Nillaman's Roster.

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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Nillaman's Roster.

Postby Nillaman » Sun Mar 24, 2013 9:31 am

Decided to just make a bunch of heroes as their concepts come to me. Mostly to keep them somewhere.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Thu Mar 28, 2013 7:30 am

Super Soldier

Abilities
Strength 5, Stamina 5, Agility 5, Dexterity 5, Fighting 5, Intellect 5, Awareness 5, Presence 5.

Skills
Acrobatics 5 (+10), Athletics 5 (+10), Expertise: Tactics 5 (+10), Insight 5 (+10), Intimidation 5 (+10), Investigation 5 (+10), Perception 5 (+10), Stealth 5 (+10).

Advantages
Accurate Attack, All-out Attack, Assessment, Close Attack 5, Defensive Attack, Diehard, Great Endurance, Equipment 10, Power Attack, Ranged Attack 5, Teamwork, Uncanny Dodge.

Equipment
Combat Suit: Protection 5.
Gauntlets and Boots: Strength-based Damage 5.
Helmet: Senses 5 (Communication Link, Direction Sense, Distance Sense, Low-light Vision, Time Sense.)
One Man Aerial Transport: Flight 5.
Utility Belt: Feature 5 (Binoculars, Computer, Flashlight, Multi-tool, Rebreather).
Wrist Blasters: Ranged Damage 10.

Defenses
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10.

Offense
Initiative +5
Gauntlets and Boots, +10, DC 25, Close.
Wrist Blasters, +10, DC 25, Ranged.

Notes: Based on the 2nd Edition profile of the same name, this character is centered around peak human ability scores, good equipment, a variety of combat capable advantages, and a well-rounded selection of skills. While potentially powerful in their own right, this character is equally suited to Team Attack and Aid Actions, with their Assessment Advantage allowing them to let their teammates know the capabilities of the enemies they face. A few more Advantages such as Inspire, Leadership, and Extraordinary Effort will continue to expand their ability to adapt and overcome any obstacle put before them.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Sat Apr 13, 2013 10:39 pm

Heroic Ninja

Power Level: 10

Abilities - 70 Points
Strength 5, Stamina 5, Agility 5, Dexterity 5, Fighting 10, Intellect 0, Awareness 5, Presence 0

Powers - 40 Points
Acrobatic Prowess: Leaping 2, Movement 4 (Safe Fall, Swinging, Wall Crawling 2) - 10 Points

Iron Body: Protection 5. - 5 Points

Ninjato: Strength-based Damage 5, Precise, Improved Critical 2. - 8 Points

Shadow Warrior: Array, 10 Points. - 12 Points
- Hide Presence: Concealment 10 (All), Partial - 10 Points.
- Perfect Disguise: Morph 2 (Change Features) - 1 Point.
- Quick Escape: Teleport 10, Unreliable (Limited to 5 Uses) - 1 Point

True Sight: Senses 5 (Vision Penetrates All Concealment) - 5 Points

Advantages - 10 Points
Agile Feint, Fearless, Hide in Plain Sight, Ranged Attack 5, Move-by Action, Uncanny Dodge.

Skills
Acrobatics 7 (+12), Athletics 3 (+8), Insight 1 (+6), Perception 4 (+9), Sleight of Hand 5 (+10), Stealth 10 (+15).

Defenses - 15 Points
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10

Offense
Initiative +5
Ninjato: Close, Damage, DC 25, Crit 18-20.

Notes: Couldn't find a way to squeeze in a ranged attack in the present build. Though his great mobility and capability for sneaking means they'll almost always get the drop on the enemy, making the first and perhaps last attack of the fight before the enemy knows what hits them. You could shift his accuracy and defense up by 2, reducing their Fortitude and Toughness and Will at 8, using the extra points to buy some Equipment, just for one variation on the theme.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Mon May 13, 2013 1:55 am

Linebacker

Real Name: Derrick Brownstone
Age: 23
Gender: Male
Hair: Brown
Eyes: Brown
Race: Caucasian
Height: 5'6"
Weight: 225 Pounds.

Power Level: 8

History
Born and raised in Denver, Derrick spent most of his life the bigger and stronger example of those his age. Quite firmly in the ranks of those who employ intimidation to ensure respect. Without the usual lack of brains, but not quite enough to be a genius, he soon developed into an athlete as a way to get that very same respect and praise from others for his talents without constantly being in trouble. For years things actually seemed to be progressing into a future where he would be a bright, honest, forward young man with ranks among the professional aspect of whichever sport he pursued. But the day his second youngest brother Richard, better known as Ricky, came out openly with his sexuality proved to be his downfall as well, as he choose to take revenge for his brother from a group of students who took to the easy response of fighting against whatever they didn't agree with. The resulting fight saw bruises and bones in various states of injury on both sides. Along with Derrick's expulsion from school after a few of the boys' fathers pulled strings.

A promising future was shattered then. The last year of what would have been Derrick's high school life was spent studying for the GED instead. He declined pursuing college without the promise of a sports scholarship and instead choose to enter employment to help support his family. Lingering resentment eventually found it's release when a grocery store he'd been working at was robbed by a group looking for some quick cash. Not the type to lay back and allow himself to be made the victim, he fought back. And took a blast in the chest for his trouble. All three of them walked over to see if he was actually dead.

As much of a surprise for Rick as them, he was actually unhurt.

One kick bounced a thug off the ceiling. Slamming his shoulder in a perfect tackle sent another flying through a display of beer cans. And the last emptied every last slug into the slowly approaching figure before finally being put down with a simple blow to the chest. Through the shotgun. A local hero overnight who's 'daring' and 'heroic' rescue of the twenty people inside the store at the time left him feeling that same surge of personal pride he had once gotten for bullying, then sportsmanship, and discovered his new calling. Or rather his new calling discovered him when Dye Anna called up with the chance of a lifetime.

Be a hero. Get rich. Plus the fame wouldn't be too bad either.

Personality
Blunt, forward, and honest. His Ace status has only built on a legacy of always feeling like he was a physically superior example of his peers. While his personality can grate on some, endear himself to others, most folks just consider him another blowhard. But he also has a set of parents, along with a number of coaches, who helped teach him that it feels better to be praised for your talents then just using them pointlessly. More then anything, he wants to make those people who are close to him proud. And damn what the rest of the world thinks.

Appearance
The same short kid as always. Short in body and hair. Tends to wear blue jeans, boots, and a t-shirt on the show to give him the greatest amount of mobility that he can manage. Built thick and with a smile that just screams cocky, he tends to be surprisingly imposing to others.

Abilities
Strength 8, Stamina 8, Agility 4, Dexterity 4, Fighting 8, Intellect 2, Awareness 4, Presence 2.

Powers
Iron Stomach: Feature 1 (Consume anything without negative consequences.)
Strong Legs: Leaping 4, Speed 4.
Thick Skin: Impervious Toughness 8, Limited to Physical Damage.

Skills
Acrobatics 4 (+8), Athletics 4 (+12), Expertise: Football 6 (+8), Intimidation 4 (+6), Perception 4 (+8), Persuasion 6 (+8).

Advantages
All-out Attack, Fearless, Great Endurance, Interpose, Takedown.

Offense
Initiative +8
Unarmed: Close, Damage, DC 23.
Grappling: Close, Affliction, DC 18.

Defenses
Dodge 8, Parry 8, Fortitude 8, Toughness 8, Will 8.

Complications
Hometown Hero: He's got plenty of people in Denver who he knows and cares about, any one of them might get tangled up in whatever trouble that comes his way. Of particular note are his mom, dad, three sisters, and one brother, all of his siblings are younger then him.
Motivation - Fame: He likes being strong, invincible, and playing the hero for cheering fans.
Overconfident: His new powers make him feel as if there's nothing that can stop him. This makes him prone to using the tactic of 'hit it till I win' even if a more refined method would produce a better result.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Sun Jun 09, 2013 6:03 am

Halfling

Power Level: 6

Abilities:
Strength 1, Stamina 2, Agility 2, Dexterity 4, Fighting 2, Intellect 2, Awareness 8, Presence 3.

Powers
Hurl Stone: Ranged Damage 6, Accurate.
Surprisingly Sturdy: Protection 2.

Skills
Deception 9 (+12), Expertise: Cooking/Farming/Performance 6 (+8), Insight 2 (+10), Persuasion 3 (+6), Stealth 13 (+15).

Advantages
Defensive Roll 2, Hide in Plain Sight.

Defenses
Dodge 6, Parry 6, Fortitude 4, Toughness 6, Will 8.

Complication
Motivation - Peace: They prefer quiet afternoons smoking, eating, and drinking. But those who would invade upon their homes and their friends find out that fierce fires burn in their small hearts. Note that in certain cases, their goals may be to explore and travel, seeking adventure, but this is very rare.
Reputation: Often seen as innocent or soft by more world weary folks. Even those who've never heard of a hobbit tend to get this impression after a few moments with one.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Tue Jun 11, 2013 1:57 am

Conduit

Power Level: 10.
Power Points: 150.

Quote: "Great power may come with great responsibility, but nobody seems to think an instruction manual would be handy as well."

Concept: Literally picked at random, this mild mannered mortal has been granted a wide variety of superhuman abilities, connected to a field of extra-dimensional energy known as the Omega Factor, which he channels into a variety of effects.

Abilities
Strength 0, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence 0.

Powers
Before Sight: Senses 10 (Mental: Acute, Accurate, Extended, Radius, Ranged).
Costume: Feature 1 (Quick Change into Costume).
Freedom of Movement: Flight 10, Subtle 2.
Highly Charged Body: Enhanced Defenses 20 (Dodge 10, Parry 10). Enhanced Defenses 20 (Fortitude 10, Toughness 10), Permanent. Impervious 10 on Toughness.
Omega Factor: Move Object 10, Accurate 5, Precise. Ranged Damage 10, Accurate 5, Precise.

Skills
Expertise: Current Events 5, Expertise: Popular Culture 5, Expertise: Student 10.

Advantages
Beginner's Luck, Eidetic Memory, Extraordinary Effort, Improvised Tools, Jack of All Trades.

Defenses
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10.

Combat
Initiative +0.
Omega Factor: Ranged, Damage, +10, DC 25.

Totals: Skills 10, Defenses 10, Advantages 5, Powers 125.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby JoshuaDunlow » Fri Jun 28, 2013 9:39 am

Just wanted to throw in my two cents, that the Expertise: Student, is a wasted expenditure. Expertise is better for a broad group of subjects that are related. Such as science, or biology, or botany for example. But student, has too many categories to be viable unless your GM allows it. The fact that you took Jack of all Trades is a very choice, instead of spending 5 pp's on a skill.

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Re: Nillaman's Roster.

Postby Nillaman » Sat Jul 06, 2013 1:23 am

Beacon

Real Name: Lucas Pillar
Father: Apollo
Mother: Rachel Pillar
Age: 23
Profession: Wealthy Playboy.
Weight: 180 lbs.
Height: 5'10".
Build: Lean Muscular.
Hair: Blonde.
Eyes: Blue.
Skin: Fair.

History
A one night stand birthed the young man. Not between husband and wife, but at a party held to celebrate a successful year by Pillar Industries, a multinational giant who, like many modern day corporations, have their hands in just about every major money making industry. Rachel Pillar, daughter of Tomas Ire, husband of Harold Pillar, fell prey to the common tale of a God having it's way with her because of a passing fancy. To be fair, Apollo is somewhat infamous for using supernatural persuasion on those who catch his eye, and this was no exception. Suddenly it seemed as if Harold, after months of trying, had finally gotten the son he always wanted. Smart, athletic, charismatic, and unaware of his more exotic talents until he began to grow older. It was only during a break-in at the Pillar mansion that saw Lucas defending himself reflexively from the robber when they pulled a firearm, a focused blast of energy fired from his hands thrust out in surrender, knocking the man unconscious. The accidents he'd gotten into for reckless driving and coming out with only minor injuries suddenly made a great deal more sense. As did his nearly perfect academic record despite his lack of studying. Never growing sick. It all pointed to him as a child of one of the gods. Both of his parents never questioned how their son had survived the attack and all the robber remembered was him firing a weapon at him.

Going off to college in the city and citing his need for space, he began practicing with his new found gifts, discovering he was capable of channeling and manipulating a blue-white energy which resembles fire in appearance but generates kinetic energy instead of heat. Hurling it in bolts from his hands was his first trick and the one he's continued practicing with the most, making him extremely accurate with them, and able to safely use them at their full power without killing someone. A good solid punch, his hands coated in the energy, makes for a powerful blow on par with his bolts, and keeps him from suffering harm in the process.

The ability to fly first came from using his energy blasts to save himself from falling six stories onto the pavement, able to accept the recoil selectively, and letting him land lightly without a scratch. Further practice allowed him greater control and repeated leaps in his MPH count. Breaking the sound barrier for the first time was both terrifying and a massive rush for someone who'd been limited to civilian grade motorcycles and cars until then. In an effort to keep another chase involving several aerial vehicles of the local police from happening again, he's learned to precisely control his output, and can choose whether to make a big entrance or zip through the city with little more then a passing breeze left in his wake.

Repeated use of his abilities in these focused ways has also granted him seemingly inexhaustible levels of endurance, allowing him to go without food or water or sleep, though he can still enjoy all of them without issue, and this makes balancing his dual lives a little easier. Plus, no more hangovers!

He has yet to try contact Apollo or any other figures connected with him. Research has convinced him that the God simply treated his mother like any other fling. For now, he has decided that he has to make use of his abilities for the common good, out a sense of guilt from being a reminder of his mother's one night of infidelity and from both parents having hammered it home that those who can do more, should do more.

Description: Five feet and ten inches of lean, handsome, pretty boy. Blonde and blue eyed and almost too good to be true. He dresses in the fashion of young elite upper class citizens, conservative and expensive, with an eye towards the newest gadgets and transports on the market. Though he often plays a laid back and relaxed trust fund punk without a care in the world, when he's on the job, he speaks with the full authority of which his powerful charisma allows for and uses his father as a guide for presenting a professional but approachable figure, using a slightly deeper tone of voice then usual.

His costume is a manifestation of his powers, making him look like a humanoid shaped mass of plasma, a burning aura of blue-white flame coating him from head to toe. This blurs his features and would make identifying him quite difficult. The flames provide illumination but do not burn what they come in contact with, making it safe for him to handle objects and touch others. Unfortunately, his clothing does not tend to possess the same durability as him and he's already lost a number of expensive outfits because of battle damage.

Abilities
Strength 6, Stamina 10, Agility 6, Dexterity 6, Fighting 10, Intellect 8, Awareness 6, Presence 8.

Powers
Blue Comet: Flight 8, Subtle 1.
Highly Energized: Immunity 10 (Aging, Disease, Fatigue Effects, Poison, Sleep, Starvation and Thirst).
Plasma Bolts: Blast 10.
Summon Costume: Feature 1 (Quick Change).
Reinforced Blows: Strike 4.

Skills
Acrobatics 7 (+15), Expertise: Business 1 (+9), Expertise: Popular Culture 4 (+12), Persuasion 6 (+14), Ranged Combat: Plasma Bolts 4 (+10), Vehicles 6 (+12).

Advantages
Connected, Jack of All Trades, Wealth 3, Well Informed.

Offense
Initiative: +6.
Grab: +10, DC 16, Close Affliction.
Plasma Bolts: +10, DC 25, Ranged Damage.
Reinforced Blows: +10, DC 25, Close Damage.

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

Complications
Identity: Lucas wishes to hide the fact that he is the son of Apollo, for fear of causing a rift between his mother and her husband, the latter of whom is still unaware of the night which produced him, while Lucas is unaware that either of them know at all.
Motivation - Responsibility: To live up to the standards of the two people who raised him, becoming a true hero, and eventually being able to tell them the truth of his situation is what motivates Beacon.

Totals: Abilities 120 + Powers 52 + Skills 14 + Advantages 6 + Defenses 8 = 200 Points.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Tue Aug 06, 2013 1:03 am

Silverhawk

History: Born on the infamous Thanagar, the young man known as Fe'rack Dren was a upstanding citizen of his people. He participated in the Youth Recruitment exercises and proved to be capable of following orders, while also thinking outside the box, and showed exceptional talent for the Nth metal training harnesses which would have seen him rise to a position of exceptional prominence within his people's military. If only the eye of a certain black ops group hadn't been watching. During a patrol deep into the wilderness of Thanagar's forests for his final exam, Fe'rack's squad disappeared, his body was never found, and his parents finally accepted his death over the course of months.

The truth was that both him and the other members of his team had been assigned together because they showed exceptional natural affinity for Nth metal. Each of them was probed, tested, examed, and then forcefully made to accept implanted portions of the amazing substance into their bodies. Nth metal implants were notorious for being rejected by even the strongest Thanagarian warriors because of the effect it had on gravity, literally tearing apart the body, and killing every prior subject to the treatment. Out of the squad of ten young Thanagarians, only Fe'rack survived. The metal was not rejected by him and his body had actually begun to merge with it...the wings, the change of hair and eye color, the increased physical abilities, and the greater tolerance for certain harsh environmental factors were unexpected mutations.

Before they could take full advantage of their success, which would have involved taking the single successful test subject apart to discover the key factor, Ferack escaped from the lab. The bonds had not been designed for someone as strong as him and the soldiers were not prepared for a trained young Thanagarian warrior with such powers. Capable of surviving unaided in space, his new powers involved the ability to tap into one of the four fundamental forces of the universe.

Fueled by a deep desire to get far far away, he managed to rip open a wormhole, and sent himself hurtling right into range of the Legion Academy's sensors. The exhausted young hawk woke up in the company of outsiders...initially suspicious, he quickly warmed up, and has accepted the prospect of learning to control his new powers.

His eyes still sometimes drift towards a certain part of the universe...

Description: Whether in his Legion uniform or more casual attire, the mutant Thanagarian presents an exotic sight even among the uncounted number of alien beings which are known to exist. Tall and slender, he possesses tremendous strength and was healthy even before the incident responsible for his extraordinary status. The two large wings which sprout from his upper back are both colored the silver-white of unrefined Nth metal so often used by his people. Both his eyes and his short hair share this otherworldly tone. Refined features grant him an intense and perhaps even harsh appearance. Eyes often narrowed in confusion will be mistaken for a glare. Despite this, he is by no means ugly, but merely is part of a people who prize such features above all others.

Abilities - 90 Points.
Strength 6, Stamina 6, Agility 9, Dexterity 3, Fighting 9, Intellect 3, Awareness 6, Presence 3.

Powers- 23 Points.
Aerial Adaption: Immunity 5 (Cold, Radiation, Suffocation, Vacuum). Senses 4 (Direction Sense, Distance Sense, Extended Hearing, Extended Vision).
Gravity Rider: Flight 6, Wings.
Reinforced Skeleton: Protection 3. Strike 3.

Skills - 8 Points
Acrobatics 6 (+15), Athletics 4 (+10), Expertise: Military 2 (+5), Expertise: Tactics 4 (+7), Perception 2 (+8).

Advantages - 5 Point.
Agile Feint, Favored Environment (Aerial), Languages 1 (Interlac), Move-by Action, Teamwork.

Offense
Initiative: +6.
Unarmed: +9, DC 24, Close Damage.

Defense - 9 Points.
Dodge 9, Parry 9, Fortitude 9, Toughness 9, Will 9.

Complications
Motivation - Acceptance: Far beyond his home, he hopes that brave deeds and selfless acts shall bring him trust from these strange people.
Quirk: Thanagar is an isolated, xenophobic, and highly militarized planet which routinely rejects all outsiders. Fe'rack has some gaps in his knowledge of the universe, as a result.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Thu Aug 15, 2013 7:53 pm

Junkyard

Name: George Burns
Age: 32 Years Old.
Height: 6 Feet and 6 Inches.
Weight: 250 Pounds.
Hair: Brown, Bald.
Eyes: Brown-Green.

History
Born and raised and still working in Gate City, Mister Burns has a deep familiarity with the way his home has been circling the drain. It's a dangerous place. People die on a daily basis. But it wasn't until a group of Hell Hounds were in the front of his shop with a young lady in rapidly vanishing clothing that he reached the breaking point. Living just above the shop in an apartment, he grabbed a shotgun, came out, and blasted two of them before the others could figure out what was going on. The others were barreled into by a howling giant swinging the gun like a club, his monstrous build seeing two dead, and four young men with a variety of new injuries to take with them to the hospital. As the woman hugged his shoulders and cried into his chest, he took another serious decision that night...the other four were shot in cold blood after the woman had gone. He dumped their bodies in a variety of spots across the city.

The police were corrupt, the Hell Hounds would have found out his name if he reported the crime, and they would have gone after the girl as well. George took to the streets a month later with his gun, his motorcycle, his crowbar, and a mask to make him something other then a man. He's quickly gone from being a minor annoyance to a serious issue for criminals across the city, as his body count has continued to rise, and his interrogations tend to involve 'creative' approaches to getting the information he wants. And it's hard to get your people out onto the street when the idea of being caught by a sadistic psychopath with a personal vendetta against anyone looking to earn a dishonest buck is a possibility.

Description
Six and a half feet of pure power, the figure before you strains in the confines of his costume, which consists of heavy boots, thick jeans, a heavy leather jacket with a scowling bulldog on it's back, and thick gloves. But the strangest thing comes from above the shoulders. Someone has gone to a lot of work to make a custom helmet that resembles nothing more then the head of a bulldog, highly stylized, and without seeming to cut off his senses, which transforms his look from burly biker into vengeful vigilante. Otherwise he carries a shotgun, a crowbar, and rides a massive motorcycle bearing even more bulldog images on it's paint job.

Beneath the mask and the costume, he's still impressive, but comes off as the quiet type, working in cheap casual clothing since he spends so much time in his auto shop. Sturdy jaw makes you realize why he choose a bulldog motif for his alter ego...as does the deep and heavy growl he tends to engage in when a customer just does not know to cut him some slack. For all that he's no thug or brute and tends to be a lot smarter then people will give him credit for, though he speaks evenly and rarely tries to be clever, or even crack a smile for that matter.

Abilities - 64 Points
Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 4, Intellect 4, Awareness 4, Presence 4.

Skills - 20 Points
Acrobatics 3 (+7), Athletics 3 (+7), Deception 3 (+7) Expertise: Cars 6 (+10), Expertise: Streetwise 3 (+7), Insight 3 (+7), Intimidation 9 (+13), Investigation 3 (+7), Perception 3 (+7), Persuasion 3 (+7), Sleight of Hand 3 (+7), Stealth 3 (+7), Technology 3 (+7), Treatment 3 (+7), Vehicles 9 (+13).

Advantages - 13 Points.
Close Combat 2, Daze (Intimidation)*, Defensive Roll 2, Equipment 7, Ranged Combat 2, Second Chance (Intimidation), Skill Mastery (Intimidation)*, Ultimate Effort (Intimidation)*.
*Presence granted Advantages.

Equipment - 18 Equipment Points
Crowbar: Strength-based Damage 2.
Junkyard Mask: Feature 1 (Conceals Identity).
Leather Jacket: Protection 2.
Shotgun: Ranged Damage 6, Accurate 1.

Headquarters - 6 Equipment Points.
The Chop Shop
Size: Small. Toughness: 10. Features: Garage, Living Space, Secret Entrance*, Workshop.
*Can leave the Headquarters through hidden doors.

Vehicles - 11 Equipment Points.
Custom Motorcycle
Size: Small. Strength: 2. Speed: 6. Defense: 10. Toughness: 8.

Offense
Initiative +8.
Crowbar: +6, Close Damage, DC 21.
Grapple: +6, Close Affliction, DC 14.
Shotgun: +8, Ranged Damage, DC 21.
Thrown Object: +6, Ranged Damage, DC 19.
Unarmed: +6, Close Damage, DC 19.

Defense - 8 Points.
Dodge 6, Parry 6, Fortitude 6, Toughness 8/6*/4**, Will 6.
*Without Defensive Roll or Leather Jacket. **Without Defensive Roll and Leather Jacket.

Complications
Enemy: The Hell Hounds would seriously like to see this 'stray mutt' put down good and hard, as the other gangs think that Junkyard is a Hell Hound in disguise, and he's doing their dirty work.
Identity: Not having to look over your shoulder every second of the day is just one of the many benefits that comes with a alter ego and he'd like to keep his secret just that for as long as he can.
Responsibility: George feels a need to make a difference in Gate City and doesn't trust law enforcement to get things done, prompting him to take up the mantle of the vigilante.

Total: Abilities 64 + Skills 20 + Advantages 13 + Defenses 8 = 105 Points.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Sat Oct 26, 2013 1:16 am

Roly Poly - Power Level 10

Concept: The Pill Bug Man.

Traits: Once a clumsy, ungainly, pot-bellied and plain looking individual possessed of surprisingly good cheer for his position in life as one of the unlucky sorts, Roly was an otherwise unremarkable human until the Silver Storm transformed him into a pill bug hybrid. Including a general increase of his baseline physical and mental capabilities, especially his endurance and durability, he gained a secondary layer of skin which rapidly harden into the insect-like appearance he now possesses, further increasing his resistance to conventional harm. But it's when Roly tucks himself into a ball that his true talents come to light. Capable of independent movement in any direction, including turning and braking and moving up inclines, he can also spin himself at many thousands of RPMs, which allow for speeds that routinely shatter the sound barrier. The mixture of high velocity, the harden insect-like shell of armor he has, and keen instincts allow him to slam himself into others while moving like this, making him a strange but capable fighter.

Further training has made him tremendously agile while curled up and rolling along, something he takes to with a 'duck to water' like ease. He continues to practice and refine his special abilities between patrols of the city. In many ways, he feels that he needs to pay back the world for the gifts he was given, and tries his best to become an ideal example of hero...though he remains a bit naive and clueless on what that actually means in the real world.

Abilities
Strength 2, Stamina 6, Agility 2, Dexterity 2, Fighting 2, Intellect 2, Awareness 2, Presence 4.

Powers
Bug Man: Enhanced Skills 5 (Sleight of Hand 10), Quirk 1 (Only for Contorting and Escaping). Speed 8.
Insect Shell: Immunity 7 (Slam and Falling Damage). Protection 4.
Natural Instincts: Enhanced Advantages (Agile Feint, Evasion 2, Move-by Action, Redirect, Takedown 2), Quirk 1 (Only when tucked into a ball). Enhanced Skills (Acrobatics 10), Quirk 1 (Only when tucked into a ball). Immunity 1 (Dizzy).
Spinning Stunts: Array, 10 Points.
- Rolling Thunder: Close Damage 10.
- Whirlwind Defense: Deflect 10, Close Range, Reflect.

Skills
Acrobatics 4/14* (+6/+16*), Athletics 4 (+6), Deception 2 (+6), Expertise: Cooking 6 (+8), Insight 2 (+4), Intimidation 2 (+6), Investigation 2 (+4), Perception 2 (+4), Persuasion 8 (+12), Sleight of Hand 2/12* (+4/+14), Stealth 2 (+4), Technology 2 (+4), Treatment 2 (+4), Vehicles 2 (+4).
*When tucked into a ball. **Only for Contorting and Escaping.

Advantages
Close Attack 8, Diehard, Great Endurance, Insect Empathy*, Interpose.
*As Animal Empathy, but for Insects.

Offense
Initiative +2.
Rolling Thunder: +10, Close Damage, DC 25.
Unarmed: +10, Close Damage, DC 17.

Defenses
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10.

Complications
Creepy: Though not as naturally monstrous as other insect hybrids, he's still a little unnerving to ordinary folks, and lost his job because...well, customers don't want to eat food cooked by a giant pill bug man.
Naive: Far too trusting of others, he feels deeply and truly that everyone is a good person on the inside, and they need only the chance to prove it. Attempts to resist disgues, lies, feints, and other forms of trickery are done at a -5 circumstance penalty.
Responsibility: Because his powers were given to him, not earned, Roly feels a need to balance the scales by doing good deeds and standing up for the little guys and gals of the world.


Total Points
Abilities 44 + Powers 45 + Skills 21 + Advantages 12 + Defenses 28 = 150.

Notes: My own toss in the great big pile of Stormer characters out there, it's the heroic Roly Poly! Who's got the powers of Sonic the Hedgehog and the personality of Chuck Tane/Bouncing Boy. He's one of those ever optimistic heroes who'll get routinely underestimated by his opponents because of how oddball see what I did there his abilities are. I also admit there's a bit of Doom Patrol and X-Men in here as well, given the way he looks like a traditional C or D list villain but instead chooses the heroic path.

As for how his Rolling Thunder power can do as much damage as it does, think of when a tire goes flying from a car after an accident and hits someone. Now imagine the tire was spinning at the speed of a jet engine in operation. And now make the tire a sentient life form that's actually aiming at you with the prior factors in place. I hope that makes more sense now. ^^

I want to use this guy in a game, because I realized he's ideal for a Fastball Special.
Last edited by Nillaman on Sat Oct 26, 2013 5:18 pm, edited 1 time in total.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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JoshuaDunlow
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Re: Nillaman's Roster.

Postby JoshuaDunlow » Sat Oct 26, 2013 9:16 am

Another great character!

Enhanced Skills 5 (Sleight of Hand 10), Quirk 1 (Only for Contorting and Escaping).
Enhanced Skills (Acrobatics 10), Quirk 1 (Only when tucked into a ball).


This is actually worth a flaw, though at first it seems this wouldn't be. It makes sense considering the benefits of Advantages. +2 for a broad use, +5 for a specialized use.

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Re: Nillaman's Roster.

Postby Nillaman » Sat Oct 26, 2013 5:08 pm

JoshuaDunlow wrote:Another great character!

Enhanced Skills 5 (Sleight of Hand 10), Quirk 1 (Only for Contorting and Escaping).
Enhanced Skills (Acrobatics 10), Quirk 1 (Only when tucked into a ball).


This is actually worth a flaw, though at first it seems this wouldn't be. It makes sense considering the benefits of Advantages. +2 for a broad use, +5 for a specialized use.


I could also do this.

Flexible Joints: Feature 1 (+5 Circumstance Bonus on Sleight of Hand checks when Contorting and Escaping).
Living Gyroscope: Feature 1 (While spinning, the character possess a +5 Circumstance Bonus to Acrobatics Checks).
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby Nillaman » Sat Oct 26, 2013 9:31 pm

Payback - PL 10

History
Johnathan Drake was not a bad man. His family was well off, he was reasonable and educated and tried to do right by other people. But even someone who tries to live quietly and modesty can still be shot by a thief who wanted his shiny new smartphone and wallet full of cash. The bullet had thankfully hit a rib, which broke, but he was allowed to leave the hospital after they'd removed the round and made sure the bone was set correctly. Of course, this was not the end. John had been shot for no other reason then someone wanted what he had. The cold hard reality of the incident ate away at him for weeks.

Then, he came face to face with the man who'd stolen from him. Once more at random. This time, John did not hesitate or recoil, but slammed his fist right into the man's cheek. Knocking him out clean. Police had him taken in on attempted murder, robbery, and illegal possession of a firearm. Johnathan then watched the man walk out on a technicality. He'd been shot, the police had done nothing, he'd caught the thief, and the courts let him free. Once again, John's views of how the world was supposed to work had been cracked.

It was less then two nights later that he was assaulted and beaten by several thugs whom gave him 'warmest regards' from their boss, once again putting himself in the hospital. John refused to press charges. There was no point to it in his mind. Not that he had given up on getting satisfaction. No, he was just going to wait for awhile. He trained himself to his very limits. Created a costume to hide his identity behind the guise of a vigilante looking to crack some skulls. There were so many of them he doubted the police would look very hard into the matter.

A year passed before he decided that the time was right. He tracked down and found the man who'd caused him so much trouble. Instead of the mundane criminal...John found himself face to face with the monstrous Morphic Man, a well-known shapeshifter who explained that he'd killed John's target a few nights ago. It made Mister Drake laugh. All that time, the effort, the pain, and it'd been for nothing. Of course, he did battle with Morphic Man right after. He was going to get his payback and the powered being in front of him was as good a target as any.

Surprisingly, he won. Cracked bones, bruises in places he didn't want to think about, probably a slight concussion, but all the same...he won. And he realized that even if he never got his target, he had gotten his satisfaction. Yet it wasn't enough for him. There were others like Morphic Man and the thief out there. Folks who'd do terrible things to other people because they knew nobody would make them pay for their consequences. It wasn't fair. It wasn't right. It wasn't what he wanted the world to be like. And he felt cheated. Just a bit. But it was one time too many in his eyes.

So, it was time for Payback.

Abilities
Strength 4, Stamina 4, Agility 6, Dexterity 6, Fighting 10, Intellect 2, Awareness 4, Presence 2.

Powers
Athletic Prowess: Leaping 2. Movement 2 (Safe Fall, Swinging). Speed 2.
Fighting Genius: Feature 1 (Can make Assessment checks on groups of Minions).
Trained Fighter: Protection 2. Strike 2.

Skills
Acrobatics 8 (+14), Athletics 6 (+10), Close Combat: Unarmed 2 (+12), Insight 14 (+18), Intimidation 2 (+4), Investigation 6 (+8), Perception 8 (+12), Stealth 2 (+8), Treatment 4 (+6).

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Defensive Attack, Equipment, Favored Foe (Assessed Opponents), Improved Initiative, Jack of All Trades, Move-by Action, Power Attack, Precise Attack 2 (Close: Concealment and Cover), Skill Mastery (Insight), Second Chance (Insight Checks), Takedown 2, Ultimate Effort (Insight), Uncanny Dodge.

Equipment
Armored Costume: Protection 2. Strike 2.
Grapnel Gun: Feature 1 (Provides a Swingline).

Offense
Initiative +10.
Unarmed: +12, Close Damage, DC 23.

Defenses - 16 Points
Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 8.

Total Points
Abilities 76 + Powers 13 + Skills 26 + Advantages 19 + Defense 16 = 150 Points.

Note: My take on the classic two-fisted mystery man. He's got the mixture of innate ability, extensive training, and high quality gear that typify the Crime Fighter archetype. The focus on Insight comes from him being a quiet sort, the introspective thoughtful type, and I felt like the mugging from before gave John even better reason to get into the minds of those around himself. Jack of All Trades is an Advantage that's hard to use properly, but I reason that his quiet lifestyle has given him plenty of time to read up on a little bit of everything, even if he's not practiced in most of it.
Roster: http://www.atomicthinktank.com/viewtopic.php?f=14&t=47345

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Re: Nillaman's Roster.

Postby JoshuaDunlow » Sun Oct 27, 2013 9:39 am

Nillaman wrote:
JoshuaDunlow wrote:Another great character!

Enhanced Skills 5 (Sleight of Hand 10), Quirk 1 (Only for Contorting and Escaping).
Enhanced Skills (Acrobatics 10), Quirk 1 (Only when tucked into a ball).


This is actually worth a flaw, though at first it seems this wouldn't be. It makes sense considering the benefits of Advantages. +2 for a broad use, +5 for a specialized use.


I could also do this.

Flexible Joints: Feature 1 (+5 Circumstance Bonus on Sleight of Hand checks when Contorting and Escaping).
Living Gyroscope: Feature 1 (While spinning, the character possess a +5 Circumstance Bonus to Acrobatics Checks).


You could , you'd save some points , thats for sure. Unless you really want that +10 bonus :) .


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