Flynnarrel's Folio

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flynnarrel
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Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:39 am

This is just a collection of characters I've played throughout my time at ATT.

flynnarrel
Cosmic Entity
Cosmic Entity
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:40 am

David R wrote:Film

Power Level: 6; Power Points Spent: 90/90

STR: +0 (-), DEX: +3 (16), CON: +2 (14), INT: +0 (10), WIS: +1 (12), CHA: +0 (10)

Tough: +2, Fort: +4, Ref: +6, Will: +6

Skills: Bluff 11 (+11), Notice 10 (+11), Search 10 (+10), Stealth 8 (+11), Craft: Artistic 5 (+5), Knowledge: Streetwise 4 (+4), Knowledge: Popular Culture 4 (+4)

Feats: Move-By Action, Evasion 1, Attack Focus (Melee) 4, Set Up, Redirect, Luck 1, Leadership, Attack Specialization - Array 1, Dodge Focus 1

Powers:
Two Dimensional (Insubstantial 1) (Fluid; Drawbacks: Custom 1 (Limited by Width), Extras: Duration 1 (continuous), Flaws: No Effective Strength, Permanent)
Two Dimensional Body (Immunity 20) (Nonlethal Physical Damage, Flaws: Limited - Half Effect)
Living Paint (Immunity 6) (Suffocation (All), Environmental Condition: High Pressure, Environmental Condition: Vacuum, Critical Hits)
Anatomic Seperation 4 (4 separated parts; Extras: Variable Split, Flaws: Action 1 (standard))
Speed 3 (Speed: 50 mph, 440 ft./rnd)
Super-Movement 3 (Slithering, Wall-Crawling 2 (full speed))
Paint (Array 4) (Default Power: Color Control, Alternate Powers: Color Control 6 [Alt], Dazzle 6 [Alt], Paint Splotch (Linked) [Alt])
Color Control 6 [Alt] (30-ft. cube; DC 16, Power Feats: Precise, Extras: Duration 1 (continuous), Flaws: Permanent, Range 1 (touch))
Dazzle 6 [Alt] (DC 16, Affects: One Sense Type (1/r) - Vision, Flaws: Range 1 (touch))
Paint Splotch (Linked) [Alt] (Powers: Environmental Control 6 [Link], Trip 12 [Link])
Environmental Control 6 [Link] (Radius: 250 ft.; Hamper Move (25%), Power Feats: Subtle 1 (subtle), Extras: Independent, Total Fade, Flaws: Action 1 (full), Range 1 (touch), Custom 1 (Max 10' Radius))
Trip 12 [Link] (Extras: Independent, Area, Burst (60 ft. radius - General), Flaws: Range 1 (touch), Action 1 (full), Limited 1 (Max 10' Radius))
Illusion 1 (DC 11, Affects: Two Sense Types (2/r) - Sight, Sound, Flaws: Limited 1 (Two Dimensional), Limited 1 (Must be projected on a surface))
Super-Senses 2 (Darkvision)

Attack Bonus: +0 (Ranged: +0, Melee: +4, Grapple: +4)

Attacks: Unarmed Attack, +4 (DC 15), Color Control 6 [Alt], +6 (DC Ref 16), Dazzle 6 [Alt], +6 (DC Fort/Ref 16), Trip 12 [Link], +6 (DC 22)

Defense: +6 (Flat-footed: +3), Knockback: -1

Initiative: +3

Drawbacks: Vulnerable - Uncommon - Major - Paint Thinner/Remover, Disability - Uncommon - Major - Can only move along contiguous surfaces

Languages: Native Language

Totals: Abilities 2 + Skills 13 (52 ranks) + Feats 12 + Powers 49 + Combat 10 + Saves 10 - Drawbacks 6 = 90

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:41 am

Gorin (flynnarrel) - poison-spitting lizard

St 10
Dx 18
Cn 18
Int 8 (-2pp)
Wis 10
Cha 6 (-4pp)
Attributes: [10pp]

REF: 4+3 WIL: 0+10 FORT: 4+5 [18pp]

Attack(Max8): BAB+6[12pp]/ +8 (other Accurate Attacks)
Def (Max 8 )3[6pp] +5Dodge feats, Defense 2 if Uncanny Dodge doesn’t apply.
Dmg (max8 )

Tough (Max 6): 4(Con)+4(protection) = 8

Initiative: +12 Grapple: 6(AB)+4(DEX)+1 Additional Limbs(?)= 11 Knockback: +8 to resist (from immovability)

Feats: Move-by-Attack, Power Attack, Defensive Attack, Grappling Finesse, Luck, Uncanny Dodge(scent), Dodge focus 5, Improved Initiative 2, Improved Concealment, [14pp]

Skills: Acrobatics +12 (16), Escape Artist +12 (16), Notice +12 (12), Stealth +12 (16) [12pp]

Powers:

Additional Limbs 1: Forked Tongue [1pp] {He also has a short, stubby, non-functional tail}
Elongation, 1/r Flaw: -1/r, Tongue only, pr 3 {25ft} + Feat: Ambidexterity: Tongue only [2pp]

Super Senses, smell Acute, Accurate, Tracking [3pp]

Spit Array: [18 pool, +5 AP]
Snare (organic glue) (Individual trade-off max+2 DC/-2 att); Feats: ; Drawback: Shortened Range -2 (goes from 10feet to 5feet to 2.5ft per rank), pr10 (18pp)
{Large globs of sticky spit fly out to 25 feet. Reflex DC20 to keep limbs apart before spit hardens. This is his only spit attack, It’s inherently less accurate but is the most powerful as it harkens to the genetic code of spitting cobras, and even ancestral dragons. GOZIRRA!!!}

- Suffocate (toxin) 2/r; Extra: +1/r Sustained, +1/r Effortless {borrowed from Mind Control, no extra effort to try again}; Feat: +1Accurate, +1Blind Fighting, Flaw: Independent [0/r], -1/r Quick Fade, -1/r Full Round Action, pr8 (18pp)
{Gorin’s goo-coated tongue darts out with remarkable accuracy. If it hits, the saliva absorbs into the blood (unless resisted, Fort DC18). The body’s hemoglobins can no longer bond with oxygen, and the victim undergoes suffocation for 9 rounds Con DC10 +1 per round.}

- Obscure (all senses) +4/r, Flaw: -1/r Partial, -1/r Range Touch; Feats: +0 Independent;. (25 foot radius) Pr3 (6pp) +LINK+ Environmental Effect (Hamper Movement) one quarter movement 2/r, Extra: +0 Indepedent, Slow fade 2, Flaw: Touch pr3 (25 foot radius)(5pp) +LINK+ Environmental Control: Distraction DC15 3/r, Flaw: -1/r Touch, Extra: Independent pr3(6pp)
{Gorin’s skin darkens with a black goo in seconds just before he shakes vigorously spreading it out around him, it's sticky nature hampering ground movement for opponents in a 25 foot radius area for 6 rounds. Other compounds in the spit immediately starts to evaporate filling a 25 foot radius area with a billowing cloud. Anyone in the cloud finds that it’s caustic vapors, while doing no damage, eat at the skin making it hard to focus on any sights or sounds or smells coming from within and moderately difficult to maintain focus on sustained abilities.}(17pp total)

(Alternatively, if the full obscure is too much, remove full round action flaw and make obscure only partially effective (20% miss chance), or remove full round action and one of the sense types it obscures (maybe people can hear just fine w/in the cloud)

- Stun (neurotoxin) 2/r: Feats: +1Accurate, +1Sedation, +1BlindFighting, +1Improved Critical (19-20) +0Alternate Save (Will) pr 7 (18pp)
{Another toxin much like that of a Jellyfish transfers from the tongue to victim. It causes seizing up of the nerve clusters, Will DC 17}

- Acid Pores, Corrosion (chemical oxidizing acid) , :Effect pr6 (18pp). {Gorin can secrete an acid from any part of his body that breaks down and damages whatever it touches.}

- Fatigue 2/r Extras: Alternate save (Will), Ranged +1/r Flaws: -1/r Full Round action Feats: Precise, Ricochet, Accurate (He’s taking the whole round to get the target in his sites). Drawback: Reduced Range -1 Pr8 (18pp) (40 feet)
{Gorin’s throat bulges obscenely a few times before he opens his mouth and coughs out a needle with great precision. If it hits it does negligible damage but fills the user with an energy draining effect. Will DC18}

Note: attacks delivered by Tongue to an individual (Stun and Suffocate) have Blindfighting added to them to indicate the better muscular control he has over the tongue (which is the smell sensory organ for a reptile). Other attacks do not have this benefit.

Immunity: Own powers, Poison [2pp]

Immunity, with Flaw: Unreliable (50% of the time): Critical Hits (pr2) {Gorin’s unnatural Physiology makes it uncertain to land devastating blows against him.}
(total ranks 2,) [1pp] Sorry, must have been my D&D days linking critical to sneak attacks.

Claws: Strike, Feat: Penetrating 2, pr 8 [10pp +1 AP]
- Immovable 2 (brought to sustained +0)(2pp) +8 to resist push, rush, trip, or throw, shift slam damage by 2. {Gorin’s secretions and claws are such that he is hard to separate from the surface he is on} +LINK+ Super Move 2/r Wall Clinging, full movement, full dodge {4}, Prone Fighting{1} and Slithering{2}(7pp) +LINK+ Speed pr1 (1pp) (Total: 10pp)
Leaping x5 pr2, [2pp] (25ft standing broad Jump)

Protection 4 [4pp]

Complication: {very hard to understand speech from Gorin, only 50% of the timedoes his words come out as anything more than garble.}


I'd say that without HIPS, you could not hide when outside of the cloud without having some other form of cover.[/quote]

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:41 am

flynnarrel wrote:Magenta PL8, 120
ST 8 DX 16 CN 14 IN 10 WS 12 CH 12 [12pp]
Ref 3+2 Will 1+3 Fort 2+1 [6pp]
Attack (Max6) 2[4pp] / +4 Ranged / +6 Accurate ranged
Defense (max 8) 4 [8pp] +4feats, 2 if flat footed
Damage(Max10)
Toiughness (Max 8) 2con+6forcefield

Feats: Attack Focus-Ranged 2, Luck, Attractive, Well-informed, Dodge Focus 4, Accurate Attack, Move-By-Action [11pp]

Skills: Knowledge-Current Events +4, Gather Information +8, Diplomacy+8, Bluff +8, Notice+4, Concentration +6, Sense Motive+6, Disable Device +12, [14pp]

Magnetic control Extras Area- burst, Selective Attack, Feats: Subtle, Precise, PR8 [34pp+ 8AP]
AP: Magnetic control Extra: Damaging, Feats: Indirect, Subtle, Precise, Improved pin pr10
AP Blast, Extras: Autofire, Feats: Accurate, Indirect 2, Precise, pr10, {many small pieces of jagged metal fly toward target at bullet speed.}
AP Blast, Extra Penetrating, Feats: Accurate, Precise, Affects Insubstantial, improved critical {19-20}, pr10 {A bolt of Magnetic Force slams into target.}
AP: Transform (Metal to Metal, 4/r)Extras: Continuous, Perception, Flaw: Full Round Action, Feats: Selective, Innate, Precise, Subtle, pr6 (50lbs) (34pp)
AP: Nullify:Electronics All 2/r Extras: Area – Burst, Selective Attack; Feat Selective, Subtle, pr8 (34pp)
AP: Cloud – Obscure, Visual, Radio 3/r, Extra , +1Link, +0Independent, Feat: Selective pr3 (12pp+1feat)+ Environmental Effects: Concentration DC15, 3/r Extra +1Link, +0Independent, (12pp) pr3 + Environmental Effect: Hampered Movement ¼ 2/r, +1Link, +0Independent, (9pp) pr3.
{A cloud of spinning metal engulfs a 25ft. radius area, large pieces at the bottom make it hard to move, minor collisions from all sides make it hard to think, Small shards flying about make it hard to see, and the magnetic area makes radios stop working. These affects can also be used individually or all at once, and the obscure can be selected visual and/or radio. Each effect lasts about a minute, reducing in size after 4 (or 3 in the case of movement) rounds.} (Total 34)
AP: Snare, Extras: Area-burst; Feats: reversible, Accurate, Tether, Chokehold pr10 (34pp)
AP: Create Object, Extras: Continuous, Moveable, Feats: Selective, Progression (8x10ft cubes) pr8 (34 pp) {Frances Kane created a bubble of pure magnetic force that could keep the Flash out but let her pull Flash’s girlfriend in}

Immunity: Own powers [1pp]

Force Field pr6 Extra Continuous, Impervious (limited: Physical damage, metal only) [14pp]
+LINK+ Immunity: Suffocation, high pressure, vacuum, [4pp] {Magnetic force surrounds Magenta holding her own pocket of atmosphere inside.}

Flight 3 (50 mph) [4pp] Drawback: Reduced Load- no more than Light -2

Detect Metal (Mental), Ranged, Acute, Accurate, [4pp]

Drawbacks:
Vulnerability Electricity (common, Moderate) -3
Power Loss (ongoing electrical damage, uncommon) -1

Complications: Used to be one of the “heroes” and that personality is still inside of her, Owes a lot to Dr. Polaris.

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:42 am

flynnarrel wrote:Zhang Jingzhong
PL4 80
ST 8 DX 10 CN 16 IN 16 WS 14 CH 8 [12pp]
Ref +4 Wil 2+5 Fort 3+3 [12pp]

Skill: Concentration +8, Notice +8, Medicine +8, Knowledge: Physical Sciences +7, Life sciences +4, Arcane Lore +7, Craft: Chemistry +8, Mechanical +4, Disable Device +6, [15pp]
Feat: Attack Focus: Ranged 2, Attack Specialization (Alchemy Array) 1, Attack Specialization (crossbow)1, Dodge 2, improved initiative, Move-by-action, inventor(Alchemist), Luck, equipment 3, Quickdraw, Precise shot, Benefit(status – Apothecary/Healer) [16pp]

Combat:
Def(Max4) 2[4pp] +2dodge, 1 if flatfooted
Tough (Max4): 3con+1
Knockback -2
Initiative: +4
Att(Max4) Ranged +2 / Array +4 / Crossbow +4
Dmg(Max4)

Powers:
Built-up-tolerance: Immunity – own ‘powers’, poisons, [2pp]

Alchemy/Apothecary Array pr7 [14pp+5AP]
Healing Herbs, Healing pr4, Extra: Standard Action, Feats: Stabilize, Extended Touch {Zhang's knowledge of herbs and the body processes firmly touch the realm of the uncanny in his ability to impart wellness on others}
AP:Flash-Bang, Dazzle(Visual,Audio) pr4, Extra: Area-Perception, Flaws: unreliable 5-uses, Feats Triggered 2, {The alchemist is a master of fire crackers, knowing how to create variable length fuses, or even impact detonated flashes.
AP: Hardening Tar pot, Snare pr4, Extras: area-burst, Secondary effect, Flaw: Unreliable 5-uses, Feats: Triggered 2, {20 foot radius burst of black tarry substance, if it hits it starts to harden, if allowed to bond (failed save resulting in entangled or helpless) it continues to harden (possibly moving entangled to helpless or applying +1 to toughness of snare.}
AP: Demon Spit (Disintegrate pr 4) Flaw: unreliable 5-uses, Feat: Affects insubstantial, Slow Fade (toughness loss lasts 5 times longer) {not actual Demon spit, but a blend of pepper and herbs and acids, ‘cooked’ in such a way as to be not entirely in one world or the other. A special treated bladder contains it and a nozzel (like a demon's mouth) can project a glob out to 40 feet and beyond.}
AP: Grease pellets, Trip pr4, Extra: Sustained +2/r, independent, area-Selectable, Resist by Dex (0/r), Flaw: Unreliable 5-uses, Feats: Subtle, Slow Fade, {Alchemist has gotten good at throwing a handful of pellets to land in a desired shape releasing a very slick substance that is hard to see and harder to walk on. It lasts for 7 minutes, becoming easier to cross as it dries (DC -1 for every Minute and a half). Someone, trying to stand up in the same place they tripped (likely since DC20 to notice area) is subject to trip again.}
AP: Curare (Paralyze pr 4) extra: Ranged, Flaw: Unreliable 5 uses +LINK+ Blast pr3, Extra Penetrating, Flaw: unreliable 5-uses {Specially shaped darts are chemically propelled from a tube he carries. Each are coated with a nuerolytic poison.}

Equipment: bamboo&leather vest and pants (protection 1), First Aid kit 1ep, Smoked glasses (flash goggles) 1ep, Alchemy kit 1ep, crafting tools 1ep,
Cho-Ko-Nu (add autofire to simple Crossbow) +3 Blast, Autofire, improved crit 10ep,


Zhang Jingzhong is the son of a famous healer and medicine man. As such, he rebelled against the strict medical arts and sought more knowledge in both the arcane and the scientific fields. His knowledge of alchemy and herbalism combine with the knowledge of the body he was forced to learn by his father and knowledge of more esoteric arts he's picked up in his travels. He carries his own, more unique, blend of chemicals and delivery methods.
Unfortunately, he grew well known among the people for the one thing he did not want to be – a healer. He simultaneously revels in the opportunities to show up his father, and curses the peasantry that bother him.
His own studies have left him a little mentally unsound and not particularly versed at social interaction. But no one can question the potency of his part-science, part-mysticism innovations.


Complication: reputation (Healer) which his pride does not let him refuse, Short Attention span, Curious, tries to escape the shadow of his father [Zhan Zhongjing, famous Chinese doctor], prideful, not opposed to the 'dark arts',

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:42 am

flynnarrel wrote:PM'ed to the GM, but never posted for public consumption - Magenta.

Francesca Margaret Kale's breakout occurred when her petty criminal boyfriend, driving recklessly to avoid capture by the cops, wrapped his car around a telephone pole. Though her boyfriend was killed a force seemed to surround Francesca keeping the jagged metal (and some of the broken glass) off of her. She fled the scene, finding that she could take to the air, and finding that bullets bounced harmlessly off the shield surrounding her.
She fell in with rougher and rougher crowds, lending her powers to more and more daring heists. She found her talents for getting secrets from people and keeping her ear to the ground for useful facts as much valuable as her talent for disabling cameras or tearing of bank vaults doors.
Eventually she was caught and locked away in a facility for powered criminals. A psychiatrist, with minor magnetic powers of his own, and... result-driven ethics, discovered that he could interact with the magnified magnetic fields of Francesca's mind. Over several months he reversed the polaric pathways of her brain and found her becoming less violent and less anti-establishment driven. A previously lazy ethic became hard-working and driven. She discovered remorse and applied for work *with* the law enforcement.
Despite her criminal background, or perhaps, in part, because of it, she was accepted and became a regular patroller of Silver City. She still keeps her ear to the ground and opposes wrongdoing with her incredible abilities to interact with magnetism even creating a solid force from it.

Appearance: Silver body suit with numerous pouches and petite but strong iron chains crisscrossing it. Her powers manifest as magenta-colored force.

Magenta PL8, 120
ST 8 DX 16 CN 14 IN 10 WS 12 CH 10 [10pp]
Ref 3+2 Will 1+3 Fort 2+1 [6pp]
Toughness (Max 10 ) 2con+2costume+6forcefield

Attack (Max6) 2[4pp] / +4 Ranged / +6 Accurate ranged (Snare, Blasts)
Defense (max 6 ) 4 [8pp] +2feats, 2 if flat footed
Damage(Max10)
Grapple: 1
Init: +3

Feats: Attack Focus-Ranged 2, Luck, Attractive, Well-informed, Dodge Focus 2, Accurate Attack, Move-By-Action, equipment 1, Benefit - security clearance, Contacts [12pp]

Skills: Knowledge-Streetwise +4, Gather Information +12, Diplomacy+7/+11, Bluff +7/+11, Notice+9 (10), Concentration +9 (10), Sense Motive+10 (11), Disable Device +12, [18pp] Language: English (Native)

Magnetic control Extras Area- burst, Selective Attack, Feats: Subtle, Precise, PR8 [34pp+ 8AP]
AP: Magnetic control Extra: Damaging, Feats: Indirect, Subtle, Precise, Crushing pin pr10
AP Blast, Extras: Autofire, Feats: Accurate, Indirect 3, Precise, Drawback: Requires environmental metal, pr10, {many small pieces of jagged metal fly toward target at bullet speed from all sides. Usually a surprise attack}
AP Blast, Extra Penetrating, Feats: Accurate, Precise, Affects Insubstantial, improved critical {19-20}, pr10 {A bolt of Magnetic Force slams into target.}
AP: Transform (Metal to Metal, 4/r)Extras: Continuous, Perception, Flaw: Full Round Action, Feats: Selective, Innate, Precise, Subtle, pr6 (50lbs) (34pp) {not sure exactly what this does, but a lot of Magneto builds seem to have it, I think it represents reshaping metal}
AP: Nullify:Electronics All 2/r Extras: Area – Burst, Selective Attack; Feat Selective, Subtle, pr8 (34pp)
AP: Cloud – Obscure, Visual, Radio 3/r, Extra , +1Link, +0Independent, Feat: Selective, reversible, drawback: requires Environmental metal pr3 (12pp+1feat)+ Environmental Effects: Concentration DC15, 3/r Extra +1Link, +0Independent, Feat: reversible, drawback: requires Environmental metal (12pp) pr3 + Environmental Effect: Hampered Movement ¼ 2/r, +1Link, +0Independent, Feat: reversible, drawback: requires Environmental metal (9pp) pr3.
{A cloud of spinning metal engulfs a 25ft. radius area, large pieces at the bottom make it hard to move, minor collisions from all sides make it hard to think, Small shards flying about make it hard to see, and the magnetic area makes radios stop working. These affects can also be used individually or all at once, and the obscure can be selected visual and/or radio. Each effect lasts about a minute, reducing in size after 4 (or 3 in the case of movement) rounds.} (Total 34)
AP: Snare, Extras: Area-burst; Feats: reversible, Accurate, Tether, Chokehold, obscures vision, Drawback: requires environmental metal, pr10 (34pp)
AP: Create Object, Extras: Continuous, Moveable, Feats: Selective, Tether pr8 (34 pp) {Creates constructs of pure magnetic force}

Force Field pr6 Extra Continuous, Impervious (imperv. limited: Physical damage, metal only) [14pp]
+LINK+ Immunity: Suffocation, high pressure, vacuum, Flaw: Limited - only if FF is active [2pp] {Magnetic force surrounds Magenta holding her own pocket of atmosphere inside.}

Flight 3 (50 mph) [3pp] Drawback: Reduced Load- no more than Light -2, requires Environmental metal -1

Detect Metal (Mental), Ranged, Acute, Accurate, Extended [5pp]

Equipment: Costume: Protective 2 2ep, commlink/cellphone 2ep, pockets of ball bearings/iron filings/light chains (provides environmental metal) 1ep

Drawbacks:
Vulnerability Electricity (common, Moderate) -3
Power Loss (ongoing electrical damage, uncommon) -1

Complications:
- Regular visits to her 'special' psychiatrist keeps her new mind frame stable, but the violent criminal 'Violet' is still there and lurks just under the surface of Magenta, {plot hooks abound: she won't hesitate to do anything to help this doctor}
- Seeks to atone for her past, but worries about her former tendencies emerging, {might be cause to make the character pull a shot for less damage, for example}
- Criminals she used to work with are still out there and might seek revenge on a 'traitor' {cause to bring in people with a grudge that know her limits and capabilities}

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:43 am

flynnarrel wrote:Batwoman (Kate Kane)
Mainstream DC Universe
Power Level 8 (150pp)

STR: 16 (+3), DEX: 20 (+5), CON: 18 (+4), INT: 16 (+3), WIS: 14 (+2), CHA: 16 (+3) [40pp]

Saves: Toughness (+4; +8 Costume), Fortitude 4 (+8.), Reflex 3 (+8.) Will 6 (+8.) [13pp]

Skills [41pp]: Acrobatics 7 (+12), Bluff 11 (+14/+18.), Climb 4 (+7), Computers 6 (+9), Diplomacy 10 (+13/+17), Disable Device 7 (+12), Drive 7 (+12), Escape Artist 8 (+13), Gather Information 11 (+14), Intimidate 6 (+9), Investigate 11 (+14), Knowledge [Behavioral Sciences] 8 (+11), Knowledge [Streetwise] 8 (+11), Knowledge [Tactics] 6 (+9), Notice 12 (+14), Search 9 (+12), Sense Motive 11 (+13), Sleight of Hand 7 (+12), Stealth 10 (+15), Speak Languages 1 (English[N], Spanish)

Feats [34pp]: Accurate Attack, Attack Specialization (Batarang) (1), Attack Focus (Melee) (3), Benefit (Wealth [1]), Blind Fighting, Defensive Attack, Dodge Focus (2), Endurance, Equipment (8.), Evasion, Fearless, Improved Initiative (1), Jack of all Trades, Improved Trip, Improved Throw, Sneak Attack (2), Distract(bluff), Defensive Strike, Well Informed, Connected, Grappling Finesse, Attractive, Luck, Leadership

Equipment (40ep):
Batwoman's Costume (10 EP) GPS Receiver, Protection 4, Super-Senses 2 (Radio, Lowlight Vision), Commlink/Cellphone, Camo Clothing (Urban), Mini-tracer

Batwoman's Utility Belt (30 EP, array)
• Tear-gas pellets (18ep)
• Batclub (as club plus Improved Criticalx2, Split Attack, Subtle [collapsible]; 1ep)
• Batarangs (as boomerangs, plus Ricochet 2; 1ep)
• Binoculars with Camera (1ep)
• Stun Gun (1ep)
• Grappling hook and line gun: Super-Movement 1 (Swinging) + Speed 1 or Snare 6, Tether, Accurate (1ep)
• Gas Mask + Rebreather (1ep)
• Smoke pellets (1ep)
+5ep various (anything from portable chemical identification kit (Touch gains analytical), to metal corrosive spray, or even an AP of Belt for Mansion HQ. All equipment based, subject to GM approval)

Combat: Base Attack +5 [10pp] (+8 Melee, +7 Batarang); Base Defense +6 [12pp] (+8 w/ Dodge Focus, 3 if flatfooted) , Grapple +13, Initiative +9, Knockback -4
Damage: Unarmed +3, +6 if sneak; Batclub +5 [18-20], +8 if sneak attack; Batarang +5 +8 if sneak attack (usually with Ricochet)

Abilities 40 + Saves 13 + Skills 41 (184 ranks) + Feats 34 + Powers 0 + Combat 22 - Drawback 0 = 150 pp

Built from Batgirl III's version.

Someone had to step in to coordinate the various empires that Gotham's Protector left behind and that takes vigilance and resources. Coordinating with Fox to see that Wayne Enterprises is operating smoothly and putting up a front for the extended absence of the rich playboy ("Really, now it's skiing in the Alps, how cliche of Bruce!", "Sigh, I think I heard he was tooling around in the Bahamas this week, that Boy.") Someone had to work with Alfred to go through the various subplots and intrigues began by the cowled detective. ("Does the underworld need a 'Matchstick Malone'? Can we make the disappearance believable?")

And someone still had to keep the large crimes held in check at the sad neglect of the street-level crimes. No one could have known the sheer volume that man did for Gotham City. Not until they tried to step into his reinforced boots. Kate has found three new gray hairs this month alone!

But somebody has to do it.

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:44 am

flynnarrel wrote:Image

VAMPIRE (Martin Dremmin, EMT) (PL 8, 180)

Attributes [6pp -10pp= -4pp]
STR 10/16 (0/+3), DEX 12/16 (+1/+3), CON -- (--), INT 10/12 (0/+1), WIS 14/16 (+3), CHA 10/12 (0/+1)

Saves [8pp]
Tough +6protection+3vest = +9 (6 impervious), Fort --, Ref +3dex+3 = +6, Will +3wis+5 = +8

Combat
Attack +5 [10pp] (+10 Melee, +9 Pistols), Damage +3 (unarmed), +6 (Bite and Drain Con, +6 Leech touch), +4 (Heavy Pistol),
Defense +4 [8pp]+3feats = 17 (Flat-Footed 13),
Initiative +7, Grapple +14 (w/super-strength),

Feats [16pp]
Attack Focus Melee 5, Attack Specialization (pistols) 2, Equipment 3, Interpose, Dodge Focus 3, Improved Initiative, Power Attack,

Skills [21pp]
Bluff 11 (+12), Notice 10 (+13), Search 8 (+9), Sense Motive 8 (+11), Stealth 10 (+13), Medicine +8 (+11), Drive +2 (+5), Climb 5 (+8.), Gather Information 8 (+9.), Diplomacy 8(+9), Investigate 6 (+7)

Powers [129]
Alternate Form 2 (“mist form” 10 pool) Drawback Standard action to switch -2, (8pp+1 AP)
AP – Morph 2 (Animal forms) (Power Feat: Metamorph 3 [bat, rat, and wolf forms])
Mist Form
-- Flight 1 (Drawback: Light load only -2)
-- Insubstantial 2 (gaseous form)

-- Obscure (All Vision, All Olfactory), Selective Attack, Touch Range, PR1 {5ft Radius}
-- Trackless (Scent)
-- Disability-No Tactile sense -4
Animal Control 4 (Extra: Sensory Link, Feat: Communication Link, Flaw: Limited Narrow group – bats, rats, and wolves(dogs) only [-2/rank]) (5pp)
Concelament 4 (All vision), Feat: Close Range, Drawback: no reflection in mirrors either, Flaws: Limited -- shadows [does not cast shadow either; -1], Permanent [-1]) (2pp)
Enhanced Ability 16 (Strength +6, Dexterity +4, Intelligence +2, Wisdom +2, Charisma +2) (16pp)
Immunity 32 (Critical Hits, Fortitude Effects) (32pp)
Impervious Toughness 6 (Flaw: Limited – not vs. silver or holy [-1]) (3pp)
Protection 6 (6pp)
Regeneration 17 (Recovery Check 5 [allows Recovery Checks at +0], Recovery Rate: Unconscious 1(1 round), Injured 4 (no action, Power Loss: Holy), Bruised 1 (1 round, Power Loss: Holy), Disabled 1 (5hours), Resurrection 4 (1 hour) [not if staked or beheaded]), Regrowth, (17pp)
Super-Movement 1 (Wall-Crawling 1) (2pp +2 AP)
AP: Leaping 2
AP: Super-strength
Super-Senses: Dark-Vision, Drawback:Weakness (Bright light)-1, Hearing - Extended,
Smell Flaw: Distracting {He has to remember to breath}, Scent(acute smell), Smell(Analytical){tell 'race', when they were last there, & other info}, Smell (Accurate), tracking (scent), Extended Smell, [5pp+1AP]
AP: Super-senses, Detect Animal (Mental, Flaw-Limited to rats, bats, wolves, dogs), Ranged, Extended 2, Acute, Accurate, + Comprehend Animals (Limited to rats, bats, wolves, dogs) 2

Life energy Array:
Leeching Touch: Strike, Extras: Vampiric, Alt Save ( Fortitude), Feat: Subtle, Power Loss: Direct Sunlight pr 6, DC21 Fort (lethal). [18pp+2AP]
AP: Healing, Action – Standard, Total, Flaw: Empathic, Limited to Others, Feat: Subtle, Regrowth; pr 8 {Martin can push life energy into people but it diminishes his own reserves by that much as well.}
AP: Mind Control, Extras: Conscious, Durationx1 -Sustained, Flaw: Full-Round Action, Sense-Dependent(Visual), Feat: Subtle 1, Mental link Pr 8, Ref 18 or negate, Wil 18
AP: Drain Constitution, Slow Fade 2, pr 6 +0 Link to Strike 3, Extras: Vampiric, Penetrating 3, Feats: Affects Insubstantial 2, Mighty, Flaw: Side Effect (Will based Nauseate pr 3) {This is the more traditional Tear/Bite into a person and drain them, but it includes a potential nauseate effect on Martin. Note, As a vampire is in both the worlds of the living and the dead, the very act and motions can injure a ghost as well, though the Con drain is oftentimes meaningless.}

Mind Control, Extras: Durationx2 -Continuous, Effortless, Flaw: Full-Round Action, Sense-Dependent(visual), Permanent, Limited one-command “Forget this happened” Feat: Subtle Pr 8, Ref 18 or negate, Wil 18 [9pp]
{Used for actions like Forget this Supernatural occurrence happened, bought separate from Array so people won’t suddenly remember if/when array switched.}

Equipment (15ep): Heavy Pistol (+4 dmg) (8ep), (AP: Van 1ep), Vest +3 (3ep), Cell phone (1ep), flashgoggles (tinted/polarized attachment to glasses) 1ep, medkit 1ep
Other equipment: Money, ID

Drawbacks:
Vulnerable [Holy descriptor; Uncommon Occurrence; Moderate Intensity +50% DC; -2pp],
Disability (bad eyesight, corrected by glasses; Uncommon, Minor intensity; -1pp)
Weakness (Must use a Vampiric attack daily, once per day or -1 to all abilities, very common, major) (-2pp)
Weakness [Direct Sunlight; Very Common, Major Intensity, Per 20 minutes, -1 to all abilities, When any are reduced to 0 start making Will saves vs. Ignite DC 15; -5pp]


Ability Scores: -4, Skills 21, Feats 16, Powers 129, Combat 20, Saves 8, Drawbacks –10 = 180


Martin didn’t believe in Vampires. He really didn’t. Not until the night he was called in the 5150 a crazy homeless guy loitering in front of the blood donation office scaring all the others who needed to get their spending money before the liquor stores closed. The homeless guy was yelling and screaming but came quietly when the med wagon came to pick him up. He was quiet up until he was alone with Martin in the back. Martin woke up in the morgue, and man, those tables are cold!

Vampires aren’t all about the sucking of blood (which is good because Martin actually gets a little queasy thinking about it). They aren’t all dark and broody either. Black tends to slim him down so much he looks like a refugee, and leather chafes. They aren’t sparkly and happy and unicorn rainbows either. Ever. Period. You can stop snickering about it any time now.

What Vampires do all share in common is the manipulation of life Energy, which Martin has learned to do in not only one but both directions. Add to this some of the other common abilities of a Vampire and the Counsel has an operative with great infiltration and investigative abilities, not to mention his ‘look into my eyes’ shtick, with healthy Forensic knowledge and a job that means he’s likely to be called to the scene of injuries anyway (so doesn't look odd hanging around a crime scene). Plus his ability to make people forget what they saw is a major boon to the Counsel's edict of secrecy. Sure, he's not the greatest fighter in the world but his undead physiology keeps him going for quite a bit. He's not completely worthless.

He doesn’t dislike humans or want vengeance or see them just as Happy Meals on legs. He genuinely cares for the innocents that get caught in the crossfire or subject to unspeakable horrors. Maybe it’s his attitude that keeps him from charbroiling instantly in the sun (though he knows that he will start smoking if left out long enough).

Too bad being undead didn’t cure his nearsightedness. Guess you can’t win them all.

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:45 am

flynnarrel wrote:Subject: Carved in Stone

flynnarrel wrote:Split Second

"So, I’m not like your average ‘run-around-like-a-terrier-on-crack’ guy. They seem to tell the laws of physics to sit-down and shut-up. Me? It’s more like I just got this excess of time, ya’know? I mean, people always say how they are ‘wasting’ time or ‘spending’ time so it’s like, at the start of the day everyone is given a certain amount of seconds and, well, I just get more of them. I’m time-wealthy. I can spend it in different ways than other people. Focus it inward, direct it outward, even pool it in another location where another ‘me’ appears.

You can read about it in my newest book.

Of Course, of course, helping the helpless, righting the wrongs, … saving… kittens, I’m down with all of that. It’s just one shouldn’t forget one’s corporate sponsors. They are people too.

That’s right, ladies, two of me."
Image

Split Second
Derek Triemchek, age 24, Dark Brown hair, green eyes, Caucasian, ready smile, uses whitening strips regularly.
Hobbies: Aikido, ‘Hanging out’ at the Mall, usually by a college campus, Signing autographs (now if only there were adoring fans, Coeds preferred)
Relationships: living parents in New Mexico (wondering why, if their son can run there in under a minute, he doesn't visit more often), no steady girlfriend (likes to ‘play the field’).

Split Second PL7, 105pp

Abilities: St 10 DX 18 CN16 IN 10 WS 10 Ch 10 [14pp]
Saves: REF: 4+5 WIL: 0+5 FORT: 3+1 [11pp]
Tough(Max 6) 3+3Undercover vest

Skills: Acrobatics +4 (+8 ), Knowledge [Popular Culture] +4, Notice +6, Medicine +1, Computers +1, Bluff +6 (+10), Sleight of Hand +2(+6) [6pp]
Feats: Attack Focus 2 (Melee), Teamwork 3, Dodge Focus 4, Evasion 1, Move-by Action, Power Attack, Attack Specialization: Stun, Attack Specialization: Rapid Fire, Equipment 2, Uncanny Dodge (mental), Attractive, Luck 2 [20pp]

Combat:
Att: 5 BAB[10pp]/ + 7(Melee)/ +7 Strike (DC22, Toughness, Autofire)/+7 Trip (DC 1d20+7 vs worse of strength or Dex in 70 foot trail behind, knockback)/+9 (Whirlwind Strike, DC20, Toughness, Selective targeted area burst, 25’ radius)/+9 Stun (DC15, Fort)/ +9 (Rapid Fire, DC20 Toughness, Autofire)
Initiative: +24
DEF(Max 8 ) 4 BDB[8pp] +4 Feats (DEF 2 if Dodge doesn’t apply)

Powers: [42pp total]
Speedy Strike Array: 16 pool, [16pp+3AP]
Strike 7, Extra: Autofire, Penetrating 3 lvls, Drawback:(-1 no suppression/cover fire) {Derek launches a flurry of blows}
AP:Rapid Fire Blast pr5, Extra: Autofire, Feat: Accurate
AP:Whirlwind attack: Strike pr5 Area – Extra: Target burst, Selective Attack, Feat: Accurate
AP: Trip pr 7, Flaw: Touch Range, Extra: Area-trail, Knockback, Feat: Improved Trip

Super-Speed pr 5 (250MPH, x5 quickness, +20 initiative) Feat: Stun {Split second shares time with selective parts of an opponent, causing their synapses to misfire, muscles to be uncoordinated, etc.}

Super Movement, Air Walking pr 2, Flaws: Only while running, Platform, [1pp] {Split second normally extends time to the air around him so that it can move out of the way as he runs, this maneuver involves him not sharing time with the air under his feet. Unfortunately, this leaves him vulnerable to effects that might knock his feet from under him.}

Mirror Image [4pp] {Split Second shares time with the light bouncing off his body, due to quantum uncertainty the light refracts and shows all possible places he might be in a second or two, this creates a shifting multitude of images around him. As it messes up photo opportunities, he doesn't use it often.}

Super sense (Mental): Danger Sense [1pp]

Time Excess Array 15 pool, [15pp+2AP]
Speed (pr 5, 250 mph, Extra: Affects Others Only(+0), +Link to Quickness (pr 5) Extra: Affects Others Only (+0), +Link Improved Initiative, Flaw Affects Others Only 5, All have Feat: Progression (just 2 others), Drawback:Power loss (cannot be used on any with ranks of quickness/speed/superspeed already), {with touch, he can imbue 2 others (non-speedsters) with the benefits of Super-Speed. Mirrors Time Control}
AP:Healing pr 4, Extras: Action(standard action), Total; Drawback: Target feels intense hunger (maybe treat as sickened) until they can eat an energy bar or some other calorie-rich food. (15 points) {Split Second gives time to the body's healing mechanisms, but it leaves a person hungry}
AP:Duplication pr6, Extras: Heroic, Continuous, Feat: Mental Link, Absorption Healing, Subtle; Flaw: Real, Full Round Action (Note: Lose Access to entire Array while Duplicate in effect) (15 points)

Equipment: Undercover vest (as part of costume) (Protection +3, Subtle), Multitool, Rebreather, Cell Phone, GPS unit, Commlink, flashlight
Other things he carries: Several Split Bars(tm) & Second Wind™ Sports Drinks, U.S. passport, money

Drawbacks (Moderately Vulnerable to Trip attacks. Common, moderate) -3
(Major Vulnerable to Love/Lust/Seduction Affects, Uncommon, Major) -3

Complications: Lazy, Lecherous, Fame, Likes Fame, No secret identity, Slightly Greedy, trying to overcome the rumors that he is *ahem* too fast {which are true, even when he grants Quickness to a partner he is almost always quicker, though when he duplicates... well, to continue that thought would be to take the game in a different direction than intended.}

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:45 am

flynnarrel wrote:Subject: Wexiomatic's Wonderful World o' Character Builds

flynnarrel wrote:Milvane ‘Widget’ Copperbottom
Gnome Pl10 150

Str 12/8 Dex 10 Con 14 Int 26 Wis 12 Cha 10 [24pp]
Fort save 2+4 Ref save +6 Will save 1+7 [17pp]

Feats[12pp]: Speed of Thought, eidetic memory, equipment 1, artificer, improvised tools, Master Plan, Dodge 2, Move by action, Power attack, Attack Focus - Ranged, Luck

Skills [17pp]: Craft: Chemical 2 (+10), concentration 6 (+7 ), craft (structural) 4 (+12), craft (mechanical) 8 (+16), disable device 6 (+14), pilot 8 (+8 ), knowledge (Arcane Lore) 8 (+16), knowledge (physical sciences) 4 (+12), knowledge (streetwise) 2 (+10), knowledge (technology) 8 (+16 ), language 1 (Gnomish*, ‘Common Randari’), medicine 3 (+4), notice 4 (+5), search 4 (+12)

Equipment: flash goggles 1ep, multitool 1ep, heavy wrench (str +2, non-throwable club)3ep,

Combat (base attack +6 [12pp], base defense +6 [12pp])
Initiative: +8
Attacks: unarmed +7 melee (-1 damage), heavy wrench +7 melee (+1 damage), +8 Ranged, Lightning Bolt +10 (+10 damage), grapple +1
Defense: +6+2Dodge+1size= +9 (aware), +3+1=+4 size flatfooted
Toughness: +2-1 = 1(without field) / +2-1+10= +11 (force field)

Powers
• Device (homeostasis force field backpack) [hard to lose; Powerloss: Batteries charged daily -1, pr 5 [19pp, 25 pool]
*Force Field, Continuous, Noticeable, Action Drawback: Full Round Action to activate -3, pr 10 {16points} + LINKED
*immunity: heat, cold, High pressure, vacuum, radiation, Suffocation, {7points} + LINKED
*Flight; Levitation, Continuous pr1 {2points}
{with an audible and ominous hum this device powers up. After several seconds, a field envelopes Widget trapping in air as insulation against the elements (a recycler keeps the air breathable). It also has a measure of buoyancy - Widget can secure himself with line and harness to the ship and affect repairs even in the highest altitudes.)

• Device (Lightning thrower) [easy to lose; Powerloss: Batteries charged daily -1, Power loss: immersed in water -1 pr 7 [19pp, 35 pool]
*Bolt -Strike 10, Accurate, Affect Insubstantial 1, increased Range, Area line (targeted), Autofire, {electricity} (33 points)
AP: Static field – Stun, Area Cone (general), reversible, Sedation, Indirect, pr10 (area bypasses cover as static ‘spreads’) (1point)
AP: St. Elmo’s Fire – Obscurity, (All visual, Olfactory), Independent, Slow Fade PR5 + Environmental Control, Hamper Movement (1/2), Distraction (DC10), Independent, Slow Fade, Affect Insubstantial pr5 (1point){Ball lightning shoots from the end, where it hits creates a field of shifting, rolling lights, ‘sticky’ to movement, permeated by the smell of ozone.}

• Gadgets [hard to lose] Accurate, pr2 [15pp]
{Default configuration: Remove One Arm 2p, Ambidexterity 1p, Elongation (single arm only) 1p {10feet}, Enhanced str (arm only) +6, 6p}

• Shrinking 4 [small size (+1 attack and defense, -4 grapple, +4 stealth, -2 intimidate, carry capacity x3/4) -4 strength (already figured into strength score); extra: duration to continuous; feat: innate; flaw: permanent] [5pp]

Drawbacks: one arm -2 (oftentimes Gadget is a prosthetic {removes this disadvantage}, when he reconfigures the mechanisms and arcane energies for other uses though, he again suffers this disadvantage)

Personality and Motivations: Milvane takes pride in his work. He is Head Engineer on the Artemise (or other convenient airship if the Sky Pirate isn’t chosen) and keeps her running at peak efficiency. He is interested in all manner of new technology though, and the captain has to sometimes… curb his enthusiasm for upgrades or refocus his attentions from some new project. Nevertheless, he is extremely loyal to the Captain to which he owes a great debt.

History: Milvane ‘Widget’ Copperbottom was a fine student of all things mechanical. An accident in the crafting labs (perhaps in designing something for another character) crushed his left arm to uselessness. He lost all confidence in his abilities until he was, inspired by the Captain and gifted with a metallic meteorite charged by lightning that serves as power source for his configurable arm (never needs recharging, unlike his other inventions). He set about working on the Artemise with fervor and ferocity.

imagine this but somewhat less muscular
Image


Complications: Loyal to Ship, Loyal to Captain, Curious, Hyper-focused

Edit: UPDATED based on GM feedback

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:45 am

flynnarrel wrote:
flynnarrel wrote:There's a mistake in the build of Cyorantar, and, especially after seeing some of your other entries, I submit:

Doctor Amber Fenton is an incredibly sweet normal human woman. Good with children and animals. Happy in her life. She didn’t really believe anything about aliens or abductions until she woke up in a cold metal room in an alien environment.
She stumbled out of a huge hole in her ‘cell’ and into a neighboring cell where a swarm of creatures, a hive of sentient energy atoms saw this as their opportunity to escape. They swarmed around the young doctor, infecting and bonding with her. It’s formed a permanent shell around her, protects her. In return, it entertains some of her… whims as long as she ultimately progresses to get them all out of there.

Amber
PL10 150
ST 8 DX 14 CN 10 IN 10 WS 14 CH 18 [14pp]
Ref 2+3 Wil 2+5 Fort +4 [12pp]

Skill: Concentration +14, Notice +14, Diplomacy +8, Sense Motive +12, Medicine +12, Stealth +8, Languages: French (Native) [17pp]
Feat: Attack Focus: Ranged 2, Attack Specialization Array 3, Dodge 4, improved initiative, Move-by-action, Inspire 5, Beginner’s Luck, Luck 2 [19pp]

Combat:
Def(Max6) 2[4pp] +4dodge, 1 if flatfooted
Tough (Max14): 14 Forcefield
Knockback -7 (forcefield)
Initiative: +6
Att(Max10) 2[4pp] / Ranged +4 / Array +10
Dmg(Max10)

Powers:
Forcefield pr 14, Feat: Selective, Extra: Continuous, Flaw: Permanent [15pp]
+LINK+ Flight, Extra: Continuous, Flaw: Permanent. Drawback: Light Load only Pr 3 [4pp]
+LINK+ Immunity: Suffocation, Vacuum, High Pressure, Heat, Cold [6pp]

Super-senses(Touch, add ranged, rapid, extended) [3pp]

Array pr 22 [44pp + 8AP]
Create Object 2/r, Extra: Moveable, Continuous, Feat: Tether, Stationary, Selective, Progression pr 10
{Creates objects of pure amber-colored force. 10x 10 foot squares}
AP: Blast, Extra: Penetrating, Range-Perception, Feats: Indirect, Incurable, Affect Insubstantial 2, pr10
{Create bubbles of force to expand inside the bodies of enemies}
AP: Trip, Extra: Knockback, Area-Burst, Selective Attack, Flaw: Range-Touch, Feats: Improved Trip, Improved Range, pr 14 {140 foot radius concussion blast throws foes back}
AP: Telekinesis, Extra: Range-Perception, Damaging, Feats: Subtle, Improved pin, Precise, Crushing pin, pr 10 {Can expertly hold and squeeze foes, while being as gentle and dexterous as a third hand}
AP: Deflection (All attacks 3/r), Extra: Area-burst, Feats: Subtle, Interpose, Precise, Selective, pr10
{As Full Round action can deflect any number of attacks within 50 ft radius area, and catch inbound at no penalty}
AP: Snare, Extra: Area-Selective, Transparent, Feats: Tether, Chokehold, Reversible, Progression, pr10
{near invisible amber filaments of force tangle all targets in 10 continuous 10-foot squares.}
AP: Healing 2/r, Extras: Standard action, Total, Restoration, Feats: Regrowth, Persistant, Stabilize, Extended Touch, pr8
AP: Teleportation, Extra: Accurate, Affect Others, Area-burst, Selective Attack, Feats: Easy, Progression 250lbs, pr7
AP: Become Tectonite: Insubstantial 3 (15), Conceal All-senses+Radio+Mental (14), Penetrating Touch (4), Emotion control (Calm) Flaw: limited one emotion, pr 10 (5), Immunity (half effects): Gravitic, mental. (6)


Device (hand held translator, easy to lose), Drawback: Power Loss: (batteries that must be recharged 1/day) [2pp]
Comprehend Languages, Flaw: Distracting, Sustained pr4 (understand/speak any at all times,+Read all Languages, (4 points)
AP:Comprehend Electronics, Flaw: Distracting, sustained, pr 2 (2 points) {Maybe this will help us not having a dedicated tech person if Amber can talk to devices, What might this allow her to do? ask systems what they do? Ask them to turn on/off (Diplomacy check)?} + Benefit: Attractive (to electronics only, +4 Diplomacy/bluff) + Enhanced Skill: Craft: electronics +4

Microscopic Vision (Cellular) [2pp]
Track (Microscopic vision) [1pp]

Talking to machines will let you function similar to J.A.N.E.-anytime you find a console or other access point to the Curator, you can interface with it as though you were an authorized user (we can assume you got J.A.N.E.'s electronic 'signature' put in the device). You'll also be able to speak with robots, sentient sub-systems of the Curator, and the like.

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:46 am

flynnarrel wrote:The Parokinesites are a form of sentient energy atoms that once dwelled in a great colony which formed a giant, golden, cloudy nebula in space. They have a hive-like society where Queens give birth to warriors and drones by the millions and billions and rule over them. The queens, though, are somewhat fragile and rely upon the warriors to protect them, and the drones (in great quantities) to act for them.

As a whole, the Parokinesites atom-beings have remarkable cohesion and mobile properties. They can band together to create structures of remarkable tensile strength and affect the movement of even the heaviest objects from a distance at the bidding of their queen.

It is for this reason that the race, as a whole, was captured and enslaved by several different species, forced to live in the drives of ships to power and propel them on threat of damage to the queen mothers. Their sentience was never recognized, legally, their status as energy particles and their utility was too great to consider their rights as an individual race.

The few scientists or xeno-anthropolgists who deemed them worthy of study theorized they could do so much more if only they could be harnessed and directed. But there is *no* record of them ever bonding with a person like this. It wasn’t even thought possible.

They are normally invisible unless grouped in great numbers. K-Pax could surmise that anyone near Amber is continually being bombarded by the little drones, just free floating, waiting for an assignment, the warriors are probably surrounding and infusing Amber in their vigilant duty to protect the queens, who, themselves are, just possibly, deep inside Amber’s brain, somehow communicating to her directly. There are likely at least half a dozen queens (a terminally low amount considering the nature of the race and what population they are used to).

If they have a weakness it is that they cannot move through a silicate-based lattice structure (glass or certain crystals). Note the glass-like container that is shattered in the room. Given that they were isolated in that cylinder, it's unlikely that they are actually powering anything here and might just be an exhibit in and of themselves.

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:47 am

flynnarrel wrote:Subject: Transia: Journey into destiny [recruiting]

flynnarrel wrote:Triffilin
Dryad/Wood Wose/Tree Spirit
PL6 100
ST 8 DX 12 CN 22 IN 8 WS 16 CH 10 [16pp]
Ref: 1(dex)+2 Fort 6(con)+2 Will 3(wis)+3 [7pp]
Toughness (Max 8 ) +5 con +3protection

Combat:
Att (Max 6): BAB 4 [8pp], Melee +6, Disintegration +6
Def (Max 4): 2 BDB[4pp]+2 Dodge feats, 1 flatfooted
Dmg (Max 6):
Init: +1
Grapple: +7

Skills [9pp]: Medicine +4 (+7 ), Knowledge – Life Sciences +4(+3), Survival +2(+5), Notice +10(+13), Sense Motive +7(+10), Concentration +3(+6 ), craft – structural +6(+5)

Feats [7p]: Power Attack, Luck, Dodge 2, Grappling Finesse, Attack focus – melee 2.

Powers:
Protection 2, [2pp]
{Fibrous growth grow upward, barklike, over Triffilin’s body}
Tremorsense, acute tremorsense, extended tremorsense, limit - solid surfaces only [3pp]
Immunity: Suffocation, [2pp]
immunity(half effect or limited): starvation only (not thirst), (biological) poisons, (biological) diseases, Slow Aging, [2pp]
Comprehend – Plants, Sustained pr 2 [speak and understand] [2pp]
Permeate, limited: Wood and Plants, PR1 [1pp]

Plant Control
Snare: Area Burst (general), selective Attack, reversible, Obscures vision, pr6 [26pp +5AP]
{if the area doesn’t have plants she scatters seeds that sprout and writhe, entrapping those within.}
AP: Create objects, pr6, (shaped wood/vines/plants), Continuous, Feats: innate, stationary, precise 2, Subtle, Selective, Progression [10-ft cube],
{Triffilin scatters seeds from her seemingly never ending supply, at her command they sprout and grow enormously into the shape(s) she desires. At her options, viney walls can impede some and not others. This ability gives +8 to craft checks.}
AP: Obsure Visual, olfactory, increased range, pr4 + Distraction, DC 15, increased range pr 4 {Pollen cloud arises in a 50 ft radius, centered up to 100 feet away}
AP: Healing, Total, Standard Action, Persistent, stabilize pr 6
AP: Disintegration, Accurate, incurable pr 6,
{Vines, Moss, mushrooms, etc. grow over a person or object, while not hampering in any way, they find cracks in skin and armor and the penetrating clinger’s growth widens/ causes cracks and breaches.}
AP: Strike, Area- shapeable (targeted), improved critical pr6 +Linked Nauseate, Area – shapeable (targeted), Progression - Area (add two more squares so areas match) pr 4
{She sprouts a huge vine with thorny, dripping-with-allergin, protrusions and strike out in tentacle fashion from her in 6 continuous 5x5 squares. DC 21 toughness + DC 14 Fortitude}

Heart of the Forest, Device (Hard to lose), Unreliable (5 uses, then must recharge it’s life energies for 1 hour) pr 4 [12pp]
Plant mimicry, Flaws: Move Action, Sustained, Drawback: Weakness - Not around sufficient wood quantity pr 3
{This sapling has incorporated itself into Triffilin’s body on her chest. Through it, she can access abilities of all types of plants, changing her body as needed [15points, up to pr 3 of any ability that can have a plant descriptor]. By doing so, she opens herself to the distracting need to be around wood[Uncommon, Minor(-1 checks) if 20 minutes without sufficient wood.]}

Drawbacks: Weakness, must bed in soil at least once every day, Major, Affects Con -1
Weakness, requires bathing in sunlight at least once every day, Major, Affects Con -1
{these simulate a plant creature’s ‘eating’ requirements, just like a human would lose Con if he didn’t get food}
Vulnerability fire DC +50%, Common, Moderate -3
illiterate-1

Complications: Sense of duty (plants, nature),
Protect the Heart of the Forest (which means: must remain around or near large constructs of wood, and Try to find Ground suitable to Heart of the Forest),
Foriegn and Exotic {there should be aspects of the biological world she doesn't recognize and her unique nature may cause other problems for her, Note: not naive}

The Song of Triffilin.

Young though she was, a Guardian she be.
Accomplished and strong in Wood-wise ways.
Assigned by the elders to guard nights and days,
A small glade which faced the sea.

This glade flourished under Triffilin’s care,
Patrolling its boundaries, encouraging growing,
Taking notes of wood harvested and of new seeds sowing
Under the loving Sun’s glare.

Soon a budding spirit of Forest could be felt.
The pinnacle achievement for any Bark-Kin.
By the Glade’s Heart Tree she did harken,
And by the sacred sapling she knelt.

She felt it immediately and her heart knew fear.
This was not suitable ground for this Forest to take hold.
She consulted the Elders and Triffilin was told,
She had to leave all that she held dear.

“Suitable ground must at once be sought,
Far abroad but we know not where.
Just find it with haste and take it there,
Or have undone all you have wrought.”

“To complicate things your charge will die
Should it not be around a quantity of wood
Though to make a conveyance perhaps we could
But not before Its sap runs dry.”

The guardian did ponder and an answer was found -
Years before, men came seeking trees - stout and true
For to make ships, sailing oceans of blue
From Dawnport, bound for distant ground.

Contact was made and a bargain was struck.
Passage for work, for to further the quest
To find land for the Forest that suits it best.
May the Great Sun bring her luck.


Triffilin is on a sacred quest to plant the Heart of the Forest in ground suitable to it. Triffilin was able to secure passage on a vessel travelling great distances. Triffilin serves as crew member but at every landfall takes the sapling out to see if this area suits it. It has yet rejected all locations but Triffilin remains vigilant. She will protect the sapling with everything she has. She pays a… token respect to its captain.

Triffilin appears as a solid tree of vaguely female shape. Her hair is leaves and lichen and her viny limbs are often coiled around her. There is oftentimes new growth at alarming rates for any normal tree, and the hue of her leaves change with her mood. She is slow and ponderous.


Image

and when she's angry...

Image


Edit: removed half effect immunity to hot/cold environments, added limit of tremorsense to solid surfaces only, removed weak point drawback on protection, added 1 point into her plant controlling array

flynnarrel
Cosmic Entity
Cosmic Entity
Posts: 9487
Joined: Sun Oct 12, 2008 9:17 am

Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:47 am

flynnarrel wrote:Subject: The Extraordinaries (random powers) (OOC)

flynnarrel wrote:Jodi Milhouse PL3, 45pp
St 12 dex 14 con 15 in 10 wis 14 cha 10 [15pp]

Saves [8pp]: Fort 2+3pp = +5 Ref: 2+2pp= +4 Wil: 2+3pp = +5
Toughness: +2 +2(vest) = +4

Skills [9pp]: Knowledge: life sciences +4 (+4), Notice +6 (+8.), Medicine +8 (+10), Sense Motive +6 (+8.), Drive +2 (+4), Diplomacy +6 (+6), Acrobatics +4(+6)
Languages: English (native)

Feats [7pp]: Dodge 1, Luck, Benefits – Paramedic, Equipment 4, Skill Mastery(Medicine, Notice, Diplomacy, Acrobatics),

Combat:
Attack BAB +2 [4pp],
Defense: BDB +1 [2pp] +1 Dodge = defense 12, 11 flatfooted

Equipment: radio/cell phone, bump key (like lock gun) 1 {many paramedics have them}, Light pistol (damage +3) 6, van/ambulance 8, bullet-proof vest (Protection 2, subtle) 3, flashlight 1


Complications: Tries to protect lives,
Loyal,

Jodi was always quiet. The kind of girl who had responsibilities from a young age; the one the teachers knew they could depend on to keep the erasers clean or the halls monitored. Jodi stayed athletic through high school. She was on Junior varsity Cheer Squad, but didn't go for varsity when she was needed at the Milhouse's convenience store. Then she was always 'that girl from the Store'. She hated that.

After High School she wanted out of this little town, heck, out of this state even! Her father, Huck, and his wife, Maggie (not Jodi’s biological mother*, but married early enough that whatever friction was worked out long ago) seemed content to settle here though, running a local convenience store, The Milhouse’s. Jodi was ‘stuck’ helping to run the store but took night classes to get, first, her EMT license, then Paramedic training. She felt kind of like betraying them but they were supportive of her (but their disappointment was evident in small ways), even though her (much younger) sister Rebecca offered to help out. She compromised by staying in the area she hated to help her parents in their advanced years, while keeping with a job that let her get out of the area now and then (the local hospital supports three such small towns and a portion of the nearby big city – the bad parts).

Jodi and her partner Matt Cooper try to keep themselves ready for whatever the job gives them. Matt is more of an adrenalin junky than Jodi is but she admits that she likes the thrill of the job too. He’s a good guy to work with but she doesn’t see him in quite the romantic way, which makes it hard when he shows interest greater than hers. She’s feeling the aloneness in her ‘advanced years’ as her step-mother calls them.

Jodi’s seen a fair amount of badness in her life. Being a paramedic is only one of the ways she tries to give back, to make things better. That isn’t to say she isn’t practical about the state of the world. Paramedics learn to protect themselves first, then lend aid. So, when the third Ambulance was held up a gun point for the mediocre drugs and valuable supplies they carry she learned to carry a gun and wearing a vest.


*Jodi's biological mother was diagnosed with renal disease just before 12 year old Jodi was to attend summer camp. Jodi didn't want to go at first but Mom promised she would still be there when Jodi got back. She broke her promise and Clark didn't tell his daughter until she returned home. Jodi was quiet all through the camp.

flynnarrel
Cosmic Entity
Cosmic Entity
Posts: 9487
Joined: Sun Oct 12, 2008 9:17 am

Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:48 am

flynnarrel wrote:
flynnarrel wrote:Subject: Earthshift (OOC)

flynnarrel wrote:Jake Gorin PL 7, 105

Jake Gorin was driving his route with a van full of exotic reptiles from all over the world when the shift happened. He didn’t mind the job and it was good experience in his chosen field of veterinary medicine. He hoped one day to get his license and finally be able to propose to his long-term girlfriend Sally Melson without feeling like a shmuck. His aged mother, Nancy Gorin, (still in the area) was hopeful too.
All that changed when the white lightning bolt struck through the van Jake drove, briefly chaining him and all of the animals he carried in a white, oddly painless arc. He awoke in the wreckage of his van, irrevocably altered.

Likely, he'll search for a 'cure'. Barring that, he'll search for a group that doesn't try to kill him on sight. Between his looks and his communication drawbacks it should be interesting.

Appearance: Short humanoid with a bulging throat and narrow, yellow, reptilian eyes which, rather than feral, have a sad look to them. Green, scaly skin and hairless. He’s still wearing the dirty blue uniform with logo from Monster Pets, 1946 S Columbus Blvd, with the stained name “Jake” still legible on the front. His claws look vicious and he possesses a short, stubby, non-functional tail.

St 10, Dx 18, Cn 16, Int 10, Wis 12, Cha 8 [14pp]

Saves: REF: 4+4 WIL: 1+5 FORT: 3+4 [13pp]
Tough (Max 6): 3+3(protection)

Attack(Max6): +4(melee Feats)/ +6 Claws/ +6 Accurate Attacks
Def (Max 8 ) 4[8pp] +4Dodge feats, 18, 12 if flat-footed
Dmg (max8 )

Feats: Power Attack, Attack Focus: Melee4, Uncanny Dodge(scent), Dodge focus 4, Improved Initiative, Hide–in-plain Sight {skin adjusts like a chameleon}, Evasion, Skill Mastery (Acrobatics, Stealth, Medicine, Notice), Grappling Finesse [15pp]

Skills: Acrobatics +8 (+12), Notice +12 (+13), Concentration +4 (+5), Sense Motive +6(+7), Knowledge: Life Sciences +2, Medicine +4 (+5), Survival +2(+3), Stealth +10 (+14) [12pp]

Powers:
Additional Limbs 1: Forked Prehensile Tongue [1pp]

Elongation Flaw: limited (Narrow -2/r) Tongue only, pr 3, Ambidexterity (tongue only), Drawback: no elongation bonus to Escape Artist {25ft} [1pp]

Super Senses, smell Acute, Accurate, Extended, Track 1, Drawback: vision looses Acute, infravision [5pp]
{A reptile cannot make visual distinctions but can sense heat and have very powerful sense of smell through the tongue}

Spit/Secretion Array: [20 pool, +4 AP]
Snare; Feats: Accurate 3, Precise; pr8
{Large globs of sticky spit fly out to 80 feet. It anchors to the ground or nearby object. Reflex DC18.}
AP: Suffocate; Extra: Sustained; Feat: Accurate, Blindfighting, Flaw: Independent [0], Full Round Action, pr8 (20pp) {Gorin’s goo-coated tongue darts out with remarkable accuracy. If it hits, the saliva absorbs into the blood (unless resisted, Fort DC18). The body’s hemoglobins can no longer bond with oxygen, and the victim undergoes suffocation for 10 rounds Con DC10 +1 per round.}
AP: Stun: Feats: Accurate, Sedation, BlindFighting, Improved Critical (19-20) Alternate Save (Will)[0] pr 8 {A neuro toxin much like that of a Jellyfish transfers from the tongue to victim. It causes seizing up of the nerve clusters, Will DC 18}
AP: Stench - Nauseate, Duration Sustained +2/r, Area-Cloud, Flaw: Scent-dependent. pr 4 (16pp) + Link[0] Obscurity (Visual/olfactory), Flaw: Range -Touch, pr 2 (4pp)
{Gorin Exudes a thick cloud out to 10 ft radius, All who enter are subject to the noxious stench (Fort DC 14, Nauseate). The Cloud is impossible to see or smell into.}
AP: Acid Spray – Strike, Area-Cone general, Secondary effect, Drawback: reduced area [5ft increments], lethal Damage only, Feats: incurable pr 7.
{Jake can spew an organic chemical oxidizer out to 35 feet in a rough cone shape.}

Immunity: own powers, poisons [2pp]

Claws: Strike, Feat: Accurate, Improved Crit [19-20] Drawback?: Lethal Damage only, pr 8 [9pp + 1AP]
AP: All fours Container: Wall Clinging, full movement, full dodge pr 2(4pp) + Speed 2 (2pp) + Immobility 2(2pp) + Burrowing 2 (2.5mph) (2pp) + Enhanced feat: Prone Fighting + Gain Drawback – no arms, -2
{Jake drops to all fours and his claws can dig in and hold fast to almost any surface or, in a blur of claws can dig rapidly (albeit blindly) into the earth.}

Protection 3, Noticeable [Scaly, green skin] [2pp]

Leaping x5 pr2, [2pp] (25ft standing broad Jump)


Drawbacks: Mute (Unreliable 50%) -2 {very hard to understand speech from Jake as his tongue gets in the way of his words, only 50% of the time does his words come out as anything more than garble.}

Drawbacks: Weakness (Uncommon, moderate) Exposure to Cold environment or attacks cause Gorin’s cold-blooded body to be less responsive (Cumulative loss of DEX) [-2pp]



Complications: Short, stubby fingers, poor manual dexterity, looks monstrous, Sally Melson (girlfriend), Nancy Gorin(mother)


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