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Aerlock
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Esselour Nimblefoot [3e]

Postby Aerlock » Fri Nov 01, 2013 2:01 pm

Esselour Nimblefoot

Image
PL 8

Abilities 4 pts
Strength 1 (0 when Tiny)
Stamina 2
Agility 3
Dexterity 0
Fighting 0
Intellect 0
Awareness 0
Presence 0

Advantages 4 pts
Evasion 2
Fearless
Hide in Plain Sight
Improved Critical 2: Mind Daggers: Damage 7
Improved Critical 2: Throw Mind Daggers: Damage 7
Improved Initiative 3 3 pts
Luck
Precise Attack (All) 4
Quick Draw 1 pt
Ranged Attack 3
Uncanny Dodge

Skills 18 pts
Acrobatics 11
Athletics 9 (8 when Tiny)
Deception 8
Intimidation -2 (-4 when Tiny)
Sleight of Hand 11
Stealth 14 (18 when Tiny)
Technology 16 (Security uses only)

Powers 105 pts
Arms of Nyr 10 pts
. . Ranged Attack 2
. . Enhanced Agility 2
. . . . Permanent
. . Enhanced Strength 2
. . . . Permanent
Boots of Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round) 1 pt
. . Permanent
Greater Collar of Umbral Metamorphosis 7 pts
. . Hide in Plain Sight
. . Enhanced Trait 3
. . . . Stealth +6
. . Senses 3
. . . . Darkvision
. . . . Low-light Vision
Halfling traits 19 pts
. . Halfling Racial Traits: Enhanced Trait 9
. . . . Agility +1
. . . . Dodge +1
. . . . Fortitude +1
. . . . Parry +1
. . . . Will +1
. . . . Fearless
. . . . Luck
. . . . Ranged Attack
. . . . Innate
. . . . Permanent
. . Halfling Size: Shrinking 4
. . . . Innate
. . . . Permanent
Leather Armor: Protection 4 4 pts
Ring of Reduction: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category) 11 pts
. . Increased Duration: continuous
. . Activation: move action
Rogue traits 11 pts
. . Evasion 2
. . Precise Attack (All) 4
. . Uncanny Dodge
. . Enhanced Trait 8
. . . . Technology +16
. . . . Limited: Security uses only
. . . . Permanent
Third Eye Conceal: Immunity 15 15 pts
. . Common Descriptor: Mental
. . Emotion Effects
Throw Mind Daggers: Damage 7 (DC 22) 25 pts
. . Improved Critical 2
. . Accurate 3: +6
. . Increased Range: ranged
. . Multiattack
. . Diminished Range 2
. . Mind Daggers: Damage 7 (Alternate; DC 22)
. . . . Improved Critical 2
. . . . Accurate 4: +8
. . . . Split: 2 targets
Travel Cloak 2 pts
. . Immunity: Immunity 2
. . . . Sleep
. . . . Starvation & Thirst

Offense
Initiative +15
Grab, +0 (DC Spec 11)
Mind Daggers: Damage 7, +8 (DC 22)
Throw, +3 (DC 16)
Throw Mind Daggers: Damage 7, +9 (DC 22)
Unarmed, +0 (DC 16)

Complications
Motivation: Greed: He likes nice (shiny/neat/pretty much any-) things and has a VERY poor grasp of personal property rights. He's as likely to leave something in someone elses bag/pockets as he is to take something.
Motivation: Thrills: He enjoys "adventuring" as he calls it and is always looking for some new "quest"
Power Loss: Most of his abilities have a "magic feather" effect that when the item they are based on is taken from him, he loses his abilities. Given enough time he will eventually "find" another item. In reality he is a powerful psychic and the newfound item has been created by his mind powers. Abilities not affected: Arms of Nyr, Halfling traits, Mind Daggers powers, and Rogue traits
Quirk: He thinks he's really in a fantasy world and this world is all illusion
Enemy: Unknown to him, he was created in a lab and escaped. The people that created him are looking for him and knew he was on the prison ship

Languages
Common(English)
Halfling(Gibberish, but he insists it's a real language)

Defense 19 pts
Dodge 8 (10 when Tiny)
Parry 8 (10 when Tiny)
Fortitude 8
Toughness 6
Will 8

Power Points
Abilities 4 + Powers 105 + Advantages 4 + Skills 18 (36 ranks) + Defenses 19 = 150

Background still in the works. Here's a basic outline:
Powerful Psychic
VERY out of touch with what is real and what isn't
Thinks he's a Halfling Rogue
His body and all his magic items are really extensions of his own power, in reality he's a brain in a jar.
Created being
Escaped test subject of illegal genetic and psychic experimentation
Creators looking for him
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Leviathan [3e]

Postby Aerlock » Fri Nov 15, 2013 4:12 pm

Leviathan
Image
Headshot
Image
In Flight
PL 11

Abilities 38 pts
Strength 11
Stamina 8
Agility 6
Dexterity 0
Fighting 6
Intellect 0
Awareness 0
Presence 0

Advantages 16 pts
All-out Attack
Daze (Intimidation)
Diehard
Extraordinary Effort
Fast Grab
Favored Environment: Space
Fearless
Improved Grab
Improved Hold
Improvised Weapon
Interpose
Language: Leviathan
Luck
Move-by Action
Prone Fighting
Startle

Skills 20 pts
Acrobatics 16
Athletics 17
Close Combat: Unarmed 11
Intimidation 21
Stealth 2

Powers 65 pts
Communication: Radio Area Communication 2 11 pts
. . Area
. . Subtle: encrypted
Feature: Storage compartments 1 pt
. . Up to the size of a basketball
Growth: Growth 4 9 pts
. . Innate
. . Permanent
Hull plating: Protection 4 3 pts
. . Noticeable: Leviathan Hull Plating
Immunity: Immunity 10 10 pts
. . Critical Hits
. . Environmental Conditions (All)
. . Starvation & Thirst
. . Suffocation (All)
Micro-DRDs: Regeneration 2 (Every 5 rounds) 2 pts
Phase 1 [No Cost]
. . Enhanced Stamina 2
. . . . Permanent
. . Enhanced Strength 2
. . . . Permanent
. . Power-lifting 1
. . . . Permanent
Senses: Senses 9 9 pts
. . Analytical: Radio
. . Darkvision
. . Infravision
. . Low-light Vision
. . Radio
. . Radius (Type): Visual
. . Ultravision
Speed 1 1 pt
Starburst 19 pts
. . Flight: Flight 9 (Speed: 1000 miles/hour, 2 miles/round) 18 pts
. . Starburst Attack (Alternate) 1 pt
. . . . Damage: Damage 11 (Linked; DC 26)
. . . . . . Grab-based
. . . . Flight: Flight 4 (Linked; Speed: 30 miles/hour, 500 feet/round)
. . . . . . Quirk: Undirected Flight
. . . . Teleport: Teleport Attack 11 (Linked; 8 miles in a move action, carrying 50 lbs., DC 21)
. . . . . . Attack: Parry
. . . . . . Grab-based
. . . . . . Tiring
. . . . . . Unreliable (roll)

Equipment

Offense
Initiative +6
Grab, +6 (DC Spec 21)
Throw, +0 (DC 26)
Unarmed, +11 (DC 26)

Complications
Disability: Mute without a radio receiver nearby.
Motivation: Patriotism: Loves his planet and will give every last ounce of his power and abilities to save the planet
Prejudice: Alien appearance. He has no real face and just a lump of flesh and hull plating that blend into his neck and back where his head should be. He is completely hairless with raised lines in various whorls and patterns all across his skin. He has no need of clothes, all his externally visible human characteristics have been subsumed in the hull plating that has grown across his body. He is still bipedal with five digits at the end of each limb.
Responsibility: Justice Legion
Weaknesses: Clorium: An atmospherically induced isotope of twinium. This element numbs Leviathans and could be used as an anesthetic.
Relationship: He still hopes to get to St. Louis and/or get word of his Fiance

Languages
English
Leviathan

Defense 26 pts
Dodge 10
Parry 10
Fortitude 12
Toughness 12
Will 10

Power Points
Abilities 38 + Powers 65 + Advantages 16 + Skills 20 (40 ranks) + Defenses 26 = 165

Background
Levi Jacobs
Age - 26
Height - 14’ 10”
Weight - 11,530 lbs
Hair/Eyes - None
Skin: Golden and ridged

History
Levi was an up and coming football tackle back in 2004. He had his life on track. He had a fiance he was about to get married to. He was doing good in school on his way to an accounting degree. He was on the college football team and was widely regarded as prime NFL material with another season or two of college ball under his belt. Then the aliens showed up. He almost had to cancel his wedding because of all the hubbub in St Louis about the alien landing. Luckily he and his fiance were able to find a different venue on the outskirts of town that wasn’t going to be largely impeded by the ruckus. He and his groomsmen were on their way back from Vegas on the day of the attacks. The first thing he knew about it was his flight getting re-routed and grounded in Denver. Joseph, his best man (and younger brother) and the rest of his groomsmen all frantically tried to get through to their friends and loved ones. It quickly became apparent that St. Louis didn’t exist any more, not as the home town they knew. Levi and Joseph quickly lost hope of ever seeing their family again. The next day, once it was clear that this was no accident, they both were quickly overtaken with rage and a desire for revenge. Together they went and signed up for the military. Levi joined the infantry looking to put his size and strength to good use. Joseph, being the brainier of the two brothers, joined the navy to get into their nuclear program.

Levi had a successful career in the Army, keeping in touch with his brother as best they both could. In 2012, when rumors of an enhancement program started making their way through the grapevine, Levi jumped at the chance to take the fight to the aliens. He pulled in every favor and mark that he had accumulated over the previous 8 years to get into the first round of volunteers.

A big guy to begin with, Levi bulked up on muscle even more and became much more durable during the Phase 1 process. He found that after Phase 1 he was able to take a shot from all but the highest caliber weapons when he was wearing only a standard issue bulletproof vest. When he was fully armored in standard, front-line military armor he was nigh unstoppable in all the live fire exercises he went through. Eager to get back to the front lines and use some of his newfound strength and durability against the invaders, and trying to get an early discharge from the program, he was told about Phase 2. He jumped at the chance for even more power. He wasn’t told specifics about the alien race his serum came from, just that they had high hopes that it could provide tactical and strategic mobility advantages. Understanding the need for both of those he had no qualms about taking the Phase 2 shots.

Two weeks later he woke up in a large room surrounded by tiny people and tiny equipment. His senses were all out of whack and when he tried to close his eyes and clear his vision he found he couldn’t. He face didn’t feel right any more. Reaching up to see if he could feel something wrong with his face he found his arms were wrapped in chains and bolted to the floor. His arms also seemed to be encased in some kind of armor. Confused, he pulled against the chains and found with a bit of effort he was able to snap them. Still not able to get his vision under control he tried to cover his eyes and maybe wipe away whatever was causing the problem. He found he had no face. He screamed and found that he made no noise, except inside his head.

That was when the lights went out. He could finally see almost like normal except he had an unusually wide range of vision and everyone and most of the machines had oddly colored glows around them. This helped bring him to the awareness that the tiny people were shouting his name and asking him to calm down.

Focusing on the people for the first time he recognized some of the scientists and doctors from the Phase 2 preliminaries. Dr. Greene was the closest to him and the loudest in shouting his name and instructions to calm down and to hold still. Trusting Dr. Greene, Levi stopped moving. He tried speaking again, ~Dr. Greene what's going on? Did I grow larger while I was out?~ He noticed that Dr. Greene didn't seem to have the same glow as everyone else.

A sergeant in a security officers uniform opens a door across the huge room and yells for Dr.Greene, "Doctor, are you in here? We're getting some weird interference on the security radios. Your name came through as the only intelligible thing in the interference."

Turning back to him, Levi notices a thoughtful look on Dr. Greenes reptilian face. She quickly tells for the lights to be turned back on and for some radio receiving equipment to be brought in. "Levi I think you got an interesting collection of powers from your graft. Let's see what we can do to work out exactly what's in that collection."
Last edited by Aerlock on Wed Dec 04, 2013 9:51 am, edited 1 time in total.
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Xex [3e]

Postby Aerlock » Mon Dec 02, 2013 1:50 pm

Xex
Verpine Force Adept
Image
PL6

Abilities: 16pp
Str: 0
Sta: 2
Agl: 0
Dex: 0
Fgt: 0
Int: 6
Awe: 0
Pre: 0

Defenses: 19pp
Dodge: 5
Parry: 5
Fort: 5
Tough: 6 (2 fades with damage)
Will: 6

Skills: 21pp
Acrobatics 0
Athletics 0
Close Combat (Lightsaber) 6
Expertise (Weapon Design) 10
Expertise (Shielding Tech) 10
Expertise (Technology) 10
Insight 0
Perception 8
Ranged Combat (Shatter Gun) 6
Stealth 0
Technology 16

Advantages: 7pp
Eidetic Memory
Equipment 3
Improvised Tools
Inventor
Speed of Thought
Force Assessment
Improved Initiative
Luck
Uncanny Dodge

Powers: 27pp
Verpine Carapace 1pp
. Protection 2
. Noticeable
Compound Eyes 2pp
. Danger Sense (Visual)
. Microscopic Vision 1
Verpine Antenna 9pp
. Communication
. . Radio 2
. . Subtle
Force-Sensitivity: 4pp
. Enhanced Advantages 3 pp
. . Improved Initiative
. . Luck
. . Uncanny Dodge
. Senses 1pp
. . Force Awareness
Force Sense: 8pp
. Enhanced Advantages 1pp
. . Force Assessment
. Senses 6pp
. . Precognition
. . Ranged Detect Force
. . Sustained
. TK (Alternate Power) 1pp
. . Extra Limbs 3 6pp
. . . Projection
. . Elongation 2 1pp
. . . Limited to Extra Limbs only
Lightsaber 3pp
. Damage 5
. Easily Removable (-2 points)
Equipment: 15ep
Commlink 1ep
Verpine Shatter Gun: Ranged Damage 5 (Custom Extra: +2 to difficulty for lightsaber deflection, Subtle 1) 12ep
Verpine Shield: Forcefield 2 (Extra: Continuous, Flaw: Fades with damage) 2ep

Complications:
Insufficient Grasp of Basic: Speak in short thoughts and broken sentences and can change subject rapidly in mid-sentence. Can make it more difficult to be persuasive or even understood sometimes.
Motivation: New experiences to try out or inspire new inventions
Motivation: Greed
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Splatter [2e]

Postby Aerlock » Wed Feb 12, 2014 12:15 pm

Quick summary of his powerset:
Basically he's a non-standard Brick. He can take a lot of damage but only dishes it out like a normal human. The virus has him trapped in a very durable liquid flesh state. With practice and concentration he has been able to hold himself in a solid form as long as he's awake. If he's knocked unconscious or goes to sleep he loses his grip and reverts to a puddle of flesh. He's got regeneration but it only works when he's unconscious/asleep. Any explosions or area physical powers (concussion grenades, explosions, sprays of wind/water, etc.) will break him up into pieces that he still controls. Also he's able to reshape his body with enough concentration.

Robert “Splatter” Samuels
PL8
Image

Abilities: 16 pts
- STR: 0 (10)
- DEX: +2 (14)
- CON: +2 (14)
- INT: +2 (14)
- WIS: 2 (14)
- CHA: 0 (10)

Skills: 28 pts
- Acrobatics -
- Bluff 0
- Climb +10
- Computers +4
- Concentration +6
- Diplomacy 0
- Disable Device -
- Disguise +15
- Drive +6
- Escape Artist +2
- Gather Information +4
- Handle Animal -
- Intimidate +8
- Investigate -
- Knowledge (Behavioral Science) +5
- Knowledge (Civics) +6
- Knowledge (Current Events) +4
- Knowledge (Streetwise) +6
- Knowledge (Tactics) +6
- Medicine -
- Notice +12
- Perform -
- Pilot -
- Profession (Government Agent) +5
- Profession (Soldier) +8
- Ride -
- Search +14
- Sense Motive +10
- Sleight of Hand -
- Stealth +10
- Survival +10
- Swim 0

Feats: 2 pts
- Diehard
- Instant Up
- Evasion 2 (from power)

Powers: 39 pts
- Anatomic Separation 6 1 pt
- - Action (Full)
- - Involuntary Transformation: Area Physical powers trigger the separation which takes a full round
- - One-Way Transformation: Needs rest to rejoin pieces
- Strength Affects Corporeal 10 5 pts
- - Limited: Lifting/Manipulation only, No Damage
- Enhanced Feat 1 pt
- - Evasion 2 (Limited to Physical Area Attacks only)
- Immunity 4 pts
- - Critical Hits
- - Suffocation (All)
- Insubstantial 2 8 pts
- - Quirk: Near gaseous state - cannot pass through watertight seals
- - One Way Transformation: Needs rest to recover solidity
- - Permanent - Sustained action to retain solidity
- Morph 3 1 pt
- - Broad Group: Humans
- - Full-Round Action
- Protection 8 8 pts
- Regeneration 12 8 pts
- - Recovery Bonus 7
- - Recovery Rate (Disabled) 2 (1/hour)
- - Recovery Rate (Injured) 1 (1/hour)
- - Resurrection 2 (Complete destruction of corpse prevents resurrection) (1 day)
- - Source: Unconsciousness/Sleep
- - Persistent
- - Regrowth
- Speed 2 1 pt
- - Limited: Only when liquid
- Super Movement 2 pts
- - Slithering
- - Slow Fall
- - Limited: Only when liquid

Combat: 20 pts
- Initiative: +2
- Attack Bonus +6
- Melee: +6
- Ranged: +6
- Grapple: +7
- Defense: +4
- Flat-footed: +2
- Knockback: -5

Saves: 20 pts
- Tough: +10
- Fort: +10
- Ref: +8
- Will: +8

Attacks:
- Light Pistol +6 (DC 18)
- Stun Gun +6 (DC Fort 17)
- Unarmed Attack +6 (DC 15)

Equipment:
- Commlink
- Handcuffs
- Light Pistol
- Stun Gun

Drawbacks:
Vulnerablility (Cold): Common, Minor (DC+1) 2 pts
Vulnerablility (Electricity): Common, Minor (DC+1) 2 pts
Vulnerablility (Chemical): Uncommon, Minor (DC+1) 1 pt

Complications:
Joker/Ace: He's been twisted by the Wild Card virus. When he's in his liquid flesh form it turns some folks stomachs and makes it hard for him to talk to them in the future.
Temper: Ever since he caught the Wild Card he's been angry at the world. He's usually able to keep it in control but Intelligence pukes (CIA, NSA, etc.) especially tick him off.
Patriot: He's very much a patriot of the US. This is to the country in general and not necessarily to the leadership of the country.
Responsibility: Family. He's close to his Dad and a couple of cousins that are still in the service.
Enemy: Jorge Del Olmo was never caught and Robert would love a chance to take him down. Jorge feels the same way about Rob having identified Rob as a result of the Wild Card he had been working with in South America.

Languages:
- English

Abilities 16 + Skills 28 (112 ranks) + Feats 2 + Powers 39 + Combat 20 + Saves 20 - Drawbacks 5 = 120

Background:
Robert Samuels
Age - 32
Height - Varies between 5' and 7' usually 6' 2"
Weight - 210
Hair - Varies usually Black
Eyes - Varies usually Brown
Skin - Varies usually Light Brown

History:
Robs card turned while on a joint DEA/Army mission in South America. He was part of a squad that was assigned to assist in tracking down a drug lord that had been trying to get a hold of some live Wild Card virus. All the intel on the mission said Jorge Del Olmo had been unsuccessful in getting a sample of the virus. They were wrong.

Rob and his team were clearing a lab when they came across one of Jorges lieutenants holding a canister of something in one hand, a pistol in the other and waving both threateningly. Rob had a chance to note that all the scientists in the room had been shot before the lieutenant dropped the gun and opened the canister. The lieutenant immediately melted as if he were wax. All of Robs teammates immediately started to transform into various shapes and materials. Rob and his best buddy on the team were the only two not immediately transforming. They called in the Wild Card outbreak over their radios and got told to stay put and not risk releasing the outbreak. After repeated request for extraction and getting told to "Stand By", Robs buddy got increasingly angry at getting hung out to dry. As he got madder and madder his skin started to turn red and he started to swell. Rob was able to calm the guy down a bit which helped but the longer they waited the less the guy was able to control it.

Eventually the mission controllers came on the line and told them both that they were going to sterilize the site with a Fuel-Air-Bomb and that they weren't going to be extracted. As they got this news Robs buddy lost it, turned bright read and exploded. Rob was standing next to him when he did. The next thing Rob knew he was waking up in a body bag and it was days later. Once the security detail believed him and allowed him some knowledge of what had happened, he discovered the former drug lords base was now the site of a WHO/NATO eco-disaster clean up and he had actually survived the Wild Card, his buddies Wild Card explosion and the Fuel-Air-Bomb explosion.

Once he got back to the states, he got his death officially reversed and medically discharged from the army. Hearing about the FBI's Ace Agent program and still wanting to serve his country he signed up with the FBI.
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Alternate Splatter [2e]

Postby Aerlock » Wed Mar 12, 2014 9:54 am

I love the Wild Cards universe! I'm in. I even have a character already rolled up from another Wild Cards game I didn't get into that I just need to tweak. It'll be as below but with maybe an Unreliable on the Morph or a Concentration on the retaining solidity on the Insubstantial. Maybe even up the Frequency/Intensity of the Involuntary Transformation drawbacks to ANY kind of physical contact stronger than a caress. i.e. slap him in the face and his head falls off, bump into him in the street and his arm (maybe even part of his torso) falls to the ground, trip him and he falls apart like Goldie Hawn and Meryl Streep at the end of Death Becomes Her only he's in control of all the parts. I'm also thinking about making his default appearance like this:
Image

I'll also obviously tweak the complications/background to make him fit the game better. If any points get freed up I'll add some equipment and probly add some feats or skills.

Let me know if you think he'd fit the game.

- Aerlock

Quick summary of his powerset:
Basically he's a non-standard Brick. He can take a lot of damage but only dishes it out like a normal human. The virus has him trapped in a very durable liquid flesh state. With practice and concentration he has been able to hold himself in a solid form as long as he's awake. If he's knocked unconscious or goes to sleep he loses his grip and reverts to a puddle of flesh. He's got regeneration but it only works when he's unconscious/asleep. Any explosions or area physical powers (concussion grenades, explosions, sprays of wind/water, etc.) will break him up into pieces that he still controls. Also he's able to reshape his body with enough concentration.

Robert “Splatter” Samuels
PL8
Image

Abilities: 16 pts
- STR: 0 (10)
- DEX: +2 (14)
- CON: +2 (14)
- INT: +2 (14)
- WIS: 2 (14)
- CHA: 0 (10)

Skills: 28 pts
- Acrobatics -
- Bluff 0
- Climb +10
- Computers +4
- Concentration +6
- Diplomacy 0
- Disable Device -
- Disguise +15
- Drive +6
- Escape Artist +2
- Gather Information +4
- Handle Animal -
- Intimidate +8
- Investigate -
- Knowledge (Behavioral Science) +5
- Knowledge (Civics) +6
- Knowledge (Current Events) +4
- Knowledge (Streetwise) +6
- Knowledge (Tactics) +6
- Medicine -
- Notice +12
- Perform -
- Pilot -
- Profession (Government Agent) +5
- Profession (Soldier) +8
- Ride -
- Search +14
- Sense Motive +10
- Sleight of Hand -
- Stealth +10
- Survival +10
- Swim 0

Feats: 2 pts
- Diehard
- Instant Up
- Evasion 2 (from power)

Powers: 39 pts
- Anatomic Separation 6 1 pt
- - Action (Full)
- - Involuntary Transformation: Area Physical powers trigger the separation which takes a full round
- - One-Way Transformation: Needs rest to rejoin pieces
- Strength Affects Corporeal 10 5 pts
- - Limited: Lifting/Manipulation only, No Damage
- Enhanced Feat 1 pt
- - Evasion 2 (Limited to Physical Area Attacks only)
- Immunity 4 pts
- - Critical Hits
- - Suffocation (All)
- Insubstantial 2 8 pts
- - Quirk: Near gaseous state - cannot pass through watertight seals
- - One Way Transformation: Needs rest to recover solidity
- - Permanent - Sustained action to retain solidity
- Morph 3 1 pt
- - Broad Group: Humans
- - Full-Round Action
- Protection 8 8 pts
- Regeneration 12 8 pts
- - Recovery Bonus 7
- - Recovery Rate (Disabled) 2 (1/hour)
- - Recovery Rate (Injured) 1 (1/hour)
- - Resurrection 2 (Complete destruction of corpse prevents resurrection) (1 day)
- - Source: Unconsciousness/Sleep
- - Persistent
- - Regrowth
- Speed 2 1 pt
- - Limited: Only when liquid
- Super Movement 2 pts
- - Slithering
- - Slow Fall
- - Limited: Only when liquid

Combat: 20 pts
- Initiative: +2
- Attack Bonus +6
- Melee: +6
- Ranged: +6
- Grapple: +7
- Defense: +4
- Flat-footed: +2
- Knockback: -5

Saves: 20 pts
- Tough: +10
- Fort: +10
- Ref: +8
- Will: +8

Attacks:
- Light Pistol +6 (DC 18)
- Stun Gun +6 (DC Fort 17)
- Unarmed Attack +6 (DC 15)

Equipment:
- Commlink
- Handcuffs
- Light Pistol
- Stun Gun

Drawbacks:
Vulnerablility (Cold): Common, Minor (DC+1) 2 pts
Vulnerablility (Electricity): Common, Minor (DC+1) 2 pts
Vulnerablility (Chemical): Uncommon, Minor (DC+1) 1 pt

Complications:
Joker/Ace: He's been twisted by the Wild Card virus. When he's in his liquid flesh form it turns some folks stomachs and makes it hard for him to talk to them in the future.
Temper: Ever since he caught the Wild Card he's been angry at the world. He's usually able to keep it in control but Intelligence pukes (CIA, NSA, etc.) especially tick him off.
Patriot: He's very much a patriot of the US. This is to the country in general and not necessarily to the leadership of the country.
Responsibility: Family. He's close to his Dad and a couple of cousins that are still in the service.
Enemy: Jorge Del Olmo was never caught and Robert would love a chance to take him down. Jorge feels the same way about Rob having identified Rob as a result of the Wild Card he had been working with in South America.

Languages:
- English

Abilities 16 + Skills 28 (112 ranks) + Feats 2 + Powers 39 + Combat 20 + Saves 20 - Drawbacks 5 = 120

Background:
Robert Samuels
Age - 32
Height - Varies between 5' and 7' usually 6' 2"
Weight - 210
Hair - Varies usually Black
Eyes - Varies usually Brown
Skin - Varies usually Light Brown

History:
Robs card turned while on a joint DEA/Army mission in South America. He was part of a squad that was assigned to assist in tracking down a drug lord that had been trying to get a hold of some live Wild Card virus. All the intel on the mission said Jorge Del Olmo had been unsuccessful in getting a sample of the virus. They were wrong.

Rob and his team were clearing a lab when they came across one of Jorges lieutenants holding a canister of something in one hand, a pistol in the other and waving both threateningly. Rob had a chance to note that all the scientists in the room had been shot before the lieutenant dropped the gun and opened the canister. The lieutenant immediately melted as if he were wax. All of Robs teammates immediately started to transform into various shapes and materials. Rob and his best buddy on the team were the only two not immediately transforming. They called in the Wild Card outbreak over their radios and got told to stay put and not risk releasing the outbreak. After repeated request for extraction and getting told to "Stand By", Robs buddy got increasingly angry at getting hung out to dry. As he got madder and madder his skin started to turn red and he started to swell. Rob was able to calm the guy down a bit which helped but the longer they waited the less the guy was able to control it.

Eventually the mission controllers came on the line and told them both that they were going to sterilize the site with a Fuel-Air-Bomb and that they weren't going to be extracted. As they got this news Robs buddy lost it, turned bright read and exploded. Rob was standing next to him when he did. The next thing Rob knew he was waking up in a body bag and it was days later. Once the security detail believed him and allowed him some knowledge of what had happened, he discovered the former drug lords base was now the site of a WHO/NATO eco-disaster clean up and he had actually survived the Wild Card, his buddies Wild Card explosion and the Fuel-Air-Bomb explosion.

Once he got back to the states, he got his death officially reversed and medically discharged from the army.
Last edited by Aerlock on Wed Mar 12, 2014 9:56 am, edited 1 time in total.
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Hark [3e]

Postby Aerlock » Wed Mar 12, 2014 9:56 am

Well I got the first round of the mechanics banged out. I'm still working on the background. I've also got to write up his minion and a few powers for his Library. I'm also going to put a powers explanation in too that I need to write up. This will all most likely not get done over the weekend. Let me know if you have any questions about the build.

EDIT 1: Tweaked a couple powers, added a background, description, and power design notes. Minion and Power Library still to come.
EDIT 2: Added the Minion. Still working on a Ritual Library. Not got much of anything for it right now other than variations on what he can already do.

- Aerlock

Hark - PL 6

Abilities 6 pts
Strength -2
Stamina 6
Agility 0
Dexterity -1
Fighting 0
Intellect 2
Awareness 0
Presence -2

Advantages 2 pts
Favored Environment: Dark/Shadow/Night
Ritualist

Skills 10 pts
Athletics 0 (-2)
Deception 0 (-2)
Expertise: Magic 10 (+12)
Insight 0 (+0)
Intimidation 0 (-2)
Perception 10 (+10)
Persuasion 0 (-2)
Stealth 0 (+0)

Powers 54 pts
Shadow Form: Insubstantial 3 (Energy; Precise; Permanent) 16 pts
Shadow Powers 25 pts (21 pt Array, 4 Alts)
. . Blinding Shadows: Affliction 6 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 16; Alternate Resistance (Dodge), Increased Range 2: perception, Indirect 4: any point, any direction; Quirk: Target needs to have a shadow)
. . AE: Shadow Constructs: Create 6 (Volume: 60 cft., DC 16)
. . AE: Shadow Tricks
. . . . Darkvision: Senses 2 (Darkvision)
. . . . Shadow Decoys: Concealment 4 (All Visual Senses; Limited: Creating Shadow Decoys only)
. . . . Shadow Swap: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Subtle: subtle; Custom: Only to Swap with a Decoy, Medium: Decoys)
. . . . Shadow Wings: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings)
. . . . Shadows Fall: Environment 3 (Visibility (-5), Radius: 120 feet)
. . AE: Shadows Fist: Move Object 6 (3200 lbs., DC 21; Damaging, Increased Range: perception, Precise; Limited Material: Darkness/Shadows)
. . AE: Summon Shadow: Summon 6 (Active, Mental Link)
Surrounding Shadows 13 pts
. . Shadow Crawl: Speed 1 (Speed: 4 miles/hour, 60 feet/round; Permanent) 1 pt
. . Shadow Fade: Concealment 4 (All Visual Senses; Blending, Limited: Darkness/Shadows, Permanent, Quirk: When not thinking about it his form shifts slightly as the shadows swirl around his body) 1 pt
. . Shadow Servants: Feature 1 (as personnel feature of hq) 1 pt
. . Shadows Grip: Move Object 2 (200 lbs., DC 17; Custom: Tether, Damaging, Increased Duration: continuous, Increased Range: perception, Precise; Limited Material: Darkness/Shadows) 10 pts

Offense
Initiative +0
Blinding Shadows: Affliction 6 (DC Dog/Fort/Will 16)
Grab, +0 (DC Spec 8 )
Shadows Fist: Move Object 6 (DC 21)
Shadows Grip: Move Object 2 (DC 17)
Throw, -1 (DC 13)
Unarmed, +0 (DC 13)

Complications
Enemy: The Demon that helped him gain his powers doesn't like what he's done with it but cannot take it back so is trying to take him out.
Motivation: Acceptance: Hark knows the Twili are not well respected in Hyrule so is doing his best to change that perception.
Power Loss: In areas of very bright light/sunlight, such that there are no more shadows, Hark loses all but his Shadow Form power and that becomes Concentration duration.

Languages
Hyrulian

Defense 18 pts
Dodge 6
Parry 6
Fortitude 6
Toughness 6
Will 6

Power Points
Abilities 6 + Powers 54 + Advantages 2 + Skills 10 (20 ranks) + Defenses 18 = 90

Background:
Age - 60
Height - Varies from 4’ - 7’
Weight - Varies from 100 lbs to 200 lbs
Hair - Red/None
Eyes - Red/Orange/Yellow

Description:
He is now a being of living shadow. His form is constantly shifting in and out of shadow. As it does, his features are subtly different each time. He is always recognizable as himself but he never looks the same twice.

History:
Hark was a Twili considered odd by his kin. He wanted to try and redeem his race for their ancient attempt to claim the Triforce. He spent many years researching the most abundant source of magic available to him, the Twilight itself. After several decades of research on how to restore the Twili race to their former status he grew increasingly frustrated and bitter. After a particularly frustrating research project failed spectacularly in his lab he flew into a rage and destroyed everything he could get his hands on. At the end of his outburst he was approached by a Demon masquerading as a Spirit. The Demon offered Hark a source of power that he claimed was unparalleled and would easily enable him to reach his goal. Unknown to Hark, the Demon was hoping that the power would corrupt Hark and transform him into an evil monster that it could then use as a power play in the demon world to claim the title of Demon King. Following the demons instructions, Hark found what appeared to be a small sliver of solid shadows. When he touched the sliver, the shadows dispersed in a large explosion of darkness and he found himself holding a small sliver of stone. As he saw this, the shadows came pouring back and into Hark and he was transformed by this infusion of shadows. His body became one with the shadows he wore and he found himself surrounded by a cloud of semisolid shadow. Looking around for his guide he found himself alone.

Hark returned to his lab and furiously researched the small sliver of shadow stone he had found. He was able to determine that is was a chip of the Fused Shadows, the embodiment of all his races ancient power. Experimenting with his new powers and going back through his spellbooks, Hark was able to master the shadows that constantly surrounded him and use them to power magics beyond his previous accomplishments. These experiments and the research he did on the Fused Shadows led him to the knowledge of the other fragments of the Fused Shadows in Hyrule and the Mirror of Twilight as a way to reach Hyrule. Upon entering Hyrule he discovers the rumors of Drakus’s death and the likely invasion. Knowing that his race had a debt to be repaid and that the invasion would cause havoc with his plans to find and reunite the Fused Shadows, Hark has presented himself to those in power as a combatant in the coming battles.

Power Design Notes:
Shadow Form - Straight up Permanent Insubstantial 3 with the Precise Extra. The Precise is pretty much always in effect leaving him with some part of his natural form showing unless he turns it off and becomes a complete shadow.

Shadow Powers - This is the collection of learned “spells” that Hark has at his command
. . Blinding Shadows - Perception ranged Blinding attack. The Indirect and the Quirk is to account for the descriptor of the targets shadow coming to “life” and blinding them. If the target has no shadow for some reason (flight, surrounded by bright light, etc.) then they cannot be targeted with this attack.
. . Shadow Constructs - What it says on the tin, Create items out of solid shadows
. . Shadow Tricks - Default array option. Collection of minor shadow related abilities
. . . . Darkvision - So he can see in the darkness he creates/summons
. . . . Shadow Decoys - Combined with Shadow Swap to emulate the D&D Mirror Image spell
. . . . Shadow Swap - Combined with Shadow Decoys to emulate the D&D Mirror Image spell. 120’ range, has to be consciously used, its not automatic.
. . . . Shadow Wings - Winged flight. Everyone needs some form of fast movement and forming solid shadow wings seemed completely in character.
. . . . Shadows Fall - He can make it dark in the area around him. This is mainly to be used when theres a lot of allys or something in the area that need to be concealed. Otherwise he’s going to stick to the Shadow Decoys power
. . Shadows Fist - Precise, Damaging, Perception Ranged Move Object. He punches people he sees and can also manipulate items up to 1.5 tons as easily as if he had hands.
. . Summon Shadow - Everyone needs a friend! Harks just happens to be more of a guided missile type than a conversationalist type

Surrounding Shadows - This is what the cloud of shadows that constantly surrounds him grants him
. . Shadow Crawl - When he wants to the shadows can really haul
. . Shadow Fade - As long as hes relatively still/slow in a dark area he can’t be seen
. . Shadow Servants - Think Doc Ock’s tentacles. The shadows are semi-independent and constantly in motion and carrying/doing things for him.
. . Shadows Grip - Shadow arms directly under his control.Continuous is to indicate that there are multiple arms (how many needs to get the GM ok on) Tether is to indicate that they are attached to him and he can be moved by grabbing something that he’s also grabbed. Precise is so he can use his shadows as hands.

Minion:
Shadow Creature - PL 6

Abilities
Strength -
Stamina -
Agility 0
Dexterity -
Fighting 0
Intellect -
Awareness 0
Presence -

Advantages
Improved Initiative 3

Powers
Damage Aura: Damage 6 (DC 21; Reaction 3: reaction)
Immunity: Immunity 62
. . Fortitude Effects
. . Uncommon Descriptor: Darkness/Shadow
. . Will Effects
Shadow Form
. . Concealment: Concealment 4 (All Visual Senses; Limited: Darkness/Shadow)
. . Insubstantial: Insubstantial 3 (Energy)
. . Movement: Movement 3 (Slithering, Wall-crawling 2: full speed)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +12
Damage: Damage 6, +0 (DC 21)
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 9, Parry 9, Fortitude Immune, Toughness 0, Will Immune

Power Points
Abilities -50 + Powers 113 + Advantages 3 + Skills 0 (0 ranks) + Defenses 18 = 84

Minion Design Notes:
This guys is pretty much nothing more than a guided missile. Anything that touches him or that he touches gets hurt. That's all he can do. He has no Strength, Stamina, or Dexterity so he can't be affected nor can he affect anything physically. He has no Intellect or Presence so he can't reason or be reasoned with. He gets a target from Hark and goes straight towards it. That's it.
Last edited by Aerlock on Mon Apr 07, 2014 10:30 am, edited 1 time in total.
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Curiosity [3e]

Postby Aerlock » Tue Mar 18, 2014 12:10 pm

Here's my PsiForged Psion/Soulknife. This is just the first pass. I have a lot of cleanup to do and I know I need to add the point costs here. I don't have the background completely together yet, but she's a ravenous sponge for knowledge. She'll go over, around, or under anyone that's standing between her and a new book/scroll/map. She has no memory before being "awoken" in the Mournlands by scavengers.

@Karma: I know you asked us not to use Variable but I couldn't think of any way to try and replicate the Minor Metamorphosis power from Pathfinder. I'm only going to use the Variable for adding things like 1 or 2 ranks of Speed/Swimming/Winged Flight, Wall-Crawling, Boosted STR for Grab/Unarmed, etc. I'll even put together a library of options if you ok my use of the power. If you want it gone that's fine too.

EDIT 1: Added a background, description and Minor Metamorphosis power library
EDIT 2: Changed Body Adjustment from Stabilize to Persistent. Added Quirk and Diehard

- Aerlock

Curiosity - PL 7
Image

Abilities 28 pts
Strength -1
Stamina 2
Agility 2
Dexterity 2
Fighting 2
Intellect 5
Awareness 2
Presence -1

Advantages 9 pts
Beginner's Luck
Benefit, Ambidexterity
Diehard
Eidetic Memory
Great Endurance
Improved Critical 3: Mind Blade
Jack-of-all-trades
Luck 2
Second Chance: Fatigue Checks
Trance

Skills 7 pts
Acrobatics +2
Athletics -1
Deception -1
Expertise (Psionics) +10
Insight +2
Intimidation -3
Investigation +10
Perception +2
Persuasion -1
Sleight of Hand +2
Stealth +10
Technology +5
Treatment +5
Vehicles +2

Powers 47 pts
Mind Powers
. . Body Adjustment: Healing 10
. . . . Persistent
. . . . Limited: Self Only
. . . . Unreliable (5 uses)
. . Energy Ray: Blast 6 (DC 21)
. . . . Accurate 3: +6
. . . . Variable Descriptor: close group - Energy types
. . . . Unreliable (5 uses)
. . Mind Blade: Damage 6 (DC 21)
. . . . Advantages: Improved Critical 3
. . . . Accurate 3: +6
. . . . Noticeable: Glowing Blade
. . Minor Metamorphosis
. . . . Morph: Morph 2
. . . . . . Narrow group
. . . . . . Limited: Only +10 on checks to Disguise
. . . . . . Unreliable (5 uses)
. . . . Variable: Variable 1
. . . . . . Limited 2: Physical changes only
. . . . . . Unreliable (5 uses)
. . Natural Linguist: Comprehend 2
. . . . Languages - Speak All
. . . . Languages - Understand All
. . . . Unreliable (5 uses)
. . Telekinesis: Move Object 3 (400 lbs., DC 18)
. . . . Damaging
. . . . Unreliable (5 uses)
. . Telepathy: Mental Communication 2
. . . . Subtle 2: undetectable
. . . . Unreliable (5 uses)
Mind Shield: Force Field 3 (+3 Toughness)
Warforged Scout
. . Advantages: Diehard
. . Immunity: Immunity 16
. . . . Aging
. . . . Critical Hits
. . . . Disease
. . . . Environmental Conditions (All)
. . . . Poison
. . . . Rare Descriptor: Paralysis
. . . . Rare Descriptor: Nausea
. . . . Sleep
. . . . Starvation & Thirst
. . . . Suffocation (All)
. . Mithril Plating: Protection 2 (+2 Toughness)
. . . . Innate
. . . . Noticeable: Mithril Plates
. . Quirk: Can't heal naturally. Needs Magic or repairs with the Technology skill. Treatment doesn't work.
. . Shrinking: Shrinking 4
. . . . Innate
. . . . Permanent

Offense
Initiative +2
Energy Ray: Blast 6, +8 (DC 21)
Grab, +2 (DC Spec 9)
Mind Blade: Damage 6, +8 (DC 21)
Telekinesis: Move Object 3, +2 (DC 18)
Throw, +2 (DC 14)
Unarmed, +2 (DC 14)

Defense 14 pts
Dodge 7
Parry 7
Fortitude 6
Toughness 7
Will 6

Power Points
Abilities 28 + Powers 47 + Advantages 9 + Skills 7 (14 ranks) + Defenses 14 = 105

Minor Metamorphosis Power Library
Badgers Burrow: Burrowing 5 (5 PP)
Speed: 2 miles/hour, 30 feet/round (Free - Personal - Sustained)
Cheetahs Stride: Speed 1 (1 PP)
Speed: 4 miles/hour, 60 feet/round (Move - Personal - Sustained)
Dragons Flight: Flight 2 (2 PP)
Speed: 8 miles/hour, 120 feet/round; Wings (Free - Personal -Sustained)
Elephants Strength: Enhanced Strength 5 (5 PP)
+5 STR; Limited to Lifting (Free - Personal - Sustained)
Monkeys Grip: Enhanced Trait 5 (5 PP)
Advantages: Strong Grip 5 (Personal - Sustained)
Natures Slam/Claw/Bite: Damage 5 (5 PP)
DC 20 (Standard - Close - Instant)
Spider Climb: Movement 2 (4 PP)
Wall-crawling 2: full speed (Free - Personal - Sustained)

New Feat:
Strong Grip: (Essentially Enhanced STR, Limited to Not Damage and Not Lifting)
Your grip is particularly strong granting a +1 bonus to Grab DC per rank (limited by PL). Your maximum bonus is still limited by power level, as usual.

In addition you receive a +1 bonus to resist Disarm checks and Athletics checks to catch yourself if you suffer a failure while climbing.

Complications
Addiction: Curiosity is addicted to learning something new. Even simple, useless things like a new way to stitch cloth or the pros and cons of using yellow mold in making paint give her a mental thrill that she describes as "a total head rush"
Coward: If she's attacked her first instinct is to run. If she's alone when attacked she'll keep running. If cornered or if she has backup to run to she'll turn on her attacker and fight. If she initiates the attack though she has no problems fighting.
Motivation: Mental Greed: Curiosity does every thing for simple goal of amassing knowledge
Obsession: Curiosity is obsessed with books, scrolls, maps, pretty much anything that's a form of recorded knowledge. She doesn't necessarily need to own the items, as long as she gets to look at them or hold them she'll be one happy little 'forged.
Phobia: Immobilization. Curiosity is terrified of being stuck as a living, thinking mind in a body that cannot move or respond
Prejudice: Curiosity is a Warforged and has to deal with the reputation of her race being taciturn and weird. It doesn't help that she's the latter of the two.
Responsibility: To the Low Crew, especially Doran. They brought her back to life and helped her for the first few months of her current life.
Secret: She doesn't remember her former life or how she ended up disassembled in burnt out ruins in the Mournland
Temper: Anyone destroying knowledge (books, scrolls, etc.) in her sight will be visited very quickly by a 3 foot tall ball of pissed off Mithril, Crystal and Mind Blade.

Languages
Common

Description
Gender: Female
Age: 6 months (??)
Height: 2' 10"
Weight: 40 lbs.
Hair: Mithril Plating
Eyes: Crystal

Curiosity is a well worn Warforged. Her body plating has the wear and tear of an older Warforged but being a Psi-Forged, she should only be a year or so old. Her eyes are made of crystals and her limbs and torso have crystal accents that all change color depending on her currently manifested power. When she's not using her powers they appear black.

Background
Curiosity was found in the Mournland by a company of scavengers called that called themselves the Low Crew. They were all from races of shorter stature. The tallest of the bunch was a particularly short Dwarf that went by the name of Stilts.

She was found, in pieces, in the remains of a burnt out building. There was nothing left in the ruins to indicate who she was or the purpose of the building. The leader of the group, a male Gnome called Doran, found her remains and collected her parts out of a desire to see how her body differed from the normal warforged.

While trying to see how the crystals in her head fit together, Doran did something that brought Curiosity to awareness. Unfortunately for her all she had was awareness, she was unable to move or speak. Her only stimulation was from the mutters of Doran as he talked to himself while working on her and whatever she could see in her sight line when he moved her head. Mostly that was the inside of a trunk with the rest of her parts. She took her name from Dorans nickname her for. He referred to her as "his Curiosity".

Over the course of several weeks Doran tinkered with the pieces of Curiosity. After much puzzling and tinkering he found the right combination of crystals and stones in her head to restore Curiosity to full control of her body, limited though it was at the time. Doran was immensely surprised when "his Curiosity" addressed him in a female voice and after confirming that she was indeed conscious and aware he worked tirelessly to restore her full body to her.

Doran explained the circumstances of her recovery and the purpose of the Low Crew as knowledge seekers in the Mournland. She took to the job like a duck to water and joined the crew as soon as she was mobile. Eventually the Low Crew returned to Sharn to restock on supplies and drop off their finds with the home office. Curiosity parted ways with them in hopes of find someone to help her recover her history and maybe even her past memories.
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Hark 2.0 [3e]

Postby Aerlock » Tue Apr 08, 2014 8:41 am

This looks interesting. The basic concept of this guy is a former wizard that has become a living shadow.

Hark - PL 7
Image

Abilities 8 pts
  • Strength -2
  • Stamina 7
  • Agility 0
  • Dexterity -1
  • Fighting 0
  • Intellect 2
  • Awareness 0
  • Presence -2

Advantages 3 pts
  • Favored Environment: Dark/Shadow/Night
  • Luck 2

Skills 16 pts
  • Expertise: Magic 12 (+14)
  • Insight 10 (+10)
  • Perception 10 (+10)

Powers 57 pts
  • Shadow Form: Insubstantial 3 (Energy; Precise; Permanent) 16 pts
  • Shadow Powers (Array, 24 pts, 4 AEs) 28 pts
    • Blinding Shadows: Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 17; Alternate Resistance (Dodge), Increased Range 2: perception, Indirect 4: any point, any direction; Quirk: Target needs to have a shadow)
    • Shadow Constructs: Create 7 (Volume: 125 cft., DC 17)
    • Shadow Tricks
      • Darkvision: Senses 2 (Darkvision)
      • Shadow Decoys: Concealment 4 (All Visual Senses; Limited: Creating Shadow Decoys only)
      • Shadow Swap: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Subtle: subtle; Custom: Only to Swap with a Decoy, Medium: Decoys)
      • Shadow Wings: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Wings)
      • Shadows Fall: Environment 3 (Visibility (-5), Radius: 120 feet)
    • Shadows Fist: Move Object 7 (3 tons, DC 22; Damaging, Increased Range: perception, Precise; Limited Material: Darkness/Shadows)
    • Summon Shadow: Summon 6 (Active, Mental Link)
  • Surrounding Shadows 13 pts
    • Shadow Crawl: Speed 1 (Speed: 4 miles/hour, 60 feet/round; Permanent)
    • Shadow Fade: Concealment 4 (All Visual Senses; Blending, Limited: Darkness/Shadows, Permanent, Quirk: When not thinking about it his form shifts slightly as the shadows swirl around his body)
    • Shadow Servants: Feature 1 (as personnel feature of hq)
    • Shadows Grip: Move Object 2 (200 lbs., DC 17; Custom: Tether, Damaging, Increased Duration: continuous, Increased Range: perception, Precise; Limited Material: Darkness/Shadows)

Offense
  • Initiative +0
  • Blinding Shadows: Affliction 7 (Dodge DC 17)
  • Grab +0 (DC Spec 8)
  • Shadows Fist: Move Object 7 (DC 22)
  • Shadows Grip: Move Object 2 (DC 17)
  • Throw -1 (DC 13)
  • Unarmed +0 (DC 13)

Complications
  • Fame: He had a reputation as a middling powerful mage before the darkness twisted his form and took away his magic.
  • Obsession: Hark has lost his ability to cast his regular spells. He has a new selection of abilities that he has not yet fully grasped. He desperately wants to regain his magical abilities.
  • Obsession: He desperately wants to regain his normal form.
  • Phobia: Hark believes he is not fully in control of the shadows that surround and power him. He is afraid that some day he will discover the shadows no longer respond to his control.
  • Power Loss: In areas of very bright light/sunlight, such that there are no more shadows, Hark loses all but his Shadow Form power and that becomes Concentration duration. He both craves and fears these situations as it is the closest he comes to being in his old form but it leaves him powerless.
  • Prejudice: His body has been twisted by the darkness that has come over the land.

Languages
  • Common

Defense 21 pts
  • Dodge 7
  • Parry 7
  • Fortitude 7
  • Toughness 7
  • Will 7

Power Points
Abilities 8 + Powers 57 + Advantages 3 + Skills 16 (32 ranks) + Defenses 21 = 105

Background:
Age - 60
Height - Varies from 4’ - 7’
Weight - Varies from 100 lbs to 200 lbs when/if solid
Hair - None
Eyes - White

Description:
He is now a being of living shadow. His form is constantly shifting in and out of shadow. As it does, his features are subtly different each time. He is always recognizable as himself but he never looks exactly the same twice.

History:
Grand Mage Reginald Harkon Alois von Grote zu Wiesen III, Esq. was not having a good day. Being a Wizard of some note all the peasants and nobles in the region thought he could be called upon at any time to solve their little petty problems. Why just this morning there were two shepherds seeking a finding spell to track down part of their flock that had gone missing. As if they shouldn't have been more attentive and not lost them in the first place. On top of that he now had to deal with this ridiculous Baron that had, just this noontime, summoned him immediately to his keep for something that will be sure to turn out to be nonsense that, with proper forethought, could have been prevented.

"What now! What sorcery is this that eats away the light?" Waving his hands in a warding motion, Grand Mage Reginald hops down from his horse and prepares himself to face whatever this roiling grey/black cloud might bring. The wards spring to life just as the cloud reaches Grand Mage Reginald. As the cloud envelopes him has but a moment to notice the roiling darkness is absolute except for the minor glow of his wards. Just as he starts to cast a daylight spell he notices that the cloud is seeping through the wards and up from the ground. As the smoky substance touches him he loses conciousness.

Regaining conciousness and looking around, he realizes he is missing a great deal of memory. Namely who he was and where he was going. He finds a saddle, a set of saddlebags, and other horse tack in a pile nearby. Searching it for a clue to his identity, he discovers that he is wrapped in shadows. Quickly examining his body he finds that he is a being of almost pure shadow. As he examines himself he watches as first one hand and then the other fades into solidity and back out again. As the import of this hits him he realizes that neither hand looked like the other. Watching the shadows shifting about his person carefully he notices that the parts that fade into reality never have the same appearance twice.

Turning back to the saddlebags as he reaches to open them, the shadows surrounding him reach out and start to rifle through every bag and container at once, dumping the contents into several piles that appear sorted by material. Startled he pulls back and the shadows follow his actions. He quickly realizes that the shadows surrounding him respond to his will, but unless he's paying attention, they don't always do it the way he would.

He has sorted through the piles his shadow servants have made and while most everything feels familiar to him he cannot make heads or tails of anything not written in the common tongue. There is however enough identifying information to trigger vague memories of his life before waking but nothing definite. He thinks his name was Hark or had Hark in it so he's going by that for now. This brings up a great longing to regain his previous knowledge, as everything he looks at from this pile that he cannot read makes him feel that he was once much more than he currently is, and judging by the materials assembled, what he once was was some form of Wizard.

He decides to camp out overnight in hopes of the horse that was obviously here before he blacked out returning. Early in the morning before the sun rises Hark is awakened by a loud roar and the sound of flapping wings. Hark sees a vaguely horse shaped scaled beast come flying in for a landing near his camp site. Before he can do anything his shadows launch out from around him, intertwining with what little shadow the creature has from the camp fire to wrap about the beasts head. It starts bucking and flailing, trying to shake off the shadows, as it is obviously blinded. As soon as the beasts back is towards him, again almost without conscious direction, the shadows around Hark lash out at the beast and begin pummelling it and pushing it away. Wounded, maddened and driven from its food, the beast gallops off dragging one broken wing behind it.

Pic of the beast:
Image

Power Design Notes:
Shadow Form - Straight up Permanent Insubstantial 3 with the Precise Extra. The Precise is pretty much always in effect leaving him with some part of his natural form showing unless he turns it off and becomes a complete shadow.

Shadow Powers - This is the collection of learned “spells” that Hark has at his command
. . Blinding Shadows - Perception ranged Blinding attack. The Indirect and the Quirk is to account for the descriptor of the targets shadow coming to “life” and blinding them. If the target has no shadow for some reason (flight, surrounded by bright light, etc.) then they cannot be targeted with this attack.
. . Shadow Constructs - What it says on the tin, Create items out of solid shadows
. . Shadow Tricks - Default array option. Collection of minor shadow related abilities
. . . . Darkvision - So he can see in the darkness he creates/summons
. . . . Shadow Decoys - Combined with Shadow Swap to emulate the D&D Mirror Image spell
. . . . Shadow Swap - Combined with Shadow Decoys to emulate the D&D Mirror Image spell. 120’ range, has to be consciously used, its not automatic.
. . . . Shadow Wings - Winged flight. Everyone needs some form of fast movement and forming solid shadow wings seemed completely in character.
. . . . Shadows Fall - He can make it dark in the area around him. This is mainly to be used when there's a lot of allies or something in the area that need to be concealed. Otherwise he’s going to stick to the Shadow Decoys power
. . Shadows Fist - Precise, Damaging, Perception Ranged Move Object. He punches people he sees and can also manipulate items up to 1.5 tons as easily as if he had hands.
. . Summon Shadow - Everyone needs a friend! Harks just happens to be more of a guided missile type than a conversationalist type

Surrounding Shadows - This is what the cloud of shadows that constantly surrounds him grants him
. . Shadow Crawl - When he wants to the shadows can really haul
. . Shadow Fade - As long as hes relatively still/slow in a dark area he can’t be seen
. . Shadow Servants - Think Doc Ock’s tentacles. The shadows are semi-independent and constantly in motion and carrying/doing things for him.
. . Shadows Grip - Shadow arms directly under his control.Continuous is to indicate that there are multiple arms (how many needs to get the GM ok on) Tether is to indicate that they are attached to him and he can be moved by grabbing something that he’s also grabbed. Precise is so he can use his shadows as hands.

Minion:
Shadow Creature - PL 6

Abilities
Strength -
Stamina -
Agility 0
Dexterity -
Fighting 0
Intellect -
Awareness 0
Presence -

Advantages
Improved Initiative 3

Powers
Damage Aura: Damage 7 (DC 21; Reaction 3: reaction)
Immunity: Immunity 62
. . Fortitude Effects
. . Uncommon Descriptor: Darkness/Shadow
. . Will Effects
Shadow Form
. . Concealment: Concealment 4 (All Visual Senses; Limited: Darkness/Shadow)
. . Insubstantial: Insubstantial 3 (Energy)
. . Movement: Movement 3 (Slithering, Wall-crawling 2: full speed)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +12
Damage: Damage 6, +0 (DC 21)
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 0, Will Immune

Power Points
Abilities -50 + Powers 117 + Advantages 3 + Skills 0 (0 ranks) + Defenses 20 = 90

Minion Design Notes:
This guys is pretty much nothing more than a guided missile. Anything that touches him or that he touches gets hurt. That's all he can do. He is Insubstantial and has no Strength, Stamina, or Dexterity so he can't be affected nor can he affect anything physically. He has no Intellect or Presence so he can't reason or be reasoned with. He gets a target from Hark and goes straight towards it. That's it.
Last edited by Aerlock on Thu Apr 10, 2014 2:42 pm, edited 1 time in total.
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Psycho-Protector [3e]

Postby Aerlock » Tue Apr 08, 2014 12:37 pm

This was an unfinished build for a WW2 era game.

Marion "Psycho-Protector" Brody - PL 9

Abilities 16 pts
  • Strength -1
  • Stamina 0
  • Agility -2
  • Dexterity 2
  • Fighting -1
  • Intellect 7
  • Awareness 3
  • Presence 0

Advantages 15 pts
  • Beginner's Luck
  • Eidetic Memory
  • Equipment 1
  • Fascinate (Expertise)
  • Languages 4
  • Luck 4
  • Speed of Thought
  • Trance
  • Well-informed

Skills 19 pts
  • Expertise: Geography 3 (+10)
  • Expertise: History 4 (+11)
  • Expertise: Mentalism/Psychic phenomena 2 (+9)
  • Expertise: Military Vehicles 2 (+9)
  • Insight 10 (+13)
  • Investigation 3 (+10)
  • Perception 7 (+10)
  • Ranged Combat: Shotgun 2 (+4)
  • Technology 2 (+9)
  • Treatment 3 (+10)

Powers 63 pts
  • Mental Powers (Dynamic Array, 27 pts, 4 Alternates) 36 pts
    • Pain: Damage 9 ([0 active, 0/27 PP, 3/r], DC 24; Alternate Resistance: Will, Increased Range 2: perception; Limited: Completely negated by Cover/Concealment)
    • Psychokinesis: Move Object 9 ([0 active, 0/27 PP, 2/r], 12 tons; Increased Range: perception; Limited: Completely negated by Cover/Concealment)
    • Psychokinetic Flight: Burst Area Flight 5 ([0 active, 0/27 PP, 4/r], Speed: 60 miles/hour, 900 feet/round; Burst Area: 30 feet radius sphere, Selective)
    • Sleep: Cumulative Affliction 9 ([0 active, 0/27 PP, 3/r], 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Asleep, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception; Limited: Completely negated by Cover/Concealment)
    • Telepathy: Cumulative Mind Reading 9 ([0 active, 0/27 PP, 3/r], DC 19; Cumulative, Sensory Link; Limited: Completely negated by Cover/Concealment)
  • Psychometabolic Boost: Regeneration 2 (Every 5 rounds; Persistent; Source: Trance) 2 pts
  • Telekinetic Field 22 pts
    • Telekinetic Deflection: Enhanced Trait 10 (Traits: Dodge +5 (+7), Parry +5 (+7); Permanent) 10 pts
    • Telekinetic Force Field: Force Field 10 (+10 Toughness) 10 pts
    • Telekinetic Grip: Extra Limbs 2 (2 extra limbs, Projection; Quirk: No Improved Grab) 3 pts
    • Telekinetic Sight: Senses 2 (Extended: Touch 1: x10, Ranged: Touch; Sustained) 2 pts

Equipment 5 ep
  • Binoculars
  • Camo Clothing
  • Flashlight
  • Leather Jacket

Offense
  • Initiative +7
  • Grab, -1 (DC Spec 9)
  • Knife, -1 (DC 15)
  • Pain: Damage 9 (DC Will 24)
  • Psychokinesis: Move Object 9 (DC 19)
  • Shotgun, +4 (DC 20 )
  • Sleep: Cumulative Affliction 9 (DC Will 19)
  • Telepathy: Cumulative Mind Reading 9 (DC Will 19)
  • Throw, +2 (DC 14)
  • Unarmed, -1 (DC 14)

Languages
  • Arabic
  • English
  • German
  • Greek
  • Hebrew
  • Japanese
  • Latin
  • Russian
  • Turkish

Defense 22 pts
  • Dodge 7
  • Parry 7
  • Fortitude 9
  • Toughness 10
  • Will 9

Power Points
Abilities 16 + Powers 63 + Advantages 15 + Skills 19 (38 ranks) + Defenses 22 = 135

Complications
  • Coward: Marion is a coward. If attacked he will flee, especially in Close Combat. He has no problem initiating combat if he thinks he's in the advantage or unobserved. Despite his cowardice, he still attempts to do what is right and protect others.
  • Honor: Marion attempts to live up to the romanticized version of the knights code. Protect innocents, be courteous and chivalrous, etc.
  • Motivation: Patriotism: He's out to defend his country, and the world, from the Nazis.
  • Temper: Disrespect or abuse of history or historical artifacts, especially by the "good guys", send him into a rage. He's liable to start putting the offenders to sleep, or causing them great pain depending on their level of offense and if they are a "good guy" or a "bad guy".
  • Temper: Marion is NOT a girls name.

Background
History/Classics professor at FCU.
As his powers developed so did his sense of honor and needing to protect others.
Initial forays into heroism/vigilantism were limited to the college campuses of Freedom City.
He's the stereotypical bumbling professor.
Think Marcus Brody (hence the name) crossed with Daniel Jackson (movie version)
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