Flynnarrel's Folio

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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:Subject: Vampires! OOC - Still Recruiting

flynnarrel wrote:Image

VAMPIRE (Phillip Dremmin, Paramedic/EMT) (PL 9,135)

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

Saves [8pp]
Fort --, Ref 3dex+2 = +5, Will 3wis+6 = +9
Tough +6protection+2 tough, +1defensive roll = +9 (6 impervious),

Combat
Attack +4 [8pp] (+9 Melee, +11 Claws, +12 Pistols), Damage +3 (unarmed), +7 claws[19-20], +4 (Heavy Pistol),
Defense +4 [8pp]+5dodge = 19 (Flat-Footed 12),
Initiative +7, Grapple +14 (w/super-strength),

Feats [24pp]
Attack Focus Melee 5, Attack Specialization (pistols) 4, Equipment 3, Interpose, Dodge Focus 5, Improved Initiative, Power Attack, Defensive roll 1, tough 2, Benefit - Paramedic

Skills [19pp]
Concentration 8 (+11), Notice 8 (+11), Search 8 (+9), Sense Motive 8 (+11), Stealth 6 (+9), Medicine +8 (+11), Drive +2 (+5), Diplomacy 8 (+8.), Gather Information 7 (+7), Bluff 5(+5.), Investigate 8 (+9)

Powers [69]
{The Embrace}
Enhanced Ability 14 (Strength +6, Dexterity +4, Intelligence +2, Wisdom +2) (14pp)
Immunity 2 (Critical Hits, Fortitude Effects) (2pp)
{Protean}
Alternate Form 2 (“mist form” 10 pool) Drawback: Standard action to switch -2, (8pp+2 AP)
AP – Morph 2 (Animal forms) (Power Feat: Metamorph 4 [bat, rat, and wolf/dog forms])
Mist Form
-- Flight 1 (Light load only -2)
-- Insubstantial 2 (gaseous form)
AP: Claws – Strike 4, Mighty, Incurable, Accurate, Improved Critical
{Animalism}
Animal Control 4 (Extra: Sensory Link, Feat: Communication Link, Flaw: Limited Narrow group – bats, rats, and wolves/dogs only [-2/rank]) (5pp)
{Fortitude}
Impervious Toughness 6 (Powerloss – not vs. fire, silver or holy) (3pp)
Protection 6 (6pp)
Regeneration 17 (Recovery Check 5 [allows Recovery Checks at +0], Recovery Rate: Injured 5 (1 round)(power loss: Fire, Silver, Holy -3), Disabled 5 (1 minute), Resurrection 3 (5 hours) [not if beheaded or cremated]), Regrowth, Die Hard (17pp)
{Minor Potence/Celerity}
Super-Movement 2 (Wall-Crawling 2) (4pp +2 AP)
AP: Leaping 2 + Speed 2
AP: Super-strength 2
{Minor Auspex}
Super-Senses: Dark-Vision [2], Drawback:Weakness (Bright light)[-1], Hearing – Extended[1], Uncanny Dodge (Hearing), Smell Flaw: Distracting {He has to remember to breath}, Scent(acute smell)[1/2], Smell(Analytical){tell human vs. vampire, & other info @ GM’s Discretion}[1/2], tracking (scent)[1/2], Extended Smell[1/2], [5pp+1AP]
{Animalism}
AP: Telelocation (Flaw-Limited to rats, bats, wolves, dogs, -2/r) pr 9 [3] + Comprehend Animals (Limited to rats, bats, wolves, dogs, -2/r) pr 2 {Understand and Speak} {this ability just helps him find animals to take control of within a building, and communicate to them without needing to dominate them}

Equipment (15ep): Heavy Pistol (+4 dmg) (8ep), (AP: Van/Ambulance 1ep), GPS (1ep), bumpkey (like lock gun) (1ep), masterwork med kit (1ep), Urban camo clothing (1ep), fire extinguisher (1ep), Polarized lenses attach to glasses(flash goggles) (1ep)
cell phone (free)

Drawbacks: Vulnerable [Silver/Silvered Items; Uncommon Occurrence; Major Intensity; 3pp],
Weakness [Touch of Raw Garlic; Uncommon Occurrence; Major Intensity; 3pp],
Disability [bad eyesight, corrected by glasses; Uncommon, Minor intensity; -1pp]

Weakness (dependence on blood, common, minor)
Weakness (sunlight, moderate, per round, destroyed after 10 rounds)

Attribute 6+ Saves 8 +skills 19+ feats 24 + Combat 16 + Powers 69 – Drawbacks 7 = 135

Phillip 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 several days later, 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.

Phillip was able to prove that reports of his death were greatly exaggerated even if the EMS that found him in the abandoned warehouse were certain of it. His partner, fellow Paramedic Jodi Milhouse, has never been found or heard of. Phillip was able to switch to the night shift of a different ambulance company, never fully understanding what happened to him.

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.

Note, Ambulance companies are often hired to transport blood bags from collection sites to hospitals, I see him as someone who can pass that info on... occasionally... to other vamps. He justifies it to himself that at least they aren't out there hurting people. He, in fact, will arrange for himself to be 'robbed' and split the take with another like-minded vampire. If he absolutely must, he feeds very sparingly from those either healthy enough to recover from it or too far gone that is doesn’t matter and only those unconscious so as to not to feel the pain of it (less likely to get caught too).

Too bad being undead didn’t cure his nearsightedness or give him the mind affecting powers to not feel awkward around women. Guess you can’t win them all.



Complications: Soft Hearted, Has a Job to Keep, like humans

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 9:49 am

flynnarrel wrote:Subject: Return of The Legends (OoC) 2e

“It’s all about the ladies… Oh, and shooting stuff is fun too.”

Name: (William Aguillez)
PL: 10
PP: 150
Birthday: December 17th, sign: Sagittarius

Abilities: 28
STR: 12 (+1), DEX: 20 (+5), CON: 16 (+3), INT: 12 (+1), WIS: 14 (+2), CHA: 14 (+2)

Skills: 18
Acrobatics: 11 (+16)
Bluff: 8 (+10/+14)
Disable Device: 6 (+8 )
Diplomacy: 2 (+4/+8 )
Escape Artist: 5 (+10)
Investigation: 4(+5)
Knowledge – Psychology 1 (+2)
Notice: 9 (+11)
Search: 6 (+8 )
Sense Motive: 9 (+11)
Stealth: 8 (+13)
Survival: 3 (+5)

Feats: 33
Accurate Attack
Acrobatic Climb
Attack Focus – Range (4)
Attack Specialization – Archery Array (2)
Attractive
All-out Attack
Ambidexterity
Defensive Roll (2)
Dodge Focus (3)
Equipment (1)
Evasion
Improved Aim
Improved Disarm (1)
Improved Initiative (1)
Jack-of-All-Trades
Luck
Move-by Action
Power Attack
Precise Shot (2)
Prone Fighting
Quick Draw (2)
Ranged Pin
Ranged Disarm
Skill Mastery (Acrobatics, Stealth, Notice, Escape Artist)
Ultimate Aim

Powers: 27
Archer Sight: Extended Sight 1, Low-light Vision, Danger Sense (Mental)

Archery Array:
Device (Hard to Lose) 24pp (30 pool)
Blast pr8, Feats: Ricochet 3, improved Range 1, Split Attack 1, Penetrating (3), Subtle (25 of pool)
{A Single, well-placed shot that can be bounced off surfaces or set to ‘graze’ off one target into another. Hard to know where it’s coming from, base 200 feet, -1 per 25 feet after}
AP: Blast pr8, AutoFire, Feat: improved Range
{A stream of arrows shot in rapid succession. base 200 feet, -1 per 25 feet after, can lay cover fire or ‘walk’. Gets +1 damage for every 2 over target’s defense, up to +4 }
AP: Strike pr8, Area – Cone (targeted), Selective Attack, Feat: Progression – Area
{Hail of arrows shot in a wide volley, sometimes two or three at a time. Out to 80 feet, 40 foot wide at farthest}
AP: Trip, Flaw: Range- Touch, Full round action, Extras: Area – Line (General), Knockback, pr 10 Feats: Improved Trip, LINK, Stun, Extra: Area- Line, Flaw: Full-round Action, Daze only; pr 10
{Will pulls his bow until the string and haft cannot take any more tension, until his muscles burn with the effort, then releases with the crack of the arrow breaking the sound barrier. The arrow has such a wake that anyone even near it’s flight path is bowled over with the passage of wind and flung aside and disoriented. 100 foot by 5 foot line, Worse of Str or Dex to avoid vs 1d20+10 or prone and knock back figuring on rank 12 effect. Then Fort DC 20 or Daze effect}
AP: Dazzle (Visual), pr 8, LINK, Blast pr4 Feat: Increased range (to better equalize distances)
{He shoots arrows for the eyes. Pretty simple. It may not penetrate as far in as his other arrows but it blinds. Base 80 feet away, -1 per 10 feet after.}
AP: Deflect (Slow/fast projectiles), Extra: Range, Flaw: Distracting, pr 13, Drawback: Cannot ‘catch’,
{He spends all his concentration with nocked arrow, waiting for an attack (dart, arrow, even bullet or melee strike). He shoots the attack aside. Note: Deflect power is allowed up to defensive tradeoffs per Ultimate Powers, but let me know if you’re uncomfortable with this. This power lets him protect those around him at great personal cost (personal defense and toughness both drop to 5). But yeah, it lets him shoot bullets out of the air with an arrow or turn aside a giant’s club. And generally looks pretty Bada$$.}


Equipment: (5 points to spend)
Tactical vest (Protection 2, subtle)
Cell phone, Flash Goggles (Sunglasses)

Combat: 28
Attack: BAB 4[8pp], Ranged +8, Archery Array +12
Defense: +13 (+5 flat-footed), Init: +9
Dmg: +2 Unarmed, +8 Most Archery shots

Saves: 16
Toughness: +7 (+3 flat-footed, without vest; +5 flatfooted in vest; +5 just without vest ), Fortitude: +8 (+3 Mod. +5 Base), Reflex: +11 (+5 Mod. +6 Base), Will: +7 (+2 Mod. +5 Base)

Drawbacks: 0

Total Cost
Abilities 28 + Skills 18 (72 ranks) + Feats 33 + Powers 27 + Combat 28 + Saves 16 – Drawbacks 0 = 150/150

Trade Offs
+2 Attack/-2 Damage
+3 Defense/-3 Toughness

Complications
Honor
Hedonistic
Showoff


William Aguillez breezed through college on his Latin good looks and ability to smarm. He enjoyed being a gymnast and in ROTC, always getting high ranks in rifle marksmanship – the workouts kept him fit and the uniform helped him get the ladies. It was during one of drunken parties when, jokingly, some of his ROTC buddies suggested he aim for an apple perched on the head of the gal he was dating that night… Sherry or Cheryl or something. She’d been drinking too (and knew he shot well) so she agreed, provided he used a paintball gun and she was wearing a mask. They put an apple on her head and he took up the paintball gun. It was then that it hit him.

He was Toko, commanded thusly by his prince; He was Egill, ready to perform the meaningless feat at a King’s request; He was Mr. Tell with the Vogt’s sneering face behind him. This particular act of marksmanship has played itself out over and over again throughout history. He looked at the unfamiliar gun in his hand and shuddered away from it and collapsed as more memories flooded his brain. Hiding in the woods in ambush – Being on a battlefield amidst a battalion of archers – Handcrafting a tool of exquisite strength.

http://en.wikipedia.org/wiki/Shooting_a ... d%27s_head

He was out for three days. People said he muttered in different languages, screamed for lost comrades. The dreams and visions were relentless and, for a brief time, he knew what it meant to have a cause worth fighting for – freedom, devotion, honor. The last thing he recalls before the light of day touched his eyes once again was a tall man atop a horse, or, perhaps, not ‘on’ the horse per say but maybe one with, it’s all fuzzy… He shows Will a monastery on one of the Grecian Islands and bade him travel there so that he might claim the final piece to allow the Quintessential Archer to live again.

Upon rising he spent his time training in skills half remembered – ambush, stealth, sabotage, escape, mixing freely with the ability to lead a small group for a goal or figure out a situation from clues. His core personality – flippant, flirtatious, slightly lazy was still there, but he gained a taste of what else was out there and he felt a calling to act…. He just didn’t know on what.

He talked his parents into booking a trip to Greece as a graduation present getting a B.A. in Psychology (after only 6 years) and hiked to the monastery from his vision. He found it abandoned but went to the back as if his feet knew the steps. Behind a loose foundation stone he found them – an expertly tooled leather bracer with the embossed image of a bow on it, and a thick silver ring with a stylized arrow on the face. The Bracer seemed untouched by time and instinctively he put it on his left wrist and laced it shut. The ring fit best on his right, middle finger.

Image

The cry of a bird drew his attention northward to where a fig orchard grew and he instinctively adopted an archer’s stance extending the bracer-bearing arm. A Grecian recurve bow of exceptional design appeared there as his right hand found itself bearing an arrow. He nocked shaft to string and let fly and a fig fell with an arrow through it. Surprised he let the bow go and it disappeared. He tried it again and an English longbow appeared in his hand. Two grey-goose-feathered arrows appeared in his right and he shot both. Three impaled figs lay on the ground. Next time it was a primitive native American bow, then a Mongol ox-horn, then a Japanese bow with the grip set low to be used from horseback. At his command, one two or three arrows would appear and he could shoot in rapid succession, his arms blurring with the speed of it until the orchard floor was littered and the trees bristling with shafts. Only then did he notice that the first arrows he shot had disappeared. He waited and soon Arrows vanished, or more like, he looked away and looked back noticing they weren’t there anymore.

So, he wanders now, and practices, searching for the ‘thing that needs doing’ whatever that is.
Note: none of his powers involve ‘trick’ arrows, Just incredible aim and speed of drawing arrow (or arrows) to string or strength of shot. If you don’t like the idea of a ‘magic’ bow and arrow(s), I can adapt that too.

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 9:50 am

flynnarrel wrote:Subject: Transgenic-X (OOC)

flynnarrel wrote:Noticed you could use a brick and that ferals were under represented.

‘Polar’
Carl Roebek
PL7 120
+2 Toughness/-2defense
+1 damage/-1to hit
Str 18/24 Dx 16 Con 18 Int 10 Wis 14 Cha 10 [26pp]

Fort 4(con)+5=9 Ref 3(dex)+3= 6 Will 2(wis)+5=7 [13pp]
Toughness 4(con) + 3 (Protection) +2 Def Roll = 9, w/ 4 impervious

Skills [12pp]: Sense Motive 4(+6), Notice 10(+12), Acrobatics 6(+9), Diplomacy 2(+2), Intimidate 12(+12), Stealth 8(+11), Medicine 1(+3), Search 1 (+1), Climb 5 (+12), Swim 2(+9), Animal Handling 5(+5)

Feats [24pp]: Grappling Finesse, Dodge 2, Defensive roll 2, Improved Grapple, Improved Grab,
Attack Focus - Melee 2, Attacks Spec (thrown) 1, Luck, Crushing Pin, Startle, Takedown Attack 2, Power Attack, All out Attack, Stunning Attack, Improved initiative, Fearless, Interpose, Rage 2 (+4 Strength, +2 Fortitude and Will saves, –2 Defense, extend to 10 rounds), Martial strike 1, Benefits: Zookeeper/Animal Control Officer (though I don’t know yet what this would give)

Combat BDB 3 [6pp] +2Dodge = 5, Defense 15, 12 flatfooted
BAB 4 [8pp]
Attacks: Melee +6 to hit, +8 Unarmed damage (non-lethal);
Thrown object +6 to hit,
Grapple: +13, +16 if using Super strength
Init: +7

Powers
Enhanced Strength 6 [6pp]

Super strength pr 3, Feats: Bracing [7pp+2AP]
AP: Leaping 3 + Speed 2 + Wall crawling 1
AP: Roar: Emotion control, Flaws: limit to Fear, duration-concentration, Extras: Area-Explosion, pr 7
{Polar can call upon the strength in his powerful lungs and the experience of bygone times to channel a predator’s ursine roar that people *feel* causing them to feel panic and possibly flee. [With the Fear power being perception range they don't get a reflex save to halve/avoid the effect (quickly plugging ears doesn't help), Yet the frightful effect still only goes out to Explosion range. DC 17 Will, -1 DC for every 10 feet away. Fort DC 17 to recover from fear each round unless he continues to roar.}

Regeneration: Bruised: 1 round (1pp), Injured: 5 minutes (2pp), Staggered: 20 minutes (1pp), Disabled: 1 hour (2pp), Unconscious: 1 round (1pp); Total: [7pp]

Super-senses: Scent, Extended (smell), (Vulnerability: Strong scents -1) Low-light vision, Feat: Tracking 1, [3pp]
Immunity (half effect): Suffocation {Breath Holding}[1pp]

Protection 3, impervious 4, Drawback: Noticeable {hairy, thickened, white-furred skin} [6pp]
{Impervious 4 still leaves him vulnerable to many firearms or even a moderately strong guy wielding a club.}

Danger Sense (Mental) [1pp]

Complications: Has a protective Heart, Mild Natured, Big and loveable, Likes Kittens,
However, has Anger issues, struggling against the instincts to rend and tear and hunt (feel free to activate his Rage Feats due to this complication as the situation deems).

Carl Roebek: 6foot 8 inches, 280 lbs, large framed,

Image


Carl Roebek only knew that the treatments were supposed to restore his shattered knee and let him play football again. When the Genomex facility where he recovered was attacked by a well meaning Free-Mutants organization he was too loopy from the drugs to resist. They got him away and explained the horrors and illegal experimentation – modern day atrocities.

Carl began helping in their efforts to get mutants to safety. His ursine frame and ferocity assisted the freedom of many.

When their services were no longer needed Carl was stuck looking for a way to contribute to society – something peaceful to help him cope with his own wildness inside. He decided to take a job at a local zoo and sometimes is loaned out to the animal control centers nearby.

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 9:50 am

Subject: Avatar: The Orphan Prince and The Secret Hero Campaign

flynnarrel wrote:Subject: Avatar: The Orphan Prince and The Secret Hero Campaign

flynnarrel wrote: Marika
PL5 75
+1 (earned)
trained: +1(Rukko, Water Cloak Stance), +.5 (Rayna, +2 Ride), +1.5 (Gather, +4 Diplomacy, +2 Knowledge:Local)

Abilities: St 10 Dex 16 Con 12 Int 10 Wis 14 Cha 10 [12pp]

Tradeoffs Def +2/ Tough -2,

Saves: Fort 1+2, Ref 3+3, Will 2+3 [8pp]
Toughness +1+2 leather = +3

Skills [8pp+3learned]: Sense Motive +6 (+8.), Notice +2 (+4.), Concentration +8 (+10), Survival +1 (+3), Medicine +3(+5), Acrobatics +7 (+10), Knowledge History +1, stealth +4 (+7), ride +2 (+5), Diplomacy +4, Knowledge local +2,

Feats [12pp+1pp]: equipment 1, Attack Focus Melee 2, Dodge focus 3, Uncanny dodge (hearing), improved initiative, Evasion, Skill Mastery (Concentration, Acrobatics, Medicine, Stealth), Prone Fighting, Power Attack, Teaching

Equipment: Leathers (Protection 2), medical kit (masterwork), large waterskin x 2,
Purchased: Longknife, (strike +2, mighty, throwable, crit range [19-20])
Purchased: Amulet, reroll medicine check or target's Healing check 1/day
Purchased: Tent, rope, various travelling gear and supplies in saddlebags

Combat: BAB 3 [6pp] Ranged +3 / Melee +5
BDB 4 [8pp] +3 Dodge = +7, +2 if Uncanny dodge doesn’t apply
Initiative: +7

Powers (+1learned):

Wave Riding – Flight; Flaw: Platform, Drawbacks: Low ceiling 2, Reduced Load 2, Feats: Improved Overrun, Fast Overrun, Improved Throw, PR 2 [1pp]
{Marika summons a wave upon which she rides forth at 25 mph. The wave can lift her no higher than 15 feet and she is prone to being knocked or pulled off. If she has more than a light load the wave won’t lift her. She can ride the wave over people in succession, knocking them to the ground. If she fails in this, they might be able to ‘break’ the wave [a counter trip effect], she’ll wind up prone at their feet. Note, this triggers her motion sickness after 20 minutes.} [Move at 250 ft/move action, When overrunning, they cannot choose to step aside, 1d20+9 (movement rank, plus Dex, plus 4 for imp.overrun) vs 1d20+ lower of their dex or str + size + immobility boni. If succeed, continue to next opponent 10 feet away to try again. Stop if trip fails for any reason.]

Water Bending:
Water Bending gets a -1 Drawback for requiring Water to work
and a -1 Drawback for Powerloss if upper body is immobile.

Streaming the Water - Water control (feats: Innate Ability, Extensive Training, Environmental Adaptation (water)) pr 7 [17pp + 7AP] {Basic water movement.} [Str 35, Heavy Load 3,200 lbs, ~400 gallons ]

AP: Deflect (slow projectiles, melee is included); Extra: Reflection, Feats: interpose, extended Reach, Precise, pr 7
Flow of Battle{This fighting style is based on redirection of energy. Marika keeps a band of water flowing over her which she maneuvers to accept any melee attack or any projectile launched at her location. In a flowing, circular motion she directs the attack, with momentum preserved, back at the attacker.} [+7 to deflect, Melee attacks are +5 to hit originator, Ranged is only +3 to hit, very imprecise, Damage/effects are same as incoming attack.]

AP: Healing; Extra: Total, Feats: Stabilize, Split attack, pr5
Wholeness of Blood{Surrounding a target with water and with an application of chi, Marika can will blood and body to knit back together at accelerated speeds} [Con check +5, DC to Heal anything, by every 5 over, heal another, can ‘split’ to heal two people at a much lower rank. They must be near each other.]

AP: Create Object; Extra: Moveable, Impervious, Flaw: Concentration, Feats: Stationary, Selective. pr 5
Stance of Shaping{This is a Water bender’s ability to make hardened water objects. As long as she keeps concentrating she can form objects and move them at her command or keep them as barriers. Any minor attacks on the objects are simply ignored, flowing off harmlessly. She can also choose what the objects simply flow around what they don’t. Note: She cannot form ice.} [5, 5 foot squares, +5 vs. Str to oppose movement. Toughness +5 Impervious. Standard action to maintain every round. Hard water. Can Trap, DC15 Reflex to avoid, Can drop in area DC15 Ref, DC 20 Toughness, Moves/Supports with 25 strength, Heavy load 800 lbs]

AP: Snare pr5; Feats: Tether, Chokehold, Accurate, Indirect, Subtle (meaning the 'tether' she has is a mental effect, not like a tangible lariat), Super strength 2, limited: Tether only.
Tide Flows Over{At the completion of this maneuver, Marika launches a sphere of water that splashes over whatever it hits. It clings and spreads, impeding movement, possibly encasing entirely. If so, at her direction, it covers mouth and nose. The water, at her mental direction, can move the snared individual as well.} [+5 to Hit, DC 15 Reflex, fail = Entangled, -2 attack, -2 defense, -4 Dex, no dodge, move@ half; if Save fails by 5 or another successful attack, Helpless and can choose to apply choke, or 'exert strength against' her strength counts as 20 with the Tether. Snare Toughness +5, needs to fail by 5 or more to make hole or escape artist DC 25]

AP: Strike; Area Shapeable (targeted), (5 contiguous squares, any shape, starting from Marika), Feat: Homing, pr 5 +Linked Trip; Flaw: Touch, Area Shapeable, Feat: Improved Trip. pr 5
Water Whip{a whip of water shoots and writhes at her direction, striking and likely knocking to the ground opponents. Even if it misses, the chaotic flailing of the whip may still hit a target as it withdraws.} [5, 5foot squares, +5 attack, DC 20 Toughness, 1d20+5 vs 1d20 + LOWER of Str or Dex or be knocked prone, Homing]

AP: Blast; Extra: Autofire 2, Feats: accurate 2, Precise, Ranged Pin, Improved Range pr 3
Shower of Sharpened Shards{In the only ability she has that calls upon the frozen land of her birth, Marika projects several dozen icicles toward and opponent. She can choose to pin their clothing instead.} [+7 to Hit, If attack succeeds by 1 over defense DC 19 Toughness, If hits by two or more DC 20 Toughness, out to 75 feet, Alternatively, ranged pin (counts as anchored Entangle), Reflex vs. attack roll, if fail, DC 15 str or escape artist as move action to free, Can attack a line, can lay Cover Fire]

AP: Immunity Suffocation by water, cold; Affects others, Area – burst +Linked Swimming pr 2; Affects Others, Area-Burst +Linked Obscurement (Visual); Extra: Selective Attack, Continuous, Flaw: in Water only, Touch range, Feats: Subtle, pr 2,
Bubble{She creates a hemisphere 10 feet around her that sustains those with her, moves rapidly, and completely invisible to those above, but those within and still see normally, though they are half in water, floating effortlessly. Oddly enough, out of the water, she can keep her companions warmer by keeping moisture and snow in the air from her companions.} [Everything 10 feet around her moves 50 feet per round in water, isn’t drowned by water or suffer cold, has total concealment from others while DC 20 Notice to even see anything in the water]

AP:Water Cloak Stance 3
--Elongation 2(Projection, Arms only)
--Enhanced Strength 6
--Snare 4(Touch, Tether)
--Protection 3


Drawback: Motion sickness: Weakness, -1 on all checks, att, def, DC 10 Fort to overcome, on vessel/cart or riding after 20 minutes, Common, Moderate -2

“I have to do what?!?” Marika protested when she first heard the elder’s hydromancy predictions. “Protect the Avatar? Why would the Avatar need *my* protection? He’s the AVATAR for Luna’s sake. And these directions make no sense. This isn’t the way to the King’s palace.”

“Oh, uhh… yes, of course I will give all in my Service to the Tribe. Yes, I know I owe you all for my education. Yes, I know my training as protector of the Sacred Pools was trying on everyone here. Yes, I know the aversion I seem to have for fast travel is… limiting. Yes, I know I am past the age of betrothal, but all the boys here are all… Yes, I’ll be quiet. *sigh* Yes, I will honor the vision of the Mother Seer.”


Marika, having completed her training in the Southern Tribe benders is the object of one of the elders’ hydromancy visions. She is given directions and told to protect the Avatar. (Which is odd because the Avatar is the Prince and certainly needs no protection by a 17 year old Water Tribeswoman.) But ever-dutiful, if somewhat complaining, Marika sets forth on the next ship for a miserable journey to Somudd, the Earth Kingdom.

Marika was also charged with delivering the Scrolls of Lysira - the diary and written notes of the previous Avatar (Lysira) to the next Avatar for the small amount of guidance they can provide. They are bound in watertight, fireproof scrollcases.

Abilities 12+ Saves 8+ Skills 9 + Feats 11 + Combat 14 + Powers 25 – Drawbacks 4 = 75
[/quote]

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 9:51 am

flynnarrel wrote:Subject: Push 2 [3e] OOC

flynnarrel wrote:Dana Beaumonte

Image

PL6 90

[ Abilities 20pp]
STR -1
STA 2
AGL 3
DEX 2
FGT 1
INT 0
AWE 3
PRE 0

[Defenses 13pp]
Dodge 3 +3 = 6
Fortitude 2 +4 = 6
Parry 1 +3 = 4
Toughness 2 + Def Roll, + Coat = +6
Will 3 + 3 = 6

Init: +7

Skills [16pp]:
Acrobatics 2 (+5)
Athletics 3 (+2)
Perception 3 (+6)
Deception 5 (+5/+7)
Persuasion 3 (+3/+5)
Stealth 6 (+9)
Insight 2 (+5)
Expertise: Street survival 8 (+8)

Close Combat 0 (+1)
Ranged Combat 0 (+4)

Advantages [9pp]: Ranged Attack 2, Equipment 1, Defensive Roll 2, Prone Fighting, Improved Init 1, Extraordinary Effort, Attractive 1

Equipment: Heavy Leather coat (protection 2, Subtle, Camoflage Clothing-Urban) (4ep), 1 unused

Powers:
Movers and Shakers (TK array)-
Move Object 6 (Extras: Damaging, Perception. Power Feats: Split Attack) [25pp +AE+3DAE]
AE: Deflect 6 (Extras: Reflect, Redirect; Power Feat: Accurate 1, Extended Range) & Impervious Toughness 5 (Rounds up) [25/25pp]
{Rolls to Deflect, then rolls for attack, +6 Ranged, +3 melee.}
DAE:Create 6 (Extras: Impervious, Movable, Selective; Power Feats: Increased Volume 3, Extended Range); Flaws: Limited(Cover Only)) [22/25pp]
DAE: Move Object 8 (Power Feats: Increased Mass 2, Extended Range, Subtle, Precise, Indirect 2, Split, Improved Grab (25tons)) [25/25pp]
{+4 to hit, +8 effect}
DAE: Damage 9 (Power Feat: Accurate, Reach(Melee) 3: 15ft, Indirect 2) & Impervious Toughness 6 [21/25pp]
{+3 to hit, +9 damage}

Complications:
Motivation – Survival, to be replaced as the game progresses, likely with some type of loyalty, but initially, Survival is her driving force.
Phobia – Being Grabbed and Held. She comes from a world where being held down leads to bad things for a pretty young lady.
Family – her parents are likely still looking for her.
Guilt – responsible for sister's death.

Background:
Dana Beaumonte started life with Wealthy parents, a fancy estate, and great prospects. She remembers the day clearly. Her stupid sister had a stupid equestrian tournament... again. Her parents had taken their seats and she was walking around, bored and trying to avoid places that smelled like horsey pooh, and failing miserably. She had climbed over a fence and stumbled into the back area where horses and riders warmed up before the meet and was spotted by her sister who came rearing up to her suddenly. In Dana's panic and confusion she lashed out and horse and rider toppled in a telekinetic frenzy. Others rushed over and the words 'She's dead' echoed in Dana's 15 year old mind. Her sister was dead, and it was her fault.

She ran. A bus was boarding from the track to Atlanta where the last of her money bought transportation up North a ways and she's been living on the streets ever since.

She used her powers when she got so hungry she thought she'd die and have been experimenting with them for a while now, learning the control she had neede so long ago on the race track.



Questions:
Editted
Perception range Damage TK – I never saw them miss, or even try to aim and people went flying away (I looked for a trip with knockback in 3E but didn't see it. Let me know if that's an issue, please.
Can Deflect be that high? Got it, reduced and added a stronger, damage free TK.
Anyplace you see that I'm unrealistically lacking or too overdeveloped? I know you said you wanted street-level submissions.
Did I do the build right? It's my first from scratch.

Edir 4/1/2011 - redefined a few AEs, added a few, please review.

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:51 am

flynnarrel wrote:Subject: The Knight Shift: (3e one-shot) Recruiting closed

flynnarrel wrote:I'm sure I've messed some things up but take a look.

My first attempt at tweaking a 3e character, please be kind.

I pulled from both Yvain, Knight of the Lion, and Owain of the Ravens. Starting from Horsenhero's own build. I tweaked back on inherent badassitude since we have a tone of great fighting submissions, and hoped to fill out through senses and skills, areas uncovered.


Yvonne Jackson


PL 7 120PP

Abilities [46pp]

Strength 2/5 Stamina 4/5 Agility 4/7 Dexterity 3 Fighting 4/7 Intellect 2 Awareness 2 Presence 2

Advantages- [25pp]

Agile Feint, All-Out-Attack, Animal Empathy, Contacts, Daze(Intimidation), Attractive, Equipment 5, Evasion 2, Improved Initiative 2, Luck 2, Power Attack, Precise Attack 2(Close: Cover & Concealment), Skill Mastery (Stealth), Takedown 2, Uncanny Dodge, Well-Informed

Skills- [23pp]

Acrobatics 6(+10/13) [Agile Feint], Athletics 4(+6/9), Insight 4(+6), Intimidation 6(+8)[Daze], Investigation 4(+6)[Well Informed?], Perception 6(+8 )[Tracking], Persuasion 2(+4)[Attractive], Stealth 6(+10/13) [Skill Mastery], Vehicles 2(+5), Deception 4(+6 )[Attractive], Expertise: Burglary 2(+4)

Powers-

Summon 6 [21pp+2AE]: Spirit Lion (90pp) Heroic (+2), Continuous (+1), Mental Link (flat +1), Full Action (-1), Distracting (-1) + Detect Summon, Ranged
AE: Summon 4: Raven Witch (60pp) Active (+1), Sensory Link (+1), Controlled (+1) Mental Link (flat +1)
AE: Totemic Avatar: Enhanced Strength 3, Enhanced Stamina 1, Enhanced Agility 3, Enhanced Fighting 3, Regeneration 2, Senses 4[Low-Light Vision, Tracking, Scent, Extended Hearing], Speed 2, Leaping 2, Skill Mastery - Acrobatics

Equipment: Motorcycle (10pts), Cell Phone (1pt), Hold Out Pistol (4pts)
Bagh Nakh(Tiger claws): Slashing, strength based Damage 2, improved Critical 2, Movement (wall crawling 1)[6ep]
Hooded leather Trenchcoat: Protection 2, Urban Camouflage, (3ep)
1ep unassigned

Combat-

Defenses: Dodge 4/7 Parry 4/7 Fortitude 4/5 Toughness 6/7 Will 6

Offense: Unarmed (human form) +4 , Dam. DC 17, Bagh Nakh +4 Dam. DC19[18-20], Hold Out Pistol +3 Dam. DC17, Avatar: +7 Dam DC20, Bagh Nakh +7 Dam. DC22[18-20]

COMPLICATIONS:
Past: She used to run with a gang on the streets of Hub City
Responsibility: The Streets of Hub City
Thrills: Parkour, Great Sex, whatever. She loves the thrill of… well… anything really

Totals-

Abilities:46+ Powers 23+ Advantages 25+ Skills 22+ Defenses 4= 120pp.


Spirit Lion
STR 2/5, STA - (-5), AGL 3, DEX 0, FGT 1, INT –3, AWE 1, PRE -2
Skills: Perception 8 (+9), Stealth 2 (+5), Athletics 2 (+7),

Advantages: Interpose, Fearless

Powers:
Immunity to Fortitude effects [30pp]
Regeneration 2 [2pp]
Protection 6 [6pp]
Growth 3 (Permanent, –1 active defenses included), [6pp]
Senses 2 (Low-light Vision, Scent, Tracking 1). [3pp]
Roar: Affliction 9 (Dazed and Impaired, Defenseless and Compelled (drop objects and flee), Will) Area-Cone (+1), Extra Condition (+1), Limited (-1), Reversible (flat 1), Affects Insubstantial (flat 1) [20pp+3AE]
AE: Insubstantial 4
AE: Claws, Strength-based Damage 4, multiattack (on all 9), Accurate 4, Incurable, Improved Critical 2,
AE: Bite, Strength-based Damage 2, Accurate 5, Improved Critical 2, Fast Grab, Chokehold, Improved Hold, Enhanced Strength (Grab only) 4, Precise Attack 2(Close: Cover & Concealment)

Offense: Init +3, Claws +9 (Damage 9, multiattack, [crit 18-20]). Bite +11 (Damage 7, Grapple +9, [crit 18-20])
Defenses: Dodge 3+5-1 = 7, Parry 1+7-1 = 7, Fortitude –, Toughness 6+3 = 9, Will 1+6=7.
Totals: Abilities: -6 + Skills 6 + Advantages 2 + Powers 70 + Defenses 18 = Total 90 points.


Raven Witch
STR –2, STA 0, AGL 3, DEX 0, FGT 3, INT 1, AWE 4, PRE 0

Skills: Close Combat: Claws 6 (+9), Perception 6 (+10). Stealth 2 (+13)

Advantages: Move-by-attack, Teamwork, Hide in Plain Sight

Powers:
Flight 4 (Wings), [4pp]
Senses 2 (Extended Vision, Dark Vision), [3pp]
Shrinking 8 (Permanent; +4 defenses, +8 Stealth). [8pp]
Healing 5, [10pp+1AE]
AE: Fighting Precognition: Danger Sense, Defensive Roll 2, Enhanced Dodge 3, Enhanced Parry 4

Offense: Init +3, Unarmed +11 (Damage –2).

Defenses: Dodge 9/12, Parry 8/12, Fortitude 0+5 = 5, Toughness 0/2, Will 5.

Totals: Abilities 20 + Skills 7 + Advantages 3 + Powers 25 + Defenses 9 = Total 60 points.

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:52 am

flynnarrel wrote:Subject: [Closed] - OOC - DM-learning-PBP quick 2e adventure

flynnarrel wrote:Here's my submission, she's an energy controller/utility/support person. I went PL 8 so, as an energy controller she won't have as much 'punch' so someone else can really shine on ranged damage. She has a lot in her bag of tricks though.

Fission PL8 180

Dr. Attanova Yavorenskya was a Russian biomedical researcher assigned to a Ukrainian plant in April 1986. The name of the nuclear power plant was Chernobyl.

Officially her job was to conduct safety inspections on the plant workers, making sure no one was over exposed during their shifts. Unofficially she was studying the effects of exposure to radiation intent on discovering a cure or treatment for cancer through radiation therapy. She had also harvested a few exotic isotopes which were a byproduct of the nuclear core’s operation in hopes one of them held the key. Her dedication and focus had an intensity fueled by her own diagnosis with spreading lung cancer. She was in her assigned lab when the alarms went off. She rushed to her nearby storage locker hoping to save a myriad of other experimental isotopes yet to be tested. She never made it out with her armfuls of unknown elements.
Attanova, caught under some rubble and unconscious from the explosion, bathed in many different flavors of radiation for hours until suited rescue personnel recovered her.

She awoke in shielded isolation.

Attending doctors (from behind shielded areas) told her that her lungs had fused into a giant mass of cancerous tissue and that it was not only threatening to expand, but expelling random bursts of exotic radiation. The good news was that she didn’t seem to need her lungs to function. They would like to do more tests but while she was unconscious no needle could penetrate her shell of solidifying energy. Even when she learned to open the field and gained some mastery over the radiations she emits her body was still wasting away.

She tried to be active in her own treatment but it is very difficult to run experiments when you are the subject. She was lamenting over that very thing when a fit of chest pain tore through her. It felt like the cancer was tearing her body apart. When it finally subsided she realized she was looking at herself.

Between the two of her, their combined knowledge and intricate control of both damaging, and a new type of radiation that repairs cells and stimulates healthy growth, they came up with a treatment to save her life, but it has to be administered 4 or 5 times a day {Usually off camera}. If prevented from this she will be rendered immobile in under two days (str to 0), and likely die in just over 3 (con to 0).

Protective lining was created and incorporated into her clothing to guard against the occasional emissions and she was approached by the Russian government to use her newly developed abilities to further the Glory of Mother Russia. She accepted on the condition that she could still work on a cure, especially to help those still adversely affected by the worst nuclear meltdown in history.
Image

Fission PL8 180
PL 8 (10-2: Off;8[0/0]/Def;8[-2/+2]) 180/180pp

St 8 Dex 10, Con 14, Int, 18, Wis 18, Cha 10 [18pp]

Saves: Toughness 2con+8forcefield= 10,
Fort 2(con) + 7 = 9, Will 4(wis) + 5=9, Reflex +5 [17pp]

Skills [15pp]: Knowledge- Physical sciences 8 (+12), Knowledge- Biological sciences 5 (+9), Medicine 10 (+14), Notice 12(+16), Sense Motive 6 (+10), Concentration 10 (+14), Diplomacy 2 (+2/+6 ), Investigate 4(+8 ) Languages (Russian[Native], English, German, French)

Feats [12pp]: Attractive, Power Attack, Teamwork 1, Luck, Attack Specialization Radiation Control 3, improved initiative, Speed of Thought, Eidetic Memory, Move By Attack, Master Plan

Powers:
Flight, pr 4, Drawback: Medium load only, Partial Extra: 1 rank bought with Continuous [8pp]

Force Field, Continuous, Permanent, Feat: Selective. Drawback: Noticeable pr 8 [8pp]
+ Link - Shield pr 5 [5pp]
Enhanced Feat: Withstand Damage [1pp]
{Continuous effects are Subtle by default, Noticeable indicates that her Force Shields are a visibly shiny, slightly neon green effect. She can choose to thicken the shields but loses mobility and the ability to avoid attacks. Withstand Damage allows a trade off between Defense and Toughness up to -5/+5. }

Immunities: radioactive environment, Suffocation, [3pp]
Immunities (half effect: )Sleep, Aging [1pp]

Device: Costume(hard to lose [8pp])
Radiation shielding (in costume) : Immunity All Radiation Effects[limited half], {Keeping out radiation is only a tangential effect (and the only one really rules oriented), really, the suit protects others from the random bursts of radiation she tends to give out (a Complication).} (5)
Immunity: cold environment, low pressure, Vacuum,(3)
Feature: Adapts to form (stays with her in radiation form, and feat Quick Change limited to this suit only) (1)
Enhanced Feat - Equipment 1 (1)
Equipment in Costume: Fire Extinguisher (1ep), Commlink (1ep), Masterwork medkit (1ep), Geiger Counter (Detect Radiation levels) (1ep), laptop(1ep)

Obscure (All visual, all radio) Flaw: Touch range, Extra: Selective Attack, Feat: Reversible, Extra: Independent. Pr 3 [10pp+1AP] {25ft radius, an envelopment of glowing green particles that block sight and ruin radio transmissions, lasts 9 rounds, reducing by one rank every 3 rounds}
AP: Super-senses (sustained): Spatial Sense(Mental), X-Ray (Spatial Sense), Extended (Spatial Sense), Uncanny Dodge (Mental, Spatial Sense), {being able to perceive all manner of rays lets her remain aware in all directions, even seeing into things at great distances.}

Radiation Control: [28pp+8ap]
Charged Bombardment - Blast pr 8, Secondary effect, Feats: Affects Insubstantial 2, incurable, precise, Penetrating 2. Drawback: no knockback, lethal only
{This is a standard release of focused Radiation. The molecules continue to excite one they hit. And Can affect people or things in alternate states of existance. DC 23 Toughness.}
AP: Overexposure - Fatigue, Area-Line (general), Full-round Action pr 7 + Damage, Alt Save-Fort, Area-Line (General), Full Round Action pr 7 (28/28);
{This attack requires an building up of will as Attanova convinces herself to use it despite knowing what it will do. A beam of radiation that soaks into organic matter, capable of liquifying organs from the inside out and draining vitality from those affected. Ref DC 17 for Half, Fatigue Fort DC 17, Damage Fort DC 22.}
AP: Bacta Particles - Healing: Standard action, Total, Ranged, Flaw: Others only, Feats: Regrowth, Persistent, Stabilize, pr 6 (uses 27/28)
(This exotic radiation is under study by some of the top radiologists. It adds energy to the regrowth centers of the body and can even heal damage thought unhealable. Dr. Attanova's greatest fear is that her new, violent assignment might require her sacrifice before she's found a way to replicate this energy.}
AP: Microwave emissions - Stun, Area Cone [general], Feats: Sedation, Reversible, Subtle, indirect {bypasses barriers} pr 8 (28/28)
{Microwave guns have been used for crowd control for decades to cause low-damage, high-intensity sensations to disrupt a person's ability to function. The effects are unpleasant and quite capable of mob dispersal.
Ref DC 18 for half, Stun Fort DC 18}
AP: Nuclear Body - Radiation [alternate] form: insubstantial 3(15pp) {energy – radiation}, + Concealment, Feats: Close. pr6 (13pp) {All visual, normal hearing, normal smell} (28/28)
{She crosses over fully to energy form she still cannot penetrate lead. She is invisible to all spectrums, makes no noise or scent detectible by trdiional means.}
AP: Radiation Sickness - Nausea, Range, Auto fire, Feats: Reversible, Homing2, Split attack Pr8 (28/28)
{She bombards a target or targets with unstable, glowing neutrons that Follow them for a limited time in effort do cause bio-disruption. Depending on how well she targets, (+2 over defense), the effects are increased (+1 up to DC of +12 total). Nausea Frot DC 18 to 22, or two effects, DC 14 to 16)
AP: Supercharge flight – Flight 6 + Damage, Area-Trail (General) pr 8 (28/28)
{Flight increases to 10, but She leaves an ion trail that damages anything in her wake. Ref DC 18 for half, Toughness DC 23}
AP: Radioactive Decay – Disintegration, (Ranged Drain Troughness, Affects Objects, Full Round Action, Linked to Blast, Full Round Action 3/r) Increased Range (Apply to both), Precise Shot (Apply to both) pr 8 (28/28)
{She focuses her lo amplitude, high energy ions in attempt to weaken the bond of matter itself. She's loathe to do so. Drain, Fort/Toughness[objects] DC 18, Damage DC 23.}
AP: EM wave - Nullify Electronics (All of Technology descriptor 2/r), Flaw: Range-Touch, Extras: Area – Burst(general), Selective Attack, Feats: Subtle, Progression – Area, pr 8 (26/28)
{Choosing to avoid electronics she knows about, she can bombard the area around herself with electro-magnetic emmanations to disrupt electronic functioning.}

Duplication 2/r, Extras: Continuous, Heroic, Flaws: Real {take worst Damage condition when they remerge}, Feat: Mental Link, pr 10 [31pp]
{Duplicate all abilities except Duplication itself, up to 150pp of abilities}

Combat:
Attack: BAB +2 [4pp]
Ranged +2(BAB),
Radiation attacks +2(BAB)+6(Radiation specialization)= +8,

Defense: 1 [2pp] +5 shield = +6 (DC 16 to hit, DC 11 if flatfooted or molecular excitment)
Init: +8
Grapple: +1

Abilities 18+ Saves 17+ Skills 15 +Feats 12 +Powers 112 +Combat 6 -Drawbacks 0 = 180

Drawbacks:

Complications: Needs to split to administer/oversee Anti-Cancer Therapy to herself daily.
Random discharge of radiation possible.
Survivor’s Guilt re: Chernobyl

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:53 am

Subject: The Legendary Disciples 2e [OOC]

flynnarrel wrote: Marika

Backstory wrote:“Your ability to focus is... passable and you are moderately-talented in many other ways, Marika, I just do not understand why you cannot form sustainable ice. All it takes is a stillness that you replicate in the water you control.”

Marika was sullen, which only tinged the annoyance she felt at this old argument. “Yes, Ma’am. Sorry, Ma’am. But… I must ask… is the formation of ice a requirement for me to be a Guardian of The Sacred Pools?” she regretted it instantly when she saw the Mistress of Novices’ face grow glacial. She’d be peeling tubers for a week… again.

“Marika, child…” it wasn’t a term of endearment as much as a reminder of her low status amongst the Novices brought about by age and limitations, “do you WANT to stand sentinel by Tsukuyomi’s divine waters, protecting them from those who might contaminate or corrupt them?” Marika at least knew as much to stay silent and nod. She really did too. The Guardians were an ancient sisterhood tasked with protection of the Celestial Mother’s own blessed waters here in the Northernmost reaches where ice and snow were the norm. She’d admired them ever since she was a little girl. They took her in when her family’s home collapsed, orphaning her.

“And do you want the camaraderie of sisterhood and the surety of upholding a sacred duty in service to Lady Tsukuyomi?” Marika hesitated. Some of other Novices could be mean. They made fun of her hair, wilted and stringy as it was. And they teased her for having larger ‘mannish’ feet and hands. The Mistress of Novices took her hesitation as a sign of disrespect.

“Or can be relegated back to the village. You *are* of marrying age afterall. There is always a need for skilled workers, gatherers, chiurgeons, …”

“No, Mistress Narosa!” Marika blurted. “Please, … I’ll get better, I promise.” she pleaded, choking down the anger that began to bubble in her. Mistress Narosa truly knew Marika’s weakness. Their traditions held that women were subservient to their husbands. Guardianhood was one way to escape that role. ”Please give me another chance.”

The Mistress let show a small smile of triumph. “Maybe there IS a way. You will travel South and deliver this letter to Master Tenzen, one of the greatest Teachers in the land, familiar not only with our style but that of ALL the elemental traditions. It asks that he examine you to determine the cause of your deficiencies and if there is anything that can be done for you. You are to bear a shipment of our local herbs which he uses for poultices and such. One was being sent anyway. And you are as good as any to guard it. Oh, don’t look so sullen. It is a compliment that we are sending you out despite your years. Besides, it was Grand Mistress Marleena’s idea. She sees something there, Goddess-only-knows what.” Marika took some comfort in that. Marleena was the seniormost among them and had always treated Marika tenderly. Maybe it wouldn’t be so bad afterall.


Complications @ PL 4 (possibly carrying over to level 8)
Smart-mouth: Marika says what’s on her mind despite of how inappropriate it is.
Rebels against tradition: Especially the ones that see women in lesser roles than men.
Fear of immobilization: Marika gets frantic whenever held down or immobilized.

[This was a set up for the pre-training, PL 4 adventures.]

Gain Complication: protect the Pearl of Tsukuyomi

[Then insert training montage.]


Marika
PL 8 PP120

Abilities: St 8 Dex 16 Con 14 Int 10 Wis 14 Cha 10 [12pp]

Tradeoffs Def +3/ Tough -3,

Saves: Fort 4+2con = +6, Ref 6+3dex = +9, Will 6+2wis = +8 [16pp]
Toughness +2con+2 leather +1feat = +5

Skills [12pp]: Sense Motive +5 (+7.), Notice +8 (+10.), Concentration +10 (+12), Survival +1 (+3), Medicine +8.(+10.), Acrobatics +7 (+10), Knowledge History +1, stealth +8 (+11),

Feats [17pp]: equipment 1, Attack Focus Melee 2, Attack Specialize(Unarmed), Dodge focus 6, Uncanny dodge (hearing), Evasion, Skill Mastery (Concentration, Acrobatics, Medicine, Stealth), Prone Fighting, Grappling Finesse, Tough, improved Initiative 1,

Equipment: Leathers (Protection 2), large waterskin, iron tiger claws (dmg+1, mighty [lethal])
Other equipment: normal First Aid kit.

Combat: BAB 4 [8pp] Ranged +4 / Melee +6 / Unarmed +8
BDB 5 [10pp] +6 Dodge = +11, +3 if Uncanny dodge doesn’t apply, 21 and 13 repectively
Initiative: +7
Grapple: +6(melee)+3(Dex) = 9

Powers:

Tidal Connection Senses, Sustained: Detect Water[Mental], Ranged, Accurate, Radius, Extended [6pp+2AP]
{Marika can accurately sense where water is including waterskins, rain barrels, and possibly sweat. She knows where she is in relation to nearby lakes and streams even with her eyes closed.}
AP: Obscure (Vision), Independent, Flaw:Normal Vision Only; Feat: Slow Fade, Reversible pr4 {Marika wills water to condense in the air creating a fog to block sight in up to a 50 foot radius lasting 20 rounds, reducing in radius every 5. She needs no external source of water for this and no gestures. It's not in her control once summoned (She cannot move it around like normal Obscurements), though she can banish it.}
AP: Ice Skates Speed 2, move by action, Fast Overrun, Improved Overrun, Improved Throw {Marika skates along quickly on ice that forms under the soles of her feet. She can try to bowl people over with this. Melee Attack +6, if hits, Overrun attempt +2(speed)+4(imp.overrun) vs worse of either their strength or dex.}


Water Bending Array:
Streaming the Water - As Telekinesis with a water movement descriptor (Extra: Damaging, feats: Accurate, Improved trip, Improved Throw) pr 8 [27pp + 12AP] {Basic 'water' movement.} [Str 40, Heavy Load 3 tons, ~750 gallons, +8 to hit, DC 23 Toughness, or Trip attack at 1d20 +8(power rank)+4(improved Trip) vs worse of Str or Dex, or Grapple at +8(power), can damage.]

AP: Strike pr 8, Ranged, Feats: Penetrating 4, Feats: Accurate, Precise 2, Blind Fighting, Power Attack, Accurate Attack, Improved Aim
Water Blade {A launching of water, blade-thin, moves as Marika directs cutting through things as neatly as a sword.} [+8 to hit, Toughness DC 23, this is a basic, all-purpose, standard action attack that can go out up to 80-ft from Marika. Her control is such that she can accurately put the strike where it's most needed, including where it might do the most damage, get around cover, even be aimed well.]

AP: Deflect (slow projectiles, energy, {melee is included}); Feats: extended Reach 3, Precise, pr 11
Flow of Battle{This fighting style is based on redirection of energy. Marika keeps a band of water flowing over her which she maneuvers to accept any melee attack or any projectile launched at or near her location. In a flowing, circular motion she directs the attack away or possibly catches it in the protective waters.}[Deflect is a 1d20+11 vs their attack roll, she can do this up to 15 feet away from her. Can catch @ no penalty.]

AP: Deflect pr 11 (melee only 0/rank) Extra: Reflect, Redirect; Feat: Subtle +Link; Trip(Flaw:Touch Range) pr 8:
Bend the Stream – [i]{Continuing the concepts of redirection of energy, Marika patiently awaits melee attacks. In a twisting motion she redirects the attack, sometimes back at the attacker, sometimes toward someone else in melee range. Reflected Attacks +8 to hit new target, Damage/effects as original attack. With a subtle push Marika can sometime cause attackers to overbalance and trip.}

AP: Healing; Extra: Total, Standard action, Feats: Stabilize, Split attack 2, pr6
Wholeness of Blood – [i]{Surrounding a target with water and with an application of chi, Marika can will blood and body to knit back together at accelerated speeds}
[Con check +6, DC 10 to Heal anything, by every 5 over, heal another condition, can ‘split’ to heal three people at a much lower rank. They must be near each other.]

AP: Create Object; Extra: Moveable, Feats: Stationary, Tether, Selective. pr 8
Stance of Shaping{This is a Water bender’s ability to make hardened water objects. She can form objects and move them at her command or keep them as barriers. She can also choose what the objects simply flow around what they don’t. Note: She cannot form ice with *this* stance.} [8, 5 foot squares, +8 vs. Str to oppose movement. Toughness +8. Hard water. Can Trap, DC18 Reflex to avoid, Can drop in area DC18 Ref, DC 23 Toughness, Moves/Supports with 40 strength, Heavy load 3 tons]

AP: Create Object, Extra: Impervious, Independent[0], Feats: Stationary, Slow Fade, Precise pr 8
Glacial Flow{Marika has finally learned the centering it takes to form ice. Her ice barriers and Shaped objects are quite difficult to harm but melt slowly over time.} [8, 5 foot squares, +8 vs. Str to oppose movement. Toughness +8, Impervious. Ice. Can Trap, DC18 Reflex to avoid, Can drop in area DC18 Ref, DC 23 Toughness, Supports with 40 strength, Heavy load 3 tons]

AP: Snare pr8; Feats: Tether, Chokehold, Reversible, Accurate 2, Obscure Sight, Obscure Hearing.
Tide Flows Over{At the completion of this maneuver, Marika launches a sphere of water that splashes over whatever it hits. It clings and spreads, impeding movement, possibly encasing entirely and cutting off breathing passages. If so, at her direction, it covers the eyes and plugs ears or releases entirely.} [+8 to Hit, DC 18 Reflex, fail = Entangled, -2 attack, -2 defense, -4 Dex, no dodge, move@ half; if Save fails by 5 or another successful attack, Helpless and applies Suffocation, she can 'exert strength against', her strength counts as 40 with the Tether. Ensnared person gets their strength as damage automatically, Snare Toughness +8, needs to fail by 5 or more to make hole or escape artist DC 28]

AP: Snare; Extra: Area-Shapeable, Backlash, Flaw: Touch Range; Feats: Reversible, Obscure Sight, Indirect (From Below), pr 8
Winter’s Embrace{At the completion of this maneuver, Ice spreads from Marika rapidly. Anyone caught by it has their limbs pinned, joints frozen, and permafrost covers and hardens over them. The sharp ice crystals will punish any who tries to break out. If so, at her direction, it covers the eyes or releases entirely. The effect can spread under barriers to grow up over people.} [DC 18 Ref to see if full or half effect, if made, DC 14 Ref, if fail, DC 18 Reflex, fail = Entangled, -2 attack, -2 defense, -4 Dex, no dodge, move@ half; if Save fails by 5 or another successful attack, Helpless and if they try and fail to break out the suffer the Toughness DC of their own attack. Snare Toughness +8, needs to fail by 5 or more to make hole or escape artist DC 28]

AP: Strike; Area Shapeable (targeted), Flaw: Full Round Action, Feat: Accuracy, Homing, Progression-Area (16 contiguous squares, any shape, must include Marika) pr 8 +Linked Trip; Flaw: Touch, Full-Round Action; Extra: Area Shapeable, Feat: Improved Trip (worse of Str or Dex), Progression - Area. pr 8
Water Whip{after a bit of Concentration, a whip of water shoots and writhes at her direction, striking and likely knocking to the ground opponents. Even if it misses, the chaotic flailing of the whip may still hit a target as it withdraws.} [16, 5foot squares, +8 attack, DC 23 Toughness, 1d20+8 vs 1d20 + LOWER of Str or Dex or be knocked prone, Homing]

AP: Blast; Extra: Autofire 2, Feats: accurate 3, Ranged Pin, Drawback: lethal only pr 6
Shower of Sharpened Shards{Marika forms and projects several dozen icicles toward and opponent. She can choose to pin their clothing instead.} [+10 to Hit, If attack succeeds by 1 over defense DC 22 Toughness, If hits by two or more DC 23 Toughness, If by 3 or greater, DC 24 Toughness out to 60 feet, Alternatively, ranged pin (counts as anchored Entangle), Reflex vs. attack roll, if fail, DC 15 str or escape artist as move action to free, Can attack a line, can lay Cover Fire]

AP: Blast pr 10, Alternate save-Fortitude, Feats: Accurate 1, Indirect, Feature: Creates Environmental water, Feature: Doesn't require environmental Water, Flaws: Distracting, Full-round Action, Linked to Fatigue pr 10, Ranged, Flaws: Distracting, Full-Round Action. Feat: Accurate 1, Indirect, Sedation.
Draw out the Water - {Marika performs a complicated gesture requiring her full attention up until the time she unleashes the attack. Water issues forth from the designated target eliciting pain. The free floating globules of water are now available for her bending.} [+6 to hit, target gets 1 Fortitude save against Damage DC 25, Fatigue DC 20, this effect bypasses barriers. Her Defense drops from 21 to 13 until the start of next round.]

AP:Water Cloak Stance 3
--Feature: Doesn’t require Gestures (1)
--Elongation 2(Extra:Projection, Limit:Arms only) (3)
--Additional limbs: Arm pr 2 (2)
--Enhanced Strength 18 (18)
--Feat: Withstand Damage, Improved Grab, Chokehold, (3)
Water Cloak{Marika has only to will an exoskeleton of water and tentacles to form around her increasing her strength, reach, and the prehensile tentacles function as arms to her thoughts.} [Strength becomes 26 (+8 ), She has a total of 4 arms(two extra from the sides, Grapple of +6(melee)+8(str)+3(Elongate)+2(Additional Limbs)=+19, She can trade off Defense for Toughness up to -5/+5. She has a reach of 25 feet]


Drawback:
Water Bending gets a -1 Drawback for requiring Water to work
and a -1 Drawback for Powerloss if unable to gesture.


Abilities 12+ Saves 16+ Skills 12 + Feats 17 + Combat 18 + Powers 47 – Drawbacks 2 = 120






Examples from the show that I drew these powers from.
http://www.youtube.com/watch?v=udqiw7bgaDI
http://www.youtube.com/watch?v=jCZtuYxY ... re=related
http://www.youtube.com/watch?v=4XmyS4tp ... re=related
http://www.youtube.com/watch?v=69uUBIjK ... re=related
http://www.youtube.com/watch?v=dZg30vnk ... re=related
http://www.youtube.com/watch?v=YMgAGAlrCng&NR=1

Edit 7/7/11 - Change references of Luna to Tsukuyomi. A more appropriate diety in this setting.
Edit 7/30/11 - rearranged points to add skate ability, and a couple more options on the PL 8 array, then twice more to correct misspellings and add edit note.

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:53 am

flynnarrel wrote:Subject: World War Robot (OOC - Full)

flynnarrel wrote:James McCray was a wheelman and criminal when the opportunity of a lifetime came along. One of the smaller corporations hoping to compete with the Rothchilds was shipping several prototypes of weapons, robots, and gear by armored transport and a crew James sometimes worked with was going to hijack it. James came on as an opener and muscle. It would have gone off without a hitch too but the techie couldn’t wait to get his mitts on one of the robots.

When the tamper trigger was tripped and the thing started counting down it was a mad scramble for James, who knew a bomb countdown when he heard one. James leapt into a nearby suit and pulled the helmet closed just as the compartment and many of his fellows unlucky enough to get out were engulfed in a firestorm. He got treated to the sound of secondary explosions as ammo started cooking off and weapons were blowing up. An explosion took out the roof and James knew he needed to get out of there. He found all manner of controls at his finger tips and started pushing them. His stomach dropped to his feet as the suit rocketed him up and out of there.

That’s the kind of thing that makes a man want to swear off thieving altogether. Well, mostly. James went to techies he trusted and did some experiments on his own. He mostly figured out how the suit worked and that the fuel was easy enough to buy the ingredients for and mix.

He paid good money to get himself erased from every system that knew of him and started working off world. He joined the Mercs, billing himself as ‘Firebug’ and started using the suit to make himself a ‘hot’ commodity in the help-for-hire world. He’ll do scouting, get messages back and forth and be mid-range aerial support, as long as the price is right.


Image

Firebug

PL 7, 135

Abilities[38pp]: Strength 2, Stamina 4, Agility 3, Dexterity 3, Fighting 4, Intellect 0, Awareness 3, Presence 0

Advantages[13pp]: All-out Attack, Improved Initiative, Evasion 2 (limited - in the air), Power Attack, Close Attack 3, Environmental adaption (Earth(native), Luna, Mars) 2, Move By Action, Luck 2, Benefit - cypher

Skills[26pp]: Acrobatics 4 (+7), Athletics 6 (+8), Insight 8 (+11), Perception 8 (+11), Stealth 6 (+9), Vehicle 3(+6), Close Attack- Blades 3(+10), Ranged Attack- Hand Jet array) 1(+4)Technology 6(+6), Expertise: Demolitions 7(+7.),

Powers:
Slash and Burn, Aerial Assault Suit, 55pp, Removable -11pp [44pp]
Asbestos pressure suit:
- Immunity Fire Damage, Suffocation, Environmental Conditions(All) (12)
- Protection 3 (3)
Back Rockets
- Flight 2, one level with Continuous (5)
Hand Jets (array)
Flame Thrower: (Strike (fire), Area Cone, Secondary Attack) pr 7 (21+3 AE)
AE: Napalm Globule: (Weaken Toughness, Affects Objects, Range)(Flaw:Full-Round Action), Accurate, Drawback: Reduced range (to 5'/rank), pr8 + Strike (Heat), Extra: Range; (Flaw:Full-Round Action) pr4, Accurate.
AE: Fire Stream: (Strike (fire), Ranged, Multiattack), Accurate 2, indirect(can arc over barriers), pr 6
AE: Boost Flight: Flight 5 + "Smoke Screen" Concealment 2 (Visual) (Extras: Attack, Area- 30ft. Cloud, Area- trail) (Gains Complication: no usable hands as both his are pointed down and behind him spewing propelling flame and smoke. Note, the Area Cloud is only from point of departure if he uses this from the beginning of flight)
Helmet Radar (electronic):
-Senses(Radio, radius, ranged, Accurate, Extended), (6)
Suit extras: Equipment 5 (5): Fire extinguisher, Flash Goggles, Radio communicator, Hidden Compartments (as Vehicle), Flashlight,
Additional weapons equipment array:
Fragmentation Grenade (Blast, Area-Burst) pr 6
AE: Carbonite Blade (Strike 2, Str-based, crit 17-20), Improved Block
AE: Snare Bomb - Ranged, Area-Cloud*, Affliction 6 (hindered and vulnerable/defenseless and immobilized; Extra Condition, Resisted by Dodge, Limited Degree) *Smaller area, but still sticky the round after.

Offense:
Initiative +7
Grab + 9
Flame Thrower (Resist Dodge, DC 17, DC 22 Toughness)
Fire Stream +8 (DC 21, Multiattack, Indirect)
Globule +6 (DC 18 Fort, Weaken, DC 19 Toughness), Full-round Action, 40' range
Blade +10 (DC 19 Toughness, 17-20 crit)
Frag (Resist Dodge DC 16, Toughness DC 21 Burst)
Snare (Resist Dodge DC 16, Resist Dodge DC 16 or 13 Affliction, 'Cloud')
Unarmed +7 (DC 17)

Complications:
Fuel. (Handle like batteries for robots or bullets for guns)
Hotheaded (He’s easy to offend and repay’s insults in kind, usually with interest)
Experimental (The suit’s experimental, anything could happen)
Possibly hunted? (James stole the suit and has been paranoid that someone might want it back)

Defenses[14pp]: Dodge 3+4=7, Parry 4+3=7, Fortitude 4+4=8, Toughness 7, Will 3+3=6

Power Points: Abilities 38 + Powers 44 + Advantages 13 + Skills 26 (52 ranks) + Defenses 14 = 135

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:54 am

flynnarrel wrote:Subject: SPECTRUM Recruiting Ends 9/5 [2e]

flynnarrel wrote:Bouclier
Aspirant, Dr. Amber Fenton
PL 5.5, 100

ST 10
CN 16
DX 12
WS 16
IN 10
CH 12
[16pp]

Saves [11pp]: Fort 3(con) +3 = 6, Ref 1(dex)+4 = 5, Will 3(wis) +4 = 7
Toughness 3(con) +3(vest) = 6

Skills [10pp]: Medicine 8 (+11), Sense Motive 4 (+7), Notice 7 (+10), Concentration 7(+10), Diplomacy 6 (+7/+11), Knowledge: Life sciences 5(+5), Languages: French (Native), English, German, Sign Language,

Feats [11pp]: Benefit (rank – Junior officer) 1, Attractive, Skill Mastery (Medicine, Notice, Diplomacy, Concentration), Dodge, improved initiative, Equipment 1, Equipment (Requisition) 5

Equipment (‘personal’): light tactical vest (Protection 3, subtle), First Aid Kit
Equipment (Standard Req): Commlink (1), small oxygen tank (1), Night Vision Goggles (1), Fire Extinguisher (1), TearGas Grenade (18), (Alt. Sleep Grenade (1), Alt. Flashbang grenade (1), Alt. Smoke Grenade (1))

Combat:
BAB 2 [4pp], +6 (Hypospray Attacks)
BDB 4 [8pp] +1 Dodge = 15, 12flatfooted
Init: +5
Grapple +2

Powers:
Create Object 5, Extra: Moveable, Impervious; Feats: Stationary, Tether, Selective, Affects Insubstantial, Progression – Area, Precise, Subtle, Airtight* (28pp)
Link: Flight* pr 1, Attack, Area Shapeable, Drawback - Only involving created object [3pp]
*Airtight is from Mecha &Manga (see Forcefield), makes something impermeable to air but those inside will suffocate if kept that way too long. Only applies if fully encased. As a feat it is optional as free action.
*Flight is meant to indicate she can lift others with a platform of created force as she moves it about at rank 1. She can still move the platform at greater speeds by itself.


Device: Hypospray, Easy to Lose: (15 pool) [9pp]
Healing: Total; pr 4
AP: Nauseate pr 5, Accurate 2
AP: Paralyze pr 5, Accurate 2
AP: Damage pr 5, Alt resist: Fort (non lethal, only), Accurate 2

Attributes 16 + Saves 11 + Skills 10+ Feats 11+ Combat 12+ Powers 40 = 100

Complications:
Do no Harm: Dr. Fenton dislikes violence and will not perpetrate it, at all. She will be the voice of reason trying to minimize harm toward ‘innocents’ and non-combattants. She will go out of her way to protect any ‘innocents’ from being harmed in the cross-fire.

Insecure: Dr. Fenton is not sure of her role in the field. She is (likely) the least trained and least ranking in the group. But a potent ability and impeccable skills has assured her place in field missions; much to her chagrin.

Heart on her sleeve: Amber is poor at concealing her emotions and reacting to things like the suffering of others.

ESL: English is the foreign language she knows the least well. She will try to do her best to follow orders as she understands them. The GM is free to have her misunderstand a garbled or hasty order.

Amber Fenton went Directly to Doctors Without Borders from medical school. In a small war-torn country she treated a French soldier wounded and hiding in the small village she was treating for an outbreak of tuberculosis. She eventually helped her fellow countryman escape and through their ordeal, she fell in love. She volunteered for the French Medical Core in an attempt to stay closer to him. But he died in action while they were stationed at their next post.

She honored his memory by joining the Military Reserves. Her powers were tested for and discovered and she was offered the opportunity to join SPECTRUM.

She's hesitant but they described the nature of the work and its importance to the world. She agreed.

Image

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:54 am

flynnarrel wrote:Subject: Excuse me, can you tell me where admissions is?

flynnarrel wrote:Image

Misty Barrows
PL 6, PP 90

Abilities: [18pp]
Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 16 (+3), Cha 12 (+1)

Saves: [9pp]
Fortitude +6, Reflex +4, Toughness +2, Will +6

Skills: [10pp]
Diplomacy 4 (+6), Bluff 8 (+9), Knowledge: Popular Culture 4 (+6), Knowledge(History) 1(+3), Notice 8 (+11), Sense Motive 6 (+9), Medicine 2 (+5). Investigate 1(+3), Concentration 6(+9)

Feats: [3pp]
Attractive, Luck, Move by Action

Powers:
Insubstantial 4, Flaw: Permanent, Drawback: Full-power only, Feat: Subtle 1 [16pp]
{DC 20 Notice to see a slight blurring in the wake of her movements.}
Immunity: Suffocation, starvation/thirst, hot, cold environment, sleep [6pp]

Flight 2, 1rank with Continuous/Permanent [4pp]

Senses: Dark Vision [2pp]

Concealment, Flaws: Passive, Blending; Feats: Selective, pr 10 {All senses} [6pp+2AP]
AP: illusion (Visual/Auditory), Feats: Progression {10ft Radius} pr 1 + Enhanced Feats: Distract (Bluff), Quick Change
AP: Obscurement (Visual/Auditory), Flaw: Touch Range, Extra: Selective Attack, pr 2 [10ft radius]
{This represents a use of her illusion power to befuddle the senses of those within 10 ft of her. It may be a rumbling stormcloud just surrounding the heads of several nearby bad guys, etc.]

Stun, Affects Substantial, Affects Objects, Sustained, Aura, Flaw: Instant Recovery {Removes Lasting}, Continuous/Permanent PR 2 [12pp+2AP]
AP: Move Object, Damaging, Affects Substantial, Flaw: Range-Touch, Duration - Concentration, Distracting Feats: Precise, Accurate 4, Improved Trip, Improved Pin, Improved Grab pr 4
{Unless she's actively concentrating to Move something, anything or anyone overlapping her or touching her is subject to low-level of disruption, which stops as soon as she is no longer in contact with them.}
AP: Teleport, Accurate, Extended Range Only, pr 6{20 Miles]

Combat:
Attack +0; Move Object +8, DC 19
Defense +0
Initiative +2

Complications:
Lonely - Misty is hoping there's a way to end her condition, it sucks not being able to be touched by anyone. {She doesn't 'feel' through her Move Object}.
Boredom - Misty can't touch anything, doesn't eat, doesn't sleep, It's friggin' boring! She'll look for anything that might alleviate that boredom. Late Night TV only goes so far.
Guilt - she survived a car crash that put her older sister into a coma.
Family - Mom [Beatrice] and Dad [Sebastion] are doting parents, afraid for their middle daughter's... health, but haunted by the fact that their eldest daughter [River] is still in a coma as a result of the car accident. Misty has a younger sister as well [Dawn], 11-years old and a curious imp. She's annoyed that so much attention has been given to her older sisters and wishes that *she* were 'special' to.
Cannot Smell, Taste, or Touch - if it ever comes into play, Misty doesn't have a sense of smell, taste buds, or sense of hot and cold.

Background:

Misty died in a car crash. At least that's what she thinks happened. The fact that she was found floating and untouchable 10 meters from the wreckage and the seat she occupied was empty speaks of a discovery of abilities rather that death, but still, it's hard to shake the thought she might be a ghost. Especially when her older sister, River was left in a coma when the semi swerved into their lane and crashed into River's Miatta.

Misty, although a middle child, had been used to getting her own way, wise in the ways of guile, could not talk her way out of being sent to the Claremont Academy. In fact, she didn't know if she should. Her life in Suburbia was over, her friends shunned her. At least at this new school there was a chance of learning to control her abilities and possibly touch again.

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:55 am

flynnarrel wrote:Subject: [OOC] H.E.A.R.T.

flynnarrel wrote:An idea for Smart Girl....

Lily Vayne was always a bright girl, she loved reading and playing around on the computer. Her parents weren't rich by any stretch but they provided a comfortable life for her. Her older sister, Rose, always seemed stuck up because she was pretty and had more friends. Her younger brother 'Dirk the Dork' was always annoying. It was a typical household.
At 15, Lily hit her growth spurt, only... backwards. She began to shrink, more and more each day. As this happened she found her mind becoming quicker as if the reduction of her body freed up her mind. Over the next year her parents became more frantic as their middle daughter became impossibly tiny. Even Dirk stopped being so annoying toward his sister. Medical professionals were summoned and eventually they were contacted by the School. Not knowing how else to help her daughter, her parents agreed to send her there.
Lily had had a more interesting year. The infectious and growing panic of her parents led her to research new and interesting things which her mind soaked up like a sponge. Her current working theory is that she is under going a quantum particle reversal. She wants to write a definitive paper on the subject. When her keyboard got too big for her hands she decided to research how they functioned and made one using several bent paperclips and the parts from a Wii controller (Dirk was pissed). She only really noticed her 'condition' when it interfered with her current area of study. Like when the bolts on the TV she was taking apart became too hard to turn.
The change also affected her personality. Rather than becoming depressed about her condition she became more energetic, more outgoing. Her attitude became more genuinely positive and she felt awesome, eager, and upbeat. She jokes about her 'condition' all the time and seems generally good-humored. One thing she loves with a passion, however, is Soap Operas. The intricacies of the plotlines keep her riveted. The characters set her on an emotional roller coaster. She'll record her shows if she can't view them directly. But nothing gets done while her soaps are playing.
The school posed an interesting opportunity to learn and their state-of-the-art laboratories let her put into practice a few ideas and blueprints she'd had.
She hasn't yet named her Pod, but it's still in the Beta version anyhow.

Father - Lance
Mother - Ivy
Older Sister - Rose
Younger Brother - Dirk

Complications
Family - Lily's family is concerned and ever meddlesome in their diminutive daughter's life. They wouldn't approve of her doing anything 'dangerous'.
Insatiable Mind - like a mad cross between a hummingbird and a shark, Lily *needs* mental stimulation. She needs a problem to work on or a subject to learn or a puzzle to solve.
Big World, Small me - Predictably, Lily's size makes things harder in this world full of giants. Her pod overcomes some of those difficulties, but still. It's not easy being 3 inches tall.
UnderAge - Lily is 16 and a half. Her parents signed an 'extracurricular activity and Impromptu Field trip permission form' for her. But that will only go so far. [if this is a problem I can adjust it, Smart Girl's are typically younger.]
Addiction - Soap Operas. She will go to great lengths to see the next installment of her Soap Operas. Her favorite is: As Children's Hospital Turns.

Sprocket
Lily Vayne

Abilities
str 0/-4 Agi 6 Dex 4 Sta 2 Fgt 2 Int 6 Awe 4 Pre 0 [48pp]

Advantages [8pp]: Jack of all trades, improvised tools, inventor, Equipment 2, Improved initiative, Ranged Combat 2
Equipment: nano-ballistic weave (Protection 2), commlink, Laptop, Grapple Gun of braided Dental floss(Swinging), Revved up Barbie car (Speed 1 (Costs 2 for overcoming size penalty), Caltrops, Remote Control).

Skills [14pp]: Acrobatics 4(+10), Stealth 0(+22), Expertise - Popular culture 2(+8.), Expertise - Science 4(+10), Technology 8(+14), Perception 6(+10), Vehicles 2(+6), Persuasion 6(+6)

Powers
Shrinking 16, Permanent [0], innate [17pp]
{size rank –6 (about 3 inches tall), +8 bonus to active defenses and +16 Circumstance Stealth bonus, but –4 Strength, –2 speed, and –8 Intimidation penalty.}
linked Quickness, limited-Mental pr4 [2pp]
linked immunity: (half effect) starvation/thirst, Sleep [1pp]

Device, The Pod (Removable (-9) pool of 45,) [36pp]
Activation Move action {It takes a Move action to get into the Pod and situated} [-1]
Feature: Remote Control {She can call the Pod to her, even pilot it remotely} [+1]
{Device looks like a shiny metal capsule, slightly bigger than a coffee mug. Inside it has a little padded chair, a control interface, included mounted glove motion sensor, and a mini cup holder with snack bar. The shell can become translucent for her to directly see or be seen.}
Flight 1, Continuous [3/45]
Immunity: Suffocation, Environmental Conditions: Cold, Heat, Radiation, High Pressure [6/45]
Senses: Penetrating Radar (Radio sense, Radius, Accurate, Penetrating) [8/45]
Modular Power Array:
ZAPD!, Blast 10, Accurate 2, Split attack, Homing [24+4AEs/45]
{"Zeta Accelerated Particle Discharge, it's also the onomatopoeia - ZAPPED!"}
AE: Charged Flight, Flight, Affects Others, Subtle, pr5 linked Immunity: Suffocation, Environmental Conditions, Affects others Only[0], but gains Vacuum immunity for herself.
{"Hang on, I'll modulate the Spatial Motive Field to include you."}
AE: Tractor Arms, Move Object, Area-Shapeable, Selective, Damaging, Flaw: Close, Precise, Split Attack 2, Quirk, reduced area - 15 ft, pr 3 linked Advantages: Throwing Mastery 6, Skills: Ranged Combat Throwing +8 (+14)
{"I'm Manipulating the free-floating ions to direct static flow balances to create movement, isn't it neat!"}
AE: Static Cling of Doom, Affliction, Area-Burst, Duration - Concentration, Flaw-Instant Recovery (Resist Str or Acrobatics as Snare, Vulnerable, Defenseless, Incapacitated), Subtle, Reversible pr 10 Linked Environment (impede Movement 2), Flaw - Concentration, Subtle, pr1
{"I'm increasing the static cling in my immediate area, it should slow down people around me and give you a guys a shot."}
AE: Electrostatic Wound Binding, Healing, pr 9 Reach 2, Accurate 4
{"I used oppositely charged free radicals to both bind a wound closed and stimulate regrowth in the damaged area. I'm thinking to call it a 'Bacta Beam'. Too Nerdy?"}


Offense
Init +10
ZAPD!, +10 to hit, DC 25 Toughness, electricity , Homing 1
Static Cling, 30radius, -2 speed, and Dodge DC 20 for half effect DC 20 Str or Acrobatics, whatever is better or Affliction.
Tractor Arm, Throwing +14 to hit, +6 Damage

Defenses:
Dodge 16
Parry 16 [6pp]
Toughness 4
Will 12 [8pp]
Fort 8 [6pp]

Abilities 52 + Adv 8 + Skills 14 + Powers 20 + Device 36 + Defenses 20 = 150


Image
Without the wings.... and smaller.

If I absolutely had to beat this character successfully, I would do so by...

Area affect Damage.
Melee combat with an Attack-shifted opponent
Making her Vulnerable/Defenseless
Breaking her Pod (Though, I do hope there is some opportunity to see her try to get around sans Pod, potentially with the Barbie car and/or grappling gun.)
Telling her parents she's doing dangerous things - they would totally pull the plug on her 'field trips' and/or school attendance.
Putting on a Soap Opera. It'd be easy to justify that Lily was distracted if one of her Soap Opera was on.

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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:55 am

flynnarrel wrote:Subject: Genoa High (2e Angel Bay [Freedomverse]) recruitment

flynnarrel wrote:Jill Frost
Image

Image

Appearance: Gillian is usually found with her hair pulled back, a serious look on her face. She wears glasses she doesn't 'need' in order to look smarter. With dark hair and hazel eyes she doesn't dress to do her natural beauty justice. Likewise her make-up is sparse. She's a trim 5foot6 but carries herself tall and her fierce eyes can make her seem imposing.



Gillian Deckers
Power Level: 8 (120pp)

Abilities:
STR:
8 [16; Ice Form] (-1/+3)
DEX: 10 (+0) [2pp]
CON: 14(+2) [6pp]
INT: 12 (+1) [4pp]
WIS: 14 (+2) [2pp]
CHA: 10 (+0)[2pp]

Skills [7pp]: Bluff 8 (+8/+12), Knowledge [Business] 4 (+5), Knowledge [Law] 2 (+3), Notice 8 (+10), Insight 4(+6), Swimming 1(0/+2), Investigate 1(+2)

Feats [5pp]: Accurate Attack, Attractive, Improved Initiative, Move by Action, Dodge 1,

Powers:
Immunity: Cold Effects [10pp]

Alternate Form 4 “Ice”
Density 4 (+8 Str, +2 Tough.Imperv, Sup Str 1, [12pp]
Protection 7, Drawback: Noticeable (Solid Ice) [6pp]
Immunity: Critical Hits, Suffocation [4pp]

Cold Control 12 (24pp)
Base: Blizzard, Environmental Control 12 (Mix-and-Match Environments, up to 6/rank to pr4; Distraction [DC 10], Hamper Movement [one-quarter speed], Extreme Cold)
AP: Icicle, Blast 10 (Blast, Accurate 2, Precise, Variable Physical)(1pp)
AP: Intense Cold, Damage 8 [Area-Line, Alt Save: Fort] (1pp)
AP: Cone of Ice, 8 (Blast [Physical], Area [Cone])(1pp)
AP: Freeze, Weaken 12 (Toughness Drain, Ex: Range, Flaw: Objects Only, Accurate)(1pp)
AP: Glacial Sculpture, Create Object 8 (Ice Shapes; Continuous/Permanent[0], Impervious on 5 Ranks; Power Feat: Precise, innate, Subtle {DC20 to see she caused it}; 1pp)
AP: Creeping Frost, Snare 8 (Ice Bonds; Area-Shapeable)( 1pp)

Ice Ramp, Flight 4 (100 MPH; Flaw: Platform [-1]; 4pp)

Super-Senses 1 (Infravision; 1pp)

Combat:
Attack +2 (4pp); Damage -1/+3 (Unarmed) /
Icicle, +6 to hit; pr 10 Damage,(Blast)
Freeze, +4 to Hit; pr 12 Weaken

Defense +4 (8pp)+1 Dodge = 15 (12 flat-footed)
Initiative +4

Saves: Toughness +2 // +11 (+2 Impervious; Ice Form),
Fortitude +7 [5pp], Reflex +4 [4pp], Will +8 [6pp]

Drawbacks: (Fire Descriptor, Minor {+1DC}, Common) [-2]
{if more or less frequent,or if you want a higher level Vulnerability, let me know}

Abilities 16 + Skills 7 (28 ranks) + Feats 5 + Powers 67 + Combat 12 + Saves 15 – Drawbacks 2 = 120

Background:


Gillian Deckers was a driven and serious young lady. A part of both the debate team and the Junior Business Leaders of America Gillian was rarely found smiling but she does seem to enjoy swimming, though not competitively or in a team situation. Her good looks and sharp, shrewd manners would carry her far in the world.

She greatly Admires her older sister, Jessica who works as a political aide to Mayor O'Connor of Freedom City. The older woman's professionalism and efficiency are something Gillian aspires to.

Gillian also discovered that she has the ability to Manipulate, Create, and Control cold. Near as she can tell, she was just born this way with her power manifesting when a failed dive into her family's pool resulted in her bleeding from a head wound, face down in the water. She woke up suspended in ice.

She keeps it a secret for now as she doesn’t know how her classmates, parents, or even the world would react. She did confide in Jessica, knowing Mayor O'Connor's stance on the Moore Act's repeal, and hoping her sister agreed with that ideology. Maybe Jessica would understand. The older sister recommended Gillian stay cool (HA!) and something would present itself. She feared any association between Gillian's abilities and the supervillian, Glacier who employs technical contraptions for his cold control.

Connections - Gillian is in various Business internships around Angel Bay - the newly opened Grant Conglomerates offices, a law office, and an accounting firm which handles the books for places like Elysium Sports, SpiritCo, and Quick-n-Good (if appropriate).

Complications:
Control – Occasionally when under stress the room around her will drop a few degrees.
Cautious – Gillian would rather observe a situation instead of rushing into it headlong
Reputation – She has a reputation around school as being uncaring when really it’s just her distancing herself from others for fear that her powers may be discovered.
Secret – Powers.

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:56 am

flynnarrel wrote:Subject: I-Verse: ACG [Last day to submit is Sunday 3/25/12]

flynnarrel wrote:Oooh... you tempt me.... No way to make her a functional PL10 and include the duplicate though. That and I already made the changes at the time of seeing this. I'll modify the background too.


****************************************************

Fission PL10 150

Dr. Attanova Yavorenskya defected from Russia in the late 80’s and worked in the U.S. as a biomedical researcher assigned to a waste disposal facility, Omni-labs. Her primary duties were as a safety inspector and medical examiner. The plant handled bio-chemical and radiological wastes including the clean-up from disasters such as the Fermilab accident.

Officially her job was to conduct safety inspections on the plant workers, making sure no ill effects from exposure to these hazardous waste products. Unofficially she was studying the effects of exposure to radiation intent on discovering a cure or treatment for cancer through radiation therapy. She had also harvested a few exotic isotopes which were a byproduct of the strange waste material harvested from Fermilab and other places in hopes one of them held the key. Her dedication and focus had an intensity fueled by her own diagnosis with spreading lung cancer. She was in her assigned lab when alarms went off. She rushed to her nearby storage locker hoping to save a myriad of other experimental isotopes yet to be tested. She had barely filled armfuls of unknown elements. A violent shaking toppled the heavy locker over on to her, shattering vials.
Attanova, caught under some rubble and unconscious from the explosion, bathed in many different flavors of radiation for hours until suited rescue personnel recovered her.

She awoke in shielded isolation.

Attending doctors (from behind shielded areas) told her that her lungs had fused into a giant mass of cancerous tissue and that it was not only threatening to expand, but expelling random bursts of exotic radiation. The good news was that she didn’t seem to need her lungs to function. They would like to do more tests but while she was unconscious no needle could penetrate her shell of solidifying energy. Even when she learned to open the field and gained some mastery over the radiations she emits her body was still wasting away.

With the help of Government scientists they created a procedure to save her life, but it has to be administered daily {Usually off camera}.

Protective lining was created and incorporated into her clothing to guard against the occasional emissions and she was approached by Authorities to become a government(maybe corporate?)-sponsored 'superhero' on a trial basis. She accepted on the condition that she could still work on a cure for cancer, and be allowed the funding to do so.


Image
She’s 5foot 7, 125 lbs. mid 40’s but looks 20’s (a product of her condition).

Fission PL10 150
PL 10 (Off;10[+2hit/-2effect]/Def;10[-2def/+2tough]) 150/150pp

St 8 Dex 10, Con 14, Int, 18, Wis 18, Cha 10 [18pp]

Saves: Toughness 2con+10forcefield, = 12, 7 if suit removed from her.
Fort 2(con) + 7 = 9, Will 4(wis) + 5=9, Reflex +5 [17pp]

Skills [15pp]: Knowledge- Physical sciences 8 (+12), Knowledge- Biological sciences 5 (+9), Medicine 10 (+14), Notice 12(+16), Sense Motive 6 (+10), Concentration 10 (+14), Diplomacy 2 (+2/+6 ), Investigate 4(+8 ) Languages (Russian[Native], English, German, French)

Feats [15pp]: Attractive, Power Attack, Luck 2, Attack Focus – ranged, Attack Specialization Radiation Control 5, improved initiative, Speed of Thought, Eidetic Memory, Move By Attack, Benefit - Government backed

Powers:
Flight, pr 3, Drawback: Medium load only, Partial Extra: 1 rank bought with Continuous [6pp]

Force Field, Continuous, Permanent, Feat: Selective. Drawback: Noticeable pr 5 [5pp]
+ Shield 3 [3pp]
{Continuous effects are Subtle by default, Noticeable indicates that her Force Shields are a visibly shiny, slightly neon green effect. }

Immunities: radioactive environment, Suffocation, [3pp]
Immunities (half effect: )Sleep, Aging [1pp]

Device: Costume(hard to lose [16pp])
Radiation shielding (in costume) : Immunity All Radiation Effects[limited half], {Keeping out radiation is only a tangential effect (and the only one really rules oriented), really, the suit protects others from the random bursts of radiation she tends to give out (a Complication).} (5)
Immunity: cold environment, low pressure, Vacuum,(3)
Force Field 5 (5)
Linked Shield 4 (4)
Enhanced Feat: Withstand Damage (1)
{The Suit amplifies her natural force shield effects to Force Field 10, Shields 7. She can choose to fortify the stopping power of the shields but loses mobility and the ability to avoid attacks. Withstand Damage allows a trade off between Defense and Toughness up to -5/+5. }
Feature: Adapts to form (stays with her in radiation form, and feat Quick Change limited to this suit only) (1)
Enhanced Feat - Equipment 1 (1)
Equipment in Costume: Fire Extinguisher (1ep), Commlink (1ep), Masterwork medkit (1ep), Geiger Counter (Detect Radiation levels) (1ep), laptop(1ep)

Super-senses (sustained) [9pp]: Spatial Awareness, X-Ray (Spatial Awareness), Uncanny Dodge (Spatial Awareness), {being able to perceive all manner of rays lets her remain aware beyond the visible spectrum, in 360 degrees around herself, even seeing into things.}

Radiation Control: [30pp+8ap]
Charged Bombardment - Blast pr 8, Secondary effect, Feats: Affects Insubstantial 2, incurable, precise, Penetrating 4. Drawback: no knockback, lethal only
{This is a standard release of focused Radiation. The molecules continue to excite one they hit. And Can affect people or things in alternate states of existence. DC 23 Toughness.}
AP: Overexposure – Fatigue, Area-Line(General), Full-Round action pr 10, Decreased Area (5’/rank), linked Damage, Alt Save-Fort, Area-Line (General), Full Round Action pr 5 (29/30);
{This attack requires an building up of will as Attanova convinces herself to use it despite knowing what it will do. A beam of radiation that soaks into organic matter, capable of liquifying organs from the inside out and draining vitality from those affected. Ref DC 20 for Half, Fatigue Fort DC 20, Damage Fort DC 20. It only goes out to 50 feet.}
AP: Bacta Particles - Healing: Standard action, Total, Feats: Regrowth, Persistent, Stabilize, Extended Touch 3 pr 6 (uses 30/30)
(This exotic radiation is under study by some of the top radiologists. It adds energy to the regrowth centers of the body and can even heal damage thought unhealable. Dr. Attanova's greatest fear is that her new, violent assignment might require her sacrifice before she's found a way to replicate this energy.}
AP: Microwave emissions - Stun, Area Cone [general], pr 10 (30/30)
{Microwave guns have been used for crowd control for decades to cause low-damage, high-intensity sensations to disrupt a person's ability to function. The effects are unpleasant and quite capable of mob dispersal.
Ref DC 20 for half, Stun Fort DC 20}
AP: Nuclear Body - Radiation [alternate] form: insubstantial 3(15pp) {energy – radiation}, + Concealment, Feats: Close. pr6 (13pp) {All visual, normal hearing, normal smell} (28/30)
{She crosses over fully to energy form she still cannot penetrate lead. She is invisible to all spectrums, makes no noise or scent detectible by traditional means.}
AP: Radiation Sickness - Nausea, Range, Auto fire, Feats: Reversible, Homing2, Split attack Pr8 (28/30)
{She bombards a target or targets with unstable, glowing neutrons that Follow them for a limited time in effort do cause bio-disruption. Depending on how well she targets, (+2 over defense), the effects are increased (+1 up to DC of +13 total). Nausea Fort DC 18 to 22, or two effects, DC 14 to 16)
AP: Supercharge flight – Flight 7 + Damage, Area-Trail (General) pr 8 (30/30)
{Flight increases to 10, but She leaves an ion trail that damages anything in her wake. Ref DC 18 for half, Toughness DC 23}
AP: Radioactive Decay – Disintegration, (Ranged Drain Toughness, Affects Objects, Full Round Action, Linked to Blast, Full Round Action 3/r) Increased Range (Apply to both), Precise Shot (Apply to both), incurable (to both) pr 8 (30/30)
{She focuses her low amplitude, high energy ions in attempt to weaken the bond of matter itself. She's loathe to do so. Drain, Fort/Toughness[objects] DC 18, Damage DC 23.}
AP: EM wave - Nullify Electronics (All of Technology descriptor 2/r), Flaw: Range-Touch, Extras: Area – Burst(general), Selective Attack, Feats: Subtle, Progression – Area 2, pr 9 (30/30)
{Choosing to avoid electronics she knows about, she can bombard the area around herself with electro-magnetic emanations to disrupt electronic functioning.}

Combat:
Attack: BAB +1 [2pp]
Ranged +2(BAB),
Radiation attacks +1(BAB)+1 Ranged focus + 10(Radiation specialization)= +12,

Defense: 1 [2pp] +7 shield = +8 (DC 18 to hit, DC 11 if flatfooted, 14 if suit taken from her)
Init: +8
Grapple: +0

Abilities 18+ Saves 17+ Skills 15 +Feats 15 +Powers 79 +Combat 4 -Drawbacks 0 = 150

Drawbacks:

Complications:
Medical Treatment - Needs to undergo Anti-Cancer Therapy daily.
Radiation excess - Random discharge of radiation possible. Usually it's absorbed by her suit but in means she is never comfortable without anti radiation measures. It makes it hard to get close to people.
Survivor’s Guilt re Cancer: Attanova survives with her cancer where many people do not on a daily basis.
Tool of the Establishment - Fission is a governmental asset and can be directed about. She occasionally feels like a monkey in a suit. Especially when they gave her an acting coach who tried (unsuccessfully) to diminish her Russian accent to better appeal to the American public.
Secret – She defected because she was a young researcher at Chernobyl when that Ukrainian plant exploded in 1986. She tries to distance herself from that incident as much as possible. Potential PTSD.

flynnarrel
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Re: Flynnarrel's Folio

Postby flynnarrel » Mon Jun 18, 2012 9:56 am

flynnarrel wrote:Subject: Sword and Sorcery: Fallen Angel (OOC)

flynnarrel wrote:Brogoth Stormkissed

It is said the Rock Dwarves have more in common with the mountains and vales in which they live than the others of their stocky kind - normal Hill dwarves.
Rock dwarves crunch on the very stones themselves and, as such, their bodies gain a measure of stonelike durability and denseness.
Brogoth himself is a typical representative, almost 4 feet tall, 250lbs. But with a wiry grace that belies his density. Where Brogoth differs is that during his naming journey (a rite whereupon the young dwarf's 25th year of life he starts walking in a random direction until the Divine StoneFather or, rarely, SkyMother bestow a name via visions [or the bored dwarf just picks one]). During his naming journey he didn't get more than one mountain over when a sudden storm whipped up and a bolt of lightning struck Brogoth in the head, (he felt his right eye rupture with the force of it), coursing through his body, and weakening the ground he stood on plummeting him into a cavern where he lay senseless for hours. When he came to, he saw he was in a Dwarven Lord's burial chamber. It seems he had bounced off the sarcophagus, cracking it's lid. He reached out to replace the stone cover when an exquisite hammer leapt out from the Sarcophagus into his hand. Startled, he dropped the weapon only to have it bounce back up to his hand.
He knew his simple life as a goat-herder and vetrinarian (or maybe a dancer) was to be no more.
Brogoth made quite a name for himself as an adventurer and warrior. Though the strength of his brain would never have tales told of them, his mighty thews and trusty hammer could be counted on to right wrongs and restore balances to the world.

Alignment: Chaotic Good

Image

Rock Dwarf Barbarian/Shaman

PL8 120

str 12/20 [2pp]
Con 22 [12pp]
Dex 10
Int 8 [-2pp]
Wis 16 [6pp]
Cha 10

Skills [12pp]: Acrobatics +10, Concentration 2(+5), Climb 1(+6), Ride +4, Survival 8(+11), Notice 8(+11), Stealth +3(+7size), Medicine 2(+5), sense motive 7(+10) Language: Common, Dwarvish, Elvish, Giant

Feats [18pp]: Acrobatic Bluff, fearless, takedown 2, track, interpose, improved initiative 2, Skill Mastery (Survival, Notice, Medicine, Acrobatics), luck, Dodge, Move by Action, attack focus (Melee) 3, Accurate Attack, Rage, Extended Rage (Rage + 5 rounds, 10 total)

Combat:
BAB 0 + Size = +1, (Melee +4),
BDB 2[4pp] +1 Size +1 Dodge = 14, 12 flatfooted
initiative +8
Grapple +6

Attacks:
Thunder Smash +4 to hit, +12 toughness and Fort dc 18 Stun
Lightning, Area Line +8 toughness, Secondary effect
Gale Force, Deflected Attacks, +8 to Deflect, +8 to hit, original attack for effect.

Saves: [14pp]
Fort 6(con) +4 = 10 Ref 0+5= 5 Will 3(wis)+5 = 8
Toughness 12, 3 impervious

Shrinking 4, [4pp] Small att/def+1 str-4 tough -1 grapple–4 stealth+4 intimidate–2 height2-4ft Weight8-60lbs. carry/move x3/4
Density 6, Weakpoint (crit hit bypasses imp.Tough) [17pp] str+12 imp.tough+3 S.Str2 immovability2 weightx5
Protection 4, Noticeable, craggy, rock-like skin [3pp]
Burrowing 2, Distracting, Penetrating [2pp] 2.5MPH, 25feet/move * 3/4 = 18
Speed 1 [1pp] 10 MPH, 100 feet/move * 3/4 = 75
immunity Suffocation, critical hits, poison, [5pp]
immunity (half effect) Aging, starvation/thirst, disease, high pressure [2pp]
Dark Vision [2pp]

Stormlord's Hammer
Device [Hard to lose] [26pp]
[though a hand-held item, this loyal weapon comes back to his hand when disarmed, dropped, or thrown. Only when removed when unconscious does it not return until he reestablishes the link. Note: even when not holding it he is still it's bearer with associated effects.]
Feats: Restricted: Blessed of the Storm God, Indestructible
(30 point pool)
Immunity cold environs, sleep (half effect) (1points)
Improved Sunder, Weapon Break (2 points)
Thunder - Damage 7 (3 bludgeoning, 4 electrical, if it matters), Mighty(bludgeoning), Improved Critical, Linked Stun pr 8, (25 +2 AP)
AP: Lightning - Damage 8, Area-Line, Secondary Effect, Affects Insubstantial
AP: Gale Force - Deflect (Slow Projectiles, Energy Attacks, [and Melee]), Reflect, Flaw-Reflect limited to Melee only, Accurate 2, Extended Range 2, Weapon Bind pr 8

Storm's Blessing
Lightning's Kiss: Absorption (Limited - Electricity), Sustained, to Healing(Total) pr 6 [12pp +1AP]
AP: Obscuring Storm: Blur (partial concealment vs. Visual senses) Linked Environmental (Hamper movement 2(1/4 speed), Concentration 2(DC10 check required)) pr 2 {In 10 ft radius around Brogoth a storm rages that makes it hard for foes to concentrate and move. It makes incoming attacks targeting Brogoth by vision have a 20% miss chance.}

Drawbacks: Disability, One-eye -4
Vulnerable-Acid Damage (+1DC, Common) -2

Abilities18+Skills12+Feats18+Combat4+Saves14+Racial36+Device26 + StormBlessedPowers13-Drawbacks6=135


Complications:

Rage - Brogoth can access the storm brewing inside of himself. Though he can usually control when this is there are some times when it might be triggered by stress or taunts. (Will roll to avoid). Also, while raging, if the last foe is downed and the base time of his rage (5 rounds) has not expired there's a chance that he might turn on his allies.

Motivation (Good) - Brogoth is called to take up worthy and noble causes.

Motivation (Monsters) - part of the 'Good' he enjoys doing is slaying monsters and those creatures that are hurting an area or making it dangerous.

Motivation (Hedonism) - Just as storms are the definition of the chaos and revelry of life Brogoth seeks to emulate them with his zest for life and laughter, dancing and gaity.

Religion - Brogoth knows that the Stromlord's hammer and his powers come from SkyMother, and reveres her and her consort and king, StoneFather, with all his heart. He gladly gave his eye to DaughterLightning.


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