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Hound Town

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Silver Witch

Postby Hound » Sat Mar 31, 2012 3:03 pm

Character Name: Jessica Blake
Codename: Silver Witch

Description:
Age: 31 (She doesn't age, she looks about 20)
Gender: Female
Height: 5'4”
Weight: 220lbs (She appears small and skinny, but metal is heavy)
Eyes: Blue
Hair: Blonde

Image

History:
Jessica specialises in espionage, stealing documents, secrets, plans, or anything else for whoever can pay the most. She has even unofficially worked for the United States from time to time. Normally she isn't the type to try and take over the world, or ransom the moon, but she has worked for these types from time to time.

Jessica's powers manifested when she was 15. She was getting dressed for her first big date with a boy she'd liked for years when she noticed a pimple on her chin. It was tiny, barely noticeable, but you know how girls panic. She began to worry, and focus on it, the stress triggered her meta-powers. The zit began to grow before her very eyes, becoming as large in reality, as it was in her mind.

She was mortified she began to wish she was someone else, anyone else. Jessica suddenly chose one of the popular girls she always dreamed of being. She thought about how that girl never had these worries, she was always perfect. Her desire to be her was so great, she suddenly morphed into the girl. Needless to say Jessica began freaking out, but quickly calmed down as she realised the powers she possessed.

She could be anyone, be anything. Jessica could have the perfect body, the perfect teeth, yet she had not yet begun to comprehend everything she could do.

Over the next few years she practised, trying to learn the full extent of her powers, she was living liquid metal that could take any form or colour. The only draw back she found was now that her powers were realised, she melted into a puddle when ever she slept, forcing her to keep a bucket near her bed.

When it came time to get into College, she found out her parents didn't have the money to send her, she would have to take out a huge loan that would require her to pay it back for the next twenty years. Blinded by her own power, she decided to steal the money instead. While her robbery was nearly perfect, she drew the attention of a well known super villain. (I don't care who, GM can pick some of interest to the story)

The Super villain recruited Jessica, he taught her more about her powers than she ever dreamy possible, and he taught her how to do more than just steal a few thousand dollars from a local bank. After a few years, she began doing solo work for anyone who could pay, becoming an independent Villain, this has cause some animosity with her teacher, who felt her powers should belong to him solely.

PL11: 195 Points
Complications:

Enemy: (To be determined by the GM) The super villain who taught Jessica her full potential, and gave her the contacts to the underworld. (S)he feels scorned, and believes her and her talents should be working for them, not anyone else.

Sense of Honour: While she steals anything from anyone, she is not an assassin. She has killed and will kill to complete her mission but avoids it when possible. She especially tries hard to avoid killing children.

Motivation(Greed): Everything she does, she does for money. She only works if the price is right.

Metal body: She is an excellent conductor of electricity and heat, but she is not poisonous to any human who touches her. She is not magnetic, she does not eat, sleep, or age. When she rests, she needs to do it in a bucket, because in a relaxed state she becomes a puddle.

Weakness [ Nullified Morph]: While Jessica does not need to sleep, she does enjoy resting. However while resting, she is a shapeless puddle, which means she tends to "nap" in a bucket. If her morph power is nullified, she is forced to become a shapeless puddle that can not make attacks. She can still move using her slither and wall crawl ability, and she can do very, very simple tasks, like pushing a single large button.

Abilities: 30 PP
Strength: 11
Stamina: ---
Agility: 0
Dexterity: 0
Fighting: 6
Intelligence: 0
Awareness: 3
Presence: 0

Offence:
Initiative: +4
Melee Attack: +11 Unarmed, +11 Grab
Range Attack: +0

Defences: 14 PP
Dodge (AGL): 6
Fortitude (STA): Immune
Parry (FGT): 6
Toughness (STA): 16
Will (AWE): 11

Skills: 30 PP
Deception: +14
Insight: 3+8=11
Investigation: +10
Perception: 3+8=11
Persuasion: +10
Technology: +10

Advantages: 18 PP
All out Attack,
Chokehold,
Close Attack 5,
Connected,
Contacts,
Equipment,
Fast Grab,
Luck 1
Improved Grab,
Improved Hold,
Improved Initiative 1,
Move by Action,
Takedown 2,
Well-informed

Powers: 104 PP Liquid Metal Woman
    Elongation 3: 60 feet (3 PP)
    Feature (Mimicry): Able to mimic almost any sound, gaining +10 to deception checks
    Feature (Internal Compartment): Able to create a hollow section in her body at will to store small objects
    Immortality 3: 4 Day, Limit[If she is less than 50% complete, then she becomes "mindless" and her body parts simply act out of instinct try to gather together and reform her body. She can be kept, chopped up in a dozen parts, and still be alive, but unable to think.] (3 PP)
    Immunity 40: Fortitude Effects[Feels Fatigue], Effects that target a brain(Mind Control, Mind Reading, Emotion control) (39 PP) [She doesn't posses a "traditional" brain making her immune. She has no organs at all, her whole body is one single "organ" if you will.]
    Insubstantial 1: Fluid, Innate (6 PP)
    Morph 4: Any Shape +20 Disguise (20PP)
    AP: Concealment: All senses(1 PP)[She becomes a thin layer that slithers across walls, or floors, she mimics the texture and colour as she slithers]
    Movement 1: Slithering (2 PP)
    Protection 16: +16 Toughness, Noticeable: When attacked, the place where she is hit returns to silver liquid metal, revealing she is not flesh and blood (15 PP)
    Regeneration 2: Every 5 Rounds, Persistent, Limit: She does not bruise or bleed, parts of her liquid self are cut off, blasted off, punched off, etc. They land on the ground nearby and slither back to her body. However if a piece is cut off her, and kept away from her, she can not regenerate it until she frees the piece. (2 PP)
    Variable 1: Action 2: Free, Limited to Physical Changes, such as Wings to fly, fish tail to swim faster, becoming Attactive to make seduction easier, or sharp claws to increase Critical Chance with unarmed strikes. (9 PP)
    Senses: Infravision (1 PP)
Last edited by Hound on Sat Mar 08, 2014 8:11 pm, edited 8 times in total.
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Wildman

Postby Hound » Sat Aug 04, 2012 2:46 pm

Dan "Wildman" Savage
Description:
Age: 22
Gender: Male
Height: 6'1”
Weight: 195 lbs.
Eyes: Blue
Hair: Brown
Image
PL 8: 120 PP
Abilities: 38 PP
STR 02
STA 03
DEX 00
AGI 04
FGT 08
INT 00
AWE 02
PRE 00

Combat:
Initiative: +04
Melee Attack: +8 Unarmed (DC 18)
Range Attack: +0

Defenses: 17 PP
Dodge +10
Parry +10
Toughness +6/+3
Fortitude +6
Will +8

Skills: 16 PP(32 Ranks)
Acrobatics (AGI) 1+4=5
Athletics (STR) 3+2=5
Deception (PRE) +5
Insight (AWE) 6+2=8
Perception (AWE) 6+2=8
Persuasion (PRE) +5
Stealth (AGI) 1+4=5

Advantages: 5 PP
Animal Empathy
Jack-of-all-Trades
Move-by Action
Takedown 1
Equipment 1

Equipment: 1 PP = 5 EP
Leather Jacket and Undercover Bullet Proof Vest: +3 Toughness (Subtle[Doesn't appear to be armored]) (3 EP)
Domino Mask: Hides Identity (Free)
Reinforced Knuckled Leather Gloves/Steel toed, Steel sole plated boots: +1 Strength Based Unarmed Damage, Immunity to damage of stepping on small sharp objects, like caltrops(2 EP)

Powers: 44 PP
Regeneration 2: Every 5 Rounds (2 PP)
Senses 1: Acute Scent (1 PP)
Feature: "Good scent" Animals find Dan's scent "good" and start off friendly towards him, rather than neutral, or neutral instead of hostile. (1 PP)

Shape shift 8: Free action (+1/r) Limited -4/r: Animals Only, Absorbs DNA through directly touching an animal, adding the DNA to "memory" but the memory can only hold up to five animals at a time. (40 PP) Equipment and clothes are "absorbed" into the body, and reapppear when returned back to human form

Currently in his "arsenal," is a Great Horned Owl, a Great Silver Back Gorilla, a Bull shark, a Wolf, and a Raccoon.

Complications:

Animal Instinct: Dan follows his gut and his emotions, trusting people on their smell alone. Sometimes this means he leaps before he thinks, and he gets burned by those he chooses to trust.

Hates Guns: As a principle, Dan will not use a gun, and finds their use cowardly.

Hunger: Dan is always hungry. Always. He assumes it has to do with his powers, but he doesn't know for sure. As such he often takes silly risks just to eat. Under gun fire? Should run away? Not while a chocolate bar lies defenseless on the floor! Don't worry little Chocolate bar, Dan will save you.

History:
Dan lead a pretty uneventful life. His father never beat him, his mother never emotionally damaged him. He was middle of the pack for grades in school, didn't have any bullies, had a few girlfriends but was never overly popular. He never went to college. He began working straight out of school, taking on a lot of part time jobs in go-no-where places. He tried dozens of jobs, nothing ever seemed to fit. He was always strapped for cash.

The only thing he did, that he was any good at, was take mixed martial arts classes, and stay in shape. Yet even that, Dan never took to seriously. He never entered a real match, and he never got in a real fight outside of a gym sparring match.

He was a complete average Joe.

At the age of 22, he had no career aspects, and no goals. He lived in bachelor apartment, working as a bartender, barely making rent, with no girlfriend, and nothing to really live for. He only worked to exist, and all he did in his existence was work, sleep, eat, and take drunk girls home with him.

Truly unremarkable.

Yet one day it changed. A stray dog happened to be sleeping on the steps of his apartment when he left for work that day. Unconsciously he patted the pour mutt, and tossed him half a sandwich he happened to have in his pocket. Such an unremarkable event saved his.

Much later that day, after work, Dan was closing up the bar, per his usual routine when a knock came at the door. Through the window, Dan could recognize a regular, a man he had know for months. With out thinking, Dan let him in, only to be met by a gun. What Dan did not know, was the man had been fired earlier that week.

With out thinking, Dan lunged at the man, but something was odd. Dan was not himself. Dan had become a dog, and instinct took over. Dan the Dog, sunk his teeth deep into the wrist of the man, forcing him to release his grip on the gun. Panic stricken, the man turned tail and ran from the bar.

It took Dan hours to figure out how to turn human again, but when he finally figured out the trick to transforming, he realized, he was no longer average. He was super.

The next day he went down to pick up a form, but then the DVD arrived...



Silverback Gorilla
PL 8: 120 PP
Abilities: 64 PP
STR 08
STA 08
DEX 00
AGI 08
FGT 08
INT 00
AWE 02
PRE 00

Combat:
Initiative: +08
Melee Attack: +8 Unarmed (DC 23)
Range Attack: +0

Defenses: 6 PP
Dodge +8
Parry +8
Toughness +8
Fortitude +8
Will +8

Skills: 22 PP(44 Ranks)
Acrobatics (AGI) 8+8=16
Athletics (STR) 8+8=16
Deception (PRE) +5
Insight (AWE) 6+2=8
Perception (AWE) 6+2=8
Persuasion (PRE) +5
Stealth (AGI) 1+8=9

Advantages: 12 PP
Animal Empathy
Chokehold
Fast grab
Favored Environment [Jungle]
Improved Grab
Improved Hold
Interpose
Jack-of-all-Trades
Move-by Action
Power Attack
Takedown 1
Equipment 1

Equipment: 1 PP = 5 EP [Not in use]
Leather Jacket and Undercover Bullet Proof Vest: +3 Toughness (Subtle[Doesn't appear to be armored]) (3 EP)
Domino Mask: Hides Identity (Free)
Reinforced Knuckled Leather Gloves/Steel toed, Steel sole plated boots: +1 Strength Based Unarmed Damage, Immunity to damage of stepping on small sharp objects, like caltrops(2 EP)

Powers: 12 PP
Regeneration 2: Every 5 Rounds (2 PP)
Senses 1: Acute Scent (1 PP)
Feature 1: "Good scent" Animals find Dan's scent "good" and start off friendly towards him, rather than neutral, or neutral instead of hostile. (1 PP)

Movement 3: Wall crawling 2, Swinging (6 PP)
Feature 1: Feet can be used as hands, Ambidexterity (2 PP)



Great Horned Owl
PL 8: 120 PP
Abilities: 38 PP
STR 01
STA 03
DEX 00
AGI 04
FGT 08
INT 00
AWE 02
PRE 00

Combat:
Initiative: +04
Melee Attack: +8 Unarmed (DC 20)
Range Attack: +0

Defenses: 19 PP
Dodge +13
Parry +13
Toughness +3
Fortitude +6
Will +8

Skills: 24 PP(48 Ranks)
Acrobatics (AGI) 11+4=15
Close Combat (FGT) [Talons] 3+8=11
Deception (PRE) +5
Insight (AWE) 6+2=8
Perception (AWE) 6+2=8
Persuasion (PRE) +5
Stealth (AGI) 12+4=16

Advantages: 6 PP
Animal Empathy
Favored Environment [Flight]
Jack-of-all-Trades
Move-by Action
Takedown 1
Equipment 1

Equipment: 1 PP = 5 EP [Not in use]
Leather Jacket and Undercover Bullet Proof Vest: +3 Toughness (Subtle[Doesn't appear to be armored]) (3 EP)
Domino Mask: Hides Identity (Free)
Reinforced Knuckled Leather Gloves/Steel toed, Steel sole plated boots: +1 Strength Based Unarmed Damage, Immunity to damage of stepping on small sharp objects, like caltrops(2 EP)

Powers: 33 PP
Regeneration 2: Every 5 Rounds (2 PP)
Senses 1: Acute Scent (1 PP)
Feature 1: "Good scent" Animals find Dan's scent "good" and start off friendly towards him, rather than neutral, or neutral instead of hostile. (1 PP)

Flight 5: Wings, Subtle 2[Silent Flying] 60mph, 900ft/rnd (7 PP)
Shrinking 4: Wing span of 5 feet (8 PP)
Senses 7: Extended Vision, Low-light Vision, Direction Sense, Distance Sense, Extended Hearing, Accurate Hearing (7 PP)
Talon Strike 5 DC 20, Improved Critical 2 (7 PP)



Racoon
PL 8: 120 PP
Abilities: 42 PP
STR -01
STA 02
DEX 00
AGI 08
FGT 08
INT 00
AWE 02
PRE 00

Combat:
Initiative: +08
Melee Attack: +8 Unarmed (DC 14)
Range Attack: +0

Defenses: 14 PP
Dodge +14
Parry +14
Toughness +2
Fortitude +6
Will +8

Skills: 31 PP(62 Ranks)
Acrobatics (AGI) 8+8=16
Athletics (STR) 6+(-1)=5
Deception (PRE) +5
Insight (AWE) 6+2=8
Perception (AWE) 6+2=8
Persuasion (PRE) +5
Slight of Hand (DEX) +16
Stealth (AGI) 10+16=26

Advantages: 5 PP
Animal Empathy
Jack-of-all-Trades
Move-by Action
Takedown 1
Equipment 1

Equipment: 1 PP = 5 EP [Not in use]
Leather Jacket and Undercover Bullet Proof Vest: +3 Toughness (Subtle[Doesn't appear to be armored]) (3 EP)
Domino Mask: Hides Identity (Free)
Reinforced Knuckled Leather Gloves/Steel toed, Steel sole plated boots: +1 Strength Based Unarmed Damage, Immunity to damage of stepping on small sharp objects, like caltrops(2 EP)

Powers: 28 PP
Regeneration 2: Every 5 Rounds (2 PP)
Senses 1: Acute Scent (1 PP)
Feature 1: "Good scent" Animals find Dan's scent "good" and start off friendly towards him, rather than neutral, or neutral instead of hostile. (1 PP)

Shrinking 8: (16 PP)
Senses 8: Low-light Vision, Extended Hearing, Accurate Hearing, Accurate Scent, Tracking Scent, Extended Scent (8 PP)
Last edited by Hound on Sat Mar 08, 2014 8:11 pm, edited 5 times in total.
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The Woodsmen

Postby Hound » Sun Aug 05, 2012 5:45 pm

Jack Walsh, Alias "The Woodsmen"
Description:
Age: Unknown
Gender: Male
Height: 5'6”
Weight: 140 lbs.
Eyes: Blue
Hair: Black
Image

PL 10: 294 PP
Abilities: 46 PP
STR 04
STA --
DEX 00
AGI 08
FGT 08
INT 04
AWE 04
PRE 00

Combat:
Initiative: +16
Melee Attack: "Hack and Slash" +12 (DC 23)
Range Attack: "Throwing Axe" +12 (DC 23)
"Mass Murder" Burst Area 30 Radius (DC 25)

Defenses: 18 PP
Dodge +14
Parry +14
Toughness +6
Fortitude Immune
Will +10

Skills: 68 PP(136 Ranks)
Acrobatics (AGL) 6+8=14
Close Combat (FGT)[Hack and Slash] +12
Deception (PRE) +16
Expertise (INT)[Supernatural] 10+4=14
Expertise (INT)[Human Biology] 10+4=14
Expertise (INT)[Music of the last 300 years] 10+4=14
Expertise (INT)[History of the last 300 years] 10+4=14
Expertise (INT)[Crime] 9+4=13
Insight (AWE) 11+4=15
Intimidation (PRE) +16
Perception (AWE) 11+4=15
Ranged Combat (DEX)[Axe Throw] +12
Slight of Hand (DEX) +14

Advantages: 24 PP
Accurate Attack
All-out Attack
Eidetic Memory
Evasion 2
Fearless
Improved initiative 2
Luck 5
Power Attack
Second Chance[Traps]
Skill Master[Intimidate]
Skill Master[Slight of Hand]
Takedown 2
Uncanny Dodge
Equipment 4

Equipment
Secret Base: Toughness 12, Small Size
Concealed 5
Deathtraps: Damage 10, Accurate 5, Variable Descriptor[Various Death traps]
Fire Prevention
Living Space
Power System
Sealed
Security System 5
Self-repair 1


Powers: 138
"The Creeps"
Noticeable: Cold Room Any room Jack is in feels a few degrees cooler, giving normal people around him the "chills" or "the creeps" (-1 PP)

"Laugher Never Dies"
Immortality 5: 1 Day, Innate, Limited: Bones*(See notes at the bottom of powers) (6 PP)
Immunity 30: Fortitude Effects, Innate, Quirk: Feels Fatigue. (30 PP)
Regeneration 5: Every 2 Rounds, Innate (6 PP)

"Insanity is a Great Defense"
Immunity: Mind Altering Effects, Limited: Half Effects, Innate (6 PP)

Insubstantial 4 Linked with Flight 1: Incorporeal, Subtle 2, Precise, Permanent Innate, Limited: Cold Iron and Salt hit him like normal. Flies at 60ft/rnd (23 PP)

Power: Teleport 8: 1 miles, Increased mass 3, carry 400lbs, Accurate, Change Direction, Change Velocity, Turnabout, Innate, Limited: Can no pass through Salt and Cold Iron. (23 PP)

"Peak-a-boo!"
Concealment 10: All Senses, Passive, Limited: Spirits can see through the Concealment (5 PP)
Senses 2: Dark Vision, (2 PP)

"Nightmare Gaze"
Affliction 10: Pregressive, Area Cone, Subtle 2, Sense-Dependent[Vision], 1st Vulnerable, 2nd, Stunned, 3rd Incapacitated, Resisted by Insight (32 PP) Look into my eyes, and see your greatest fears and failures!
    "Magic Murder Axe" The Axe is apart of him, it appears when he calls it, the Axe is insubstantial to anyone who tries to pick it up.
    "Axe Throw" Alternate Effect: Ranged Strength Based Damage 4: 100ft, Homing, Penetrating 8, Incurable, Affects Insubstantial 2, Improved Critical 2(18-20), Innate (1 PP)
    "Hack and Slash" Alternate Effect: Strength Based Damage 4: Multi-attack 8, Penetrating 8, Incurable, Affects Insubstantial 2, Improved Critical 2(18-20), Innate (1 PP)
    "Mass Murder" Alternate Effect: Burst Area - Strength Based Damage 6: Burst 10[30 ft radius], Penetrating 10, Affects Insubstantial 2, Innate, Resisted by Parry (1 PP) Using his teleporting ability, Jack rapidly strikes everyone in a 30ft radius, and returns to his starting position.

"Magic Green Suit and Top Hat" Like his axe, his costume can not be removed. Additional clothes can be added on top of his green suit, but his suit is apart of him, he can choose to not wear it, and the suit is absorbed into his body, but then the protection disappears
Protection 6: Toughness 6, Noticeable[Bright Neon Green, hard not to pick him out of a crowd.] Innate, Limited: Cold Iron and Salt Ignore Toughness (3 PP)

Complications
*Bones*
Jack is actually dead, he is ghost, turned spirit of Malice and Violence. There are two ways to permanently destroy a Spirit, either through magic, like an exorcism, or through burning their corporeal attachment. This can be a special item or remnants of their body. For Jack, it's his bones, which he keeps locked away from the world.

Jack has sealed his bones away in his secret base, in an air tight place to keep them from decomposing, and to keep them protected.

The GM can introduce characters who have the ability to Divine the location of his bones, presenting a great risk to Jack.

*Nickname*
Due to the fact he is Irish, short, and wears only green, many people call him a Leprechaun as an insult. Jack hates this. People who call him by that nick name, or anything along the lines of short, tend to die very gruesome deaths.

*Smell*
Jack has a faint smell of sulfur about him. Common people only notice it when they are with in a few feet of him, but for those with super smell, it's pretty obvious. This can give him away when being invisible.

History:
Jack is the original Boogey man, the monster that goes bump in the night. For over three hundred years, there have been reports of him travelling the world and butchering people. He likes to get creative, making people die in strange and unique ways.

His trade mark is making a smiley face with the blood of the victim somewhere. One of his favorite things to do, is make sure there is a living witness to the carnage, so that they can spread the word of his actions.

The survivor, if you could call it that, always tell the same thing, "He laughed as he did it, he told terrible jokes, laughed, and looked like he was enjoying a beer at the pub, surrounded by friends and family. He looked so... happy."

But then the world began to change, the game changed. So Jack had to change with it. He was no longer on the run from men with torches, and pitch forks. Now he was on the run from men who could fly, punch holes through walls with their bare fists. These men could have bullets bounce off their chest, ear glass for dinner, and crap lightning and thunder!

Jack loved it! He loved the challenge. How do you hurt men and women who are invincible?

You hurt their lovers, their family, their friends.

You burn their world around them.
Last edited by Hound on Sat Mar 08, 2014 8:11 pm, edited 4 times in total.
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Re: Hound Town

Postby Hound » Fri Oct 12, 2012 1:23 pm

"Special Agent" Jennifer Blare
Description:
Age: 18
Gender: Female
Height: 5'4”
Weight: 100 lbs.
Eyes: Blue
Hair: Blonde
Image

PL 10: 180 PP
Abilities: 36 PP
STR 02/04
STA 02
DEX 00
AGI 04/06
FGT 06
INT 00
AWE 04
PRE 00

Combat:
Initiative: +10
Melee Attack: "Psychic Blades" +12 (DC 23)
Range Attack: "Psychic Throwing Blades" +14 (DC 21), "Mind Blast" +10 (DC Will 25), "Sleep" +10 (DC Fort 25)
Area Attack: "Whirlwind Strikes" Burst Area 30 Radius (DC 25)

Defenses: 18 PP
Dodge 2+6=8
Parry 2+6=8
Toughness +12
Fortitude 6+2=8
Will 8+4=12

Skills: 40 PP(80 Ranks)
Acrobatics (AGL) 6+10=16
Athletics (STR) 4+4=8
Deception (PRE) +6
Expertise (INT)[Military Tactics] +6
Insight (AWE) 8+4=12
Perception (AWE) 8+4=12
Persuasion (PRE) +6
Ranged Combat (DEX)[Mental Array] +10
Slight of Hand (DEX) +8
Stealth (AGL) 6+10=16
Technology (INT) +4

Advantages: 10 PP
Agile Feint
Close Attack 4
Improved Initiative 1
Improvised Weapon 1
Takedown 2
Equipment 1

Equipment: 1 PP (5 EP)
Cell phone
Camera
Commlink
Combat Knife: Strength Damage 1, Crit: 19-20

Powers: 75
"All of her powers take the form of a pale blue transparent energy."
Psychic Aura
Force Field 10 Linked with Immunity 9 and Regeneration 2, Enhanced Strength 2, Enhanced Agility 2: +10 Toughness, All Environmental Conditions, All Suffocation, Disease, Poison, Regenerate every 5 Rounds, Sustained, Noticeable 2[To use enhanced abilities, she must activate her aura, which makes her glow light blue]. (27 PP)

Mental Shield
"Complex Mind" Immunity 10: Mental Effects: Limited Half effects (5 PP)

Mental Senses
"Glimpses of the Future" Senses: Danger Sense[Precog], Enhanced Luck 2 (3 PP)

Travel Powers
Teleport 2: Accurate, Change Direction, Change Velocity, Turnabout, 120 ft, Increased Mass 2: 200 lbs. (11 PP)
AE: Flight 5: 60 mph, 900ft/rnd, Aquatic (1 PP)

Mental Array
"Psychic Whirlwind Strikes" Strength-based Damage 6, Burst Area: Selective, Affects Insubstantial 2, Improved Critical 19-20 (21 PP) "Jen teleports around the battle field at maximum speed, hitting all enemies in range with her Psychic Blades"
Alternate Effect: "Psychic Blades" Strength-based Strike 4: Accurate 1, Incurable, Affects Insubstantial 2, Penetrating 8, Split 1, Improved Critical 18-20, All-out Attack(1 PP) "Jen creates two dagger like blades, one for each hand."
Alternate Effect: "Psychic Thrown Blades" Ranged Strength-based Strike 2: Accurate 2, Affects Insubstantial 2, Incurable, Split 1, Penetrating 8, Improved Critical 18-20, All-out Attack (1 PP) "Jen can throw her created blades"
Alternate Effect: "Mind Blast" Ranged Affliction 10: Dazed, Stunned, Resisted by Will DC 20, Limited Degree, Cumulative (1 PP) "Jen attempts to shut down the mind"
Alternate Effect: "Mind Control" Ranged Affliction 10: Entranced, Compelled, Resisted by Will DC 20, Limited Degree, Cumulative (1 PP) "Jen attempts to control the mind, but she can not take complete control."
Alternate Effect: Mind Reading 10: Will DC 20, Cumulative, Feedback, Subtle 1 (1 PP)
Alternate Effect: Sleep 10: Fort DC 20, Subtle 1 (1 PP) "Mental shut down."
Alternate Effect: "Telekinesis" Move Object 6: Damaging, Precise, Affects Insubstantial 2, 3200 tons (1 PP)
Alternate Effect: "Telepathy" Mental Communication 3 [Subtle 1[Can not be overheard], Linked to Comprehend 2 [Understand and Understood - Flaws: Limited to "Mental Communication"] (1 PP)


Complications:

Regret and Misplaced Anger: Her dream of the Olympics were shattered, she will never achieve her dream and this weighs heavily on her mind. Her entire child hood was a giant waste. She is angry at the World for not letting her compete just because she has powers, she is angry at her powers for appearing before she could go, and she is angry at herself for wasted effort.

Over confident: She is extremely powerful at only age 18, and it is believed she will only get stronger. A combination of success in the field, and fame have gone to her head. She has a hard time listening to the ideas of others, thinks her way is the best way, and leaps in before accessing the entire situation.

Fame - No Secret Identity: She is well known to the public. She made a big splash in the media when she first appeared and sent hundreds to the hospital from an unintentional psychic attack. Thankfully no one died or was seriously hurt. It cause a huge backlash against the mutant community causing normals to fear them even more. The UN decided to fight fire with fire, once she had learned to control her powers, they forced her into the lime light to show the world that mutants should not be feared, and can make their powers work for the world, not against. She has become a poster child for mutant/human relations. If she makes mistakes, it reflects badly on the whole community. She is never off the clock. This causes lots of stress.

Inexperienced with Life: She has spent most of her life training for one thing or another. She has never had much of a chance to live a normal life. She makes simple mistakes when it comes to interacting with others, simply due to limited experiences. This most commonly pops up when she is around young attractive men close to her age. Having never had a boyfriend, kissed, or gone on a date, she has no experience and becomes uncharacteristically shy and nervous.

History:

Jennifer had always had a passion for gymnastics. When she was barely old enough to talk, Jennifer had seen the Olympics on television and begged her mother to take lessons. She had seen how normal humans, just like her, were able to go so high, and do such amazing things. They seemed to float in mid air, the closest thing for a normal human to fly.

When she was thirteen she was well on her way to being chosen for the next summer Olympics when she started getting headaches and nose bleeds. Jennifer was scared if such a thing became known, she would dropped from the selection, so she hid her pain and pushed through.

For two years she worked through the pain, she carefully hid her nose bleeds, and progressed through competitions. When she was fifteen, and getting ready for the big contest, the one to select the next American Representatives, it happened.

Maybe it was stress, maybe it was fear, maybe it was simply bad timing. But all at once her powers manifested, she began hearing the other girls thoughts. At first she thought she was going insane, but she would not let it stop her.

She took to the stage and began her routine. She could hear every mental criticism from the judges, but she pushed on until her headaches grew unbearable. She closed her eyes...

When she opened them, she was on the ground, she had, had no idea that she had been screaming bloody murder for the last ten minutes. Yet no one was at her side. No one was checking on her.

Jennifer stood up and found every man, woman and child in the arena was stunned, and asleep...

After calling 911, and speaking to dozens of police officers, she was approached by federal agents. The took her away with out so much as a word.

Later Jennifer learned she was a mutant, a powerful psychic. She was trained by the United Nations to be a soldier, to work for the greater good. She didn't have much choice in the matter, and her dream of the Olympics were forever shattered.

She is less than pleased.
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Raven

Postby Hound » Mon Mar 25, 2013 6:21 am

Still working on backstory and complications, posting build for input and feedback

Cade "Raven" Underhill
Description:
Age: 29
Gender: Male
Race: Halfling
Height: 4'1”
Weight: 82lbs
Eyes: Green
Hair: Rust Brown/Red

Image

PL 6: 120 PP
Abilities: 71 PP
STR 00
STA 00
DEX 00
AGI 04
FGT 02
INT 00
AWE 02
PRE 00

Combat:
Initiative: +12
Melee Attack: +2 Unarmed, +6 Swords/Blades
Range: +6 Throwing

Defenses: 8 PP
Dodge +8
Parry +8
Toughness +4
Fortitude +6
Will +6

Skills: 41 PP(82 Ranks)
Acrobatics (AGL) 8+4=8
Athletics (STR) +8
Close Combat(FGT)[Swords]: +6
Deception (PRE) +8
Expertise (INT) [Bartering and Appraisal] +6
Expertise (INT) [Alchemy and Poisons] +6
Insight (AWE) 6+2=8
Investigate(INT) +8
Perception (AWE) 6+2=8
Ranged Combat(DEX) [Throw]: +6
Slight of Hand (DEX) +10
Stealth (AGL) +13(+18 in Darkness)
Vehicles (DEX) +5

Advantages: 25 PP
Accurate Attack
Alchemist[Treated as Inventor, using Expertise Alchemy and Poisons]
Benefit, Status [Member of the Thief's Guild]
Contacts
Defensive Roll 2
Evasion 2
Hide in Plain Sight
Move-by Action
Quick Draw
Skill Mastery[Slight of Hand]
Skill Mastery[Stealth]
Throwing Mastery 3
Tracking
Well-informed
Equipment 6
Languages 1[Common, Halfling]

Equipment 6: 30 EP

Adventuring Kit:
Black Cloak: Immune to Cold Environments(Half Effect), Hot Environments(Half Effect), +5 to Stealth in Darkness/Shadows (2 EP)
Forging Kit: +5 to Deception rolls on creating false documents (2 EP)
Bag of Holding: A magical bag that can carry 100 lbs. worth of materials, yet only weighs 1 lbs. (1 EP)
Portable Alchemy Set: Though Portable this item still weighs about 50 lbs. and is normally kept in the bag of Holding. It takes about 20 minutes to set up, but provides a +5 Bonus to crafting something. This set has 5 uses, and must be restocked in a market place of considerable size. (1 EP)
Master Rogue tools: All the tools needed to Pick any Lock, or disable any trap (1 EP)
Multi-tool: A device which contains various tools, reducing the penalty from -5 to -2 from lacking the normally needed tools. (1 EP)
Tough Leather Armor: +2 Toughness, Feature[Hidden Pockets] His Clothing has many hidden pockets which gives him a +2 to Concealing item checks (3 EP)
Collapsible Telescope: Extended Vision 1 (1 EP)
Rod of Illumination: Provides Light like a Flash light (1 EP)

Arsenal:
Smoke Grenade:(All visual senses, Cloud, Dodge DC 14) (12 EP)
Alt: Duel Short Swords: 6 Damage, Split, Improved Critical 18-20 (1 EP)
Alt: Throwing Knives: 3 Ranged Damage, Multi-attack, Split, Improved Critical 18-20(1 EP)
Alt: Flask of Acid: 4 Ranged Burst Damage (1 EP)
Alt: Flask of Wild Fire: 4 Ranged Burst Damage (1 EP)
Alt: Flask of Holy Water: 6 Ranged Burst Damage, Limited: Only effects Undead, Demons, and Fiends(1 EP)


Powers: 32
Amulet of Protection: Magical Device, Hard to Remove 8-2=6 PP
Enhanced Dodge +2, Parry +2, Will +2, Fortitude +2

Boots of Haste: Magical Device, Hard to Remove, 3-1=2 PP
Speed 1, Improved Initiative 2

Gloves of Agility: Magical Device, Hard to Remove, 4-1=3 PP
+2 Agility

Poisons: Device, Hard to Remove, 3-1=2 PP
Crippling Poison: Affliction 6, Impaired, Disabled, Paralyzed, Resisted by Fortitude, Requiring Activation(Move Action) to Link to a weapon, Limited: Only triggers if the poison enters the blood(successful wound), or is ingested (slipped into food/drink through slight of hand)
Alt: Strength Sap: Weakens Strength, Resisted by Fortitude, Requiring Activation(Move Action) to Link to a weapon, Limited: Only triggers if the poison enters the blood(successful wound), or is ingested (slipped into food/drink through slight of hand)

Halfling Senses:
Extended Hearing, Accurate Hearing, Danger Sense[Hearing], Low Light Vision (4 PP)

Halfling Size: Shrinking 4, Permanent (8 PP)

Master Thief: +16 Technology, Limited to Traps and Lock Picking only (4 PP)

Trap Sense: Detect 2[Traps] (2 PP)

Complications:

Secret: In the Guild of Thieves, no one uses their real name, Cade's code name is Raven. While he must protect his true name from other members of the Guild, he must protect his Guild name from "norms." No one is allowed to know he is a guild member, any one who learns such information must meet a swift end.

Calling Card/Wanted: When ever Cade commits a grand solo caper, or assassination, he leaves behind a single Raven feather. As such, several high priced bounties are on his head. Another good reason for his secret.

The One Upper: Cade and normal people do not think the same. When others say "That looks dumb and dangerous, I'm not doing that." Cade says, "Cool, I wanna try!" (When someone other than Cade performs something dangerous, like swinging over a pit of spikes from a thing, fragile wire, Cade will automatically try to imitate and try to do it better. Cade can overcome this urge by rolling a Will check of DC 16, otherwise he must do it, even if it is likely, or certain, he will die.)

Random Liar: Some people lie to get what they want, but some people simply lie because they can. Cade will lie about the silliest things.

Exile: Cade broke the Underhill law, and can never turn home.

History:

Cade Underhill was born under a hill. Not a tiny little speed bump of a hill, but a massive hill, so large, one might even call it a small mountain. Under this hill is home to hundreds of Halflings, each one a member of the Underhill clan, though not all called Underhill.

Every halfling child born under the hill learns that the Underhill clan strongly opposed the start of the Last War, they pleaded with every major power, begging them remain at peace, to talk things out. They sent gifts, envoys, and ambassadors to try and calm things down. Yet when all attempts failed, and the great war loomed on the horizon, the Underhills lead dozens of Halfling families underground to avoid destruction.

The Underhills were elected Mayor of the community they built, and over time, through marriage all the families joined as a single clan, deep under ground, where they remained untouched by war.

At first, many members of the clan would venture out from time to time, to trade with the outside world, to learn how the war was progressing, yet as the war grew more violent, fewer Halflings would return safely to their burrow, or at all.

One, a captured halfling was forced to tell where the Burrow was, and several raiders tried to plunder the unspoiled home of the Underhills.

Without any fighters, the Underhills were forced to collapse their original tunnel, killing many of their own, and the raiders before they got to the main town. It took years for a new entrance in a new secret location to be build, but it was decided that no one would venture out anymore.

t was decreed a law, that no one would leave the burrow, with the except on for a few scouts, trained in the art of stealth, would be allowed every ten years to check out the progress of the war, under law to not be seen by anyone.

These scouts were even secretly entrusted with suicide potions, magically hidden inside hollow teeth so that no one could torture their home's location out of them.

Many of the older Halflings found it difficult to adjust to never seeing daylight again, yet the fear of death allowed them to follow the law. The children, who had never seen the outside world, were filled with nightmarish stories, to keep them fearful of the outside world, so that they would never try to break the laws.

Yet one young Underhill, by the name of Cade, a direct descendent of the head family, did not frighten so easily. In fact, the more gruesome the story, the more he seemed to enjoy it. While the other children played with their pet bunnies, and peaceful board games, Cade would fashion wooden swords, and pretend he was a great warrior of the human race, fighting the brutal war.

At his coming of age ceremony, at the age of 13, he was given the choice on what job he would apprentice at. Cade was not the oldest son, so he could not train to be the next Major, many family members encouraged such trades as Tailor, Miner, Badger Hunter, or Mushroom farmer, yet he ignored them all and chose to be a Scout.

It took much convincing and arguing, but Cade was eventually accepted, and trained in the arts of Stealth. After five years of training, he was finally allowed to test his skill in the real world. He, along with three other scouts went to the outside world. There task was to test Cade, and obtain a news parchment detailing recent events.

Cade however had other plans, at the first opportunity he ditched his fellow scouts and ventured off on his own. The outside world was everything he dreamed, the sights, the smells, the funny clothes. He loved it all.

With out any other means, Cade put his stealth skills to good use and stole to earn a living. Cade had a natural affinity for stealing, and on the rare occasion he was caught, he was small and nimble even to run away. Yet one day he stole from the wrong man. A human dressed all in black.

Despite Cade's best efforts, the Human eventually chased him down, over roof tops, through back yards. No matter what Cade tried, the human was always right behind him.

After a sound thrashing, the human dragged Cade away. Cade expected to be killed, or handed over to the law, but instead, the Human took him to an odd little bar. Once inside the bar, he was thrown to the floor. A Goblin laughed, and asked the human, 'Who is this?'

The human smirked and replied, 'New recruit.'

Cade's name was stripped from him, he was renamed "Worm" and forced to train hard.

After four long years, when Cade was 22, he was finally accepted as a true member of the Guild of Thieves.

When he was asked what his new name would be, Cade thought for a moment. Over the last four years, he had done many gruesome things. He had cleaned many horrendous things. The one thing that had always cheered him up, was when he looked out the window, and saw the Ravens flying in the skies, unchained, soaring on the wind.

They had become Cade's definition for freedom.

"Call me, Raven."

Last edited by Hound on Sat Mar 08, 2014 8:12 pm, edited 1 time in total.
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Re: Hound Town

Postby Hound » Tue Apr 30, 2013 7:44 pm

Character Name: Katie Wilks
Description:
Age: 16
Gender: Female
Height: 5'5”
Weight: 110lbs
Eyes: Blue
Hair: Black
Image

History:

A month ago, Katie's only worries included which college to go to, what major to take, and what not to wear. She was an average student with barely average grades, working at a crummy hostess job... But Katie is not normal.

One Saturday night, after a closing shift at the dinner, life changed. Katie was walking home when a drunk driver lost control and slammed into her, pinning her to a wall. When paramedics arrived, they realized the car had crushed everything from just below the rib cage down, however the pressure was keeping her alive. She was still awake and lucid. Her parents came and comforted her as the paramedics explained that when they moved the car she would die. The entire time she was pinned she kept complaining about how deafeningly loud, how brilliantly bright, how pungently strong everything was. The paramedics attributed it to her massive injuries.

When the time came, the paramedics moved the car and everyone stood back, expecting Katie to die instantly. Yet Katie did not die. Before the very eyes of paramedics, police, firefighters, and her parents, Katie's body began to reassemble it self. In a matter of moments, Katie's lower torso which had looked like a can of spilt 'Spaghetti Oh's' had reformed into her lower torso and legs. Not a single scratch, or bruise remained.

A week later she was paid a visit...

Complications:

Animal instincts and Claustrophobia: Ever since her powers manifested, she has begun to feel extremely claustrophobic in places she use to feel comfortable in. She feels most at ease in nature, despite previously never going camping or hiking, ever before. She enjoys blue rare steaks, and reacts poorly to surprises.

Watch out for the Quiet ones: While naturally shy and reserved, her new animal instincts make her react violently, like a large cat when startle. When fear and adrenaline take over she can have a hard time controlling herself.

Family: Katie loves her family, and fears for their safety.

PL9: 160 Points
Abilities: 14 PP
Strength: 01(04)
Stamina: 01(04)
Agility: 01(06)
Dexterity: 00
Fighting: 02(04)
Intelligence: 00
Awareness: 02
Presence: 00

Offence:
Initiative: +14
Melee Attack: +12 Unarmed (DC 19), +10 Improvised Weapon (DC 21)
Range Attack: +12 Throw (DC 21)

Defenses: 22 PP
Dodge (AGL): 10
Parry (FGT): 10
Toughness (STA): 4/8
Fortitude (STA): 9
Will (AWE): 9

Skills: 45 PP(90 Ranks)
Acrobatics (AGL): 10+6= 16
Athletics (STR): 1+4= 5
Close Combat (FGT)[Unarmed]: 8+4=12
Deception (PRE): +5
Expertise(Survival)(INT): +8
Insight (AWE): 10+2=12
Investigation (INT): +5
Perception (AWE): 10+2=12
Persuasion (PRE): +5
Ranged Combat (DEX)[Throw]: +12
Stealth (AGL): 9+6=15
Technology (INT): +3
Treatment(INT): +6

Advantages: 25 PP
Animal Empathy
Attractive
Defensive Roll 4
Diehard
Favoured Enviroment[Forested Areas]
Great Endurance
Improved Critical 2[Unarmed]
Improved Disarm
Improved Initiative 2
Improved Trip
Improvised Weapon 2
Instant Up
Move-by Action
Power Attack
Quick Draw
Takedown 2
Throwing Mastery 2

Powers: 44 PP
Enhanced Traits: STR 3, STA 3, AGL 5, FGT 2 (26 PP)
Regeneration 5: Every 2 Rounds, Persistent (10 PP)
Senses 12: Extended Vision, Low-Light Vision, Extended Hearing, Accurate Hearing, Accurate Scent, Acute Scent, Analytical Scent, Extended Scent, Danger Sense[Scent], Tracking Scent, Limit:(Senses Overload: Fortitude Effects targeting Senses are 50% more effective, example: affliction 8 becomes 12) (6 PP)
Speed 3: (250ft/rnd, 16mph) (3 PP)
Immunity 2: Poison, Disease, Aging, Sleep Limited: Half Effect (2 PP)
Super Movement 4: Safe Fall[Limited nearby objects to slow fall], Trackless[Visual], Sure-footed, Wall crawling 1(1/2 Speed) (7 PP)
Last edited by Hound on Thu Jun 20, 2013 7:56 pm, edited 1 time in total.
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Re: Hound Town

Postby Hound » Wed May 15, 2013 7:10 pm

The Viceroy, Hellion Class Henchmen
Description:
Real Name: Gary Hammer
Age: 27
Gender: Male
Height: 5'11”
Weight: 220lbs
Eyes: Green
Hair: Brown
Image
PL 7
Abilities 38 PP
STR 04
STA 04
DEX 00
AGI 02
FGT 06
INT 00
AWE 03
PRE 00

Combat:
Initiative: +2
Melee Attack: +7 Unarmed (DC 19), +7 Unarmed Improvised Weapon (DC 20), +7 Unarmed Wrist Mounted Blades (DC 22)
Range Attack: +7 Throwing Knives (DC 22)
Grapple: +7

Defences 11 PP
Dodge +6
Parry +6
Toughness +4/+8
Fortitude +7
Will +7

Skills 27 PP
Acrobatics (AGL) 1+2=3
Athletics (STR) 4+4=8
Close Combat (FGT)[Unarmed] 1+6=7
Insight (AWE) 5+3=8
Intimidate (PRE) +8
Investigation (INT) +5
Perception (AWE) 7+3=10
Ranged Combat(DEX)(Throw) +7
Stealth (AGL) 6+2=8
Technology (INT) +10

Advantages: 19 PP
Assessment
Great Endurance
Improvised Weapon 1
Inventor
Move-by Action
Power Attack
Quick Draw
Takedown 1
Throwing Mastery 1
Tracking
Well Informed
Equipment 7

Equipment: 7 PP = 35 EP
Arsenal Array: (24 EP)
Primary Power: Sleep Gernade: Sleep Cloud 7 (21 EP)
Alt Power: Flash Gernade: Burst Dazzle 7 (1 EP)
Alt Power: Smoke Gernade: Total Visual concealment Cloud (1 EP)
Alt Power: Throwing Knives: Damage 2, Multi-attack 7, Improved Critical 2 (18-20) (1 EP)

Utility Belt:(5 EP)
Gas Mask, Rebreather, Smart Phone, Multi-tool (5 EP)

Bullet Proof Vest: Toughness 4, Noticeable[Bright Yellow] (3 EP)

Mask of the Viceroy: Infravision, Night Vision, Extended Vision (3 EP)

Powers: 11 PP

Retractable Wrist Mounted Blades 13 PP, -1 for Noticeable, -3 PP for Hard to Remove, Total 9 PP
Strength Based Damage 3, Penetrating 7, Split 1, Improved Critical 2 (18-20), Noticeable: Even when retracted, they are a glaringly obvious weapon on his wrists.

Real Working Butterfly Wings 6 PP, -2 for Easy to Remove, -2 for Limit, Total 2 PP
Winged Flight 5, Limit: While Worn it is impossible for him to sneak up on someone.
Feature: Quick Deploy, Hard to put away. It takes nearly 10 minutes to properly fold the wings up into their easy to conceal back pack, but it only takes a free action to deploy.

Complications:

Heavy Set: Gary is a big guy, he has a hard time fitting through small areas, he is not very agile, and it is often the target of many people's ridicule.

Unrequited love: In love with his Ex-boss' wife.

Lost Friend: His only real friend died in an explosion, he is having trouble coming to terms with his friend's death.

Can't Drive: Kiddnapped before he got his learner's permit, he never learned how to drive. He spent most of his life bumming rides off the other Minions.

History:

Gary was kidnapped from an eighth-grade Washington trip by members of The Fluttering Horde at the age of 15. He quickly bonded with his kidnappers and soon became a full fledged member of the Horde.

His only friend, a fellow minion was recently killed. He is having a hard time dealing with that.

He fell in love with his Ex-boss' wife.

He has quit, and now "Henches for himself!"

He moved back home with his mother who doesn't even seem to care he was gone for over a decade. He is not allowed to use his mother's car, or eat in the sofa.

They have a dog named Lady. She is clearly the only thing his Mother really loves.
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Re: Hound Town

Postby Hound » Wed May 15, 2013 7:10 pm

Joker III
Real Name: None
Age: 27
Gender: Male
Height: 6'1”
Weight: 180lbs
Eyes: Green
Hair: Red
Image
PL 10
Abilities 46 PP
STR 04
STA 04
DEX 00
AGI 06
FGT 06
INT 00
AWE 03
PRE 00

Combat:
Initiative: +6
Melee Attack: +14 Unarmed (DC 21 Linked with Affliction Fortitude DC 16)
Range Attack: +12 Throw Junk (DC 21), +12 Throw Playing Cards(DC 23)

Defences 13 PP
Dodge +6
Parry +6
Toughness +4/+14
Fortitude +10
Will +10

Skills 49 PP
Acrobatics (AGL) 14+6=20
Athletics (STR) 4+4=8
Close Combat (FGT)[Unarmed] 8+6=14
Deception (PRE) +12
Insight (AWE) 8+3=11
Investigation (INT) +6
Perception (AWE) 8+3=11
Ranged Combat(DEX)(Throw) +12
Slight of Hand (DEX) +14
Stealth (AGL) 14+6=20

Advantages: 30 PP
All Out Attack
Defensive Roll 10
Equipment 3
Great Endurance
Hide in Plain Sight
Improved Aim
Improved Critical 2: Unarmed
Improved Disarm
Improved Trip
Move-by Action
Power Attack
Quick Draw
Takedown 2
Throwing Mastery 2
Tracking
Uncanny Dodge

Equipment 3
Razor Sharp Playing Cards(Throwing Knives): Ranged Str-based Damage 2, Penetrating 9 Improved Critical 2(18-20) (15 EP)

Powers: 12 PP
Genetically Enhanced
Immunity: Poison and Disease(Half Effect), Regeneration 1(Persistent), Speed 2(120ft) Innate (6 PP) Genetically Enhanced while in the Womb


"Disabling Strikes" Strength based Damage 2 Linked with Affliction 6 (Impaired, Disabled, Resisted by Fortitude, Limited by 1 Degree) Innate (6 PP) This attack counts as an Unarmed attack

Complications:

Thrill of the Hunt
: The third Joker causes crime not for wealth or fame, but for the challenge. To do battle one on one with super heroes. But like the past jokers, he doesn't set up elaborate traps, he just kills with his bare hands.

Likes being Watched:
He prefers an audiance to witness his battles. Fighting in small little room with no witnesses is hardly fun, or thrilling. Even if this increases his chance of capture.

Let's the Fruit Ripen:
If a new, young super hero appears with the potential to be a "Great" one day, the Joker will often let them live, even going so far is to kill other villians, or let himself be captured, just so he can one day fight them at their best.

Bomb Collar: His "insurance" is strapped around his neck to make sure it kills him if it goes off.

Bat Family: A real abusive love/hate relationship there.

Bio:
The original Joker fought tooth and nail with the original Batman, racking up a considerable kill count. He loved going one on one with the caped crusader. It was a true pleasure, a joy, a wonder. Man vs. Man, Chaos vs. Order, it was always a barrel of laughs for the Joker.

But things change, people get older. The Batman got himself a side kick, a kid named Robin. Suddenly it was two vs. one. The Joker was not impressed. Sure Joker had his minions, but they weren't the same. Batman and Robin were like... Father and Son.

The Joker was jealous. Like a child throwing a temper tantrum he went out and found his own boy wonder. He plucked an orphan off the side of the road that had a talent for gruesome things, like torturing small animals, and made him his protege.

The Joker wasted no time throwing the kid in a vat of Acid to make him look just like dear old Daddy Joker. He promptly named him Junior and taught him the tricks of the trade.

As Joker and Batman got older, and retired, Robin and Junior became the new Batman and Robin, fighting the same war their adoptive fathers started. But the new Joker took things to a whole new level.

The Second Joker killed the new Robin, he paralysed and raped the Commissioners daughter, and committed other deranged crimes that could make his adoptive father blush. But still that wasn't enough. He used his oddly charismatic personality to capture the heart of a young Criminal Therapist, Dr. Harleen Frances Quinzel. He twisted her mind, and made her sympathise and even love him.

She became his partner in crime, Harley Quinn. Together they grander and more deadlier crimes.

About this time, the Second batman found himself the third Robin. Harley and Joker had decided they too wanted a kid, but Harley did not want to go through child birth. So they did the next best thing, they kidnapped the new Robin!

They spent months torturing and brain washing the boy while sending Batman on fruitless hunts to find the missing Robin. Finally when Batman and Batgirl tracked them down, Robin had been mutilated, bleached like Jokers 1 and 2, and broken. He had told Joker every secret, every trick that Batman had.

A fight broke out, the Joker got in a few lucky hits with his tricks and toys, and it all came down to Robin with a gun pointed at both the Joker and Batman. Robin, despite the mental trauma shot and killed the Joker.

Meanwhile Batgirl and Harley were in a fist fight, which abruptly ended when Harley fell off a cliff. Harley's body was never found, and for a while the world was with out a Joker.

Yet one day a new man, claiming to be the son of the Joker and Harley appeared, and stole millions. Unlike the past Jokers, this one didn't take pleasure in killing weaklings.

If cops, or security guards got in his way, he would kill them, but his true joy was in fighting heroes. He purposely would draw in various heroes just to fight it out with them, and scary enough, he often won. He escape with the body, and then often display it for the world to see. But unlike the past Jokers which used Joker venom, this joker used a blade to carve the smile.





"Ms. Waller, your 2 o'clock is here." The intercom lit up on the solid mahogany desk. Like everything else in the large office, it was made of the finest materials, and cost more than most people made in several months.

Amanda Waller had been sitting behind her desk, looking over recent reports from her agents in the field when the call came. "Send him in." She replied in a cold, calm tone.

The double doors to her office swung open as a dozen fully armored, fully geared up guards entered the room. Each one carried a standard issue blaster rifle capable of putting a whole through solid steel. Wheeled behind them, like an image out of Silence of the lambs, was the Third Joker. Bound in a straight jackets held down to the trolley cart. Lastly a mask wrapped around his face to keep him from biting.

"Ms. Waller. You look lovely. Loose weight? I only count three chins today. You're doing very well, down from five." The Joker said with a sly smiled, completely and utterly relaxed, like an old friend dropping by for cup of tea.

"Joker."
She opened the top drawer to her right and pulled out a hand gun and placed it on top of her desk. Then she reached into the desk below that and pulled out a file folder. "I hope your cell is to your liking."

"It's lovely, my toilet leaks, my bed is lumpy, and there is an old out of date calendar on my wall with an adorable little kitten on it. It's just like summer camp when I was a kid." He grinned ear to ear, but after a moment he sighed, "Well... how I imagined summer camp as a kid... Mother prefer my summers to be filled with training. I remember this one year she made me kill a different kitten in a different way every day for an entire summer. Ever since, I can't stand being near Cats, they taste horrible."

Amanda made no visual reaction to the story, "Delightful. You're hear to go over your options."

"I'd like a PB and J sandwich with Oreo ice cream and a medium pizza with everything." Joker instantly replied.

"Not for your last meal... at least not yet."
Her brow furled as she opened the file. "Joker, one month ago you kidnapped nine people. Each person was either a member of law enforcement, a political member, or some other high profile person of Gotham. You butchered and dismembered them, and disposed of their body parts in over two dozen different positions. You purposely made the piles easy to spot so they would all be found with in hours of each other."

"Yes, it was quite the challenge to keep the animals away. Dogs love pig meat. Did you decorate this place yourself? It's a bit boring. The only personal effect is the photo frame on your desk. Who is that anyway?"

Amanda slowly picked the frame up and set it face down. "When each location was pinned on the map they created the image of an old fashion round cartoon bomb. The kind with a fuse."

"I loved Looney Tunes growing up. Mother let me watch TV while she beat me. Taught me if I could focus on the humour in life, the pain wasn't so bad. Beautiful really." Joker twisted his neck as far as it could go, "Would one of you gents get me a snack. Potato chips maybe?"

The guards didn't respond.

Amanda continued, "If didn't take a genius to figure out it was a message, especially when the First letter of each name of the people you kidnapped and murdered spelt out 'The Batman.' Still... Commissioner Barbara Gordon called in the Bat. It took them less than 1 second to notice the tip of fuse was a novelty joke store. You were waiting for him on the roof."

"Yes. He was late. The picnic I had made for him was cold, and ruined. How dreadful." The Joker made his voice sound girlish before laughing.

"You challenged him to a 1 on 1 combat, a little odd for you, but then again, you didn't seem to care there was more than 100 armed police officers surrounding the building."

"I was getting bored with the old Cat and Bat, I needed to know who was better. No traps. No Gadgets. No henchmen. No boy wonder. No Hostages. Nothing. Pure hand to hand combat." Joker's tone grew darker and cold.

"According to the sniper reports, you had the upper hand when they took the shot. Pierced your chest, collapsed a lung." Amanda almost cracked a smile at the thought.

"Upper hand? I was one stroke away from killing him."
His tone kept growing darker and angrier until he practically growled the last part.

"The SWAT team and the EMT's moved in. To their surprise you were still alive, to their even greater surprise you killed the EMT's and three of the SWAT members before they put another dozen bullets in your body. You were...rushed to the hospital." Amanda was fully smiling now.

The Joker glared, "They never drove above 20, and they hit every pot hole and speed bump along the way. They didn't even turn on the siren."

"It was a miracle you lived." Amanda turned the page on the medical file.

"They didn't even use anaesthetics during the surgery. Thankfully my healing factor has me good as new in less than a month."

Amanda frowned, "Yes... Thankfully. Now it's time to talk options. Gas Chamber... or you make yourself useful. I have dangerous people I want killed. Odds of success are near zero. I refuse to send in my own men and women, so I am offering lunatics like you the chance to do some good. You won't earn your freedom but you won't see the inside of a gas chamber, and you might get a few perks in your cell. Like a Television, or mini fridge."

"On one condition." He practically giggled like a school girl.

"Condition?" Amanda asked with a glare, but the word had barely passed her lips when the straight jackets slipped of the Joker. In the blink of an eye he closed the distance, he grabbed the gun on her desk, slipped behind Amanda and used her like a shield with the gun in his hand ready to fire. The guards took aim but held their fire, not wanting to hit their boss. Amanda frowned again, "What's the point of this?"

"Entertainment." He laughed into her ear forcing her to wince. "As for my condition. I want only one thing."

"And that is?"

"A decent meal. PB and J sandwiches with Oreo Ice cream and a medium pizza with everything." He laughed and dropped the gun to the floor and released Amanda. The guards charged and tackled the deranged clown before dragging him out of the room, all the while his laughing growing louder and louder.

Even after he had left, Amanda could still hear his laugher...
Last edited by Hound on Sun Aug 11, 2013 5:25 pm, edited 2 times in total.
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Re: Hound Town

Postby Hound » Wed May 22, 2013 11:01 pm

Character Name: Liliana Vette
Endowed with the Powers of Hades

Occupation: Lawyer Specialising in Defending those with Powers
Description:
Age: 27
Gender: Female
Height: 5'3”
Weight: 102 lbs.
Eyes: White (Typical Disguise is Blue eyes)
Hair: Blue Fire(Typical Disguise is Brown Hair)
Image

PL 10 (200 PP)
Abilities: 18 PP
STR 00(10)
STA 03
DEX 00
AGI 00
FGT 00
INT 03
AWE 03
PRE 00

Initiative: +0
Melee Attack: +10 Smoke Chains (DC 25)
Range Attack: +10 Hell Fire (DC 25)
Grapple: +10 Smoke Chain Grapple

Defenses: 24 PP
Dodge +5
Parry +5
Toughness +15
Fortitude +10
Will +10

Skills: 31 PP
Deception (PRE) +20
Expertise (INT) [Law] 9+3=12
Expertise (INT) [Streetwise] 6+3=9
Insight (AWE) 9+3=12
Investigation (INT) 7+3=10
Perception (AWE) 7+3=10
Technology (INT) 2+3=5
Treatment (INT) 2+3=5

Advantages: 9 PP
Accurate Attack
All out Attack
Attractive 2
Benefit Wealth 2
Power Attack
Take down
Taunt

Powers: 118 PP
Smoke Body
Insubstantial 2: Gas, Subtle 2, Precise (13 PP) Immunity 11: Critical Hits, All Suffocation, All Environmental Conditions, Poison, Disease (11 PP) Regenerate 1: 1 every 10 rounds (1 PP) Senses 1: Infravision (1 PP) Flying 3(Platform) (3 PP)

Smoke Shield
Force Field 12: +12 Toughness, Sustained (12 PP)

Powers of Hell (Total 63 PP + 7 Dynamic Effects for a total of 77 PP)
"Hell's Gates"
Main Power: Portal Teleport 10[Accurate, Extended, Portal, Change Velocity, Changed Direction], Dynamic (63 PP)
"Chain's Of Smoke"
Alt Power: Enhanced Strength 10, Linked with Extra limbs 5(Projection[Appears to be chains made of smoke] Quirk[Limited to Simple tasks like striking and grappling]), Linked with Elongation 5[250 feet, Quirk[Only affects projected limbs], Linked with Close Attack 10, Chokehold, Fast Grab, Improved Grab, Improved Hold, Dynamic (2 PP)
"Hell Fire"
Alt Power: Blast 10[Precise, Affects Insubstantial 2, Improved Critical 2[18-20, Linked with Ranged Weaken Toughness resisted by Fortitude], Dynamic (2 PP)
"Smoke Constructs"
Alt Power: Create 10[Continuous, Moveable], Dynamic (2 PP)
"Now you see me..."
Alt Power: Concealment 10[All senses, Passive, affects others, affects objects], Dynamic (2 PP)
"Smoke and Mirrors"
Alt Power: Morph 4 [Anything, Feature: Voice Mimicry, Feature: Clothes change as well], Dynamic (2 PP)
"Walls mean nothing"
Alt Power: Permeate 3[Full Speed, Affects others], Dynamic (2 PP)
"Let's go see Daddy"
Alt Power: Dimensional Move: Hell [Affects others, Increased Mass 5], Dynamic (2 PP)

Complications:

Hot Head: Liliana hate's losing, both in and out of court. Her temper can sometimes get the better of her, and she makes poor choices. Racists and the like easily flare her temper.

Weakness[Water]: While submerged she takes an additional -5 to all physical checks. She can not swim. Attacks or Afflictions with the water description are 50% more effective (except for "dehydration", that is normal)

Noticeably warm: Anyone with Infravision, or a device that reads internal temperatures will see that her inner core runs more hot enough to boil water. This makes her easier to spot or follow using Infravision.

Children: She has a soft spot for all children. She will protect them at any cost.

Terrible Parents: She never wants to see her parents again, but they often drop by unexpectedly to try and bum/steal things from her.

History
Trying to figure out why Gods do what they do is damned near impossible, and trying to figure out why Hades chose Liliana of all people is even harder.

Liliana's mother and father were the perfect match for each other, sadly however neither were fit to be parents. The two drank more than fish, and did every drug known to man. The father was always looking for ways to scam the system with false medical claims. The mother wasn't much better, handing out sexual favors for anything she could, booze, drugs, or cash.

Due to the extreme lack of supervision, Liliana very quickly learned how to take care of her self at tender young age.

By the time she was eight, she was taking care of both her parents more than they ever took care of her. Nearly every day she would find them passed out on the floor, nearly choking on their own vomit. She would clean them up, and bring them a pillow and blanket

By the time she was twelve, she was earning more money a year than her parents through baby sitting, bottle collecting, collecting donations(of which some actually made it to the causes she promised) and anything else she could do to earn money.

Despite her terrible up bringing, Liliana was an upstanding young woman, she had a near perfect attendance record at the school, her grades were all top notch, and she had never been in trouble for anything.

However no matter how hard she worked, her parents remained the same. Though thankfully, while her parents were neglectful, thieving, losers, they never abused Liliana.

That is... until her father's big mouth wrote a check too big... In the end he offered Liliana as compensation. The deal was accepted. But when the man came to take what was owed out of Liliana, her powers triggered. Her body turned to smoke, so the man could not touch her, and suddenly she was spewing fire from her mouth. The man ran in fear and never looked back.

Like wise, Liliana left her home and her parents, and never looked back...

She earned her way through Law school with a combination of hard work, and scholarships. Which was an interesting thing to juggle, considering she started taking to the night as a vigilante, hoping to make the streets a little safer for the children...
Last edited by Hound on Sun Aug 11, 2013 5:24 pm, edited 2 times in total.
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Re: Hound Town

Postby Hound » Mon May 27, 2013 6:59 pm

Windcharger
Description:
Age: 9 Million
Gender: Male
Height: 15 feet tall
Weight: 4000lbs
Eyes: Blue Eyes
Paint Job: Red with Grey and Black Accent
Image
Image
PL 6: 90 PP
Abilities: 8 PP
STR 04(08)
STA 04
DEX 00
AGI 00
FGT 04
INT 00
AWE 00
PRE 00

Combat:
Initiative: +0
Melee Attack: +4 Unarmed (DC 19), +4 Enhanced Unarmed (DC23)
Range Attack: +6 Blaster (DC 21), +6 Electro magnetic Arms (DC21)

Defenses: 14 PP
Dodge +3
Parry +3
Toughness +9
Fortitude +6
Will +6

Skills: 9(27) PP
Insight (AWE) +6
Investigate(INT) +6
Perception (AWE) +6
Stealth (AGL) -4+4=+0
Technology(INT) +5
Vehicle(DEC) +12(Limited to own Alt Mode)

Feats: 3 PP
Interpose
Move By Action
Takedown

Powers: 56

Senses 4: Distance Sense, Time Sense, Radio Sense, Infravision (4 PP)
Sell Repairing: Regeneration 1 (1 PP)
Armor: Protection 5 (Noticeably made of metal) (4 PP)
Cybertronian Technorganic Life Form: Immunity 11(Sleep, All Environmental, All Suffocation, Aging, Disease, Poison, Quirk[Still affected by Cybertronian Disease and Poisons]) (10 PP)
Giant Robot: Growth 4, Permanent (15 feet tall)(8 PP)
Scout Cloak: Concealment 2, Visual, Blending, Passive (1 PP)
Feature: Built in tools[Commlink, Fire Extinguisher, Flash Light, GPS, Multi-tool] (1 PP)
"Magnetic Soles" Super-Movement 1: Wall Crawl 1[Limited: Metallic Surfaces] Sustained (1 PP)

Hard Light Projection Avatar
    Summon 1, Controlled, Mental Link, Limit(can not be used during combat as it requires too much concentration and energy, entering combat automatically turns it off) (3 PP)
    Windcharger creates a hard light, holographic projection of a human Avatar. He can control and talk through the Avatar. It's main purpose is to appear to be a driver in the front seat so people do not see a car lacking a driver. It can interact with things on a limited degree. It has no Stamina, no ability to Fight, it has no Intelligence, Awareness, or Presence, it is completely remotely controlled. It is immune to all Fortitude and Will Power effects, and has +5 Strength limited to lifting.

Transformation Cog
Main Power Array (20 PP + 3 PP's for 3 Alts totals 23 PP)
Body transforms into a Vehicle Alt Mode:
    Morph 1 Linked with
    Speed 8(Red Ford Mustang)
    Feature 1(Able to scan a new car alt mode of similar mass and change paint jobs)
    Quirk: (Changing the type of alt mode uses up a lot of Energon, causing him to start to suffer "Starvation" conditions)
    Feature 1 (Able to carry up to 5 passengers and a trunk load of cargo)
    Enhanced Strength 1 Limited to Lifting(1600lbs),
    Vehicles +12, Limited to Driving Self only, Skill Mastery[Vehicle] (20 PP)
AE: Arms transform into Blaster Cannons: Blast 6, Accurate 3, Quirk[Unable to use hands], Split, All-out Attack, Improved Aim, Power Attack, Improved Critical (18-20) (1 PP)
AE: Structural Integrity Reinforcement: Enhanced Strength 4, Chokehold, Fast Grab, Improved Grab, Improved Hold, Power Attack, All-out Attack, Improved Smash, Improved Critical (18-20) Enhanced Strength 3[Limited to Lifting] (1 PP)
AE: Arms transform into Electromagnet Arms: Move Object 6: Can only move toward or away, Damaging, Precise(Can be gentle, or violent), Accurate 3, Split, Power Attack (1 PP)

Complications:

Special Food Source: Only eats/drinks energy, Energon is the easiest thing on his fuel filters, and is most effective. It's supply is difficult to maintain as the current level of human technology proves manufacturing it difficult. Thus there is a limited supply. Things like changing the car alt mode model, or taking large amounts of damage will require a lot of Energon.

Exhaustion: Other than Hero Points, the only way for Windcharger to remove exhaustion is to recharge with Energon.

Too big for this world: Most civilian buildings are too small for him to move within.

Need for Speed: Has a hard time waiting and going the speed limit. Prefers to go full throttle in everything.

Enemy: Decepticons have left his home planet a lifeless lump and they intend to do the same to every planet capable of producing energy. Every 'Con dead is one less to worry about.

Freedom is the right of all sentient beings: Windcharger, like most Autobots, worship Optimus Prime, both as a great Supreme General of the Autobot forces, but also as a their Spiritual Leader. Prime's lessons have taught all Autobots that all life; organic or Technorganic, deserves to live and be free.

History:

A scout class Autobot, Windcharger serves the noble Optimus Prime in the war against the Decepticons. Prior to the war, Windcharger was a small parcel transporter, what humans call an "express delivery boy". He was still pretty young by Autobots standards when war broke out, so unlike many of the older Bots, he remembers very little about the Cybertron that was.

He has been charged with assisting their human allies against any threat, Decepticon or other wise.

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Re: Hound Town

Postby Hound » Thu Jun 20, 2013 7:56 pm

Richard "Dickie" Swift, The Shade
Description:
Age: Approximately 200 years old.
Gender: Male
Height: 6'2"
Weight: 170lbs.
Eyes: Brown
Hair: Black
Image
PL 12: 261 PP
Abilities: 54 PP
STR 02
STA 03(08)
DEX 03
AGI 03
FGT 04
INT 04
AWE 04
PRE 04

Combat:
Initiative: +3
Melee Attack: +4 Unarmed (DC 17)
Range Attack: +10 Shadow attacks

Defenses: 25 PP
Dodge 3+7=10
Parry 4+6=10
Toughness 11+3=14
Fortitude 8+3=11
Will 4+9=13

Skills: 39 PP
Deception 6 (+10),
Expertise: [Art] 6 (+10),
Expertise: [History] 6 (+10),
Expertise: [Literature] 6 (+10),
Insight 8 (+12),
Investigation 3 (+7)
Intimidation 6 (+10),
Perception 8 (+12),
Persuasion 6 (+10),
Ranged Combat: [Shadow Control] 9 (+12),
Slight of Hand 7 (+10)
Stealth 11 (+14)

Feats: 14 PP
Accurate Attack,
Benefit 3 (Millionaire),
Contacts,
Diehard,
Fearless,
Great Endurance,
Improved Disarm,
Power Attack,
Takedown 1
Languages 3 (French, German, Italian, Latin)

Powers: 129
Shadow Connection:
• Enhanced Stamina 5, Immortality 10, Immunity 13(Aging, Critical Hits, Life Support), Senses 2: Dark Vision, Protection 6 • 51 Points

Shadow Control: Array • 66 + 6 Dynamic Alts = 78 points
Shadow Gate: Teleport 15 (120 miles), Extended (32,000 miles), Portal, , Medium—Shadows or Darkness and Linked Movement 2 (Dimensional Travel 2 (Shadowlands and related dimensions)), Portal, Medium—Shadows or Darkness • 66 points
Shadow Attacks: Ranged Multiattack Damage 12, Indirect, Precise, Variable Descriptor (Slashing, Piercing, Bludgeoning), Dynamic • 2 points
Shadow Body: Insubstantial 2, Precise, Subtle Dynamic • 2 points
Shadow Constructs: Continuous, Moveable, Create 12, Dynamic • 2 points
Shadow Mantle: Concealment 4 (All Visual), Precise, Shapeable Area 10 (2 cubic miles), Dynamic • 2 points
Shadow Shields: Deflect 12, Dynamic • 2 points
Shadow Snare: Ranged Cumulative Affliction 12 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Resisted by Dodge, Limited Degree, Reversible, Dynamic • 2 points

Complications:

An Adventure, not a Hero: Though quick to defend what he loves, and he loves a great deal many things, the Shade is not a typical hero. He prefers to call himself an adventurer.

Reputation: The Shade fought on the wrong side of the law for a long time. Most heroes and law enforcement agents, particularly older ones, have a difficult time trusting him.

Love[Hope O'Dare]: Shade has fallen hopelessly in love with Hope, but she is uncertain, do to fear regarding her aging and his immortality.

Killer: If a person is evil, Shade has little concerns about killing them, however some heroes are quite against it.

Emotional Attachment: Shade is very attached to Opal City and goes to great lengths to keep it safe.

A Gentlemen and a Scholar: Shade is a gentlemen, has his own sense of honor, and cares a great deal about art and history.

Adopted Daughter("La Sangre" Isabella Swift): In 1954 Shade saved the life of a newborn baby from vampires, her family already killed, however the girl was already bitten. Shade raised her for many years, when she turned 15 she stopped aging. She now fights crime. Despite being a vampire she is a good person, she says she has a soul, and prays to god every day. Shade loves and protects her as if she was his own flesh and blood daughter.

Family[Cladecott]: The Shade rarely, if not at all, interacts with the Cladecott family, but for some odd reason has gone to great lengths to protect them.

History:

When the armada arrived, the world panicked. Shade cared only about two things, protecting Opal City, and Hope O'Dare. However do to do that, he had to defend the whole earth. He joined forces with what remained of the heroes of the world and did his best to defend the world, however when it was clear that the would not win, and the crust of the world began to crack and rip in half, he abandoned the fight and returned to Hope O'Dare.

He scooped her, her family, the Cladecott family, and La Sangre and took them into the Shadowlands, the only place they would be safe.

They watched as the world died, Hope urged Shade to help the survivors, but he insisted if he didn't stay, the inhabitants of the Shadowlands would rip everyone else apart.

To their amazement two new figures arrived, and after few brief moments the earth was returned, albeit scarred and maimed. The Armadas were gone. Shade returned the O'Dares to earth to find it changed forever...

"Whats wrong? You came here expecting to fight a madman, and instead found a god!?"
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Re: Hound Town

Postby Hound » Thu Jun 20, 2013 7:56 pm

Marcus Decimus, Priest of Pelor
Description:
Race: Human
Age: 24
Gender: Male
Height: 6'0"
Weight: 180lbs
Eyes: Blue
Hair: Brown
Morality: Neutral Good
Image

PL 8: 135 PP
Abilities: 28 PP
STR 04
STA 04
DEX 00
AGI 00
FGT 04
INT 02
AWE 00
PRE 00

Defenses: 16 PP
Dodge +4
Parry +4
Toughness +12
Fortitude +8
Will +8

Skills: 29 PP
Athletics (STR) 5+4=9(15)
Expertise (INT) [Arcana] 3+2=5
Expertise (INT) [History] 8+2=10
Expertise (INT) [Nature] 3+2=5
Expertise (INT) [Religion] 8+2=10
Expertise (INT) [Survival] 3+2=5
Insight (AWE) +14
Investigation (INT) 8+2=10
Perception (AWE) +14
Persuasion (PRE) +9
Stealth (AGI) +5
Ride (DEX) +5

Feats: 15 PP
All-out Attack
Benefit[Priest of Pelor]
Close Attack 2
Diehard
Fearless
Great Endurance
Improved Critical 2 [Unarmed Combat]
Improved Disarm
Improved Trip
Interpose
Power Attack
Takedown 2

Powers: 47
Holy Vestments(Hard to Remove)
Protection 8, Immune 4 (Cold Enivroments, Hot Environments, Poison, Disease[Half Effect]), Regeneration 1, Quirk[Everyone who looks at him can tell he is good. He can't pretend to be evil] (10-2=8 PP)

Boots of Striding and Springing(Hard to Remove)
Speed 2(120),Leaping 2(30), Move By Action (5-1=4 PP)

Utility Spells (8 PP + 6 PP = 14 PP)
Main Power: Comprehend Languages: Read all, Speak All, Understand all, Is Understood (8 PP)
Alt: Hide from Undead: Conceal from all Senses, Limited to Undead, Passive (1 PP)
Alt: Detect Poison: Detect 2, Radius, Accurate, Acute, Analytical (1 PP)
Alt: Detect Undead: Detect 2, Radius, Accurate, Acute, Analytical (1 PP)
Alt: Detect Magic: Detect 2, Radius, Accurate, Acute, Analytical (1 PP)
Alt: Detect Evil: Detect 2, Radius, Accurate, Acute, Analytical (1 PP)
Alt: Holy Light: Create Cone of Light(Bright), Visibility(-5), Precise Control[Able to control brightness level] (1 PP)

Divine Power (16 PP + 4 PP = 20 PP)
Main Power: Holy Strength: Enhanced Strength 6, Fast Grab, Improved Grab, Improved Hold, Chokehold (16 PP)
Alt: Cure Wounds: Healing 8, Restorative, Unreliable(5 Uses, Recharges with 1 Full Hour of Prayer) (1 PP)
Alt: Smite: Blast 8, Accurate 4, Affects Insubstantial 2, Improved Critical 2, Unreliable(5 Uses, Recharges with Prayer) (1 PP)
Alt: Paralyzing Spirit: Str-based Damage 6, Affects Insubstantial 2, Linked with Affliction 10: Hindered, Disabled, Paralyzed, Resisted by Will power, Improved Critical 18-20(2 Points for Damage, 2 Points for Affliction), Unreliable(5 Uses, Recharges with Prayer) (1 PP)
Alt: Pelor's Blessing: Inspire Rank 5(1 PP)

Complications:

Faith: To use his powers, Marcus must pray to his god for an hour every day. Marcus must always remain faithful to his god.

Enemy[Evil and Undead]: It is Marcus' duty to smite evil and the undead where ever he goes. He can not work with or be partners with Evil or Undead.

One true God: Marcus must convert the Heathens.

Bounty Hunting: The church needs donations to keep doing it’s good work, Marcus will hunt down any bounty he can so he can donate to the church. He will never pass up the chance to obtain great wealth for his God so that it may help the innocents of the world.

Vow Of Poverty: Marcus keeps only a minimal amount of coin on him for living expenses and sends everything he obtains to the church.

History:

A loyal Servant of Pelor, Lord of Light. He is a warrior for the God of the Sun. Marcus fights evil, and supports good where ever he travels. Many through out the land call upon the Sons of Pelor for help, even kings!

~~~

War is a way of life. Some wars are so short, most people didn’t even know there was a war until it’s too late. These wars can last only a few weeks, a few days, or even just a few hours. Yes, in the blink of an eye, an entire village can be destroyed and lost forever. But there will always be survivors.

Most often these Survivors are children, hidden away in some rat hole, as they watch as their friends and family are slaughtered, and left in this cruel world to fend for themselves.

As such most orphanariums are bursting at the seam with children, with far too few families adopting them, leaving many to fall threw the cracks and wind up on the street.

Marcus was one such individual, at very young age; he was force out into the street, stealing to survive. However Shopkeepers and Stale vendors watch their wares closer than Mother Hawks and their chicks. It didn’t take long for the poor boy to get caught stealing bread. Of course everyone knows the penalty for stealing is at least a few fingers, if not a whole hand, to mark you a thief for your whole life. Assuming you survive the inevitable infection.

Yet just as Marcus was about to lose his fingers, a man stepped forward and offered to pay for the boy’s misdeeds if he was spared. The man was old, balding, with snow white hair. He smelt like onions and wore priest outfit.

Marcus had heard the terrible rumors of Priests, sworn from women, using boys to fill their earthly desires. Terrified for his own safety, Marcus instantly ran from the shop the moment the shop keeper let go.

The priest tried to stop him but the boy wouldn’t listen. Dashing out into the street and making a mad rush to escape, the boy accidently plowed into a man. Combined by surprise and force, the man, despite being very large was knocked to the ground. Furious he quickly stood up and identified himself as wanted felon, who had killed dozens in the past. Joined with a dozen members of his gang, he prepared to kill the boy, but once again seconds before the killing blow was dealt the boy was spared.

The priest had once again appeared, catching the man’s arm in mid swing. Marcus stared in awe as a man, easily in his late 50’s took down a dozen men younger than himself with ease, using only the power of faith.

Afterwards the Priest explained he was searching for recruits to join the Sons of Pelor, clerics(priests) of the sun god to do his bidding and protect the world from evil. Inspired by the old man, Marcus accepted his offer, and learned the glory of the one true god.
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Re: Hound Town

Postby Hound » Fri Jun 21, 2013 6:17 pm

Gadget
Real Name: Jessica Gallagher
Description:
Race: Zortan
Age: 18
Gender: Female
Height: 5'8"
Weight: 110lbs
Eyes: Green
Hair: Hairless
Image
PL 10: 150 PP
Abilities: 30PP
STR 00
STA 01
DEX 00
AGI 00
FGT 00
INT 10
AWE 04
PRE 00

Combat:
Initiative: +10
Melee: +0 (DC 15)
Range: +10 Hard Light Array

Defenses: 15 PP
Dodge +6
Parry +6
Toughness +14
Fortitude +10
Will +10

Skills: 14 PP
Expertise (INT) [Science] 6+10=16
Insight (AWE) 6+4=10
Investigation (INT) 1+10=11
Perception (AWE) 6+4=10
Technology (INT) 8+10=18
Treatment (INT) 1+10=11

Feats: 5 PP
Eidetic Memory
Inventor
Skill Mastery(Technology)
Speed of Thought
Equipment 1(Smart Phone, Pen Flashlight, Small Case of Common Tools, Restraints)

Powers: 91 PP

    Power Belt (Device 42-8=34)
      Force Field 13 (13 PP)
      Enhanced Fortitude 6, Enhanced Dodge 6, Parry 6, (18 PP)
    • Main Power: "Disguise" Morph 2: Any Human Female (10 PP)
    • Alt Power: "Life Support" Immunity 9 (All Environmental, All Suffocation, Disease, Poison) (1 PP)
    Goggles (Device 18-4=14)
      The Goggles do something Sense 2: Infravision, Radio (2 PP)
      On Board Computer Feature 1: Computer with access to internet(1 PP)
      H.U.D. Enhanced trait: Ranged Combat(DEX) +10 Hard Light Array, Power Attack, Takedown 1, Move-by Action(13 PP)
    • Main Power: "Universal Translator" Comprehend(Speak all, Read all, Understand all) (6 PP)
    • Alt Power: "Sample Analysis" Senses 6: Analytical[Chemical], Analytical[Energy/Radiation], Analytical[Biological], Microscopic Vision 3 (1 PP)
    Power Glove (Array 30+4=34, Device 34-7=27) "I love the Power Glove"
      Hard Light Energy Array
    • Main Power: "Hard Light Energy Construct" Create 10: Moveable (36 PP)
    • Alt Power: "Hard Light Energy Blast" Blast 10: Affects Insubstantial 2, Precise, Split, Improved Critical 4 (16-20) (1 PP)
    • Alt Power: "Hypnotic Wave" Ranged Affliction 10: Entranced/Vulnerable, Stunned/Defenseless, Asleep/Unaware, Extra Condition, Resisted by Will power (1 PP)
    • Alt Power: "Hard Light Snare" Ranged Affliction 10: Hindered/Impaired, Immobile/Disabled, Limited Degree, Extra Condition, Cumulative, Concentration, Limited to Physical Actions, Resisted by Strength, (1 PP)
    • Alt Power: "Bubble" Immunity 9 (All Environmental, All Suffocation, Disease, Poison) Affects others Only, Burst Area, Linked with Flight 6, Affects others Only, Burst Area(1 PP)
    Power Pack (Device 20-4=16)
      Flight 10(20 PP)
Complications:

Alien: Most people are less than tolerant of her other worldly origins. She and her family keep their true origins a secret and wear their Human disguises at all times.

Motivation: Protecting the only home she knows

Family: She loves her parents, Cah'rel(Carl) and Cer'ra(Sarah), she will do anything for them

Never Been Kissed: Due to the fear of being discovered, Jessica has never had a boyfriend, or even had a kiss. She was raised on earth and finds certain humans males very pleasing to the eye.

Thrills: It's very exciting being a super hero, and it's the only time she can been green outside of her home.

Fascination: Fascinated by all forms of technology, she will drop everything she is doing to examine a new piece of hardware.

History:

Jessica's parents, Cah'rel(Carl) and Cer'ra(Sarah) were both members of the Zortan alliance. A race of green humanoid aliens with highly advanced technology. Doctor Cah'rel, a famous exobiologist, was the first Zortan selected for a new project where a scientist and his team would be sent to live among primitive alien cultures to learn everything about them. From their the council would be able to decide if the species and planet had the potential to be useful, a threat, or a hindrance to the alliance. For the first ever mission, Cah'rel selected only a single team member, a highly respected Xenolinguist, Cer'ra.

They were sent to earth for a 10 year mission, taking on the guise of a newly married couple. They used standard wrist band holographic emitters to appear human. While on earth, they discovered many new and strange things.

Zortan and Human cultures were extremely different, the biggest key difference was the concept of love. The Zortans had for all known history performed arrange marriages, and used incubation pods to combine DNA and create perfect genetically enhanced off spring. Physical Intimacy was unheard of, and considered very unhygienic.

While on Earth, under the names Carl and Sarah, the two discovered strange new emotions. After only three short years, they broke their race's taboo, and procreated naturally. The baby girl was named Jessica, and they loved her more than they ever thought possible. However they knew that the Zortan alliance would not accept such a monstrosity. She had no genetic enhancements what so ever, she was as weak as a human.

Carl and Sarah knew they would be executed as traitors, and their daughter would be put down like a rabid animal. They chose to send a false transmission, claiming a common earth germ has mutated after interacting with bacteria inside their own body. They falsified many reports, stating Cah'rel died, and that Cer'ra was dying. They stated that their tests indicated that the newly formed disease had a 100% fatality rate, and would spread like wild fire if brought back to the alliance.

In the end, Earth was classified as a "no fly" zone, and the Zortan Alliance moved on... However if they ever discovered the truth, they would surely return to add Earth to the Alliance.

When Jessica got older, they discovered she was brilliant beyond all imagination, and was able to change and even improve upon much of the technology they had brought with them to suit her needs.

Jessica's only home is Earth, and with her advance technology she wants to help protect it.
Last edited by Hound on Sun Mar 02, 2014 11:31 pm, edited 2 times in total.
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Re: Hound Town

Postby Hound » Fri Jul 05, 2013 11:19 pm

Orion
Age: Estimated 2000 Years
Gender: Male
Height: 6'2”
Weight: 220lbs
Eyes: Black
Hair: Black
Image
History:
Hound was my slave name. I was a dog, a servant. I kneeled, I begged, I ate scraps and I smiled and thanked them for allowing me to breath.

When my services were done, they ordered me away, to hide a powerful artifact. Walk until I could walk no more, to travel until my feet bleed, and my bones ached, to die in some foreign landed, never again allowed to return to my mother land.

Funny thing is, I can walk for forever, my bones never ache, and I can’t die. When the day comes for me to return to my home land, all those who once towered over me, will be nothing but dust, blown away by the sands of time.

But I will still be here. Youthful, powerful, alive…

I have taken the name Orion, a proud and powerful name, to cast away the last of the shackles of my birth. Now I seek out and explore strange new lands, meet new peoples, and learn their tongues and their customs. I live only for myself.

Complications:

Darkness: The power of darkness overwhelmed and consumed Ahti, it devoured her whole and in the end it left nothing to even be buried. A similiar power resides in Orion, but his strength of will keeps the power in check.

Immortal: Orion has met many people, visited many lands, but the story is the same. He meets friends, he makes lovers, he has even started a family once, but they grow old, they get sick, and they die. Orion is cursed to watch them all fade away… It has left him… Jaded.

Warrior’s Honor: Orion has the heart, soul, and spirit of a warrior. He will fight those who threaten others with subjugation, slavery, persecution, abuse. He will not stand idly by while others need him.

Hunter: He only kills animals if he needs to survive, and if he kills it, he plans to eat it.

PL10: 150 Points
Abilities: 32 PP
Strength: 04
Stamina: 04
Agility: 00
Dexterity: 00
Fighting: 06
Intelligence: 00
Awareness: 02
Presence: 00

Offence:
Initiative: +0
Melee Attack: +10 Unarmed (DC 19), +14 Shadow Powers
Range Attack: +10 All Ranged Attacks, +14 Shadow Powers

Defenses: 20 PP
Dodge (AGL): 6
Parry (FGT): 6
Toughness (STA): 14
Fortitude (STA): 10
Will (AWE): 10

Skills: 22 PP
Acrobatics (AGL): +8
Athletics (STR): 4+4= 8
Deception (PRE): +6
Expertise(Survival)(AWE): 8+2=10
Insight (AWE): 12+2=14
Perception (AWE): 12+2=14
Stealth (AGL): +16

Advantages: 21 PP
Close Attack 4
Favored Environment[Forested Areas]
Improved Aim
Move-by Action
Power Attack
Ranged Attack 10
Skill Mastery[Stealth]
Takedown 2

Powers: 55 PP
World Traveler: Speak all, Understand, Read all, Limited to Archaic Languages(3 PP)

Senses 12: Extended Vision, Low-Light Vision, Extended Hearing, Accurate Hearing, Accurate Scent, Acute Scent, Analytical Scent, Extended Scent, Danger Sense[Scent], Tracking Scent, Limit:(Senses Overload: Fortitude Effects targeting Senses are 50% more effective, example: affliction 8 becomes 12) (6 PP)
Speed 2: (120ft/rnd) (2 PP)

Immortal Body
Immunity 6: Poison, Disease, (Half Effect)(1 PP)
Immunity 1: Aging, All Suffocation, Sleep, Thirst and Hunger(5 PP)
Immortality 1: (Returns to life 2 Week later, Flaw: If beheaded, does not return) (1 PP)
Regeneration 5: Every 2 Rounds, +1/r GM rule (10 PP)


"Shadow Energy Toughened Skin" Protection 10: +10 Toughness, Quirk[In Extreme bright light(Environmental condition causing a -2 or a -5 to perception caused by bright light), his armor is half effective.](9 PP)

Shadow Weapon Array: (18 PP)
(Descriptors are all Shadow Energy combined with either Piercing, Bludgeoning or Slashing)
His connection to Darkness has grown, and now he can summon weapons made of pure shadows to fight with.
    "Shadow Arrows": Strength Based Damage 2, Increased Range(with 4 extra ranks for strength), Accurate 2, Improved Critical 2(18-20) (12 PP)
  • ALT: "Shadow Swords" Strength Based Damage 2 Linked with Weaken Stamina 6(Resisted by Fortitude) Accurate 2, Improved Critical 2(18-20) (1 PP)
  • ALT: "Ground then Pound" Affliction 6: Hindered/Dazed, Prone/Stunned, Limited Degree, Extra Condition, Feature 1: Master Trip(Like Improved Trip the user can choose to make the defender resist with Athletics or Acrobatics) Linked with Strength Based Damage 2, Accurate 2, Improved Critical 1(19-20) (1 PP) "The user sweeps the legs, or performs some other stunt to knock the target off balance or flat on the ground, then lands a powerful blow when they are unprepared"
  • ALT: "Blind and Strike" Affliction 6: Visually Impaired/Vulnerable, Visually Disabled/Defenseless, Cumulative, Limited to Visual Sense, Limited Degree, Extra Condition, Resisted by Fortitude, Linked with Strength Based Damage 2, Accurate 2, Improved Critical (18-20) (1 PP) "The user tosses a black "ink" (which is actually Shadow energy) at the eye of the target, then takes the chance to land a massive blow"
  • ALT: "Vital Strike" Strength Based Damage 2, linked with Affliction 6: Fatigued, Exhausted, Cumulative, Limited Degree, Resisted by Fortitude, Accurate 2, Improved Critical 2(18-20) (1 PP)
  • ALT: "Bolos" Ranged Affliction 10: Hindered/Physically Impaired, Immobile/Physically Disabled, Extra Condition, limited Degree, Limited to Physical actions(For example, if you fly with Mental powers, you are not affected by this, however if you fly with wings, it does work), Cumulative, Unreliable(5 Uses, requires a full 8 hour, undisturbed rest to recharge)Resisted by Strength, Increased Critical 2 (18-20)(1 PP)
  • ALT: "Shadow Movement" Movement 12: Speed 2(Stacks and becomes Speed 4), Safe fall, Swinging, Wall Crawl 2, Trackless(Visual) (1 PP)
Last edited by Hound on Fri Feb 21, 2014 1:11 pm, edited 13 times in total.
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Re: Hound Town

Postby Hound » Mon Jul 22, 2013 7:17 pm

Trinket
Real Name: Veronica "Ronnie" Stark
Description:
Age: 20
Gender: Female
Height: 5'8"
Weight: 110lbs
Eyes: Green
Hair: Black with White Highlights
Image
PL 12: 180 PP
Abilities: 40PP
STR 00
STA 02
DEX 00
AGI 00
FGT 00
INT 10
AWE 04
PRE 04

Combat:
Initiative: +10
Melee: +0 (DC 15)
Range: Energy Blast +12 (DC 27), Hypnotic Pulse +12 (Will DC 22), Hard Light Snare +12 (Strength DC 22)

Defenses: 12 PP
Dodge +8
Parry +8
Toughness +16
Fortitude +12
Will +12(4 Will from Presence)

Skills: 16 PP
Expertise (INT) [Science] 6+10=16
Insight (AWE) 8+4=12
Investigation (INT) 1+10=11
Perception (AWE) 8+4=12
Technology (INT) 8+10=18
Treatment (INT) 1+10=11

Feats: 8 PP
Eidetic Memory
Inventor
Move-by Action
Speed of Thought
Skill Mastery(Technology)
Skill Mastery(Science)
Takedown
Equipment(Smart Phone, Pen Flash Light, Small Tool Kit, Restraints)

Powers: 104 PP
Power Gloves
[130 Power Points - 26 for Removable, Total cost 104 PP]
    Shield Generator
    • Force Field 14 (14 PP)
    • Immunity 9 (All Environmental, All Suffocation, Disease, Poison) (9 PP)
    • Enhanced Fortitude 6, Enhanced Dodge 6, Parry 6, (18 PP)
    Glove Senses Sense 2: Infravision, Radio (2 PP)
    On Board Computer Feature 1: Computer with access to internet(1 PP)
    Restricted Access Feature 1: Only Useable by Veronica(1 PP)
    Targeting Computer Enhanced trait: Ranged Combat 12, Power Attack(13 PP)
    Computer Features (6+1=7)
    • Main Power: "Universal Translator" Comprehend(Speak all, Read all, Understand all) (6 PP)
    • Alt Power: "Sample Analysis" Senses 6: Analytical[Chemical], Analytical[Energy/Radiation], Analytical[Biological], Microscopic Vision 3 (1 PP)
    Energy Emission (36+4=40)
    • Main Power: "Hard Light Energy Construct" Create 12: Moveable (36 PP)
    • Alt Power: "Hard Light Energy Blast" Blast 12: Affects Insubstantial 2, Precise, Split, Improved Critical 4 (16-20)
    • Alt Power: "Hypnotic Wave" Ranged Affliction 12: Entranced/Vulnerable, Stunned/Defenseless, Asleep/Unaware, Extra Condition, Resisted by Will power (1 PP)
    • Alt Power: "Hard Light Snare" Ranged Affliction 12: Hindered/Impaired, Immobile/Disabled, Limited Degree, Extra Condition, Cumulative, Resisted by Strength, (1 PP)
    • Alt Power: "Bubble" Immunity 9 (All Environmental, All Suffocation, Disease, Poison) Affects others Only, Burst Area, Linked with Flight 6, Affects others Only, Burst Area(1 PP)
    Movement (24+1=25)
    • Main Power: "Flight" Flight 12: 16mpr, 8,000mph (24 PP)
    • Alt Power: "Space Travel" Movement 2: Space Travel (Solar System) Environmental Adaption(Zero-G) (1 PP)
Complications:
Tinkerer: She loves taking apart and rebuilding all things mechanical or electrical. She has an obsessive personality and can not leave a job half finished. If she is forced to leave a job half complete, her mind will wonder from her current task, worrying about the job unfinished.

Competitive: She hates being out done done at anything, and will often lose track of what is important just to show she is the best.

Inexperienced: She is still young and inexperienced in many things, she has a very black and white view of the world.

Family: She loves her mother, father, and little brother. She does anything and everything she can to protect them

School: She has a responsibility to complete school, and obtain her doctorate. She has to maintain a certain grade average, and attend a certain amount of classes to keep her scholarships.

History:
Veronica was always a smart girl, she did well in most classes, but she never really put in too much effort. She always did exactly enough work to get by with decent grades. She prefer playing with her friends, and enjoying life, be that playing with dolls when she was seven, or wearing make up and talking about boys when she was thirteen. It was until she was in her first year of high school, when, so focused on having fun, she started getting bad worse and worse grades.

A boy who had always done a little worse than her started doing better than her, and he began to taunt her, saying things like boys are just smarter than girls, and girls should just have babies. Stupid, childish things, but hurtful things none the less.

Finally Veronica decided to shut him up, by showing him off. For the first time in her academic career she actually tried. She did her home work, she read the books, and in a matter of weeks, not only had she caught up to the class, but she had exceeded it. With in a month, she had completed the entire year's curriculum. She discovered she was far smarter than she ever thought possible.

The school suggested going to a gifted school, but her parents could not afford it. Since it was about this time that Veronica began working, she decided to instead take college classes in her spare time, paying for them herself. She discovered she had a true talent for sciences and electronics.

She was able to obtain enough scholarships to attend a prestigious school for robotics and advanced engineering. While attending Veronica used her access to the advance resources to build her first prototype power gauntlets.

At first she simply wanted to create something to help in everyday life. Something to save lives, and reduce dangers. Like giving fire fighters the power to set flipped over cars right side up as easily as one my flip a switch. Transport injured people. Extinguish infernos in seconds. Or maybe use it in place of cranes, to transport large heavy cargo easily and safely.

However she soon learned it had other applications, when a crazed mad man began shooting up the university. Dawning her gauntlets, she used their power to save many lives and subdue the mad man. It gave her a thrill she had never experienced before.

Suddenly every day life was so boring, it took all her will power just to make it through the day with out screaming. She began seeking adrenaline oriented activities, but nothing could match putting your life on the line.

Before long she was dawning a home made costume, and hitting the streets as a vigilante. Her craving for excitement quickly changed as the threat of death became real, as she began to experience the plight and suffering of the world. The guilt over whelmed her as she remembered her original purpose for the power gloves. She decided to keep being a hero, but it was no longer for excitement, but to help her fellow man.
Last edited by Hound on Sun Aug 11, 2013 4:38 pm, edited 4 times in total.
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