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WD's PbP characters (3e)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Re: WD's PbP characters (3e)

Postby Walking Dad » Mon Aug 06, 2012 12:31 pm

The Alchemist PL 13

Image

STR 2 - STA 4 - AGL 2 - DEX 2
FGT 2 - INT 4 - AWE 5 - PRE 1

POWERS
Transmutation: Perception Range Transform 13 (Anything to Anything), Continuous, Limited: inorganic only • 91 points
AE - From the thin air: Perception Range Create 13 (anything soilid under normal conditions (not energy, hard air,...), Continuous, Impervious, Innate, Movable, Precise, Subtle 1, Variable descriptor 2 • 1 point
Reflexive Hardening: Protection 10, sustained • 10 points
Closed System: Life Support 10 • 10 points

ADVANTAGES
Eidetic Memory

SKILLS
Close Combat: Unarmed 2 (+4), Expertise: Chemistry 8 (+12), Expertise: Science 6 (+10), Insight 6 (+11), Perception 6 (+11)

OFFENSE
Initiative +2
Transmutation Perception, Transform 13
From the thin air Perception, Create 13
Unarmed +4 Close, Damage 2

DEFENSE
Dodge 12 Fortitude 12
Parry 12 Toughness 14
Will 14

POWER POINTS
Abilities 44 Skills 14 Powers 112 Defenses 39 Advantages 1 Total 210
COMPLICATIONS
Doing Good: The core tenet of his philosophy is helping others, regardless of self.
Honor: Out of his concern for others, he uses his potentially lethal powers judiciously, even when such restraint puts him at a disadvantage.

Sorjan Zur was sent back through time from an utopian future to hinder a time-traveling evil force to destroy his presence from the past. As a brilliant scientist, he should only provide scientific help, but the radiation in the chamber somehow changed him, giving him greater understanding of the atomic structures in himself and around him.
This manifests usually as manipulating outside matter only. While he has the potential to shape himself. he subconsciously only uses his powers to keep his body as it is, ignoring many damaging outward conditions.

After taking a more active roll to preserve the future he knows than first expected, he also realized that the residual radiation interacted with the form of time travel he used, leaving him stranded in the past.

He know fights for the betterment of all, adhering still to the ethics of his own life. As a time traveler, he also knows that he may not introduce to many new technologies to the masses, to not destabilize the time stream.
Last edited by Walking Dad on Sun Sep 02, 2012 2:56 pm, edited 1 time in total.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Thu Aug 09, 2012 1:08 am

Kuni Katashi Crab Earth Shugenja

Image

PL 6/ 105PP

STR 0
STA 4
AGL 1
DEX 1
FGT 0
INT 3
AWE 3
PRE 4

Powers
Sense Elements: Senses 1 (Element Awareness) • 1 point

Earth Magic (12 pp array)
Rock Storm: Cone Area Damage 6 • 12 points
Hand of Jurojin: Healing 4 (restorative) • 1 point
Tetsubo of Earth: Damage 8 (accurate 2, reach 1, Improved crit 1) • 1 point
Wooden Prison: Affliction 6 (cone, selective, resisted by will, limited to 3rd degree: transform into tree) • 1 point
Tomb of Jade: Ranged Affliction 6 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized, Extra Condition, Limited Degree) • 1 point
Time's Dedly Hand: Ranged Weaken Toughness 6 (only affects objects) • 1 point
Strike at the Roots: Ranged Weaken Defenses 3 (broad). • 1 point
Jade Strike: Ranged Damage 6 (limited to creatures with Shadowlands taint, affect Incorporeal 2, penetrating 4) • 1 point
Wall of Earth: Create Earth/Stone 6 • 1 point
Grounding Energy: Nullify 6 (Broad: Magic) • 1 point

Essence of Earth: Protection 4 (sustained, move activation) • 2 points

Fire (5pp array):
Wings of Fire: Flight 2, linked damage 1 • 5 points
Amaterasu's Blessing: Environment Control 5 (light) • 1 point



Advantages
Benefit 1 (Kuni Witch Hunter), Equipment 1, Improved Initiative 1, Languages 1 (Ratling), Luck 2, Ritualist

Equipment:
Wakizashi (dam 1 sword) 1ep
Jade pieces 4 ep

Skills
Deception 2 (+6), Expertise: Courtier 4 (+8), Expertise: Magic 5 (+8), Expertise: Shadowlands 4 (+7), Insight 6 (+9), Intimidation 4 (+8), Investigation 6 (+9), Perception 6 (+9), Persuasion 4 (+8), Ranged Combat: Earth Magic 5 (+6), Riding 2 (+3), Treatment 2 (+5)

Offense
Initiative +5
Unarmed +0 Close, Damage 0
Tetsubo of Earth +4 Close, Damage 8
Earth Magic +5 Ranged, Damage 6 (and various other effects))

Defense
Dodge 4 Fortitude 6
Parry 4 Toughness 8 (4 without Essence of Earth)
Will 6

Power Points
Abilities 32 Skills 25 Powers 30 Defenses 12 Advantages 6 Total 105

Background:

Kuni Shugenja general info:
The Kuni Shugenja school burned down in 716 and teachings since then were conducted by a teacher taking an apprentice. Teachings involved dissection and close examination of body parts of shadowlands creatures. Other details in the teachings were left up to the individual teacher. Apprentices were picked every year at Kyuden Hida. Students must possess a strong stomach and burning desire to understand the nature of the shadowlands. Trapping live Shadowlands creatures for examination could bring generations of fruitful knowledge and was common practice.

Witch Hunters:
Kuni Witch Hunters were identifiable by their trade mark stark white kabuki style face paint, and the jade amulet was a symbol of their status as a hunter. The jade amulet would sometimes have a pair of crossed claws, much like the Kuni family mon, representing their ever-present defense. The amulets would also often have spells cast on them to enhance the protective ability of the jade.

Tactics
The Kuni Witch Hunters were merciless when destroying the corrupt. Their violent tactics often earned them the fear of those they protected, but the Hunters saw this fear as a useful tool to keep others pure.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Wed Aug 15, 2012 3:26 pm

The Visitor PL 12 PP 180

Image

Secret Identity: The Visitor
Real Name: D'lyn D'rk - Dylan Dark
Occupation: Teacher
Identity: Secret
Legal Status: Citizen of the United States / Breed Alpha Member
Other Aliases: -
Place of Birth: L'magna System
Marital Status: Single
Known Relatives: M'rge D'rk (mother), H'mar D'rk (father)
Group Affiliation: ?
Base of Operations: ?

STR 2/14*, STA 11, AGL 0, DEX 0, FGT 1, INT 1, AWE 3, PRE 0

Powers:
Alien Durability: Immunity 13 (Aging, Critical Hits, Life support), Protection 3 • 16 points
Natural Telepath: Senses 2 (Mental Awareness, Radius) • 2 points
Multilingual: Comprehend 3 (all languages, speak, read, write, Quirk: needs some time to get familiar with them) • 5 points
Shapeshifting: Variable 1 (5 points) for assuming different shapes, Move Action, Subtle 1, Precise • 10 points

Alien Powers: Dynamic Array • 47 points (64 total)
• Density: Enhanced Strength 12, Impervious Toughness 14, Enhanced Strength 11 (limited to lifting), Sustained • 1 point
• Ghostform: Insubstantial 4 (Precise, Subtle 2), Subtle 2 for Flight, Visual & Auditory Concealment 6, Enhanced Stealth 14 • 2 points
• Mind Manipulation: Affliction 8 (Perception range, cumulative, resisted by will, 1st: dazed, 2nd stunned, 3rd variable, Variable Condition (3rd degree)) Dynamic • 2 points
• Mobility: Flight 15, Movement 4 (Permeate 2, Space Travel 2)), Quickness 7, Improved Initiative 2 • 2 points
• Senses: Senses 23 (Vision Penetrates Concealment, Vision Counters Concealment, Microscopic Vision 3, Normal Vision [Extended 2], Normal Hearing [Extended 2], Detect (Minds) [Radius, Accurate, Acute, Precise, Extended 4]) • 2 points
• Telepathy: Mind Reading 12 (Distracting, Effortless, Subtle 2), Communication 3 (Subtle 2) • 2 point
• Telekinetic Blast: Perception Force Damage 12 • 2 points
• Mental Broadcast: Communication 4 (Mental, Worldwide, Extra: Area, selective, Feature: two-way) • 2 points

Advantages: All-Out Attack, Luck 3, Power Attack

Skills: Close Combat: Unarmed 9 (+10), Deception 6 (+6), Insight 2 (+5), Investigation 4 (+5), Perception 4 (+7), Stealth 2 (+2), Technology 2 (+3), Vehicles 1 (+1)

Offenses:
Initiative +0 (+8)
Telekinetic Blast -, Perception, Damage 12
Unarmed +10, Close, Damage 2/12

Defenses: Dodge 10, Parry 10, Will 13, Fortitude 11, Toughness 14

Power Points: Abilities 36 + Powers 95 + Advantages 5 + Skills 15 + Defenses 29 = 180

COMPLICATIONS
Motivation: Acceptance for himself and his race as allies of humankind.
Enemy: Sometimes Regime loyalists try to attack and plan against him.
Prejudice: His natural form may scare people and let react them xenophobic and distrusting.
Identity: D'lyn cares more about his students and Dylan's friends that he admits. He wants to keep them save from his enemies.

History: D'lyn D'rk was a kind of super-soldier experiment of the Regime that controlled his planet and it's solar system. But he developed strong enough mental powers to overcome their telepathic control. Joining his planet's freedom fighters, he later secretly traveled to another solar system the Regime wanted to conquer.
Arriving on earth during WW 2, he quickly joined the heroes of this planet that fought against the Regime's human allies. Called 'the Visitor', the name stuck.
He was later able to return to his home planet, as the evil Regime was finally beaten. Being now the elected Earth ambassador of his people, he was sent on a diplomatic and help mission to the planet of his former allies.
He used his shapechanging abilities to take a secret identity as a high school teacher and uses it to study the humans and their social interaction. He hasn't only advanced mental powers, but his knack for shapeshifting is even stronger than the ability most of his species, too.

Personality: D'lyn is motivated by his curiosity and strong sense for justice. This justice is not always the same as the local law, but he had grown accustomed to it over the years.
He seems sometimes uncaring and aloft, but it is a facade, hiding his true feelings to the people surrounding him.

Height: 5 ft. 8 in.
Weight: varies
Eyes: Green
Hair: Dark-Blond (Dylan), None (D'lyn)
Last edited by Walking Dad on Thu Oct 25, 2012 12:22 am, edited 3 times in total.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Thu Aug 16, 2012 2:48 pm

AQUARIAN

Image

PL8/120pp

ABILITIES
Strength 8, Stamina 9, Agility 2, Dexterity 0, fighting 4, intellect 1, awareness 2, presence 2

OFFENSE
Initiative 2
Unarmed +8, close damage 8

DEFENSE
Dodge 7, parry 7
fortitude 9, toughness 9
will 7

ADVANTAGES
Agile Feint, All out attack, Close Attack 4, Improved Critical: Unarmed 2, Improvised Weapon 1, Favored environment: underwater, Luck 2, Power Attack

SKILLS
Athletics 4 (+12), Deception 4 (+6), intimidation 4 (+6), insight 4 (+6), perception 6 (+8), persuasion 4 (+6)

POWERS
Deep adaption
Movement 1 (Environmental Adaptation: Aquatic) - 1pp
immunity 4 (cold, pressure, suffocation underwater) - 4pp
Senses 1 (low light vision) - 1pp
Swimming 6 -6pp
AP- Leaping 6 - 1pp
AP- Power-Lifting 6 - 1pp

Marine communication: comprehend 2, speak and understand animals, limited to aquatic life - 2pp

Water Weapons
Reach 4, Split 1, Variable descriptor 1 on unarmed strike - 6pp


POWER POINTS
Abilities 56 + defenses 13 + advantages 13 + skills 13 + powers 23 = 120/120

COMPLICATIONS
Identity: Christopher Mason.
Secret: Former thief and con man, never convicted, but the local police knows about his activities and being a suspect in multiple cases
Weakness: Prolonged exposure to (dry) heat can make him fatigued and finally exhausted. This fatigue levels cannot be regained until moving to a cooler place or immersed into water.

Background:
Christopher "Chris" Mason comes from a troubled family. Oldest of three, his father left them when his baby sister was born. His mother tried her best, but depressions and hard work pushed her into alcoholism. Becoming a semi-functional alcoholic, his mother was able to keep their home and some food on the table, but not much more.
Chris started to lie about her family, scamming people to get some new clothes and was in more than one fight to protect the "family honor". He was shocked when his mother died in an accident and the children where put into different foster families.
He became adapt at "behaving" while with his "family", but quickly learned that one has to provide for his own, establishing himself as a thief and con artist.
Selling the wrong item to the right person, he was never been expected to receive the money for his work. Dodging bullets and finally hiding in a pond, he felt strange, the stress activating his latent powers, and lost consciousness. As he awoke, he got the ability to survive the pressure of the depths and to communicate with sea life.
Last edited by Walking Dad on Thu Jan 16, 2014 4:02 pm, edited 3 times in total.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Fri Sep 21, 2012 12:21 pm

My Xeno - variant:

Image

STR 10, STA 10, AGL 0, DEX 0, FGT 2, INT 2, AWE 3, PRE 0

Powers:
Xenoform: Immunity 10 (Life support), Protection 4 • 14 points
Levitation: Flight 1 • 2 points
Alien Senses: Super-Senses 8 (Darkvision, Extended Vision 2, Vision Penetrates Concealment) • 8 points
Shapeshifting: Variable 2 (10 points) for assuming different shapes, Move Action, precise, subtle 1) • 20 points
• Intangibility: Insubstantial 4 • 1 points
• Invisibility: Visual Concealment 4, Movement 2 (Permeate 2) • 1 points

Alien Powers:
• Eye Beams: Str-based Ranged Damage 6 (accurate 7) • 13 points
• Flight 6 • 1 point
• Hardened fist: Affect Corporeal on Str 10, Improved Critical 3 on unarmed • 1 points

Advantages: All-out-Attack, Improved Initiative 1, Languages 1 (Ruluan),Luck 1, Move-By-Action, Power Attack

Skills:
Close Combat: Unarmed 8 (+10), Deception 6 (+6), Expertise (biology) 6 (+8), Perception 6 (+9), Technology 6 (+8)

Offenses:
Initiative +4
Eye Beams +14, Ranged, Damage 6
Unarmed +10, Close, Damage 10

Defenses: Dodge 6, Parry 6, Will 10, Fortitude 10, Toughness 14

Power Points: Abilities 54 + Powers 61 + Advantages 6 + Skills 13 + Defenses 16 = 150

Alternate Background:

Complications:
Identity: Visitor maintains a human identity as Ajay Sidhu, an Ind-American scientist, and wants to protect both his own secret and the fact that the real Ajay Sidhu perished some time ago.
Motivation—Responsibility: Visitor strongly believes it is his responsibility to user his powers to help others.
Prejudice: Visitor’s alien appearance and origins sometimes provoke mistrust and hostility.
Reputation: Solek Gwon was a rebel on his homeworld, a history that may come back to haunt Visitor. Additionally, Visitor is an alien on Earth, and there may be those looking to capture and exploit him.

Background:
The inhabitants of the planet Rulu IV (ROO-loo) were a peaceful people, just achieving spaceflight and exploring their solar system, when the shifting fronts of the centuries-old conflict between the Lor Republic and the Grue Unity came to their world. A Grue fleet surrounded the planet, and the Ruluan authorities surrendered after the invaders demonstrated their might by vaporizing a population center. So began what the Ruluans called the Occupation, and the formation of the Resistance.

The engineer/scientist Solek Gwon joined the Resistance after Grue troopers killed his sister and his brother, a government minister and collaborator, chose to do nothing. Fighting against the telepathic- and shape-shifting Grue was a daunting task, even for a race like the Ruluans, possessed of considerable strength and energy projection abilities. Solek, along with other rebel scientists, sought ways to neutralize the Grue’s advantages or, at least, even the playing field. An isolation of Grue neoplasm had promising potential. Several rebels, including him, volunteered to test it but, before they learned its effects, the Grue and Ruluan government forces raided their base.

Still weak and having an unstable form, Solek was the only one to survive the assault and all equipment was destroyed. He only remembers fleeing and stumbling into a space craft where he instinctively used his new abilities to hide.

He later emerged from the wrecked ship, not sure what happened to the the Grue crew that had obviously abandoned the ship some time ago. Assuming the identity of a deceased scientist at the ASTRO Labs, he feels the urge to defend the people of his new adopted home from sharing the fate of his world. And perhaps, with time, he will find the allies he needs to bring the fight back home.

---

Notes on appearance: Rulans look basically alike to humans, regardless of gender. His costume (based on the same space suit design Xeno used) is very similar to Xeno's, but uses light blue instead of yellow and the bands are not crossing, but stop, forming a "V" instead of a "X" on his chest.
Last edited by Walking Dad on Thu Jan 16, 2014 3:52 pm, edited 6 times in total.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Fri Sep 28, 2012 2:45 pm

"Enhanced" Vortex (max +3/-3, hitting the defensive caps but will/fortitude)

Image

VORTEX
PL10 / PP 150

STR 0
STA 3
AGL 3
DEX 4
FGT 0
INT 2
AWE 2
PRE 0

POWERS
Quick Change: Feature 1 (Quick Change) • 1 point
Shunting Field: Enhanced Defenses 20 (Dodge 10, Parry 10) Linked to Protection 4, Sustained • 24 points
Summoning Vortices: Array (26 points)
• Projection Vortex: Blast 12, Variable Descriptor (Any environmental descriptor) • 26 points
• Wide-Angle Vortex: Cone Area Damage 10, Variable Descriptor (Any environmental descriptor) • 1 point
• Wind-Tunnel Vortex: Close Range Cone Area Move Object 6, Limited Direction: Straight Away, Linked to Cumulative Cone Area Sustained Affliction 6 (Resisted by Fortitude; Hindered, Prone), Instant Recovery, Limited Degree • 1 point
Travel Vortices: Array (27 points)
• Personal Vortex: Teleport 8 (1 mile), Accurate, Change Direction, Increased Mass 2 (200 lbs.) • 27 points
• Dimensional Vortex: Movement 3 (Dimension Travel 3: Any Dimension), Increased Mass 2 (200 lbs.) • 1 point
• Long-Range Personal Vortex: Teleport 8, Accurate, Change Direction, Extended, Limited to Extended (250 Miles), Increased Mass 2 (200 lbs.) • 1 point
• Vortex Portal: Teleport 8 (1 mile), Accurate, Change Direction, Distracting, Portal, Tiring • 1 point
Vortex Platform: Flight 1 (4 MPH), Platform • 1 point

SKILLS
Deception 8 (+8), Expertise: Musician 2 (+4), Expertise: Student 2 (+4), Perception 6 (+8), Persuasion 6 (+6), Ranged Combat (blast) 4 (+8), Stealth 6 (+9)

ADVANTAGES
Accurate Attack, Luck 2, Power Attack, Redirect, Taunt,

OFFENSE
INITIATIVE +3
Unarmed +0 Close, Damage 0
Projection Vortex +8 Ranged, Damage 12, Variable Descriptor
Wide-Angle Vortex— Close, Cone Area Damage 12, Variable Descriptor
Wind-Tunnel Vortex— Close, Cone Area Move Object 6 Linked to Cumulative Cone Area Sustained Affliction 6, Resisted by Fortitude

DEFENSE
DODGE 13/3* FORTITUDE 8
PARRY 13/3* TOUGHNESS 7/3*
WILL 9 *Without Shunting Field.

POWER POINTS
ABILITIES 28 SKILLS 17
POWERS 84 DEFENSES 15
ADVANTAGES 6 TOTAL 150

COMPLICATIONS
Enemy: Professor Zed, if he’s still alive, and whatever came through the second portal are keeping an eye on Vortex and are looking to reclaim his powers.
Identity: Vortex is very careful about keeping his identity as Matthew McDonald a secret and he worries Professor Zed will return to ruin it for him.
Motivation—Thrills: Vortex enjoys using his powers and the exciting and unpredictable situations he gets into when he uses them.
Reputation: Vortex’s string of thefts were well publicized and he still suffers some backlash from people who don’t quite buy his conversion to the side of the angels.

---

Alternate Background:

Origin:
Jeremy Decker was just a normal music student who earned some extra money by being a test subject for psychological and pharmaceutical studies. At one of the later, something went wrong and multiple test subjects around the country gained the power to open vortexes for different effects, making "bridges" in space.

First Movie:
Jeremy gains his powers. It is revealed that the pharmaceutical concern isn't able to reproduce the experiment and they want to hide their involvement with testing drugs with military uses at humans in such an early state. They send a special team to kill and retrieve the test subjects. The team is called the Ropers and they hunt down all of them. It is revealed that Jeremy has the strongest powers of the test subjects.
Before the confrontation with the ropers, he briefly uses the powers for criminal activities, but quickly morally progresses to be a hero.
Jeremy finally meets the Ropers and can best them in a fight, but the concern is still out their and remains in the shadows.

Complications:
Enemy: The concern is still keeping an eye on Vortex and are looking to reclaim his powers.
Identity: Vortex is very careful about keeping his identity as Jeremy Decker a secret and he worries the Ropers will return to ruin it for him.
Motivation—Thrills: Vortex enjoys using his powers and the exciting and unpredictable situations he gets into when he uses them.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Fri Sep 28, 2012 2:52 pm

Martian Lad
(will become Martian Man 2 later)

Image
(yes, he looks exactly like Martian Man. Look at the other Martian pictures. They all look the same to earthlings. So he will feel looking completely different from Martian Man ;) )

ABILITIES
STRENGTH 1
STAMINA 6
AGILITY 2
DEXTERITY 2
FIGHTING 5
INTELLECT 1
AWARENESS 3
PRESENCE 3

POWERS
Martian Shapeshifting: Variable Power 5 (shapeshifting), Move Action • 40 points

Preferred Uses:
• Disguises: Morph 4 (any)
• Rock People:
Enhanced Str +8 (16), Impervious Toughness (8), Senses (Infravision)
• Dragon:
Flight (Winged) 5 (5), Damage Area Cone Incurable (Fire Breath) 9 (19), AP: Same with Line
• Chameleon Cat:
Concealment all Visual Blending 4 (4), Speed 4 (4) (AP Leaping (1)), Enhanced Str +3 (6), Damage (natural weapons) 5 (5), Senses Olfactory (Accurate, Acute, Analytical, Track) (5)
• Scorpion:
Shrinking 12 (12), Reduced Protection (-6), Speed 2 (2), Movement (Slithering, Surefooted, Wallcrawling 2) (4), Weaken Constitution 9 (9), Senses (Danger Sense Touch, Darkvision, Ranged Touch) (4)
• Gas Form:
Insubstantial 2 (10), Affliction (fatigued, exhausted, paralyzed) 9 (9), Flight 3 (6)

Morphic Immunities:
Immunity (aging, poison, critical hits, suffocation), Protection 3 • 9 points

Universal Translator:
Comprehend 3 (Read/Write, Speak, Understand - All Languages) • 6 points

ADVANTAGES
Defensive Attack, Move-by Action, Power Attack, Takedown 1, Taunt

SKILLS
Close Combat: Unarmed 4 (+9), Deception 6 (+9), Expertise: Xeno-zoology 5 (+6), Perception 6 (+9), Stealth 5 (+7)

OFFENSE
INITIATIVE +2
Unarmed +9 Close , Damage 1
(Varies based on shape)

DEFENSE
DODGE 7
PARRY 7
FORTITUDE 9
TOUGHNESS 9
WILL 9

POWER POINTS
ABILITIES 46
SKILLS 13
POWERS 55
DEFENSES 16
ADVANTAGES 5
TOTAL 135

Complications:
Motivation (Acceptance): Find a way to fulfill your diplomatic mission or at least give Martians a good reputation on Earth.
Prejudice: He is an alien shapeshifter... not something that generally inspires trust
Secret: Slavery on his home planet.
Limited Emotions

Background:
After the first contact between Martians and humans, when a manned NASA craft landed on Mars, Martian Man went to Earth and provided humans with a bit of information on his society. The other Martians, however, were still largely in the dark regarding human civilization on Earth, so they decided to utilize their advanced teleportation technology and send a handful of Martians to Earth. Among the group would have been some sort of soldier, a scientist, and him, serving as something like a diplomat, as he had been hand-picked to enter a royal marriage with the presumed Emperor/Empress of the United Nations. Nationality, age, and gender were no issue for a race of shapechangers.

This was his big chance. He also wanted to be a xenobiologist, interacting with and understanding the different life forms on other planets. As this wasn't allowed, he tried to find all the hidden texts and files, lying about the true reason for his interest. As he was finally caught, they acknowledged to his surprise his talent for deception and trained him as a special diplomat... actually an assassin to be capable of quickly dispatching the royal families of other planets. But at least he got the training he wanted and the actual prospect for leaving Mars and meeting "aliens".

Of course, the Martians didn't quite understand human politics and quickly realized that the UN wasn't a global empire and that practically none of the major political entities on Earth were monarchies in any meaningful sense, so there was no royal family line that could be cut in a possible conflict. (It needs to be said, that the Martians are not an evil race, just really pragmatic and xenophobic.) In frustration, the other two members of the delegation returned to Mars, while he stayed to make sure not every word of Martian Man counts as the opinion of his entire species. Even as Martian Man is an defector of the Martian race and traveled to Earth on his own accord, his actions proved positive to the Martians population, which is why he hasn't confronted him yet and why he took a similar name for himself.
Naming oneself is still a foreign concept...
That is at least what he said. On the other hand, he is fascinated by Earth, with its multitude of different cultures and seemingly a more open attitude to contacting alien species.
Last edited by Walking Dad on Thu Jun 20, 2013 12:15 am, edited 2 times in total.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Wed Nov 14, 2012 8:34 am

Neural

Image

STR 0
STA 4
AGL 0
DEX 2
FGT 2
INT 2
AWE 5
PRE 0

Powers
Forcefield: Protection 8 • 8 points
Mind over Body: Immunity 12 (Life Support, Critical Hits) • 12 points
Multilingual: Comprehend 2 (all languages) • 4 points
Natural Telepath: Senses 2 (Mental Awareness, radius) • 2 point

Psionics: Array (40-point), Dynamic • 40 points
• Psionic Flight: Flight 20, Dynamic • 1 point (upper limit, seldom used that high)
• Telepathy: Communication 4 (mental), Subtle 1, Dynamic • 2 points
• Offensive Telepathy: Mind Reading 11 (Cumulative, Effortless, Subtle 1) • 2 points
• Psychic Senses: Senses 20 (Detect (Minds) [Ranged, Counters Concealment, Penetrates Concealment, Radius, Accurate, Acute, Precise, Extended 4]) • 2 points
• Mind Manipulation: Affliction 8 (Perception range, cumulative, resisted by will, 1st: dazed, 2nd stunned, 3rd variable, Variable Condition (3rd degree)) Dynamic • 2 points
• Telekinesis: Move Object 12 (damaging, accurate 1), Dynamic • 2 points
• Don't see me!: Visual Concealment 4 (Limited to Minds), Dynamic • 2 points
• False Image: Morph 4 (same mass, Limited to Minds), Dynamic • 2 points
Total: 57 PP

Advantages
Accurate Attack, Luck 1, Move-Bye Action, Power Attack

Skills
Deception 10 (+10), Insight 5 (+10), Investigation 6 (+8) Perception 5 (+10), Ranged Combat (Psionics) 6 (+8), Stealth 4 (+6), Technology 3 (+5), Vehicles 1 (+3)

Offense
Initiative +2
Direct Telekinesis +10 ranged, Damage 12
Telekinesis +10 ranged, Str rank 12 for combat maneuvers
Unarmed +2 Close, Damage 0

Defense
Dodge 10 Fortitude 9
Parry 10 Toughness 12
Will 13

Power Points
Abilities 30 Skills 15 Powers 81 Defenses 33 Advantages 4 Total 165


Complications:
Doing Good: The core tenet of his philosophy is helping others, regardless of self.
Honor: Out of his concern for others, he uses his potentially mind damaging powers judiciously, even when such restraint puts him at a disadvantage. He will not just alter memories of innocents or read minds without at least some clues placing the person with a crime to investigate or the persons permission.
Secret Identity: No one knows of his mundane life as Trevor Jenkins and that the big exposed brain is in fact fake and part of his costume.

Background:
Trevor Jenkins doesn't know his origin. He was found wandering the streets in a hospital gown when he was five years old, mental developed, but with no memories. He was adopted by the Jenkins one year later.
During puberty he began to realize his odd mental abilities. He decided for himself to keep them secret, only spying sometimes around to get a better grade in school. Things turned ugly when he came into a brawl during high school and had to resort to his powers. The other student was catatonic for a week and had still some speech difficulties for the next year.
Trevor made the oath to himself to do no harm and to defend normal people from others who would abuse their powers. He became a PI to pay his bills (and maybe do some good in addition to following unfaithful husbands and wives) but more important constructed the fake brain helm and started his career as "Neural, the Meta-Mind". It seems he was able to make a name for himself and get known enough to join the big league...
Last edited by Walking Dad on Thu Jun 20, 2013 12:07 am, edited 1 time in total.
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Re: WD's PbP characters (3e)

Postby Walking Dad » Mon Dec 10, 2012 1:45 pm

Battalion

Image
Vehicle shape is a small military helicopter similar to the M-H 6
The helicopter is a modified OH-6A aircraft designed by the Boeing Co. Known as a "Little Bird" among the U.S. military, the name masks the helicopter's substantial firepower. The MH-6 helicopter has been outfitted with a 30 millimeter M230 chain gun, two 7.62 millimeter M134 mini-guns, FIM-92 Stinger missiles, and AGM-114 Hellfire anti-tank guided missiles.


Image

Image

PL11

STR 0/12
STA 1/5
AGL 0
DEX 2
FGT 4/8
INT 4
AWE 2
PRE 0

POWERS
Battlesuit: Removable (–23 points)
Armor: Protection 9, Impervious 13 • 22 points.
Large Frame: Growth 4 (permanent, Quirk: Str increase is limited to lifting) • 4 points
Boot Jets: Flight 8 (500 MPH) • 16 points.
Comm System: Radio Communication 2 • 8 points.
Life Support System: Immunity 10 • 10 points.
Sensors: Senses 12 (Accurate Radio Extended 3 [radar], Darkvision, Direction Sense, Distance Sense, Infravision, Time Sense, Ultra-Hearing) • 12 points.
Tactical Computer: Enhanced Dodge 2, Enhanced Fighting 4, Enhanced Ranged Attack 2 • 12 points.
Helicoptershape: Morph 1 (Metamorph) • 6 points.

Servo Motors & Weapon Array:
Servos: Enhanced Strength 12 • 24 points.
Force Beams: Ranged Damage 12 • 1 point.
Homing Missile: Ranged Damage 10, Homing 2 Linked to Senses 1 (Infravision) • 1 point
Machine-Gun: Ranged Multiattack Damage 8 • 1 point
Micro-Missiles: Burst Area Ranged Damage 8 • 1 point
(Rotor) Blade: Damage 12, accurate 1, reach 1, Improved Critical 4 • 1 point

119-24= 95

ADVANTAGES
Accurate Attack, Improved Initiative 1, Improvised Tools, Ranged Attack 4, Power Attack

SKILLS
(3sp/1pp) Expertise: Engineering 5 (+10), Insight 2 (+5), Intimidate 4 (+6), Perception 4 (+6), Stealth 1 (-3), Technology 8 (+13)
(2sp/1pp) Ranged Combat (Weapon Array) 4 (+10), Close Combat (Unarmed) 2 (+10)

OFFENSE
INITIATIVE +1
Weapon Array +10 Ranged, Damage 12
Unarmed +10 Close, Damage 12

DEFENSE
DODGE 8 FORTITUDE 11
PARRY 8 TOUGHNESS 14
WILL 11

ABILITIES 26 • POWERS 95 • ADVANTAGES 8 • SKILLS 11 • DEFENSES 19 = 165

Background bullet points
- Wounded GI JOE/MASK combat engineer Clifton Star who got an experimental Stark suit based on his old helicopter.

Notes: Skill Points are house-ruled.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Mon Dec 10, 2012 1:52 pm

Hybrid

Image

STR 2
STA 7
AGL 2
DEX 0
FGT 2
INT 1
AWE 1
PRE 1

Powers
DAEMONITE:
Psionics: Array (21-point), Dynamic
• Psionic Flight: Flight 10, Dynamic • 22 points
• Scan: Senses (Detect (Minds) [Radius, Accurate, Acute, Precise, Extended 4]) Dynamic • 2 points
• Telepathy: Communication 4 (mental), Rapid, Subtle 2, Dynamic • 2 points
• Telekinesis: Move Object 10, Accurate 1, Dynamic • 2 points
• Telekinetic Blast: Ranged Damage 10 (force), Accurate 1, Dynamic • 2 points
Natural Telepath: Senses 2 (Mental Awareness, radius) • 2 point

HOST:
Morphology: Array (15-point)
• Intangibility: Insubstantial 3 (Neutrinos -> Phasing, but not immune to energy) • 15 points
• Density: Impervious Toughness 12, Sustained • 1 points
• Invisibility: Visual Concealment 4 • 1 points
• Shapeshifting: Variable 2 (to assume other shapes, Move Action, Precise) • 1 points

Durability: Immunity 13 (aging, critical hits, Life Support); Protection 5 • 18 points

Advantages
Language (English), Power Attack, Ranged Attack 8

Skills
Deception 14 (+15), Insight 9 (+10), Perception 11 (+12), Persuasion 2 (+3), Stealth 7 (+9), Technology 4 (+5), Vehicles 3 (+5)

Offense
Initiative +2
Telekinetic Blast +10 Ranged, Damage 10
Telekinesis +10, Str rank 10 for combat maneuvers
Unarmed +2 Close, Damage 2

Defense
Dodge 8 Fortitude 10
Parry 8 Toughness 12
Will 10

Power Points
Abilities 32 + Skills 16 + Powers 68 + Defenses 24 + Advantages 10 = Total 150

Complications
Motivation (Acceptance): Both to the public, as a new hero and to those who know his true nature, as a sample that Daemonites are not savage, power-mad and bloodthirsty.
Power Loss: Should the possession somehow be broken, the Daemonite looses access to the host's powers.
Reputation: He is a Daemonite. Those who know only know the Kheran propaganda consider them savage, power-mad and bloodthirsty.

The Daemonites are known for possessing other beings and use their powers. This one enjoyed exploring the space and tried to avoid the war and conflict. During these travels, he befriended a shapeshifter of a practically extinct race and they continued their explorations together. They were near a blue planet, when their ship was blasted by an unknown source and they had to try an emergency landing on Earth. The radiation of the blast had different, but disastrous effects on them. The Daemonite's body was poisoned by it and started to shut down the life functions, while the morphic abilities of his friend were heightened to a degree, that his malleable brain was no longer able to hold or retain any thought or memory. The only possible way to survive was to permanently possess his braindead friend, creating a new a unique hybrid creature.
Suffering some amnesia from the shock but feeling a urge to do the right things, the compound being tries to make his home on this planet, which seemed full of strange visitors.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Fri Dec 14, 2012 1:14 am

The Vuldarian

Image
Last edited by Walking Dad on Thu Jun 20, 2013 12:20 am, edited 1 time in total.
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Re: WD's PbP characters (3e)

Postby Walking Dad » Wed Dec 26, 2012 10:12 pm

Makeshift

Image

STRENGTH 12 AGILITY 3 FIGHTING 4 AWARENESS 1
STAMINA - DEXTERITY 3 INTELLECT 3 PRESENCE 0

POWERS
Not his real body: Immunity to Fortitude Effects (Quirk: can still be fatigued by extra effort and other mental means) • 29 points.
Rebuilding: Immortality 5, Regeneration 10 • 15 points.
Armored: Protection 11, Impervious 6 (noticeable: solid material, variable material can be changed) • 17 points.
Powerful: Power Lifting 4 • 4 points.
- AP: Leaping 4 • 1 point.

ADVANTAGES
Interpose, Luck 1, Power Attack, Takedown 2

SKILLS
Close Combat (Unarmed) 4 (+8), Intimidation 4 (+4) Investigation 2 (+5), Perception 6 (+7), Ranged Combat (Throwing) 5 (+8), Technology 1 (+4), Vehicles 2 (+5)

OFFENSE
INITIATIVE +3
Unarmed +8 Close, Damage 12

DEFENSE
DODGE 9 FORTITUDE Immune
PARRY 9 TOUGHNESS 11
WILL 10

Power Point Totals: Abilities 42 + Powers 71 + Advantages 5 + Skills 12 + Defenses 20 = 150

Complication:
Power Loss: He needs solid material around for his resurrection and regeneration to work. His another powers may not work at full capacity, if he have to use "soft" material (rubber for example) as replacement.
Prejudice: He looks clearly inhuman.
Motivation: Acceptance.


Background:
Intelligent, but not overly so, talented, but mot overly so, Jeremy Mills drifted around, not keeping any job for long or anything else what matters. Working as a janitor at Star Labs was just one job of many, or so he thought. After changing some bulbs, he managed to get closed in a radiation test room...
His body was seemingly atomized, but his consciousness remained, reaching out for a new body and creating a makeshift one from the floor concrete and lab equipment, destroying all hope to recreate the process later.
Only moments later, Superman came in fighting the "monster that attacked Star Labs". Fortunately they realized two things: Jeremy was still in control of his actions, and secondly, that he can reform himself a new body any time needed.
Stuck in a monstrous shape, Jeremy looks like a perfect candidate for the Doom Patrol.
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Re: WD's PbP characters (3e)

Postby Walking Dad » Mon Apr 01, 2013 12:49 pm

PHOTONIC Pl 10

Image

STR 0, STA 1, AGL 2/8, DEX 1, FGT 3, INT 4, AWE 2, PRE 0

Powers:
Energy Form: Enhanced Agility 6, Enhanced Defenses 13 (Dodge 4, Parry 9); protection 7, Immunity 30 (Fortitude Effects), Immunity 10 (Light Effects); Insubstantial 3, Reaction, Variable Descriptor (Electromagnetic Energy) • 92 points

Life Support: Immunity 13 (Life Support, Critical Hits, Aging) • 13 points

Energy Powers: Array (37 points) • 40 points
• Energy Blasts: Ranged Multiattack Damage 12, Variable Descriptor (Electromagnetic Energy) • 37 points
• Deactivate Electronics: Burst Area Nullify Electronics 8, Broad, Simultaneous, Close • 1 point
• Transmit: Area Radio Communication 4 • 1 point
• Visual Dazzle: Ranged Affliction 12 (Resisted by Fortitude; Impaired, Disable, Unaware), Cumulative, Limited to vision • 1 point

Laser Constructs:
Many hands make easy work: Move Object 10 (Extras: Burst Area (+1), Perception Range (+1) Feats: Precise) • 41 points
Mobile: Summon Light Creature 5 (4 creatures, Horde, Controlled) • 1 point
Static: Create Light Constructs 10 (Continuous, Movable) • 1 point

Illuminate: Environment (Light) 4 • 8 points
Invisibility: Concealment (passive, Auditory, Olfactory, Visual) • 4 point
Energy Sense: Senses 5 (Detect Energy, Ranged; Infravision, Ultravision, Radius; Radio) • 6 points
Lightspeed: Flight 24, Movement 1 (Space Travel 1), Limited to while in Energy Form • 25 points

Advantages:
Favored Environment (flying), Improved Initiative 4, Evasion, Luck 5, Ranged Attack 5, Uncanny dodge (sight)

Skills: Acrobatics 2 (+10), Close Combat: Unarmed 2 (+5), Expertise: Physics 5 (+9), Investigation 1 (+5), Perception 9 (+11), Persuasion 4 (+4), Ranged Combat: Energy Powers 2 (+8), Technology 5 (+9)

Offenses:
Initiative +8/+20
Energy Blasts +8, Ranged, Damage 12
Visual Dazzle +8, Ranged, Affliction 12
Unarmed +5, Close, Damage 0

Defenses: Dodge 2/12, Parry 3/12, Will 10, Fort 10/Immune, Toughness 8


Abilities 26 + Powers 231 + Skills 15 + Advantages 17 + Saves 17 = 306 pp

work in progress (character is based on Lightmaster & Photon)

I will try to do a background before finishing the rest, as this is usually the hardest part for me ...

Light Creatures (blaster) PL8 • MR5
STR 0 STA — AGL 2 DEX 0 FGT 0 INT — AWE — PRE —
Powers: Light Blast (Ranged Damage 8); Light Form (Flight 8,
Insubstantial 3 (light), Permanent, Innate); Unliving (Immunity
30: Fortitude Effects)
Skills: Ranged Combat: Light Blast 8 (+8)
Offense: Initiative +2, Light Blast +8 (Ranged, Damage 8)
Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 0,
Will Immune
Totals Abilities –36 + Powers 78 + Advantages 0 + Skills 4 +
Defenses 18 = 64

Light Creatures (melee) PL8 • MR5
STR 0 STA — AGL 2 DEX 0 FGT 0 INT — AWE — PRE —
Powers: Light Strike (Affects Corporal Damage 8); Light Form (Flight 8,
Insubstantial 3 (light), Permanent, Innate); Unliving (Immunity
30: Fortitude Effects)
Skills: Close Combat: Light Strike 8 (+8)
Offense: Initiative +2, Light Strike +8 (Melee, Damage 8)
Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 0,
Will Immune
Totals Abilities –36 + Powers 78 + Advantages 0 + Skills 4 +
Defenses 18 = 64


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Re: WD's PbP characters (3e)

Postby Walking Dad » Fri Apr 05, 2013 9:28 am

HONOR

(Warforged Paladin / Gray Guard)
Ouote: "For light and justice!"

Image

Honor is a war veteran. Charged with the defense of an religious outpost in Cyre, he became interested in the religion of the Sovereign Host.
He served as a bodyguard of a priest, who was delegated as an ambassador to Sharn, when the Mourning struck Cyre. In the wake of this events and the end of the war, he decided to became a paladin of the The Sovereign Host as a group. He has bis body be completely ornamated with the different symbols of the Sovereign Host: Aureon on his head, Dol Arrah over where his heart would be.
He served his church well, despite his tendencies to be more lawful than good. He eventually became a Gray Guard.
On one of his missions he acquired the docent named “Xalixis”. They became something like friends. Honor felt a kinship to “her”, being both constructed for purpose of war.
An attack of a rust monster killed nearly both of them Mourning his lost friend, Honor traveled to Xen'drik to find a way to restore the docent.
Not wanting to being just selfish, he prayed to the gods to give him a rightful mission on the continent and to find his answers on-duty.

The stoic type. His low Charisma results from being more the silent type and his (light) fanatical tendencies. Some good role-playing opportunity with more chaotic characters

Gray Guard is a prestige class that allowed for breaking the Paladin's code while seeking justice, like beating a confession from a heretic. If Honor has to decide between good and lawful action, he will nearly always follow the lawful option.

---

Abilities - 36pp
Strength 4, Stamina 5, Agility 2, Dexterity 0, Fighting 4, Intellect 0, Awareness 3, Presence 0

Advantages - 4pp
Improved Initiative 1, Equipment 2, Evasion 1, Fearless, Improved Critical (Blades) 1, Power Attack, Luck 2, Takedown 1

Skills - 13pp
Athletics 3 (+7), Expertise: Religion 3 (+6), Insight 3 (+6), Intimidation 8 (+8), Perception 6 (+8), Close Combat: Blades 3 (+7)

Powers - 00pp
Mechanical: Immunity 14 (critical hits, aging, sleep, life support) - 14pp

Paladin Abilities (magic array; base 00 pp) - 22pp
. . Smite Evil (weaken toughness linked to weapon damage, limited to evil targets)
. . Sense Evil (Detect Evil, ranged, radius, acute)
. . Lay on Hands (Healing, persistent, restorative, stabilize)
. .


Equipment
Sword - 4ep
Armor Parts - 3ep

Offense
Initiative +6
Sword, +7 (DC 22) (crits on 18-20)
Unarmed, +4 (DC 19)

Complications
Motivation (Vow): Purge the world of Evil. Find lost docent.
Power Loss: Looses access on Paladin Abilities for breaking Code of Honor.
Vulnerability: Healing represents self-repair. Can be affected by certain "object only" effects.

Languages
Common

Defense
Dodge 6, Parry 6, Fortitude 8, Toughness 8/5, Will 6

Power Points
Abilities 36 + Powers 36 + Advantages 8 + Skills 13 (26 ranks) + Defenses 12 = 105
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Thu May 02, 2013 6:11 am

G'worr, Green Lantern of Sector 1594

Image

PL: 12 ( 180 PP)

Abilities:
STR 0
STA 4
AGL 2
DEX 1
FGT 1
INT 1
AWE 4
PRE 0

Skills:
Acrobatics 3 (+5), Close Combat: Unarmed 6 (+7), Expertise: Biology 6 (+7), Intimidation 8 (+8), Investigation 4 (+5), Perception 4 (+8), Ranged Combat: Power Ring 7 (+10)

Advantages:
Fearless, Improved Initiative 1, Luck (recover) 2, Power Attack

Powers:
Power Ring: 122 points, Removable (–24 points) • 98 points
AI and Database: Features 2 • 2 points

Communication: Senses 1 (Communication Link to Central Power Battery) • 1 point

Flight: Flight 13 (16,000 MPH), Movement 4 (Environmental Adaptation: Zero-G, Space Travel 3) • 34 points

Force Field: Protection 12, Impervious; Immunity 10 (Life Support) • 34 points

Force Manipulation: Array (35 points)
• Force Blast: Ranged Damage 14, Dynamic • (28) points
• Force Bubble: Affects Others, Burst Area, and Ranged on 
Immunity 10 (Life Support), Dynamic • 2 points
• Force Constructs: Create 14, Dynamic • 2 points
• Lifting: Move Object 14, Dynamic • 2 points
• Mobile Constructs: Create 9, Movable, Dynamic 
• 2 points

Scanning Beam: Senses 6 (Analytical Auditory, Chemical, and Visual) • 6 points
Universal Translator: Comprehend Languages 4 • 8 points

• 98 points

Defenses:
Toughness +16 (12 Impervious)
Dodge 8
Parry 8
Fortitude 10
Will 14

Combat:
Attack:
Force Blast +10, Ranged Damage 14
Initiative +6
Abilities 28 + Skills 21 + Advantages 5 + Powers 98 + Defenses 29 = / 180 PP

Complications:
Power Loss: The power ring needs periodic recharging and issues a warning as its power runs low.
Prejudice: Looking clearly alien and not considered looking good, he will face some prejudice on earth.
Weakness: Green Lantern power rings depend on the willpower of the wearer; the maximum rank of the ring’s effects is equal to the wearer’s Will rank, and moments of self-doubt or hesitation can cause the ring to fail.

Backstory:
The extreme weather conditions on the surface forced the life on C'verna to evolve below ground.This and th q'mul, a broad species of large worms, whose diet consist of what other planets call fossil fuel had some dramatic effects on the evolution of the local sentient species.
They developed normal senses, like surface dwelling races thanks to the plentiful existence of natural glowing fungi. The fungi were the first life form they harvested and cultivated, beginning a nearly singular concentration on biotechnology in their technological development. This caused some difficulties to judge their technological advancement and as the Guardians finally approached the world, the idea to use a non-organic tool, the GL ring and battery, was an alien and disturbing idea.

G'worr was a biologist and pretty extreme enemy of the new object science, which tried non-biological technical approaches to existing problems, based on the works of other species. It came to a big schism between him and his sister who joined a colony, "New Path", who wanted to start an experiment on another planet, trying to survive and thrive without biotech.

He was finally convinced to join the Green Lantern Corps when a colony on another planet was attacked by the Reach. With his only remaining family among the colonists, he accepted the burden and still does. Now a new threat emerged on a distant planet in sector 2814, and G'worr heeds the call.
English isn't my native language. Have patience, please.

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