Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

Whiteprofit's Character Corner

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

Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 9:00 pm

Based on the Ultimate Version of the character, Polaris shares magnetic powers like that of Magneto.
Image
Polaris - PL 11
Abilities
Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 3, Presence 3

Advantages
Accurate Attack, All-out Attack, Power Attack, Ranged Attack 4, Takedown, Teamwork

Skills
Athletics 2 (+2), Deception 4 (+7), Expertise: Earth Sciences 6 (+8), Insight 4 (+7), Persuasion 5 (+8), Ranged Combat: Magnetic Attacks 4 (+6), Stealth 2 (+4), Vehicles 1 (+3)

Powers
Ride Electromagnetic Fields: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Magnetic Control: Move Object 11 (200 tons, DC 26; Damaging, Precise, Increased Range: perception, Increased Mass 2; Limited Material: Metal)
. . EMP: Burst Area Nullify 11 (Alternate; Affects: Broad Category (Electronics), Resisted by: Fortitude, DC 21; Precise, Burst Area: 30 feet radius sphere)
. . Metal Barrier: Deflect 10 (Alternate; Reflect, Redirection)
. . Metal Bonds: Cumulative Affliction 12 (Alternate; 1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Fortitude, DC 22; Extra Condition, Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Limited Degree)
. . Ranged Damage: Damage 12 (Alternate; DC 27; Increased Range: ranged, Multiattack)
. . Shrapnel Storm: Burst Area Damage 11 (Alternate; DC 26; Burst Area 2: 60 feet radius sphere)
Magnetic Detection: Senses 5 (Detect: Magnatism/Electromagnetic Fields 2: ranged, Direction Sense, Extended: Detect 2: x100)
Magnetic Force Field: Protection 11 (+11 Toughness; Impervious, Sustained)

Offense
Initiative +2
EMP: Burst Area Weaken 11 (DC Fort 21)
Grab, +2 (DC Spec 10)
Magnetic Control: Move Object 11 (DC 26)
Metal Bonds: Cumulative Affliction 12, +10 (DC Dog/Fort 22)
Ranged Damage: Damage 12, +10 (DC 27)
Shrapnel Storm: Burst Area Damage 11 (DC 26)
Throw, +6 (DC 15)
Unarmed, +2 (DC 15)

Complications
Motivation - Peace of Mind: Lorna has been manipulated and used enough times that she would do anything to prevent it happening again.
Power Loss - No Metal: Most of Polaris's offensive powers rely on the inclusion of Metal. With a lack of it around, she is forced to get creative.
Prejudice - Is a Mutant: Lorna is a mutant.
Relationship - Havok and Magneto: Romantically with Havok. She is also the daughter of Magneto and a member of his family tree.

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 12, Will 12

Power Points
Abilities 30 + Powers 78 + Advantages 9 + Skills 14 (28 ranks) + Defenses 34 = 165
Family of Supers -Kit Andersen/ GravityBoy!
whiteprofit
Titan
Titan
 
Posts: 3785
Joined: Wed Sep 16, 2009 12:52 pm

Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 9:10 pm

Superman meets Dr. Jekyll and Mr. Hyde. Though not cast, I REALLY liked the idea and his further powers would have been purchased by steampunk inspired devices and equipment.
Clark Kent - Back Story

John Utterson, friend to Henry Jekyll, also works for Lex Luthor as a lawyer and business partner. They were roommates in University and together started a company that invests in many things; Namely inventions, medicines, and steam powered technology. Unamely, to which the good intentioned Utterson mostly ignores, crime, smuggling, and political lobbying.

It didn't take long for Lex Luthor to find out about the mysterious potion that turned the likable Jekyll into the dastardly Hyde. But it wasn't the monstrous change that interested him. It was the younger and stronger parts that encouraged his acquisition and continued testing of the potion. In less than a year, modifications to the original Hyde Potion developed the J-L 1 Serum. (Jekyll-LondonLabs 1; Read: Jor-El)

---
Enter Johnathan Kent, a scientist at London Labratory. Leading the research and testing of the Hyde Potion and J-L serum, Johnathan was the head of the departmen and determined that the Hyde Potion and J-L serum had too many side effects. Aggression, cruelty, and an overwhelming lack of remorse drove most subjects insane and required them to be put down. All without the anticipated gain in strength and extended health early hypotheses had projected. The project was put on the back burner and other ventures were pursued.

---
Until Clark was run over by a carriage. The sixteen year old son of Johnathan Kent was struck by the horse drawn buggy while distributing papers for the London News. He was old for a paperboy, but had stuck with it in the hopes of one day being a writer.

Johnathan didn't know what to do. Medicine was failing and Clark was circling the drain. He poured hours into the lab in hopes of finding something that would cure his son of his life threatening injuries. He began fresh with the J-L formula and eventually added his own DNA to the serum, labeling it K-L for Kent-LondonLabratory.

The transformation was tremendous and almost immediate. Clark regained the use of his leg within the day and recovered from his fever almost instantly. But before Johnathan could report the success, Clark's side effects began to kick in as well. Along with being able to hear conversations two houses away, his eyesight becoming more acute, and developing a faster healing rate; Kent's strength had increased exponentially. The K-L serum was nearly a complete success.

So much a success that Dr. Kent hesitated to reveal his findings. In the wrong hands, the drug could turn the entire United Kingdom into super soldiers and start a world war. Dr. Kent decided the world changing discovery was better kept a secret.

---
Fast forward two years. After taking the serum repeatedly, Clark has grown accustomed to the new powers and the occasional side effect of a lost temper. His father refers to him as a 'Super Man', but Clark hates the term.

Johnathan gave the boy a choice: Stop taking the drug and destroy all evidence of its existance, or continue with the condition that he had to use his powers to better man kind.

Clark chose to take the drug. After a few months on his own, tromping through the streets of London in an attempt to stop evil doers, Clark was inducted into the Guild of the Bat and began training. The first year left him on the sidelines more than not, but Alfred has been sending him out more and including him in the team ventures recently. He has yet to find a name for his hooded alter ego, but with a small mask over his eyes and blackened, leather armor, Clark Kent works to protect mankind and London.

---
Clark Kent - PL 7

Strength 7, Stamina 7, Agility 1, Dexterity 1, Fighting 2, Intellect 2, Awareness 0, Presence 1

Advantages
All-out Attack, Benefit: Father a scientist for London Labratory, Equipment 2, Improved Hold, Improvised Weapon 2, Power Attack, Takedown, Ultimate Effort: Lifting, Weapon Break

Skills
Acrobatics 5 (+6), Athletics 6 (+13), Close Combat: Unarmed 5 (+7), Expertise: Current Events 4 (+6), Expertise: Streetwise 2 (+4), Insight 5 (+5), Intimidation 4 (+5), Investigation 3 (+5), Perception 6 (+6), Persuasion 2 (+3), Ranged Combat: Throw 4 (+5), Stealth 4 (+5)

Powers
Enhanced Ability: Enhanced Stamina 5 (+5 STA)
Enhanced Ability: Enhanced Strength 5 (+5 STR)
Eyes and Ears: Senses 5 (Acute: Sight, Extended: Sight 1: x10, Extended: Hearing 1: x10, Low-light Vision, Ultra-hearing)
Immunity: Immunity 6 (Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Poison, Sleep; Limited - Half Effect)
Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
Regeneration: Regeneration 1 (Every 10 rounds)

Equipment
Leather Armor/Hood
Concealed Vial of K-L Serum
5ep worth of Guild Equipment

Offense
Initiative +1
Grab, +7 (DC Spec 17)
Throw, +5 (DC 22)
Unarmed, +7 (DC 22)

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

Complications
Relationships: Johnathan and Martha Kent
Responsibility: the Guild of the Bat
Power Loss: Without the K-L Serum, Clark's powers deplete after 24 hours from his last intake, fading off at a rate of 1 rank per ten minutes.
Secret: Identity: Clark Kent hides his identity from the public and attempts to go nameless in his alternate hero form.
Secret: The K-L Formula: Clark tries to keep his reliance on the K-L version of the Hyde Potion from the Guild, Luthor and the London Labratories, and any enemies he may encounter. The "only" person that knows is his father.
Temper: A side effect of the K-L serum is Clark's temper tends to wildly explode into violent fits. (Affliction(Mind Control) Rank based on time and severity) Though he's not entirely sure, Clark has linked the outbursts and short fuze to when he hasn't seen the sun in a while. Late nights and cloudy days can be a tough combination.

Power Points
Abilities 22 + Powers 31 + Advantages 10 + Skills 25 (50 ranks) + Defenses 16 = 105
Family of Supers -Kit Andersen/ GravityBoy!
whiteprofit
Titan
Titan
 
Posts: 3785
Joined: Wed Sep 16, 2009 12:52 pm

Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 9:23 pm

Living weapon character that has become a living, moving, reshapable metal.
Name: Katana
Age: 28 at time of transformation

Physical: A female version of Silver Surfer, Katana is a sleek metalic silver-grey from head to toe. Her arms and legs are re-shapable to make all of her attacks edged and dangerous. She was built for fighting and taking hits.

History: A meta with object mimicry that was tested and manipulated to take on a permanent, living metal structure. The experiment was also run with training to create a super soldier. But the subject was caught and abandoned because of too many imperfections, including: She wasn't as robotic/unemotional as they'd hoped and was still completely harm-able, though much more durable, and injuries healed slower than normal human wounds.

When caught, she faced a 'life sentence' of 100 years before she would be terminated. When the suicide squad picked her up, she took the chance to relieve her own boredom and continue what she had been trained to do. She does have an implanted kill switch, like the others, but it is slightly different as she is slightly different. It has the exact same restrictions and effects though.

Katana - PL 11

Strength 6, Stamina 6, Agility 4, Dexterity 2, Fighting 6, Intellect -1, Awareness 0, Presence 0

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Chokehold, Close Attack 4, Defensive Attack, Fast Grab, Great Endurance, Improved Critical 2: Body is a Weapon, Improved Defense, Improved Hold, Improved Initiative, Improved Smash, Improvised Weapon, Interpose, Move-by Action, Power Attack, Precise Attack (Close, Cover), Prone Fighting, Redirect, Takedown 2, Weapon Break

Skills
Acrobatics 8 (+12), Athletics 6 (+12), Close Combat: Unarmed 6 (+12), Intimidation 6 (+6), Perception 10 (+10), Ranged Combat: Guns 6 (+8), Ranged Combat: Throw 6 (+8), Stealth 8 (+12), Vehicles 6 (+8)

Powers
Cold, Hard Steel: Strength-based Damage 5 (DC 26; Multiattack)
Fluid Metal: Elongation 1 (Elongation: 15 feet)
Fluid Metal: Enhanced Trait 6 (Traits: Sleight of Hand +12 (+14); Limited: to Escape and Contorting)
Metal Body: Immunity 8 (Aging, Disease, Environmental Condition: Half Effect (Heat & Cold), Poison, Sleep, Starvation & Thirst, Suffocation (All))
Metal Body: Protection 7 (+7 Toughness; Impervious)

Offense
Initiative +8
Cold, Hard Steel: Strength-based Damage 5, +10 (DC 26)
Grab, +16 (DC Spec 16)
Throw, +8 (DC 21)
Unarmed, +16 (DC 21)

Complications
Obsession: Direction: Once she has a directive, her training as an assassin has taught her to be relentless, even to self sacrifice. This is how she was caught and put on the Suicide Squad in the first place.
Quirk: Magnetic: Her body is metal and subject to magnetic fields and magnatism.
Slow Healer: takes 2x as long to heal from injuries than a normal human.

Languages
English

Defense
Dodge 9, Parry 9, Fortitude 14, Toughness 13, Will 8

Power Points
Abilities 46 + Powers 36 + Advantages 28 + Skills 31 (62 ranks) + Defenses 24 = 165
Family of Supers -Kit Andersen/ GravityBoy!
whiteprofit
Titan
Titan
 
Posts: 3785
Joined: Wed Sep 16, 2009 12:52 pm

Re: Whiteprofit's Character Corner

Postby Shock » Fri Sep 14, 2012 7:11 am

Cool characters WP! Including some I hadn't seen before.
Shock
Cosmic Entity
Cosmic Entity
 
Posts: 12051
Joined: Tue Mar 16, 2004 9:21 pm

Sophia Kelt - Leaving Las Vegas

Postby whiteprofit » Thu Dec 13, 2012 7:45 pm

Sophia Kelt
13 year old Female
Zombie Survivor
Ninja In Training

Image

Sophia hid. She was small and could crawl into places others couldn't. She'd always been an able climber and a nimble gymnast, to the stress of her mother, and her mousy nature found her curled up in small places all the time. When the outbreak got bad, Sophia was on her way home from school. She had been chased by a biter and climbed up and away to hide. She stayed in that tree for two days while chaos and hell broke loose below.

When she felt safe enough to descend, and her hunger had grown too great, Sophia made her way to her abandoned home. Her parents were gone or otherwise absent and Sophia hid again. And she continued to hide until she was discovered by an elderly woman named Doris Hink. Sophia's story is nothing without Doris's, a widow before the outbreak and a real go getter in her day. Doris's problem wasn't motivation or will power, it was a seventy five year old body that didn't go like it used to. She became the brains of her and Sophia's little operation, Sophia being the able bodied go-fer. Doris would give Sophia instructions and Sophia would do the tasks. Climbing to unscrew something, going to the basement to bring up tools, scouting the nearby homes to get food. Together, they survived for three weeks like this, storing food and supplies and avoiding any conflict with the undead.

But when things got too bad to stay in Vegas any longer, Sophia found them a car and Doris drove, as best she could, into a small pack of zombies. If not for the heroics of James Coy, an injured neighbor and fellow survivor, they would have died in that car. James had fallen behind in an earlier attempt to get out of the city because of a broken leg. Unknown to him, this injury had saved his life because the group he'd been with never made it out of town alive. In the three weeks he'd been cooped up inside, the leg had healed enough that he was able to get to Sophia and Doris, and get them moving again. The fact that he had a gun may have helped some too.

The three headed for the man-made lake and found the community at Montelogo Resort. As three capable survivors, with supplies, they had been welcomed in. At the opening of this campaign, Sophia will be figuring out her place in the community as some think she's too young to help, while others think she should be required to help to keep up her share. The young, small, and quiet youth has dealt with a lot of growing up in the last two months, having seen terrible and frightening things. Sophia thinks she should be allowed to go on retrieval missions and scout because she had been doing it with Doris for quite some time. It's something she's good at. She has a fierce loyalty to Doris and a less, but still strong connection to James. (Free NPCs for the GM to use)

Sophia Kelt - PL 4

Strength -2, Stamina 0, Agility 2, Dexterity 0, Fighting 0, Intellect 0, Awareness 2, Presence 0

Advantages
Agile Feint, Defensive Roll 2, Evasion, Hide in Plain Sight, Improved Defense, Improved Initiative, Luck, Second Chance: Falling, Skill Mastery: Stealth

Skills
Acrobatics 10 (+12), Athletics 10 (+8), Close Combat: Knife 2 (+2), Deception 2 (+2), Insight 2 (+4), Perception 6 (+8), Sleight of Hand 8 (+8), Stealth 6 (+12)

Powers
4': Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size category; Innate; Permanent)

Equipment
Free Equipment [No Cost] (Flashlight, Knife, Multi-tool, Toolkit (Basic))

Offense
Initiative +6
Grab, +0 (DC Spec8)
Knife, +0 (DC 14)
Throw, +0 (DC 13)
Unarmed, +0 (DC 13)

Complications
Quirk: Innocent and Trusting
Relationship: Doris Hink
Relationship: James Coy
Reputation: Just a Kid

Languages
English

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 2/0, Will 4

Power Points
Abilities 6 + Powers 9 + Advantages 10 + Skills 23 (46 ranks) + Defenses 12 = 60
Family of Supers -Kit Andersen/ GravityBoy!
whiteprofit
Titan
Titan
 
Posts: 3785
Joined: Wed Sep 16, 2009 12:52 pm

Re: Whiteprofit's Character Corner

Postby whiteprofit » Wed Jan 23, 2013 11:23 am

Gravity Boy!
ImageImage
Identity: Kit [Family Last Name]
Gender: Male
Age: Adjustable 15 to 19
BIO: Kit, despite his variable background, is able to control the local Gravity on objects, allowing him to mimic super-strength and hold people in place. Adjusting the gravity around him, he is able to enhance his own stamina and strength, leap tall buildings, and walk on surfaces other humans wouldn't be able to walk on. Though he can't fly, (yet, he insists) he is working on it and hopes to figure it out by his next birthday.

At least that's what he tells his one and a half million Facebook fans. Kit, being an attractive, young, super-hero teen, has quite the fan base in young media. He manages a higher tweet count and scream level index than most boy bands. At his parent's direct order, he keeps his identity secret though he's been tempted to take off the mask by many sources for a lot of money. This certainly adds to the mystery and intrigue that fuels his popularity, but his attention seeking personality clashes with his mother and father's safety first point of view. He doesn't see a problem with appearing in a few advertisements, supporting local business, and giving a small wink or smile to the cameras. His father sees these actions as childish while Kit sees it as a way to pad his allowance. The point of contention, as well as the mob gathering of teens that should be fleeing, can sometimes be a hassle, but Kit can't help doing what comes natural to him as a hormone driven teenager.
Gravity Boy! - PL 8

Strength 4, Stamina 2, Agility 2, Dexterity 0, Fighting 2, Intellect 0, Awareness 1, Presence 1

Advantages
Agile Feint, Close Attack 4, Defensive Roll 2, Equipment 3, Evasion 2, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Instant Up, Leadership, Move-by Action, Power Attack, Uncanny Dodge, Weapon Bind

Skills
Acrobatics 2 (+10/+4), Athletics 2 (+12/+6), Close Combat: Grab 4 (+6), Insight 4 (+5), Intimidation 2 (+3), Perception 4 (+5), Ranged Combat: Gravity Control: Move Object 7 6 (+6), Technology 3 (+3), Vehicles 3 (+3)

Powers
Enhanced Ability: Enhanced Stamina 2 (+2 STA)
Enhanced Ability: Enhanced Strength 4 (+4 STR)
Enhanced Trait: Enhanced Trait 4 (Traits: Athletics +6 (+12), Acrobatics +6(+10))
Gravity Control: Move Object 7 ([7 active, 16/16 PP, 2/r+2], 3 tons, DC 23; Damaging, Indirect: fixed point, directed away, Throwing Mastery; Limited Direction: Up and Down)
. . Affliction: Concentration Burst Area Affliction 8 (Alternate; 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, Concentration; Instant Recovery)
. . Deflect: Deflect 8 (Alternate; [0 active, 16/16 PP, 1/r])
Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
Movement: Movement 5 (Safe Fall, Wall-crawling 2: full speed, Water Walking 2)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Bullet Proof Suit: Protection 4 (+4 Toughness; Impervious)

Equipment
Super Suit [Bullet Proof Suit: Protection 4, +4 Toughness; Impervious], Super Suit Equipment (Commlink, Flashlight, GPS Receiver, Multi-tool, Restraints)

Offense
Initiative +2
Affliction: Concentration Burst Area Affliction 8 (DC Fort 18)
Grab, +10 (DC Spec 14)
Gravity Control: Move Object 7, +6 (DC 23)
Throw, +6 (DC 19)
Unarmed, +10 (DC 19)

Complications
Fame: Popular Teen Superhero
Identity: Secret
Rivalry: Father

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 8/2, Will 7

Power Points
Abilities 12 + Powers 52 + Advantages 23 + Skills 10 (30 ranks) + Defenses 23 = 120
Family of Supers -Kit Andersen/ GravityBoy!
whiteprofit
Titan
Titan
 
Posts: 3785
Joined: Wed Sep 16, 2009 12:52 pm

Re: Whiteprofit's Character Corner

Postby whiteprofit » Tue Apr 22, 2014 9:46 pm

Name: Katrina Everetts
Hair: Black; Eyes: Blue
Description: 17 year old Female who's dabbled in magic, unaware of the power and dangers that lurk there.

Bio: Katrina is a senior in school with a father and deceased mother. She is a bit of a loner at school, but has a large network of online friends in the chatrooms and message boards she frequents. Kat has practiced magic several times, with varying levels of success.

Not a very physically strong contender in high school, Kat recently tried to help herself out in gym class by casting a spell that would help her "swim like a fish". As she wasn't very confident, it seemed like a wise idea. Instead, it has given her gills, located along her ribs, and a serious case of dry, flaky skin. Though a normal teen girl would be mortified by the results, Katrina has only become more curious at what this mysterious power could do for her.

Image

Katrina Everetts - Teen Spell Caster
Power Level: 6; Power Points Spent: 90/90

STR: -1 (8), DEX: +1 (12), CON: +0 (10), INT: +3 (16), WIS: +1 (12), CHA: +0 (10)

Tough: +0/+4, Fort: +5, Ref: +5, Will: +9

Skills: Bluff 6 (+6), Computers 5 (+8), Concentration 5 (+6), Craft (artistic) 8 (+11), Diplomacy 6 (+6), Escape Artist 5 (+6), Gather Information 8 (+8), Handle Animal 6 (+6), Knowledge (arcane Lore) 5 (+8), Knowledge (current events) 3 (+6), Language 2 (+2), Medicine 4 (+5), Notice 7 (+8), Search 5 (+8), Sense Motive 5 (+6), Stealth 5 (+6), Swim 7 (+6)

Feats: Artificer, Benefit (Personal Library of Magical Books), Contacts, Defensive Roll 4, Dodge Focus 4, Environmental Adaptation (Underwater), Equipment 2, Luck 2, Ritualist, Trance

Powers:
"Swim Like a Fish" (Immunity 1) (suffocation: Drowning, Feats: Environmental Adaptation (Underwater); Noticeable)
Amulet of Protection (Device 1) (Hard to lose)
. . Immunity 10 (common descriptor: Magic; Limited - Half Effect)

Equipment: Kid's Chemestry Set 1, Laptop Computer, Smart Phone 2
Library: "A Seer's Guide to Herbs and Simple Healing Spells" 1, "Amulets and Wards for the Modern Witch" 1, "Beginner's Book of Incantations" 1, "Divination for Dummies" 1,

Languages: English, Latin, Spanish

Initiative: +1
Defense: +8 (Flat-footed: +2), Knockback: -2
Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +5)
Attacks: Unarmed Attack, +6 (DC 14)

Totals: Abilities 8 + Skills 23 (92 ranks) + Feats 17 + Powers 5 + Combat 20 + Saves 17 + Drawbacks 0 = 90
Family of Supers -Kit Andersen/ GravityBoy!
whiteprofit
Titan
Titan
 
Posts: 3785
Joined: Wed Sep 16, 2009 12:52 pm

Re: Whiteprofit's Character Corner

Postby whiteprofit » Tue Apr 22, 2014 9:48 pm

Lorna Dane
PL 4 - Pokemon Trainer
Image
Lorna is a 16 year old at the school with her unevolved Magnemite which she's had since a child. Lorna is an average student who's enrollment at the school was heavily aided by her step father's employment as the Earth Sciences teacher. Lorna's mother died a few years ago, leaving her in the custody of her Erik, as she's never known who her real father was (AKA Magneto). In more recent news, Lorna's ex-best friend, Wanda Maximoff, are now rivals after a fiasco involving a boy and a Pokemon battle that brought out some harsh and unkind words just before school started.
Lorna Dane - PL 4

Strength -1, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0

Advantages
Defensive Roll 2, Equipment 3, Inspire 3, Luck 2, Set-up, Taunt, Teamwork

Skills
Acrobatics 4 (+4), Athletics 4 (+3), Deception 4 (+4), Expertise: Pokemon 4 (+4), Expertise: Pop Culture 4 (+4), Expertise: Science 6 (+6), Insight 4 (+4), Perception 4 (+4), Persuasion 6 (+6), Ranged Combat: Throw 4 (+4), Sleight of Hand 2 (+2), Stealth 2 (+2), Technology 4 (+4), Vehicles 4 (+4)

Equipment
Cell Phone (Smartphone), PokeBall 10, PokeDex 1

Offense
Initiative +0
Grab, +0 (DC Spec 9)
Throw, +4 (DC 14)
Unarmed, +0 (DC 14)

Complications
Reputation: NPC's Step Daughter
Rivalry: Wanda Maximoff: Wanda and her Braixen

Defense
Dodge 5, Parry 5, Fortitude 4, Toughness 3/1, Will 4

Power Points
Abilities 0 + Powers 0 + Advantages 13 + Skills 28 (56 ranks) + Defenses 17 = 58
*I'm aware she is two points shy of being complete. Suggestions welcome.


Polaris
PL 6 - Magnemite
Polaris is a tough little Magnemite with a strongly tested connection to Lorna after years of being together. The small Pokemon is built with a dynamic alternate power for Thundershock and Thunder Wave. At full power, his attack bonus would drop to +4 from +6 to accommodate the higher DC levels. The dynamic alternate effectively allows Polaris to choose the level of stun attached to his attacks. The quirky little machine can also communicate with and hear radio frequencies as well as cause a stunning screech with the same sonic power.
Image
Polaris - Magnemite - PL 6
Strength -3, Stamina 0, Agility 2, Dexterity 0, Fighting 0, Intellect -4, Awareness 0, Presence 0

Skills
Perception 4 (+4), Ranged Combat: Thunder Wave: Affliction 8 6 (+6)

Powers
Steel/Electric Type: Feature 21 (Notes: Immune: Poison
Weak: Fire, Fighting, Ground
Resistant: Steel, Fairy, Electric, Flying Rock, Bug, Grass, Psychic, Ice, Normal, Dragon)
Levitate: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
Magnetic Pull: Enhanced Strength 4 (+4 STR; Limited: Metal, Limited to Lifting)
Senses: Senses 4 (Awareness: Polar/Magnetic , Direction Sense, Radio, Ultra-hearing)
Steel Body: Protection 6 (+6 Toughness)
Tiny: Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent)

Shock/Magnet Bomb: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, Variable Descriptor: close group - Steel/Electric)
. . Metal Sound: Burst Area Affliction 6 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere)
Thunderbolt: Blast 8 ([6 active, 16/16 PP, 2/r], DC 21; Linked: Thunder Wave: Affliction 8 )
. . Thunder Wave: Affliction 8 (Alternate; [2 active, 16/16 PP, 2/r], 1st degree: Impaired, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 12; Increased Range: ranged)

Offense
Initiative +2
Grab, +0 (DC Spec 7)
Metal Sound: Burst Area Affliction 6 (DC Fort 16)
Shock/Magnet Bomb: Burst Area Damage 6 (DC 21)
Throw, +0 (DC 12)
Thunder Wave: Affliction 8, +6 (DC Fort 12)
Thunderbolt: Blast 8, +6 (DC 21)
Unarmed, +0 (DC 12)

Complications
Distracted: Magnetic Fields
Hindered Evolution: Needs other Magnemites to evolve

Drawbacks
No Hands, -4 pnts
No Verbal, -4 pnts

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6, Will 6

Power Points
Abilities -6 + Powers 77 + Advantages 0 + Skills 5 (10 ranks) + Defenses 14 - Drawbacks 8 = 90
Family of Supers -Kit Andersen/ GravityBoy!
whiteprofit
Titan
Titan
 
Posts: 3785
Joined: Wed Sep 16, 2009 12:52 pm

Previous

Return to Roll Call



Who is online

Users browsing this forum: No registered users and 6 guests