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.
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Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 7:59 pm

I've started loosing track of some of my favorite builds and I can only link to so many sheets in my Signature. So, here are a few of my favorite things (AKA my ATT character sheets)

Original Locations
Aces and 8's Character - Art "Artillery" Armes
Inquisition Character - Hans Trondelag
WD's Taking Back the Streets Character - Grave Robber
Pokemon Academy Character - Henry Soil
Awakenings Character - Heather Rushie
Star Wars: The Old Republic Character - Matteo Jackson
World At War Character - Lady McLane
Wild Cards: 52 Pick Up - Frost Bite
Leaving Las Vegas - Sophia Kelt
An early Sound Controller for a short lived campaign - Soundproof
X-Men - Polaris
Guild of the Bat (Submission) - Clark Kent
No Game - Katana
Magical Girl Hunters - Adaline
Techno Path - June Bleak
The Green Knight
Always Submitted, Never Selected - Hugh Adler
Super Powered Family - Gravity Boy!
Not Cast (Yet?) - Katrina Everetts
Xavier's Pokemon Academy - Lorna Dane and Polaris
Last edited by whiteprofit on Tue Apr 22, 2014 9:50 pm, edited 8 times in total.
Family of Supers -Kit Andersen/ GravityBoy!

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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:01 pm

Arthur Armes was my first, longest played, and favorite ATT character. He was my first foray into the Wild Cards universe and I've been a huge fan ever since. A huge thanks to HnH for picking him and me. :)
Art 'Artillery' Armes
PL 8 | PP 126/130

Sex: Male
Age: 45
Height: 5'9"
Weight: 170 lbs
Hair: Black
Eyes: Blue

Art's virus manifested in his arms from just below the elbow to his fingertips. He can now shift his hands into different firearms at will. His menagerie of weapons includes machine guns, automatic rifles, a flamethrower, and a rocket launcher. He can fire any of these weapons with incredible accuracy and with just a thought. When not in the shape of artillery, Art's forearms are normal aside the gun barrel black color. Along with his new fire power, Art's body absorbs most gunshot blasts, turning it into ammunition.

Art 'Artillery' Armes was a business man until the virus infected him. Then, he spent some time doing things his way. But it was during a casual encounter at gun point that he decided he didn't feel any particular fulfillment from his criminal activity, so he turned himself in, served his time, and is now an active community member.

Rebekah Killenbrooke found his file and enlisted his aid in her team. Artillery decided that this was a good calling for him and signed on immediately. Art is a go get'em, no nonsense kind of guy and doesn't like to take no for an answer. His time in prison and as a criminal has hardened him up a bit, but deep down he is a good person.


Art 'Artillery' Armes

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

Defense: +8 (Flat-footed: +3), Knockback: -3
Tough: +3/+7, Fort: +10, Ref: +8, Will: +8
Attack Bonus: +4 (Ranged: +8, Melee: +4, Grapple: +7)
Initiative: +6

Skills: Bluff 4 (+5), Diplomacy 5 (+6), Disable Device 4 (+4), Gather Information 4 (+5), Intimidate 4 (+5), Notice 6 (+7), Search 5 (+5), Sense Motive 5 (+6), Stealth 3 (+5)

Feats: All-Out Attack, Attack Focus (ranged) 4, Defensive Attack, Defensive Roll 4, Diehard, Dodge Focus 2, Fearless, Fearsome Presence 3, Improved Aim, Improved Initiative, Interpose, Move-by Action, Precise Shot 2, Teamwork 1, Ultimate Effort (Ultimate Aim)

Powers:
Absorb Bullets (Immunity 5) (damage type: Bullets)
Artillery Arm Array
    Bazooka/Missile Launcher (Blast 6) (DC 21; Explosion Area (60 ft. explosion); Split Attack (2 targets), Improved Range 2 (300 ft. incr))
    AP- Flame Thrower (Blast 6) (fire, DC 21; Cone Area (60 ft. cone); Split Attack (2 targets))
    AP- Machine Gun (Blast 5) (DC 20, Feats: Improved Critical (Machine Gun (Blast 5)) 2; Autofire (interval 2, max +5); Split Attack (2 targets))
    AP- Pistol w/ Silencer (Blast 5) (Alternate; DC 20, Feats: Distract (Intimidate), Improved Critical 2 (Pistol w/ Silencer (Blast 5)); Penetrating [2 ranks only]; Accurate (+2), Subtle (subtle))
    AP- Shotgun (Blast 6) (DC 21; Penetrating; Accurate (+2))
    AP- Sniper Rifle (Blast 8 ) ( DC 23, Feats: Improved Critical (Sniper Rifle (Blast 8 )) 2; Improved Range 2 (400 ft. incr), Precise)
Attacks: Bazooka/Missile Launcher (Blast 6), +8 (DC 21), Flame Thrower (Blast 6), +8 (DC 21), Machine Gun (Blast 5), +8 (DC 20), Pistol w/ Silencer (Blast 5), +10 (DC 20), Shotgun (Blast 6), +10 (DC 21), Sniper Rifle (Blast 8 ), +8 (DC 23), Unarmed Attack, +4 (DC 18 )

Complications:
Ex-Wife and Kids - Reconnecting with Didi Armes and his two kids is a constant struggle for Art. Though they are estranged to him currently, Art would bend over backwards if he could help them.
Paranoia of the Undead and Spiritually, Super-Natural - Vampires, Zombies, Ghosts, and Spirits skive Art out. He's uncomfortable and paranoid of their existence. Though he'll try to look past it, it makes working with individuals with this power difficult and also puts him at a - when interacting with them as he's short and unreasonable with them. And Zombies? forget about it. Shoot on sight.

Totals: Abilities 20 + Skills 10 (40 ranks) + Feats 25 + Powers 31 + Combat 20 + Saves 20 + Drawbacks 0 = 126

Art's 'People'
Didi Armes: Art's exwife.
The perfect example of a nuclear family, Didi and Arty were happily married until he went a little crazy and started shooting things and robbing banks. One day, Didi took the kids and ran away. It wasn't until Art was locked away that she finalized the divorce. He apologized, asking nothing but her forgiveness. She still left, still took the kids, and pretty much got everything int he divorce settlement... but somewhere, deep down, she still loved him and gave him that forgiveness. Art hopes that one day, when all this Wild Card stuff has settled down and he can prove that he is a good man again, she'll take him back.

Their Children: Megan and Jake Armes (14 and 10 years old)
Art's two kids. They are typical kids for their age. Megan wants nothing to do with her criminal father. She's mostly afraid of what he would do to her reputation at school, which is pretty typical of all teens, so maybe it's not so personal. In contrast, Jake still looks up to his father and criticizes all his mother's dates with Art as the standard.

Hugh Binginton: Art's ex-parole officer and now friend.
Hugh was one of the only people who truly believed and trusted Art's 'return to normal' story. Though never confirmed, Art always thought Hugh might have been infected by the Wild Card Virus too, but never pushed the issue. The way he talked about the virus and how some people develop 'the crazies' when they first get a power, was always spoken with an educated tone and with a hint personal experience. Developing into a true friendship, Hugh still checks up on him to make sure Art's ok even though his parole ended some time ago.
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Hans Trondelag

Postby whiteprofit » Thu Sep 13, 2012 8:04 pm

A close second for favorite characters. Hans lived a short life in the Inquisition game run by Nineofspades. I would have gladly kept playing just to use him, despite any problems with player and game dynamics.
Hans Trondelag (1447-present)
Hans was born in Norway and raised among a long line of troll hunters. He's been hunting since he was twelve years old and training for such activity since he was eight. As a troll hunter he can identify and track them throughout the countryside and he knows their patterns and tenancies almost better than he knows people.

Hans was part of a large family name that lived in the area that is now known as Nord-Trondalag and Sor-Trondelag (North and South), in the thick of the Scandinavian Mountains. They herded, warded, and slayed trolls that went out of their boundaries, were sick, or otherwise a threat to civilization. A farmer, who'd lost a large number of livestock would hire them to investigate and terminate a possible troll problem.

Killing Trolls was Hans' life until he was eighteen. His father and four brothers would trap them in the open and wait until the sun came up to turn them to stone. The noise the transformation made was one of Hans' favorites. But as the second youngest among nine children, and with an extended family totaling well above fifty, much of the family estate, business, and responsibilities fell on elder siblings or cousins. His sisters were married off, his brothers found work in other areas of Norway, and Hans began traveling.

Hans mother was a devout Christian. In the monster hunting world that could get you killed. But Hans still attended church regularly the Sunday mornings he wasn't recovering from a late night out turning monsters into statues. The Catholic church, in the late 1400s was still the major church in Norway, and it was through this connection that Hans found himself hunting more than just trolls in 1465.

Twenty years later, Hans is still killing spirits, beasts, vampires, and ghouls 'in the name of God'. Though he has a lot of experience, there's a lot he hasn't seen. And he always treats each mission as it's own entity. He's seen a lot of people get killed thinking they knew what they were up against, assuming each mission was like the last, and he won't make that mistake. His second rule of monster hunting is: "There are no rules." The first is: "Don't get dead."

Image

Hans Trondelag- PL 8
120/120 pp

Abilities [32]
Str 1; Sta 3; Agl 1; Dex 2; Fgt 2; Int 3; Awr 4; Pre 0

Defenses [19]
Fort 5 (+8); Will 3 (+7)
Dodge 6 (+7); Parry 5 (+7)
Tough +7/+6

Skills [29] (*Combat Skills @ 2/pp; Others @ 3/pp)
Expertise: Current Events 6 (+9); Rituals: Demonic and Arcane) 6 (+9); Traps 6 (+9); Hunting 6 (+9); Fables, Myths, Legends 6 (+9); Trolls 2 (+5); Vampires 2 (+5); Spirits 2 (+5)
Other: Athletics 4 (+5); Close (Unarmed) 4 (+6); Deception 4 (+4); Insight 6 (+10); Intimidate 3 (+6); Investigation 7 (+8); Perception 6 (+10); Ranged (Guns) 4 (+6/8); Ranged (Thrown) 2 (+4/6); Stealth 4 (+5)

Advantages [32]
Combat: Accurate Attack, Assessment, Defensive Attack, Defensive Roll, Improved Aim, Improved Defense, Improved Grab, Improved Hold, Improvised Weapon 4, Quick Draw, Ranged Attack 2
Fortune, Skill, Other: Favored Foe: Trolls, Fearless, Great Endurance, Inspire 3, Leadership, Second Chance 4 (Setting Traps, Falling into a trap, Insight supernatural, Perception surprise attack), Startle, Tracking, Well Informed
Languages: English, Norwegian, Swedish, Latin, Spanish

Equipment: [8] (40ep)
Worn Items: Silver Necklace with Star of David and Crucifix (1), Heavy Leathers (+3 Tough)(3)
Every Day Items: Hunting Knife (2), Toolkit (Basic) (1)
Weapons: Lead Knife (2), Crossbow (7), Bolos(6)
Trapping Materials: Heavy Ropes (1), Iron Chains(1), Iron Restraints(1)
Hunter's Cart (15ep)
Size: Large - Str 0, Defense -2, Tough 7
Features: Library, Laboratory, Security System, Defense System
Powers: Variable 2 (supplies and equipment)- (Flaws: Slow, Unreliable)


Complications
Too Direct - Hans is straight forward and direct. He's not one for spinning tails or glossing over facts with pretty details. For this, he suffers a -5 on bluff and diplomacy checks.
Innocent Bystanders - Despite his gruff interaction skills Hans always saves the damsel in distress, the sacrificial virgins, or the kidnapped children. (+1 Hero point reward either because this is added to a mission, or as reward for successfully saving them)
Large Family - Hans' comes from a huge line of Trondelags and even his immediate family is large and well scattered across the European continent. It's not uncommon for Hans to encounter cousins or even siblings that require his attention, help, or expect him to visit.
**Hans does not meet his Defensive caps, except in Fort, nor his damage and attack caps. But his mastery is in knowledge and in knowing where to hit more than how hard. Brains over Brawn, for sure.
His traps however will be hard hitting and will be the key to his victory.

Also, instead of listing a bazillion things he might have on hand, I listed a few staples like rope, chains and tools, and then gave him 2 ranks in variable for 10ep of wiggle room in the cart.
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:08 pm

Another build I love. The design idea for this campaign were characters that had abilities that weren't 'powers'. Based on a "Lucky soul" who had survived trial and tribulation, cheated death, and had a strong mind to boot. Inspirations include The Spirit, The Cat Came Back, and Sherlock (The new BBC series).

Grave Robber
Notorious among criminals for being unkillable, the Grave Robber has appeared and reappeared after multiple confirmed deaths in the course of six years of major crime solving. Having cheated death multiple times the previously named but long forgotten hero now goes by Grave Robber. Now starting his seventh year 'on the force', the masked man of shadows has nursed a temperamental relationship with the police and local crime fighting agencies.

He is known to these police officials, and others on the 'right' side of the law, to be a bit crazy and possibly possessing unnatural powers. These rumors are driven by the number of times he's 'stolen his life back' and his open conversation with dead bodies on murder scenes.

The truth is that the Robber is far from possessed, undead, or even magical. He's a very mortal man with a powerful brain and eye for forensics that also happens to be agile and strong enough to handle the rough and gritty world he lives in. A bit of luck and riding the edge of madness doesn't hurt either.

Grave Robber - PL 6
Image
**The Spirit is the closest image I can come up with for this similarly inspired character

Strength 0, Stamina 0, Agility 3, Dexterity 0, Fighting 2, Intellect 2, Awareness 0, Presence 0

Advantages
Agile Feint, Assessment, Connected, Defensive Roll 5, Diehard, Equipment 1, Evasion, Hide in Plain Sight, Improvised Weapon 3, Luck 3, Second Chance: Explosions, Second Chance: Falling, Second Chance: Traps, Uncanny Dodge

Skills
Acrobatics 7 (+10), Athletics 8 (+8), Close Combat: Hand to Hand 4 (+6), Expertise: Anatomy & Biology 4 (+6), Expertise: Physics 4 (+6), Expertise: Streetwise 4 (+6), Investigation 8 (+10), Perception 8 (+8), Sleight of Hand 6 (+6), Stealth 7 (+10), Treatment 2 (+4), Vehicles 2 (+2)

Powers
Acrobat: Movement 2 (Safe Fall, Sure-footed 1) [4pp]
Eye for Details: Senses 2 (Acute: Sight, Analytical: Sight, Advantages: Assessment) [3pp]
Nine Lives: Enhanced Trait 9 (Advantages: Diehard, Evasion, Luck 3, Second Chance: Falling, Second Chance: Explosions, Second Chance: Traps, Uncanny Dodge) [9pp]

Equipment
Cell Phone (Smartphone)
Multi-tool
Suit and Tie [Protection 1, +1 Toughness]
Forensics kit

Offense
Initiative +3
Grab, +6 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +6 (DC 15)

Complications
Police Pass: Though granting him access to scenes, evidence, and laboratory space, all of the Grave Robber's information also gets used and issued back by the police. It is a difficult relationship to maintain and always suspect to public reveal, dirty cops, and law enforcement showing up before he does.
Secret (Identity): The Grave Robber's identity is a secret to everyone he knows. Arguably his true identity is even robbed from himself, as the man behind the mask wears his outfit more than he takes it off.
Full Time Hero: The Grave Robber wears his suit and tie more than anything else and thus doesn't get the benefit of using his alter ego.

Defense
Dodge 5, Parry 6, Fortitude 6, Toughness 6/0, Will 4

Power Points
Abilities 14 + Powers 16 + Advantages 12 + Skills 32 (64 ranks) + Defenses 16 = 90
I have a lot of ideas for growth on this character and had a hard time widdling down his character sheet. The following is mostly notes for myself but also acts as an insight for where the character is going:
Contacts
Benefit: Security Clearance w/ Local Police & Detective agency
Well-Informed
Improvised Tools
Improvised Weapons +2-3
Redirect
Skill Mastery
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:10 pm

Name: Heather Rushie
Gender: Female
Age: 20
Description: Slender, brown haired female. Subtly attractive.
Usually tired from school, work, and difficulty sleeping with her power.

Background: Heather Rushie is a twenty year old student at a small university in her home state. She works part time for a law firm and a bakery to pay rent, and on weekends for a small, family owned flower shop putting together arrangements for weddings, events, and special occasions. The three jobs have allowed her to build up a relatively debt free three years of school, but her social life has suffered.

Heather's life changed considerably when her powers developed about five weeks ago. She started knowing things before they were said. Voices haunted her sleep. And she was finding herself disgusted or angered by the customers in her store for no reason.

If it weren't for Hartford - explaining and sharing his own powers with her - she may not have stepped back from the edge of insanity in time. James Hartford is a mysterious, young man with delightfully, blue eyes. With his help, Heather has regained control of her own thoughts. She is able to separate herself from the constant wave of intrusion and understands that there is more potential in her mind. She just hasn't unlocked it yet.

James has only mentioned it once, but he seems to be connected to an even more mysterious benefactor. Someone who knows about them and seeks to protect them...while at the same time trying to find out what makes them so special.

::NOTE:: Hero Sheet to be modified slightly. Either dropping or modifying the memory alteration power. May try to add some background information into the sheet, though it may not be worth the rework. And adding a complication to do with her inexperience with her powers and dependency on James Hartford, an NPC to use at your leisure.

Heather Rushie - Telecom - PL 8

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

Advantages
Daze (Deception), Defensive Roll 8, Fascinate (Deception), Fascinate (Persuasion), Taunt

Skills
Athletics 3 (+2), Close Combat: Self Defense Class 6 (+6), Deception 4 (+10/+5), Insight 4 (+10/+4), Perception 6 (+6), Persuasion 4 (+10/+5)

Powers
Brain Library: Enhanced Trait 4 (Traits: Expertise +8 (+8); Variable Descriptor: close group - Skills; Limited: To knowledge of others)
Converstational Edge: Enhanced Trait 8 (Traits: Deception +5 (+10), Persuasion +5 (+10), Insight +6 (+10))
Mind Reading: Effortless Mind Reading 8 (DC 18; Effortless, Sensory Link, Subtle: subtle; Limited to Surface Thoughts)
Mental Senses: Senses 6 (Awareness: Mental Awareness, Danger Sense: Mind Reading, Extended: Mental Awareness 2, Rapid: Mind Reading 2)
Telepathy: Mental Area Communication 2 (Area, Rapid 2, Selective, Subtle 2: undetectable, Variable Descriptor 2: broad group - All Mental)
. . Altered Memory: Perception Area Affliction 8 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 18; Perception Area, Incurable, Insidious, Selective; Side Effect: on failure - Occasionally Unpredicatble Results)
. . Suggestion: Affliction 8 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Increased Range 2: perception, Variable Descriptor 2: broad group - All Mental; Limited Degree)

Offense
Initiative +0
Altered Memory: Perception Area Affliction 8 (DC Will 18)
Grab, +6 (DC Spec 9)
Mind Reading: Effortless Mind Reading 8 (DC Will 18)
Suggestion: Affliction 8 (DC Will 18)
Throw, +0 (DC 14)
Unarmed, +6 (DC 14)

Complications
Processing: Sometimes her actions can be stalled (dazed) because too many people are trying to do things. Implimented by GM when action gets high or emotions errupt
Secrets: Suffers from knowing too much, causing her to mess up in conversation really bad when it's bad. (+5 from powers turns into -5 on failed persuassion checks) GM can activiate to negate bonus from power, or automatic on a failed check, making it two degrees worse. (example, rolling a 1 on a DC 15 save)

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8/0, Will 10

Power Points
Abilities 0 + Powers 62 + Advantages 12 + Skills 14 (27 ranks) + Defenses 32 = 120

Last edited by whiteprofit on Fri Oct 12, 2012 12:25 pm, edited 1 time in total.
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:12 pm

A true guilty pleasure, Henry Soil is all too revealing of my greatest weaknesses in gaming.
Henry Soil
Height: 5 ft. 7 In.
Weight: 120 lbs.
Eye Color: Blue
Hair Color: Dark
Dress Style: Henry dresses a little above just jeans and a tshirt. He likes to keep his image clean and fresh, but doesn't get lost for hours 'getting ready'.

Summary: Henry is a 14 year old student at the Pokemon Academy. He's an exceptional student both socially and academically. He has a head for pokemon and battle tactics as well as just being a student. He is an inspiring partner to Cubone and together the hope to become Gym Leaders or Pokemon Rangers at the end of their Academy career.

Henry has a strong rivalry with fellow student, Eddy Lawrence. They usually compete for first place in events and academics. Their relationship is anything but cordial, though neither wishes the other vital harm or ill. They might be able to work together in a real pinch, though it would take some humbling on both their behalf's.

Henry
Power Level 4; Power Points 62/63
ImageImage

Strength 0, Stamina 0, Agility 1, Dexterity 0, Fighting 0, Intellect 3, Awareness 2, Presence 0

Advantages
Animal Empathy, Assessment, Benefit: Favored Student, Defensive Roll 2, Eidetic Memory, Equipment 2, Inspire 3, Leadership, Luck 2, Set-up, Well-informed
In-Game, Free Advantages
Benefit: Student Council Member, Contacts: limited to students only


Skills
Acrobatics 2 (+3), Athletics 2 (+2), Expertise: Pokemon 5 (+8), Expertise: Student 2 (+5), Expertise: Tactics 5 (+8), Expertise: Wilderness Survival 2 (+5), Insight 4 (+6), Perception 4 (+6), Persuasion 5 (+5), Treatment 7 (+10)

Equipment
PokeDex 2, PokeGear (Audio Recorder, Camera, Cell Phone (Smartphone), GPS Receiver, Video Camera)

Offense
Initiative +1
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
Relationship: Cubone/Party Pokemon
Reputation: Well Behaved and Responsible - Henry isn't a teacher's pet or anything, but he is known as a good kid, is liked and respected by most of his teachers, and gets very good grades. This leads to people requiring/expecting more of him or not liking him before they meet him.
Responsibility: Pokemon Academy - Henry feels a strong responsibilty toward the school and his education. He will put it before most things.
Rivalry: Tommy Lawrence - Tommy and Henry don't see eye to eye on much and are often competing for first place in things.

Defense
Dodge 6, Parry 4, Fortitude 3, Toughness 2/0, Will 5

Power Points
Abilities 12 + Powers 0 + Advantages 15 + Skills 18 (36 ranks) + Defenses 15 = 60
Awarded Power Points
+1pp after Day One - Spent on Advantage: Set-up
+1pp after Wilderness Survival Club Battle in Stadium 4 - Spent on Skill: Expertise (Wilderness Survival) 2
+1pp after finding Eevee with Reuben

Ground Type Top Ten
1. Onix > Steelix (I/II)
2. Swinub (II)
3. Drilbur (V)
4. Sandshrew(I)
5. Baltoy (III)
6. Rhyhorn (I)
7. Golett (V)
8. Hippopotas (IV)
9. Numel (III)
10. Barboach (III) or Gastrodon (IV)

Relationship and Friends List

Rivals (-2)
Tommy Lawrence - Unmet Rival due to Complication

Buddies/Pals (+2)
Edward - Electabuzz - Student Council Rep at Recruitment Fair

Good Friends (+3)
Kaoru - Growlithe - met the first day
Terry - Pidgey - met the first day


***
Pokemon Team
Image
Cubone
Power Level 6; Power Points 90/98

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

Advantages
Agile Feint, All-out Attack, Animal Empathy, Close Attack 4, Defensive Roll 2, Equipment 1, Improved Critical 2: Bone Club: Damage 5, Improved Defense, Improved Initiative, Interpose, Power Attack, Precise Attack (Ranged, Cover), Throwing Mastery 3

Skills
Acrobatics 6 (+6), Athletics 7 (+5), Perception 4 (+4), Persuasion 3 (+3), Ranged Combat: Thrown Attacks 6 (+6)

Powers
Bone Rush: Damage 6 (DC 21; Multiattack, Reach (ranged) 2: 10 ft.; Quirk: Requires Bone Club) [13pp]
. . Bonemerang: Damage 6 (Alternate; DC 21; Homing: 1 extra attempt, Indirect: fixed point, directed away, Reach (ranged) 5: 25 ft., Ricochet: 1 bounce; Quirk: Requires Bone Club) [1pp (13)]
Focus Energy: Enhanced Trait 2 (Advantages: Improved Critical 2) [2pp]

1' 4": Shrinking 8 (-2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size categories, -1 speed ranks; Innate; Permanent) [17pp]
Ground Type: Feature 3 (Vulnerable: water, Grass, Ice; Resist: Poison, Rock; Immune: Electric) [3pp]
Senses: Senses 3 (Extended: Scent 1: x10, Low-light Vision, Ultra-hearing; Innate) [4pp]
Skull Helmet: Protection 3 (+3 Toughness; Innate; Noticeable: Obvious Skull on Head) [3pp]

Equipment
Bone Club [Bone Club: Damage 5, DC 20]

Offense
Initiative +4
"Slam" Bone Club: Damage 5, +6 (DC 20) <Normal>
"Bone Rush": Damage 6, +6 (DC 21) <Ground>
"Bonemerang": Damage 6, +6 (DC 21) <Ground>
Grab, +6 (DC Spec 8 )
"Fling" Throw, +6 (DC 16) <Dark>
"Tackle" Unarmed, +6 (DC 13) <Normal>

Complications
Disability: Limited Speech - Cubone's vocabulary is restricted to "cubone!" or variations of it. They seem to be able to communicate to other pokemon using this, but there is difficulty in communicating to humans in this fashion.
Relationship: Henry - Cubone's motivations are always to battle for Henry and keep him safe. Cubone is loyal and dedicated to their advancement and training. Cubone will push himself to the limits, even in harms way, for Henry.

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 6/4, Will 5

Power Points
Abilities 4 + Powers 43 + Advantages 18 + Skills 13 (26 ranks) + Defenses 12 = 90




Image
Sandshrew
Power Level 6; Power Points 90/90
    Defense
    Dodge 5, Parry 5, Fortitude 6, Toughness 7, Will 5
    Offense
    Initiative +0
    Fury Swipes: Damage 6, +6 (DC 21), Gyro Ball: Shapeable Area Damage 6 (DC 21)
    Rollout: Damage 6, +6 (DC 21), Sand Tomb: Cumulative Affliction 6, +6 (DC Dog/Fort/Will 16)
    Grab, +6 (DC Spec 9), Unarmed, +6 (DC 14)
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Frost Bite

Postby whiteprofit » Thu Sep 13, 2012 8:23 pm

Another Wild Cards Character that I really liked. Game never made it very far nor to a place where he could try out his powers. :(
Character Concept: Frost Bite

Manny Crisp was a man of average height and held a sturdy build before he drew his Wild Card. Almost resulting in his death, Crisp's reaction to the virus was a brutal one. His body temperature plummeted and chilled everything around him. He couldn't get warm anymore. And if he tried, getting too warm produced a terrible burning sensation throughout his body.

Unable to warm up, his skin turned pale blue and Manny became brittle from the frost bite. He lost a lot of his body mass and became an almost skeletal form. Mr. Crisp now endures a life of that tingly feeling like when your limbs fall asleep. And with his damaged skin, he takes normal bumps and bruises harder than most.

But his icy cold hands could now chill others to the bone. His core produced a refrigerating effect that cooled the air. With practice, Crisp could focus that energy to chill and freeze things at range. He could freeze people to the ground where they stood. He could even solidify the moisture in the air to create solid, icy surfaces.

A true crystal cannon, Manny Crisp would make a great candidate for such recruitment as long as nobody minds just how cool he is. (PS, he comes with his own puns)

Drawbacks to get okay'ed:
Vulnerable (All Damage is Lethal) Uncommon/Moderate 2pp
Weakness (Heat) Uncommon/Moderate 2pp

Character Sheet with Drawbacks Above:
Frost Bite

Power Level: 8; Power Points Spent: 120/120

STR: -1 (8), DEX: +0 (10), CON: -2 (6), INT: +2 (14), WIS: +2 (14), CHA: +0 (10)

Tough: -2/+6, Fort: +5, Ref: +7, Will: +9

Skills: Bluff 4 (+4), Concentration 4 (+6), Diplomacy 8 (+8), Intimidate 4 (+4), Notice 8 (+10), Search 4 (+6), Sense Motive 4 (+6), Stealth 8 (+8)

Feats: Accurate Attack, Attack Focus (melee) 3, Defensive Attack, Defensive Roll 5, Dodge Focus 8, Environmental Adaptation (Extreme Cold), Fearless, Improved Critical (Deep Freeze (Drain 8 )) 2, Power Attack

Powers:
Environmental Control 8 (cold (extreme), Radius: 1000 ft.; Range (touch))
Hypothermia (Fatigue 8 ) (DC 18; Shapeable Area (8 cubes of 125 cu. ft. (5x5x5)), Selective Attack; Progression, Incr. Area Extra (area x2))
. . Bone Chilling Cold (Paralyze 8 ) (Alternate; DC 18; Cloud Area (40 ft. diameter, lingers), Selective Attack; Progression, Incr. Area Extra (area x2))
. . Create Object 8 (Alternate; Max Size: 8x 10' cubes, DC 18; Action (move), Duration (continuous); Progression, Object Size)
. . Deep Freeze (Drain 8 ) (Alternate; drains: single trait - constitution, DC 18; Penetrating; Split Attack 3 (4 targets), Incurable)
. . Ice Armor (Force Field 3) (Alternate; +3 Toughness; Impervious, Affects Others, Duration (continuous); Ablative)
. . Snare 8 (Alternate; DC 18; Shapeable Area (8 cubes of 125 cu. ft. (5x5x5)), Selective Attack; Progression, Incr. Area Extra (area x2))
Immunity 7 (aging, damage type: Cold, disease, Feats: Environmental Adaptation (Extreme Cold))

Attack Bonus: +5 (Ranged: +5, Melee: +8, Grapple: +7)
Attacks: Bone Chilling Cold (Paralyze 8 ), +8 (DC Staged/Will 18), Deep Freeze (Drain 8 ), +8 (DC Fort/Staged 18), Hypothermia (Fatigue 8 ), +8 (DC Fort 18), Snare 8, +5 (DC Ref/Staged 18), Unarmed Attack, +8 (DC 14)

Defense: +10 (Flat-footed: +1), Knockback: -4
Initiative: +0

Drawbacks:
Vulnerable (All Damage is Lethal) Uncommon/Moderate 2pp
Weakness (Heat) Uncommon/Moderate 2pp

Totals: Abilities 2 + Skills 11 (44 ranks) + Feats 22 + Powers 54 + Combat 14 + Saves 21 - Drawbacks 4 = 120
Last edited by whiteprofit on Fri Oct 12, 2012 12:27 pm, edited 1 time in total.
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:26 pm

A quick and dirty, early character of mine. I always like a sound controller.
Soundproof
Power Level: 12; Power Points Spent: 180/180

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

Tough: +3/+10, Fort: +11, Ref: +11, Will: +11
Defense: +14 (Flat-footed: +4), Knockback: -5
Initiative: +7

Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +15)
Attacks: Background Noise (Sonic Control 12), +12 (DC Ref 22), Dazzle 10, +12 (DC Fort/Ref 20), Drain 6, +12 (DC Fort/Staged 16), Low Note (Stun 12), +12 (DC Fort/Staged 22), Screeeaaam! (Blast 12), +12 (DC 27), Single Note (Blast 12), +12 (DC 27), Strike 2, +12 (DC 20), Unarmed Attack, +12 (DC 18)

Skills: Acrobatics 6 (+9), Bluff 4 (+6), Climb 7 (+10), Computers 4 (+5), Diplomacy 6 (+8), Drive 8 (+11), Notice 10 (+11), Search 4 (+5), Sense Motive 8 (+9)

Feats: All-Out Attack, Assessment, Dodge Focus 6, Elusive Target, Equipment 7, Evasion, Fearless, Improved Disarm, Improved Initiative, Inspire, Instant Up, Luck, Move-by Action, Power Attack, Takedown Attack, Teamwork 2, Uncanny Dodge (Hearing)

Powers:
Background Noise (Sonic Control 12) (Radius: 60 ft., DC 22; Cone Area (120 ft. cone), Cloud Area (60 ft. diameter, lingers); Range (touch))
. . High Note (Linked)
. . . . Dazzle 10 (Linked; affects: one sense type - hearing, DC 20; Cloud Area (50 ft. diameter, lingers), Cone Area (100 ft. cone))
. . . . Drain 6 (Linked; drains: single trait - con, DC 16; Cone Area (60 ft. cone); Limited)
. . Low Note (Stun 12) (Alternate; DC 22; Cone Area (120 ft. cone))
. . Screeeaaam! (Blast 12) (Alternate; DC 27; Cone Area (120 ft. cone), Cloud Area (60 ft. diameter, lingers); Range (touch))
. . Single Note (Blast 12) (Alternate; DC 27; Autofire (interval 2, max +5))
Super Hero Suit (Device 2) (Hard to lose)
. . Protection 7 (+7 Toughness)
. . Strike 2 (DC 20; Mighty)

Equipment: Vehicle: Compact Car

Drawbacks: Normal Identity, uncommon
[/b]Power Loss (All Powers), uncommon, minor, Loose Voice

Totals: Abilities 26 + Skills 15 (57 ranks) + Feats 29 + Powers 48 + Combat 40 + Saves 26 - Drawbacks 4 = 180


Vehicle: Compact Car
Power Level: 12; Equipment Points Spent: 35

STR: +10 (30)

Toughness: +15

Features: Alarm 1, Hidden Compartments 1, Navigation System 1, Remote Control

Powers:
Dazzle 12 (affects: one sense type - auditory, DC 22; Cloud Area (60 ft. diameter, lingers); Range (touch); Progression, Incr. Area Extra 3 (area x10))
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Attacks: Dazzle 12, +12 (DC Fort/Ref 22)

Defense: -1, Size: Large

[b]Totals:
Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 20 + Combat 1 + Saves 8 + Drawbacks 0 = 35

*********
I don't have time to write a full background but basically he's a full time super hero with a producing job on the side. Derek Grant, of course, daylights in the Music and Entertainment field and does his best to keep in touch with clients while saving the day in his super hero outfit. He's not loaded, because all of his funds go into fighting crime and repairing his suit. Plus, he pays more attention to thwarting bad guys than who the next elvis is going to be.

He does have beloved ones, that's why his Drawback (Normal Identity) is still at 3. But he's not married.
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:28 pm

A magical girl hunter, who should have been a magical girl. Another guilty pleasure, but fun to build and fun to play.
Adaline
A Brief History
Adaline May was born to be a Magical Girl. But that destiny was interrupted when she was 13 and about to activate her powers for the first time, by Cece.

Cece was Adaline's best friend, but in a moment of confusion and potential danger, she accidentally activated Adaline's magic wand and bonded with it instead.

Overwhelmed by her loss of purpose and angered by her "friend's" new fortune, Adaline sought to take back what was hers. But Cece had left on some grand, life changing adventure doing Magical Girl things. So now, Adaline hunts for her, swearing to kill Cece for taking what was hers.

After two years on her warpath, Adaline has found other Magical Girls to fight, but never Cece. In preparation for the "Big Kill" she has decimated and severely wounded them to take their Magical possessions as her own. She hopes to prove herself as the 'better Magical Girl' by using these objects to defeat Cece.

Lastly, Adaline joined Magical Girl Hunters because it provides intelligence she has a hard time collecting on her own and makes her purpose legal.

Adaline
Power Level: 5; Power Points Spent: 77/77

STR: +2 (10/14), DEX: +3/+5 (16/+20), CON: +2 (14), INT: +0 (10), WIS: -1 (8), CHA: +1 (12)

Tough: +2/+4, Fort: +4, Ref: +5, Will: +2

Skills: Acrobatics 3 (+6/+8), Bluff 7 (+8), Climb 2 (+4), Diplomacy 5 (+6), Disguise 4 (+5), Drive 2 (+5), Escape Artist 2 (+5), Gather Information 4 (+5), Notice 6 (+5), Search 5 (+5), Sense Motive 5 (+4), Stealth 3 (+6)

Feats: All-Out Attack, Defensive Roll 2, Dodge Focus 6, Evasion, Favored Opponent 2 (Magical Girls)*, Power Attack, Rage, Uncanny Dodge (Hearing)
*Purchased for free as per Campaign House Rule

Powers:
Magic Cards (Device 3) (Easy to lose)
. . The Sound Card (Dazzle 5) (affects: one sense type - auditory, DC 15; Cloud Area (25 ft. diameter, lingers); Progression, Incr. Area Extra 2 (area x5))
. . . . Remove Sound (Obscure 6) (Alternate; affects: one sense type - sound, Radius: 250 ft.; Selective Attack)
. . . . Ventriloquist (Illusion 5) (Alternate; affects: one sense type - auditory, DC 15; Selective Attack); Progression, Incr. Area Extra 2 (area x5))
. . . . Vertigo (Nauseate 4) (Alternate; DC 14; Cloud Area (20 ft. diameter, lingers), Selective Attack; Sicken)

. . The Fire Card (Device 3) (Alternate; Easy to lose)
. . . . Blast 5 (DC 20; Cone Area (50 ft. cone), Selective Attack; Range (touch))

. . The Gravity Card (Device 3) (Alternate; Easy to lose)
. . . . Gravity Control 4 (Strength: 20; Force: 400 lbs; Cloud Area (20 ft. diameter, lingers); Selective Attack)
. . . . . Gravitational Movement
. . . . . . Super-Movement (Wall-Running 2)
. . . . . . Immunity (Falling)
. . . . . . Leaping 3 (x10)
. . . . . Environmental Control 6 (High Gravity)
. . . . . Environmental Control 6 (Low Gravity)

Pendant of Light (Device 1) (Hard to lose)
. . Light for My Path (Light Control 2) (Cone Area (20 ft. cone); Range (touch))
. . Flash of Light (Dazzle 1) (Visual Sense; Triggered by Melee Attack)
. . Light of Truth (Feat: Truth Sense)

Titan Gauntlets (Device 2) (Hard to lose)
. . Enhanced Strength 4 (+4 STR)
. . Strike 3 (DC 20; Mighty)
. . Super-Strength 1 (+5 STR carry capacity, heavy load: 350 lbs; +1 STR to some checks)

Equipment (25 points from GM)
Machine Gun: Blast 4 (Autofire 2(Interval 1, max +5) [ep 16]
Rocket Boots: Speed 2 (25mph, 220ft./rnd)
. . . Linked Enhanced Trait 5 (Dexterity +4; Feats: Improved Initiative) [7ep]

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +7/+8)
Attacks: Blast 5 (DC 20), Strike 3, +5 (DC 20), Unarmed Attack, +5 (DC 17), Autofire Blast 4, +5 (DC 19+)

Defense: +6 (Flat-footed: +0), Knockback: -2
Initiative: +3/+7

Complications
Cece Must Die
Every action Adaline takes is to better herself for her showdown with Cece, or to find her. She is driven by this one goal and will stop at nothing to get her.

Motivated by Hate
Adaline sees Cece in most other Magical Girls and therefor is relentless and merciless in her hunt of them.

Ruined Destiny
Adaline has a lot of resentment and insecurity about her loss of status as a Magical Girl, even is she won't admit it. This is a definite weakness in her resolve and rough exterior that could put her into tears or send her into a blind rage.

Once a Magical Girl... Almost
Adaline has the ability to use magical items that might be unusable by others. However, as she is not the original owner of them, and doesn't quite understand their true purpose, they often operate at less than their full potential ((As shown in their limited ability range, not a drawback. If she finds them in the future, it should work similarly as a complication))

Totals: Abilities 10 + Skills 12 (48 ranks) + Feats 15 + Powers 23 + Combat 10 + Saves 7 + Drawbacks 0 = 77
Edited 8/17:: Removed Sand Dragon Summon and replaced it with 'The Sound Card'.
Edited 8/23:: Changed powers as to fix rules and to GM's direction/requests.
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:34 pm

Star Wars campaign in M+M. A cheeky pilot that I've used a similar background and character for in another campaign already. Like the idea, just never got to go very far.
Matteo Jackson - A Brief History
Matteo never uses his first name. Preferring his sir name Jackson as a first, the head strong man of 28 has worked on or around ships his entire life. Jackson grew up under his father's tutelage until he was 17, got pissed about one thing or another, and found a ship of his own to fly.

The family business was smuggling, and for a long time the father and son worked hand in hand making drops, pulling cons, and getting away with almost anything. So when Jackson took off on his own, he only knew what his father knew, and it created a huge rivalry. The two of them raced and competed over every dime, dollar and box of merchandise they had. What Jackson didn't realize, was that his father was using this as a way of keeping an eye on his young son, while letting him grow and learn on his own.

Eventually, when the boy had become a well skilled man, Jackson's father wanted him back. He was getting old and didn't want to leave his legacy to just anyone. So in a coup that would change Jackson's life forever, he teamed up with his dad and conned fifty million credits off a Hutt in the outer rim. Normally this would have put a price on both their heads, but when the Hutt couldn't pay his debtors, he ended up dead and the duo got away with the money.

They also got away with a girl. In love from the moment he saw her, Jackson almost ruined the whole thing going back for Andrea, one of the Hutt's slaves. Andrea was a prisoner of war who ended up being sold as a slave when her planet was destroyed and her ransom was never paid. Rescued by her 'Shining Star', she too fell in love and the couple was quickly wed.

Andrea had a lighter side to her, and though she enjoyed the rush of being with Jackson, she often criticized his lifestyle. Following her father-in-law's death, she tried to get Jackson to quit the entire business, settle down with their millions, and live a peaceful life.

They were settled for two months when the Sith attacked. On that tragic day, Jackson lost everything in the carnage of battle. With their home destroyed, he and Andrea raced to his ship to escape. But the battle raging around them was too monstrous to get away. Andrea took a stray shot that left her wounded and barely holding on to life. In her last moments she looked into Jackson's eyes and told him, "Do good, my love. Be a Shinning Star to the world."

With nothing left, Jackson is forced back to smuggling to make a living. When ever he gets the opportunity to put a wrench in the Sith's plans, he takes it. Though he'd prefer a dagger to put in their backs.

Matteo Jackson - PL 8 - 120/120pp

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

Advantages
Accurate Attack, Defensive Attack, Improved Aim, Improved Critical (Beverly (Grenade Launcher): Burst Area Blast 5), Improved Critical 2 (Joni (Heavy Blaster Pistol): Blast 4), Improved Disarm 2, Improved Initiative 2, Improvised Tools, Luck, Quick Draw 2, Second Chance (Being shot), Skill Mastery (Technology), Skill Mastery (Vehicles), Weapon Bind

Skills
Acrobatics 3 (+5), Athletics 3 (+5), Close Combat (????) 5 (+5), Deception 6 (+10), Expertise (Mechanics) 4 (+5), Insight 3 (+5), Perception 6 (+8), Sleight of Hand 4 (+10), Stealth 3 (+5), Technology 9 (+10), Vehicles 6 (+12)

Powers
Lucky Vest (Removable)
. . Heavy Padding: Protection 4 (+4 Toughness, Advantages: Luck, Second Chance)

Trusty Sidearm{s} (Easily Removable)
. . Kerri (Blaster Pistol): Blast 6 ([0 active, 0/20 PP, 3/r], DC 21; Accurate (+2), Multiattack, Split (2 targets))
. . . . Joni (Heavy Blaster Pistol): Blast 5 (Alternate; [0 active, 0/20 PP, 3/r], DC 19, Advantages: Improved Critical 2; Accurate (+2), Penetrating 5)
. . . . Beverly (Grenade Launcher): Burst Area Blast 5 (Alternate; DC 20, Advantages: Improved Critical; Penetrating 5, Burst Area (30 feet radius sphere); Diminished Range)

Languages
Basic

Defense
Dodge 10, Parry 7, Fortitude 8, Toughness 6, Will 6

Complications
A Complicated Past - Jackson is the kind of guy who walks into a random bar or port in the galaxy and knows someone. Sometimes it's a friend, or a cheated ex-employee. But every once in a while it's the local law enforcement. When asked, "How do you know this guy?" or "Why are you on that poster?" Jackson always throws his hands in the air and explains, "It's complicated..."

Morals vs Nature - Jackson made a lot of money and survived for many years doing the wrong things for bad people. His moral standard was so low he didn't even know what the word meant. Then he met Andrea who changed his life forever. With deep rooted reactions, the smuggler attempts to counter them with what he suspects 'Andrea would say'. This often leads to a long internal and sometimes external debate that could cost him a turn, opportunity, or leave a bad guy alive that would be better off dead.

Motivation: Doing Right by Andrea - When Andrea died, she told Jackson to be her light in the world, her Shining Star. Obligated to her charge, Jackson tries his very best to hold himself to doing good things for better people. And exacting his revenge on the Sith in what ever way he can.

Power Points
Abilities 38 + Powers 19 + Advantages 12 + Skills 26 (52 ranks) + Defenses 25 = 120
I created Jackson's weaponry as devices because I wanted them to have more than the standard equipment options. The two pistols can be used as Dynamic Alternates, so essentially shooting one in each hand. While Beverly, the Grenade Launcher, can only be used by itself.

While posting this, I edited Joni a little w/o Hero Lab, and may have messed some of the points up. I'll double check it when I get a chance.
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:43 pm

Based on a character I wrote in a short story in High School. A huge favorite and return to idea in my current thoughts, day dreams, and writing. Inspirations for the alterations include the The Live Ship Series by Robin Hobb.
Captain Elizabeth "Lady" McLane - Mariner

National Origin - The honorable Lady McLane is a queen amongst pirates. Her mighty ship, the Darfunkle, sails faster and further than any other in the world and is thought to be possessed of a magical spirit. McLane is fair and just, but a sailor non-the-less. She sets her course to arrive early, stopping along the way to pick up treasures, profit and odd jobs. Her crew is a handsome group who hold no grudge to her for being a woman and can best most in a fight. More often than not, pirating ships end up pirated by the crew of the Darfunkle when trying to board and loot its decks.

Unbeknownst to many, Elizabeth McLane was once a rich estate owner. Her husband died of illness and she quickly sold everything and headed for the open water. Her fortune is stashed away, and she uses it to pay the crew, maintain the ship, and otherwise keep her life afloat when business is low.

The Watchers - McLane's honest shipping and fast sails are what originally caught the attention of the Watchers. Their eyes were drawn to her rapport and strong connections with people all over Daeren. McLane's prowess as a businesses woman and a leader to her people is unmatched by many, and the loyalty she demands just from her presence speaks of someone who could unite many under a single banner and cause.

Character Sheet -
Lady McLane - PL 7

Strength 0, Stamina 0, Agility 0, Dexterity 2, Fighting 0, Intellect 5, Awareness 3, Presence 5

Advantages
Benefit, Wealth 2 (independently wealthy), Connected, Contacts, Defensive Roll 3, Equipment 9, Fascinate (Persuasion), Improved Critical 2 (Cutlass: Strength-based Strike 3), Improved Critical 2 (pistol: Blast 4), Improved Defense, Inspire 2, Inventor, Jack-of-all-trades, Languages 2, Leadership, Teamwork

Skills
Acrobatics 6 (+6), Athletics 6 (+6), Close Combat (swords) 6 (+6), Expertise (Business) 1 (+6), Expertise (Navigation/Nautical) 2 (+6), Insight 3 (+6), Perception 5 (+8), Persuasion 5 (+10), Ranged Combat (pistol) 4 (+6), Sleight of Hand 4 (+6), Technology 2 (+7)

Powers
Seer's Map (Easily Removable)
. . Perfect Sketches: Senses 18 (Accurate: Sight, Acute: Sight, Analytical: Sight, Direction Sense, Distance Sense, Extended: Sight 5 (x100k), Penetrates Concealment: Sight, Radius: Sight, Tracking: Sight 2 (full speed); Limited (Arial View on Map))

Equipment
Captain's Long Coat [Heavy Garb: Protection 2, +2 Toughness] (2ep)
Cutlass [Steel Blade: Strength-based Strike 3, DC 18, Advantages: Improved Critical 2] (5ep)
Pistol [pistol: Blast 4, DC 19, Advantages: Improved Critical 2; Inaccurate (-2), Activation (move action)] (8ep)
The Darfunkle (30ep) * See Below

Offense
Initiative +0
Cutlass: Strength-based Strike 3, +6 (DC 18)
Grab, +0 (DC 15)
pistol: Blast 4, +4 (DC 19)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)

Complications
Honor: Raised in honorable society, Elizabeth McLane acts as an upstanding woman of society as often as possible. She does not believe in backstabing or fighting without honor. She always does right by her customers and expects the same from those she works with and for.
Motivation: Adventure: McLane is overwhelmed by the idea of adventure. Her old life running an estate bored her. Her new life on the seas is full of adventure and excitement, often changing course for the chance to see something new, find a hidden treasure, or uncover a mystery.

Languages
Human Language, Native Island Language, Trade Language

Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 5/0, Will 7

Power Points
Abilities 30 + Powers 5 + Advantages 26 + Skills 22 (43 ranks) + Defenses 22 = 105
Notes: Lady McLane's device is the Seer's Map, which shows her what ever she wants to see. This map allows her the most accurate and up-to-date navigation of trade routes and treacherous waters. It can show her land, water, cities, buildings, or anything really that she wants to see. She rolls it up, thinks of what she's looking for, and when it is opened again it reveals a detailed map of what she's traversing.

McLane is the proud owner of the Darfunkle. McLane speaks to the ship figurehead often, but it never replies verbally. At least not that anyone else can hear; and the rumors of it's magical properties are just that. Rumors. Though anyone who had spent any amount of time on the ship would try to confirm these stories with their experiences. The ship has an uncanny knack for staying out of trouble, avoiding danger, and even alerting the crew to important matters.
Example: Last evening, many had already gone to bed. We had spent a hard day in rain and wind and everyone was tired. A few sat at posts for rounds, but anchored in the bay, many slept. Suddenly, the ship rocked precariously, spilling men from their bunks. Curses and yelling thickened the air, blankets and feet tangled on the floor.

Anchored, 'what could have rocked us that much?' many argued, looking for something to be mad at. I got up to look, to see if the storm had followed us into the cove, but nothing. The water was calm. But it was in those steps back to bed that I saw it. A fire had started kindling from several dirty rags and a poorly placed lamp in the storage room. Had I not caught it, we would have lost our entire delivery, perhaps the whole ship would have caught fire. Luck? Who's to say?
-- Journal Entry of Clay Jemmings
Ship Hand, 18th of August


The Darfunkle itself would be sized with a small brig, storage space, and living quarters. It is also outfitted with several cannons on both sides. The ship is rumored to be made of a single tree, every knot and plank coming from the same original trunk. This provides a more sturdy build than most ships pieced together.

The Lady would also possess a single revolver at her side and a cutlass. the gun was a gift from another Captain when he tried to pirate the Darfunkle and kill the crew.
The Darfunkle - PL 7

Strength 8, Defense 0, Toughness 13, Size Huge

Features:
Danger Sense - Warn Crew 1, Second Chance (Crashing) 1

Powers
Cannons: Blast 7 (DC 22; Multiattack, Split (2 targets))
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)

Equipment
Cannons [Cannons: Blast 7, DC 22; Multiattack, Split (2 targets)]

Offense
Cannons: Blast 7, +2 (DC 22)

Power Points
Abilities 2 + Powers 6 + Advantages 0 + Features 2 + Skills 0 (0 ranks) + Defenses 8 + Equipment 22 (22 ep) + Weapons & Armor 0 (0 ep) = 30
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:46 pm

Hugh Addler is a cursed character that is overly complicated in design because of the flaws in Growth. If he's not giant, he's useless with stats. So he tends to be built overly complicated and gets turned down. One day, he will get cast! (Even if I have to GM the game myself...)
Name: Hugh Addler
Sex: Male
Height: 5'10 - 32'
Weight: Varies
Status: Classified

Bio:
DOB: March 14, 1882
Place of Birth: Kansas City, MO
Allergies: None
Medical Concerns: None
Psych Evaluation: Clear

History:

Raised by his mother and father, played on the High School Football team. Valued team spirit and belonging to something. At 18, failing to earn a football scholarship, joined the US armed forces. After three years of service, in a routine blood analysis, subject displayed abnormal amounts of growth hormone. Upon investigation, subject was found to be producing this on his own.

With testing, subject was revealed to be able to grow when 'prompted'. Has gained the ability to adjust height as desired.

Experimentation upon subject's blood samples and reproducing the hormone has proved inconclusive.

Physical Capabilities:

Addler expresses the ability to alter his size and mass, growing up to 24' tall. His strength and stamina are proportionate to his size, and the subject exhibits low versions of these powers and endurance while of 'normal size'. Hugh has been trained as a military combatant, and is considered trained in both hand to hand combat and tactics.

Character Sheet:
The following write up is for Hugh Addler at Maximum size, Growth Rank 8. This is classified as size 0, or 24' tall. Hugh has Dynamic Alternate Powers of strength and stamina and some enhanced traits for when he's a normal size. This is noted in the Powers Section of the "Giant of a Man" Sheet, and stats are blocked out for him in a following sheet.

If cast, I will create a 'Mid Height' Character sheet using those Dynamic Alternate Powers for a 12' Hugh.
Giant of a Man wrote:
Hugh Addler - PL 6

Strength 8, Stamina 8, Agility 0, Dexterity 0, Fighting 2, Intellect 0, Awareness 1, Presence 1

Advantages
All-out Attack, Chokehold, Close Attack 2, Diehard, Equipment 1, Fearless, Great Endurance, Improved Critical 2 (Unarmed), Improved Defense, Improved Disarm 2, Improved Grab, Improved Hold, Improvised Weapon, Interpose, Move-by Action, Power Attack, Ranged Attack 4, Redirect, Takedown 2, Teamwork, Throwing Mastery, Weapon Bind, Weapon Break

Skills
Athletics 3 (+11), Expertise (Tactics) 5 (+5), Insight 4 (+5), Intimidation 4 (+9), Perception 4 (+5), Persuasion 4 (+5), Stealth 5 (-3), Vehicles 5 (+5)

Powers
Super Sized & Super Powered (Advantages: Diehard, Fearless, Great Endurance, Improved Critical 2)
. . Growth: Growth 8 (Linked; [8 active, 20/25 PP, 2/r], +8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size categories, +1 speed ranks)
. . Impervious Defense: Impervious Toughness 4 (Linked; [4 active, 20/25 PP, 1/r])

DAP- Human Sized (2pp cost) - (Linked powers; See Below)

Equipment
Expandable Uniform [Fire Retardant/Insulated: Immunity 2, Environmental Condition: Cold, Heat/Fire; Limited - Half Effect; Growth Function Clothing: Feature 1]

Defense
Dodge 2, Parry 2, Fortitude 8, Toughness 8, Will 4*
*+1 from rounded Presence

Offense
Initiative +0
Grab, +4 (DC 23)
Throw, +4 (DC 23)
Unarmed, +4 (DC 23)

Languages
English

Complications
"Lose something?": Growing rapidly has a tendancy to do a number on your wardrobe. Hugh is commonly finding himself in strange situations after tattering his clothing and returning to normal size.

Collateral Damage: Hugh is prone to cause unwanted damage when larger. Broken chairs, cars, city blocks... the usual. Though happy to be saved, people usually give him a hard time about the damages.

Power Points
Abilities 8 + Powers 28 + Advantages 25 + Skills 17 (34 ranks) + Defenses 12 = 90

Human Size wrote:When Hugh is 5'10' This is a break down of changed abilities, skills, powers, and advantages for when Hugh is normal sized.

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

Advantages
All-out Attack, Chokehold, Close Attack 6, Equipment 1, Evasion 2, Improved Defense, Improved Disarm 2, Improved Grab, Improved Hold, Improvised Weapon, Interpose, Move-by Action, Power Attack, Ranged Attack 4, Redirect, Takedown 2, Teamwork, Throwing Mastery, Weapon Bind, Weapon Break

Skills
Athletics 3 (+5), Expertise (Tactics) 5 (+5), Insight 4 (+5), Intimidation 4 (+5), Perception 4 (+5), Persuasion 4 (+5), Stealth 5 (+5), Vehicles 5 (+5)

Powers
. . Human Sized
. . . . Enhanced Ability: Enhanced Strength 2 (Linked; [2 active, 18/25 PP, 2/r], +2 STR)
. . . . Enhanced Trait: Enhanced Trait 13 (Linked; [6 active, 18/25 PP, 1/r], Close Attack 6 +4 (+6), Ranged Combat +2 (+2), Fortitude +6 (+6), Advantages: Evasion 2)
. . . . Power-lifting: Power-lifting 2 (Linked; [2 active, 18/25 PP, 1/r], +2 STR for lifting)
. . . . Protection: Protection 6 (Linked; [6 active, 18/25 PP, 1/r], +6 Toughness)

Equipment
Expandable Uniform [Fire Retardant/ Insulated: Immunity 2, Environmental Condition: Cold, Environmental Condition: Heat/Fire; Limited - Half Effect; Growth Function Clothing: Feature 1]

Offense
Initiative +0
Grab, +8 (DC 17)
Throw, +6 (DC 17)
Unarmed, +8 (DC 17)

Defense
Dodge 6, Parry 6, Fortitude 6/0, Toughness 6, Will 3
Family of Supers -Kit Andersen/ GravityBoy!

whiteprofit
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:52 pm

My attempt at Phoenix. Like Jean Gray, I never really mastered it:

Image
Jean Grey - Phoenix Force

Jean Grey - Phoenx Force - PL 10

Strength 0, Stamina 0, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 3, Presence 4

Advantages
Connected, Defensive Roll 5, Equipment 1, Evasion, Extraordinary Effort, Improved Defense, Jack-of-all-trades, Move-by Action, Power Attack, Redirect, Takedown 2, Teamwork, Ultimate Effort (Mind Control/Mind Reading), Uncanny Dodge, Well-informed

Skills
Acrobatics 3 (+5), Athletics 5 (+5), Close Combat (Unarmed) 3 (+5), Deception 2 (+6), Expertise (Politics-Mutant Agenda) 2 (+4), Insight 2 (+5), Investigation 3 (+5), Perception 5 (+12/+8), Persuasion 3 (+7), Ranged Combat (Telekinesis: Move Object) 8 (+10), Technology 3 (+5), Treatment 6 (+8), Vehicles 2 (+4)

Powers
Telekinesis: Move Object 8 (Dynamic; 6 tons, DC 25; Damaging, Multiattack, Improvised Weapon 2, Precise)
. . Deflect: Shapeable Area Deflect 8 (Dynamic Alternate; Reflect, Redirection, Shapeable Area (30 feet, cubic))
. . Mental Blast: Perception Ranged Damage 7 (Dynamic Alternate; DC 22; Shapeable Area (30 feet, cubic); Resisted by Will)
. . Mind Control: Perception Ranged Accumulative Affliction 8 (Dynamic Alternate; DC 18, Advantages: Extraordinary Effort, Ultimate Effort (Mind Control); Split (2 targets))
. . Mind Reading: Perception Ranged Cumulative Mind Reading 8 (Dynamic Alternate; DC 18, Advantages: Extraordinary Effort, Ultimate Effort (Mind Reading); Shapeable Area (30 feet, cubic), Cumulative, Subtle)
. . Telepath's Gifts (Dynamic Linked Alternate Powers)
. . . . Communication: Mental Area Communication 2 (Linked; Rapid, Area)
. . . . Comprehend: Comprehend 2 (Linked; Languages - Understand All, Languages - You're Understood; Limited (Mental Communication Only))
. . . . Enhanced Trait: Enhanced Trait 3 (Linked; Perception +4 (+12), Advantages: Uncanny Dodge)
. . . . Flight: Flight 2 (Linked; Speed: 8 miles/hour, 120 feet/round)
. . . . Mental Search: Remote Sensing 12 (Linked; Affects: 1 Type - Mental; Feedback)
. . . . Protection: Protection 3 (Linked; +3 Toughness; Impervious)
. . . . Senses: Senses 3 (Linked; Awareness: Mental Awareness, Danger Sense: Mental Awareness, Radius: Mental Awareness)
. . Phoenix Force: Telekinetic Variable 9 (Alternate; Check Required 10 (DC 20 - Will Save), Side Effect (on failure - Lose Control to Phoenix Force), Tiring)
Phoenix Force Notes:
:arrow: Using this power is a conscious decision on Jean Grey's part to tap into the unlimited power of the Phoenix Force. In order to do so, and remain in control, she must make a Will Save of DC 15 each round she uses it.
:arrow: Once done using the Phoenix Force, Jean experiences Fatigue from the effort it takes to remain in control. A Hero Point allows her to remove the condition and continue using the power like other causes of Fatigue. Using the Phoenix Force to create a sustained effect would result in Will saves each round it was maintained (as I understand it) but only result in one Fatigue the round after it was finished (like extra effort)
:arrow: Losing control to the Phoenix Force (Failed Will Save) results in a Mind Control Effect controlled by the GM and allows Jean's body to use the maximum potential of the variable power for as long as the Phoenix Force is in control.
    :arrow: Taking major damage should reset the Phoenix Force and require Jean to recover normally.
    :arrow: Also, determined by the degrees of failure in the failed Will Save, Jean should be able to make Will Saves after a given time to try and regain control, accumulating +1 on failed attempts. Suggestion: 1 degree = 5 rounds (half a minute); 2 degrees = 1 minute; 3 degrees = 5 minutes
    :arrow: Once Jean regains control, she experiences Exhaustion that must be recovered normally or with hero points.

Equipment
Cell Phone (Smartphone), Commlink, Protective Garb (Protection 2)

Offense
Initiative +2
Grab, +2 (DC 15)
Mental Blast 7 (DC Will 22)
Mind Control 8 (DC Will 18)
Cumulative Mind Reading 8 (DC Will 18)
Telekinesis: Move Object 8, +10 (DC 25)
Throw, +2 (DC 15)
Unarmed, +5 (DC 15)

Complications
Avatar to the Phoenix Force: Lurking in the recesses of Jean Grey's mind is the immeasurable power of the phoenix force. But tapping into this power comes the risk of releasing the alter ego that takes over Jean's body and works in it's own motivations. [Plot Device and/or Setback]

Motivation: Xavier's Pupil: As one of Xavier's first and brightest students, Jean has learned to fight for those that cannot, to protect the innocent, and to work for the equality of mutants. She tries to uphold his teachings and be a role model for other students.

Public Paranoia of Mind Control: At times, Jean encounters people who are very nervous about her ability to read minds and control the actions of others. Once discovering her powers, some people may become very difficult to work with, becoming paranoid of her potential influence.

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 10/3, Will 12

Power Points
Abilities 30 + Powers 47 + Advantages 17 + Skills 24 (47 ranks) + Defenses 32 = 150
Other Notes:
:arrow: I created Jean's powers as Dynamic Alternates simply to show her versatility. In the 'Telepath's Gifts' power, I linked all the small powers she should have as a powerful telekinetic and telepath so that she can trade some points from what ever she's doing (Mind control, mind reading, move object) to protection or flight or something like that.
:arrow: What this does allow for, however, is a weakened state when she's fully concentrated on something. In order to user her powers at full potential, including the Phoenix Force, she must drop some of her defenses, senses, and mobility.
:arrow: Advantages that appear in Italics are purchased in her powers.
:arrow: Jean's 'Connections' would include Xavier and most of the X-men who could accompany her or help get her items, influence, or limited uses of their power.
:arrow: Critics, suggestions, mistakes, and other input welcome. :)

WP
Family of Supers -Kit Andersen/ GravityBoy!

whiteprofit
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:54 pm

based on the game idea and one of my favorite knight stories: The Green Knight.
The Green Knight
Image
The Greene Knight - PL 7
Harvey Douglas
5'10" / 8'6"
169lbs / 301 lbs

Harvey Douglas is a convenience store owner and operator. He has three children and a wife, Margaret. On the night the four witches stood over __ and summoned forth the knights of old, Douglas was being robbed. Again. This was the fourth time in the month, and frankly he couldn't afford it any more. The insurance company was threatening to stop paying, but wouldn't afford him security measures.

Stupidly, or perhaps courageously he stood up to the man, drawing on nothing but his own strength to challenge the robber. "I'm not giving you this money. What you're doing is wrong and should not be tolerated. Get out of my store. Now."

The masked thief went to shoot but was instead horrified as a bright green light erupted from Harvey, and the short convenience store owner was transformed into the Green Knight of ancient lore. Morgan Le Fey's servant. Terrified, the burglar shot at him, but the shot yielded little result other than a retaliating axe swing that cut the man in two.

For the next four hours, the transformed body of Harvey Douglas made his way through the streets cutting down the wicked and bringing justice down upon those that deserved it. He arrived back at his store, returned to normal, only to discover the police had arrived. They wished to know more, but the flabbergasted Douglas had no answers for them. He tried to make something up, but the words wouldn't exit his mouth. Finally he settled on as close to the truth as he could. "A green man with an axe cut him in two, right before my eyes."

The Greene Knight - PL 7
120/120 pp

Strength 3, Stamina 3, Agility 1, Dexterity 2, Fighting 7, Intellect 2, Awareness 0, Presence 0

Advantages
Accurate Attack, All-out Attack, Assessment, Diehard, Equipment 3, Fearless, Improved Critical 2 ("an axe, huge and uncomely"), Improved Defense, Improved Smash, Interpose, Languages 1, Luck, Move-by Action, Power Attack, Redirect, Seize Initiative, Takedown 2, Weapon Break, Well-informed

Skills
Acrobatics 3 (+4), Athletics 4 (+7), Expertise (Arthurian History) 1 (+7/+3), Expertise (Buisiness Owner) 4 (+6), Expertise (Current Events) 4 (+6), Insight 7 (+7), Intimidation 4 (+9/+4), Investigation 2 (+4), Perception 7 (+7), Persuasion 7 (+7), Ranged Combat (Throw) 5 (+7), Technology 3 (+5), Vehicles 3 (+5)

Powers
"an axe, huge and uncomely" (Easily Removable)
. . Linked Effects
. . . . Damage: Strength-based Damage 4 (Linked; DC 22, Advantages: Improved Critical 2, Improved Smash, Weapon Break; Split (2 targets))
. . . . Weaken: Weaken 4 (Linked; Affects: Stamina, Resisted by: Fortitude, DC 14; Insidious, Split (2 targets))
Protection: Protection 5 (+5 Toughness; Impervious)
The Green Knight (Activation: Free Action, Advantages: All-out Attack, Fearless, Improved Defense, Move-by Action, Power Attack, Redirect, Takedown 2)
. . "as to dare strike me one stroke for another": Energy Absorption 3 (Absorbs: Physical Damage, Boost: Weaken)
. . "His head he held by the hair, in his hand.... as if naught ailed him": Regeneration 5 (Every 2 rounds, Advantages: Diehard; Persistent, Feature (Can function without a head); Quirk (Needs apendages to reattach))
. . "so great that he seemed even as a giant": Growth 2 (+2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses)
. . Enhanced Ability: Enhanced Fighting 6 (+6 FGT)
. . Enhanced Ability: Enhanced Stamina 1 (+1 STA)
. . Enhanced Ability: Enhanced Strength 1 (+1 STR)
. . Enhanced Trait: Enhanced Trait 4 (Traits: Intimidation +4 (+9), Expertise +4 (+7))

Equipment
"clad all in green" [Protection: Protection 5, +5 Toughness; Impervious], Cell Phone (Smartphone), Flashlight, Multi-tool

Offense
Initiative +1
Damage: Strength-based Damage 4, +7 (DC 22)
Grab, +7 (DC Spec 13)
Throw, +7 (DC 18)
Unarmed, +7 (DC 18)
Weaken: Weaken 4, +7 (DC Fort 14)

Complications
Honor: As a Knight, though not of the round table, the Green Knight follows the strictest of codes when it comes to fighting and in life. Lying and cheating are out of the question.
Motivation: Le Fey's Servant: The Green Knight must follow Morgan's every command. Doing otherwise or acting against such an order, even at risk of own death, would
Motivation: Responsibility to Family: As a shop owner and the bread winner, Douglas needs to put food on the table at the end of the day.
Secret: The Green Knight: As most masked vigilante's, Douglas tries to keep his identity safe from both the bad guys, and those he loves. Balancing the two lives can be rather difficult.
Sticks out like a sore, green thumb: Both in size and color, the Green Knight doesn't do stealth very well. He's easily recognizable from both his pigment and his size. Not to mention the wavy beard and boisterous armor.

Languages
English, Spanish

Defense
Dodge 6, Parry 6, Fortitude 7, Toughness 8, Will 7

Power Points
Abilities 12 + Powers 54 + Advantages 10 + Skills 27 (54 ranks) + Defenses 17 = 120
*Note: The Advantages in italics are only in his Green Knight form.
Family of Supers -Kit Andersen/ GravityBoy!

whiteprofit
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Re: Whiteprofit's Character Corner

Postby whiteprofit » Thu Sep 13, 2012 8:56 pm

One of my earliest attempts at a TechnoPath, at least officially. 3e.
June Bleak
17 years old; Female
Height: 5'6"
Hair: Brown, short
Eyes: Brown w/ glasses

Powers:
Data Link. Able to send and receive radio, network and electronic signals. Can reprogram, control, and manipulate electronic and computer devices. Anything with a micro-chip.

History:
June Bleak is a computer geek with short hair and glasses. She has a mother and a father, but hasn't met either of them. Instead she lives with her adopted mom and dad who brought her home soon after her birth. Since adopting June, thinking they couldn't have kids, fate has brought them three more. June knows that she is good with computers and sometimes hears things she necessarily shouldn't, but the full extent of her power is still to be realized to her.

June's dad is a police officer and her mom a nurse. They both lead busy and sometimes irregular schedules so June, at 17, sometimes ends up watching her siblings a lot. Claire 15, Danny 12, and Jake 8.

Once, as a young child, her powers flared when she wanted to watch a particular television show but was beat out by her parent's desire to watch the news. The television began switching back to the station she wanted anytime it was changed, and eventually was ruined. It was decided that it was a glitch in the TV. Situations like this have clued June into her own abilities, but never made it completely obvious.

Concept:
June will be able to add back up, technical support, and eventually some actual combat ability to the team. Most of her help will come from the sidelines, but once she's apart of a team they will quickly realize her potential from the beginning to the end of the mission with the help of her unique powers.

Inspirations:
Eagle Eye; Micah Sanders - Heroes; The Matrix

Character Sheet:
June Bleak - PL 8
119/120 pp

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

Advantages
Benefit 2 (Dad is a Police Officer; Mom is a Nurse), Contacts, Defensive Roll 6, Eidetic Memory, Equipment 3, Extraordinary Effort, Improvised Tools, Inventor, Jack-of-all-trades, Languages 2, Luck, Second Chance (Passwords), Second Chance (Setting off alarms), Skill Mastery (Technology), Ultimate Effort (Skill: Technology), Well-informed
*Advantages in italics are purchased by powers/enhanced traits

Skills
Expertise (Code/Hacking) 3 (+5), Expertise (Computer Hardware/Networks) 4 (+6), Expertise (Technology Current Events) 4 (+6), Insight 3 (+4), Investigation 3 (+5), Perception 3 (+4), Persuasion 4 (+4), Ranged Combat (Electricity and Machine Control) 4 (+4), (Technology 3 (+13/+5), Treatment 2 (+4), Vehicles 1 (+1)

Powers
Data Link Power Set [16pp]
Linked Powers: Data Link: Comprehend 2 (Machines / Electronics) & Radio Waves: Radio Communication 2 (Advantages: Contacts; Rapid)
. . Broadband: Other Communication 2 (Alternate of Radio Waves; Sense Type: Computer Network/Internet, Advantages: Contacts; Rapid)
. . . Machine Control: Move Object 6 (Flaw:Limited to Machines/Electronics; Extras: Damaging; Power Feats: Subtle, Precise)

Technopath: Enhanced Trait 9 (Traits: Technology +8 (+13), Advantages: Jack-of-all-trades, Second Chance (Passwords), Second Chance (Setting off alarms), Skill Mastery, Ultimate Effort (Skill: Technology)) [9pp]

Battery Power Set [21pp]
Power On: Healing 6 (Affects Objects Only, Increased Range 2 (perception), Custom (Energizing- June acts as a power source), Precise; Temporary, Limited (Machines / Electronics))
. . Power Off: Nullify 6 (Alternate; Counters: Machines / Electronics, DC 16; Simultaneous, Precise, Increased Range (perception))
. . Electricity Control 8 (Alternate; Accurate 2 (+4))

Equipment
Camera, Cell Phone (Smartphone), Computer, June's Jalopy, Multi-tool

Offense
Initiative +1
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
Electricity Control, +8 (DC 23)
Machine Control, +4 (DC 21)
Power Off: Nullify 6 (DC Will 16)

Complications
Family: June, though adopted, lives with 3 siblings, her mom, and dad. Disappearing for any amount of time requires planning and a strong alibi. Her dad is also a police officer for the Victorville police station. Her mom is a nurse at the Blakestone West Hospital. Curfew, babysitting, and house wide illness are just a few of the many complications with such a large family.

Motivation: Inquisitive: June has a mind that likes to solve puzzles and mysteries. Faced with something that puzzles her, she will obsess over finding out the truth until she is well informed on the subject. Or in over her head.

Small Town Technology: Sometimes June runs into limited connection to technology or poor signal strength in Victorville.

Languages
1337 speak, C+ and C++, English

Defense
Dodge 9, Parry 6, Fortitude 6, Toughness 6/0, Will 10

Power Points
Abilities 8 + Powers 46 + Advantages 19 + Skills 17 (34 ranks) + Defenses 29 = 119

Instead of electricity control I went with 'healing' and nullify to show that she can turn off electronics others want on, and her presence is enough to get things working, electricity or otherwise. I took some creative liberties with this a little bit, so if you see something that needs to be fixed, let me know.
Family of Supers -Kit Andersen/ GravityBoy!


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