimes Thomas's control on what he calls the Beast slips, although whether the two of them are truly that separate remains to be seen.
Enemy (Rakshasa, Chimera) – The geneticist with the body of a weretigress that turned Thomas Carter into Naga and the terrorist organization she works for.
Coldblooded - Thomas' biology is especially vulnerable to extreme cold.

Abilities 54 + Advantages 9 + Skills 22 + Powers 60 + Defenses 20 = 165

Thomas Carter was a friendly and outgoing young man studying veterinary medicine in New York when one night while out partying with his friends he was kidnapped. Thomas woke up in a lab in restraints. The predatory look in the feline eyes of the woman standing above him haunts his nightmare. When she ordered her underlings to begin the experiment he heard them call her Rakshasa. That name was the last coherent thought that passed through his head before he blacked out from the pain.

After what felt like an eternity of torture he reawakened. There was shouts and gunfire but Thomas was too dazed to understand most of what was happening around him. Men in armor dragged him off his bed and that was when he blacked out again. Over the next few days he was brought up to speed. Of course he'd heard of PAX, the people who were responsible for his rescue. He'd never heard of Chimera before, but once he realized they were the people his torturer was working for, the name became likewise seared into his mind. After some further debriefing and evaluation, he got the offer. Join Vanguard, work for PAX, prevent other people from having to go through the same hell as he did. Feeling that his old life was over now, Thomas took them up on the offer and adopted the name Naga.
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