Yeo's Crinoverse 3rd Ed Builds.

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Yeo's Crinoverse 3rd Ed Builds.

Postby Yeoman » Sun Jun 09, 2013 11:16 pm

I thought I'd put together my characters from the various campaigns, as well as a few updates to third ed for my older characters.

First up is, of course:

Megan Conner -PL 12
Image
Theme


Strength 0, Stamina 2, Agility 2, Dexterity 2, Fighting 9, Intellect 2, Awareness 4, Presence 5

Advantages
All-out Attack, Improved Critical: Blast 5, Improved Initiative, Luck 2, Power Attack, Ranged Attack 7, Ultimate Effort: Will

Skills
Acrobatics 2 (+4), Deception 6 (+11), Expertise: Cop Culture 2 (+4), Intimidation 7 (+12), Perception 4 (+8), Persuasion 11 (+16)

Powers
Blast: Blast 15 (DC 30)
-Blast: Blast 10 (Alternate; DC 25; Multiattack0
-Blast: Line Area Blast 12 (Alternate; DC 27; Line Area: 5 feet wide by 30 feet long; Reduced Range: close)
-Create: Create 12 (Alternate; Volume: 32000 cft., DC 22)
-Flight: Flight 15 (Alternate; Speed: 64000 miles/hour, 120 miles/round)
-Healing: Healing 9 (Alternate; Persistent, Restorative, Stabilize)
-Move Object: Move Object 15 (Alternate; 800 tons)
-Snare: Snare 10 (Alternate; DC 20)
-Strike: Strike 15 (Alternate; DC 30; Penetrating)
Device (Easily Removable)
-Enhanced Trait: Enhanced Trait 12 (Traits: Expertise +4 (+6), Expertise +4 (+6), Advantages: Improved Critical, Ranged Attack 7)
-Senses: Senses 8 (Darkvision, Penetrates Concealment: Vision, Analytical: Vision, Tracking: Vision 1: -1 speed rank)
Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
Immunity: Immunity 10 (Life Support)
Protection: Protection 13 (+13 Toughness)

Offense
Initiative +6
Blast: Blast 10, +9 (DC 25) Multi Attack
Blast: Blast 15, +9 (DC 30)
Blast: Line Area Blast 12 (DC 27)
Grab, +9 (DC Spec 10)
Move Object: Move Object 15, +9 (DC 25)
Snare: Snare 10, +9 (DC Dog 20)
Strike: Strike 15, +9 (DC 30)
Throw, +9 (DC 15)
Unarmed, +9 (DC 15)

Complications
Destructive Savior: Megan goes out of her way to do everything she can save lives, but rarely cares about property damage, save when it would actually endanger people. As such, she tends to have a well deserved reputation for destroying everything in her way.

Workaholic: Megan is a member or reserve member of several heroic organizations, and is usually on the go across the planet at any given point in time, to the point where she has little time for a personal life, and often drives herself to the point of exhaustion.

Enemy: Dang Near Everyone: Due to her brusque many and tendency to shoot first the moment anyone declines an offer for surrender, Megan has managed to make enemies ranging from Doc Otaku to Istvatha V’han, the Empress of A billion dimensions.

Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 15, Will 15

Power Points
Abilities 52 + Powers 83 + Advantages 6 + Skills 16 (32 ranks) + Defenses 23 = 180

Description: A bit taller than average with slightly wavy, shoulder length brown hair. Megen usually dresses in black, slightly tattered dresses. Over this she generally wears a jacket with a stylized flaming skull on the back, and a pin with the insignia of the Green lantern Corps on the lapel.


History: Megan was, as a girl, slightly shy and withdrawn, always feeling that her life was missing something. Her childhood was normal, and she had nothing to complain about, something just felt... off. As she grew older she became more and more bitter with what she felt was wrong with the world, and an inability to make any lasting changes. She did volunteer work throughout high school, but never felt she was really helping.

After graduating high school she moved to Freedom City to attend Freedom City University. It was during her first semester there that she was approached by a talking cat. The cat, named Max, explained that he was supposed to have met her ten years previous to gift her with phenomenal magical powers.

Max pressured Megan to show up for a Freedom League recruiting for new members and Megan was accepted into an auxillary group for a time. During this time Megan quickly came out of her shell and grew to love her powers, growing a tad overeager to use them, during which she gained the nickname “Sailor Beamspam" and a not undeserved reputation as one of Freedom Cities more violent (although not bloodthirsty) super-heroes.

She slowly grew out of this, stopped dying her hair black, dropped her more sarcastic comments, stopped trying to hide her more geeky interests and though her reputation persisted, she came to like herself and her place in the world.

Then she lost her powers, sacrificing them to save other heroes during a particularly nasty fight Though powerless Megan attempted to continue helping The Freedom League from the sidelines, though not a successful as she would wish.

Then, while tagging along on a mission into deep space she was seperated from the League, left adrift in an escape pod. She spent two days drifting, alone, watching the lift support slowly fade. With only a few hours left her pod was found by Simon, last of the Green Lanterns.

Simon took her with him on his next stop searching for the mythic Green Lantern, Mogo and the two explained their respective stories. Simon expressed a desire to help her with her power issues, and Megan a desire to help him rebuild the Green Lantern Corps. As such, Simon created a ring an battery for her. He spent several weeks giving her some basic training with the ring while they searched for Mogo, and then gave her a message explaining things to Earth's other resident Green Lantern before she returned home.

As a Green Lantern on Earth she acted mostly as a member of the Los Dios Police Department. During which time she eventually regained use of her powers, the most likely cause attributed to temporary burn out due to overuse.

After leaving she acted as an absent mentor figure to the newly formed Chicago branch of the Avengers, the team being bankrolled by her college friend and roommate, Lisa. Lisa' feelings for Megan would come out publicly during the groups visit to the Pirate Planet Xeron, which had been trapped in a pocket dimension (and which was home to the realm of Equestria). At the conclusion of which, Lisa and Megan left the group, remaining on Xeron while Megan helped Queen Celestia return the planet to the material universe. She has since returned to Earth.

Personality: Megan tends to be direct and to the point. She's almost always give her opponents a chance to surrender, but the moment they chose to fight, she'll use overwhelming force to put them down.

Abilities: Megan is a magical girl powered by Hope itself in some nebulous fashion. While she can apply this in a number of ways, and has shown the ablity to learn spells and techniques from other magic users, Megan tends to favor powerful energy bursts. Her device is Eternal Hope, a sentient techno-magical artifact, believed to be of Atlantean origin.
Last edited by Yeoman on Sun Oct 13, 2013 11:16 am, edited 1 time in total.

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Re: Yeo's Crinoverse 3rd Ed Builds.

Postby Yeoman » Mon Jun 10, 2013 6:53 pm

The LOL Pirate/Charleen Brown - PL 12


Image
Image
Backstory
Theme

Strength 12, Stamina 15, Agility 3, Dexterity 3, Fighting 0, Intellect 8, Awareness 0, Presence 4

Advantages
All-out Attack, Attractive 2, Beginner's Luck, Benefit: 10 Regenerations, Close Attack 9, Connected, Contacts, Fearless, Improved Critical 4: Blast: Blast 15, Improved Grab, Improved Hold, Improved Initiative 3, Jack-of-all-trades, Luck 4, Power Attack, Ranged Attack 6, Ultimate Effort: Toughness

Skills
Deception 7 (+11), Expertise: Other Worlds 4 (+12), Expertise: Science 8 (+16), Insight 9 (+9), Perception 8 (+8), Persuasion 7 (+11), Technology 4 (+12)

Powers
Alternate Form (Activation: Standard Action)
[Blast: Blast 15 (DC 30)
--Blast: Blast 10 (Alternate; DC 25; Multiattack)
--Blast: Burst Area Blast 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere)
--Blast: Cone Area Blast 12 (Alternate; DC 27; Cone Area: 60 feet cone; Reduced Range: close)
--Snare: Snare 10 (Alternate; DC 20)
Cockpit: Feature 1
Enhanced Trait: Enhanced Trait 17 (Traits: Dodge +5 (+9), Parry +5 (+9), Advantages: Improved Critical 4, Improved Grab, Improved Hold, Ultimate Effort: Toughness)
Flight: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks)
Immunity: Immunity 10 (Life Support)
Impervious Defense: Impervious Toughness 15
Linked Effects
Impervious Defense: Impervious Toughness 14
Move Object: Move Object 14 (Linked; 400 tons, DC 29; Damaging)
Protection: Protection 11 (Linked; +11 Toughness)
Movement: Movement 3 (Space Travel 3: other galaxies)
Power-lifting: Power-lifting 12 (+12 STR for lifting)
Senses: Senses 6 (Analytical: Sight, Extended: Sight 4: x10k, Radio)]
Communication: Mental Communication 1 (psionic)
Comprehend: Comprehend 2 (Languages - Read All, Languages - Speak All)
Immunity: Immunity 1 (Aging)
Mind Reading: Mind Reading 1 (DC 11; Limited to Surface Thoughts)

Offense
Initiative +15
Blast: Blast 10, +9 (DC 25)
Blast: Blast 15, +9 (DC 30)
Blast: Burst Area Blast 10 (DC 25)
Blast: Cone Area Blast 12 (DC 27)
Grab, +9 (DC Spec 22)
Mind Reading: Mind Reading 1 (DC Will 11)
Move Object: Move Object 14, +9 (DC 29)
Snare: Snare 10, +9 (DC Dog 20)
Throw, +9 (DC 27)
Unarmed, +9 (DC 27)

Languages
English

Defense
Dodge 9/10, Parry 9/10, Fortitude 11/12 in Novendecim, Toughness 14/15 in Novendecim, Will 12

Power Points
Abilities 42 + Powers 154 + Advantages 32 + Skills 24 (47 ranks) + Defenses 37 = 289

This conversion to 3rd ed shows pretty well how obscenely over powered Charli was.

This represents the end game version of Charli, after she'd become more Time Lord with a giant robot than the Wild Card Ace with a robot. To represent early versions of Charli, reduce her INT and give her Teleport 20 as a dynamic alt power usable against others with a whole mess of extra mass, along with three ranks of spactial movement. While Charli could also go to other dimensions, she had to power stunt that.
Last edited by Yeoman on Sun Oct 13, 2013 11:13 am, edited 2 times in total.

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Re: Yeo's Crinoverse 3rd Ed Builds.

Postby Yeoman » Sat Oct 12, 2013 3:55 pm

Image

Alison Joan Montgomery AKA Ali Power

Background
Strength 10, Stamina 10, Agility 2, Dexterity 4, Fighting 10, Intellect 5, Awareness 3, Presence 4

Advantages
All-out Attack, Evasion 2, Improved Critical 2: Unarmed, Improved Initiative 2, Luck 2, Power Attack

Skills
Athletics 2 (+12), Deception 2 (+6), Expertise (PRE): Guitar 3 (+7), Expertise: Science 8 (+13), Intimidation 6 (+10), Perception 4 (+7), Persuasion 4 (+8), Stealth 1 (+3), Technology 8 (+13)

Powers
Immunity: Immunity 2 (Aging, Environmental Condition: Cold; Limited - Half Effect)
Power-lifting: Power-lifting 4 (+4 STR for lifting)
Senses: Senses 2 (Detect: Frost Giants 2: ranged)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +10
Grab, +10 (DC Spec 20)
Throw, +4 (DC 25)
Unarmed, +10 (DC 25)

Languages
Native Language

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

Power Points
Abilities 96 + Powers 10 + Advantages 10 + Skills 19 (38 ranks) + Defenses 15 = 150

Complications: Shady Background: The Record of Alison's brief time as a teenage Super-criminal are sealed, but the rumor's made the rounds at Claremont, anyone who worked or attended school there around her time stands a good chance of knowing about it.

Child of the Gods: Due to her semi-divine heritage Alison has to put up with either the occasional demands from other gods seeking aid, or old enemies, either of the Aesir as a whole or her father in particular seeking her out. It's rare, but she's had to fight a frost giant or two.

One in Every Port: And that's to say nothing of the fact that her father has left a string of broken hearts and angry husbands, which leads to a number of half siblings. Any with daddy issues may want to take out some aggression on one of his progeny he felt compelled to help out.

Relationship: Ilsa, her girlfriend. The two met while Ali was at Claremont. Ali is both protective of her physically, but also desperately wants to not let her down.

The above represents Ali at her lower points, while the below represents her when she's running on more mythic power, and she also has access to the mighty Axe.

Ali Power - PL 12

Strength 14, Stamina 12, Agility 2, Dexterity 4, Fighting 10, Intellect 5, Awareness 3, Presence 4

Advantages
All-out Attack, Evasion 2, Improved Critical 2: Blast: Blast 14, Improved Critical 4: Unarmed, Improved Initiative 2, Luck 2, Power Attack

Skills
Athletics 2 (+16), Deception 2 (+6), Expertise (PRE): Guitar 3 (+7), Expertise: Science 8 (+13), Intimidation 6 (+10), Perception 4 (+7), Persuasion 4 (+8), Stealth 1 (+3), Technology 8 (+13)

Powers
Immunity: Immunity 2 (Aging, Environmental Condition: Cold; Limited - Half Effect)
Power-lifting: Power-lifting 4 (+4 STR for lifting)
Protection: Protection 2 (+2 Toughness)
Senses: Senses 2 (Detect: Frost Giants 2: ranged)
Speed: Speed 3 (Speed: 16 miles/hour, 250 feet/round)
The Mighty Axe (Easily Removable)
Blast: Blast 14 (DC 29; Accurate 3: +6)

Offense
Initiative +10
Blast: Blast 14, +10 (DC 29)
Grab, +10 (DC Spec 24)
Throw, +4 (DC 29)
Unarmed, +10 (DC 29)

Languages
Native Language

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 14, Will 12

Power Points
Abilities 108 + Powers 31 + Advantages 14 + Skills 19 (38 ranks) + Defenses 17 = 189

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Re: Yeo's Crinoverse 3rd Ed Builds.

Postby kenseido » Sat Oct 12, 2013 5:15 pm

Where's that power that allows her to know when someone is planning on asking her to become a superhero again?
-----------------------------
Kenseido's Menagerie of Characters

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Re: Yeo's Crinoverse 3rd Ed Builds.

Postby Yeoman » Sat Oct 12, 2013 7:15 pm

kenseido wrote:Where's that power that allows her to know when someone is planning on asking her to become a superhero again?


Ask Cri how he explains that. Frankly, I wish she'd have ended up better. I loved the concept, it was a... well, I think it was a dang unique blend of things (Genuis Bruiser, Demi-god, would be rock star, techno-nerd, troubled past).

But her aversion to actual heroics meant a character that might work in a RL game, or be fine in a comic, but in a RPG, especially as PBP game, she was an annoyance. Constantly complaining, and having little reason to contribute outside a fight.

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Re: Yeo's Crinoverse 3rd Ed Builds.

Postby Yeoman » Sun Oct 13, 2013 11:09 am

Image
Stargirl - PL 11
Theme

Unnamed Hero - PL 11

Strength 5, Stamina 10, Agility 4, Dexterity 2, Fighting 7, Intellect 5, Awareness 2, Presence 3

Advantages
All-out Attack, Eidetic Memory, Improved Critical 2: Blast: Blast 14, Improved Initiative 2, Inventor, Luck 2, Power Attack, Ranged Attack 2, Ultimate Effort: Technology, Ultimate Effort: Toughness

Skills
Expertise: Science 5 (+10), Perception 9 (+11), Persuasion 2 (+5), Technology 10 (+15)

Powers
Friend to All Living Things: Comprehend 2 (Animals - Speak To, Animals - Understand)
Gravitic/Spiral Generator
-Blast: Blast 14 (DC 29; Accurate 2: +4)
-Flight: Flight 14 (Speed: 32000 miles/hour, 60 miles/round)
-Move Object: Burst Area Move Object 10 (25 tons; Burst Area 2: 60 feet radius sphere; Limited Direction: Up And Down)
-Move Object: Move Object 14 (400 tons; Accurate 2: +4)
-Multiple Effects
--Enhanced Ability: Enhanced Strength 9 (+9 STR)
--Power-lifting: Power-lifting 12 (+12 STR for lifting)
Immunity: Immunity 11 (Aging, Life Support)
Protection: Protection 4 (+4 Toughness)
Senses: Senses 1 (Analytical: Sight)

Offense
Initiative +12
Blast: Blast 14, +8 (DC 29)
Grab, +7 (DC Spec 15)
Move Object: Burst Area Move Object 10 (DC 20)
Move Object: Move Object 14, +8 (DC 24)
Throw, +4 (DC 20)
Unarmed, +7 (DC 20)

Languages
Native Language

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 14, Will 11

Power Points
Abilities 76 + Powers 54 + Advantages 14 + Skills 13 (26 ranks) + Defenses 14 = 171

Complications
Motivation: Protect Life: Directive 01: Protect and shelter all life.
Directive 01: Prioritize sentient life.

Self Discovery: She seeks to learn who she is. As such, she will try nearly anything once, regardless of how poor a choice it may be.

Spiral Madness: Using a Hero Point or the Power Attack/All out Attack combination forces Star to go beyond her limits and tap into her secondary Spiral Power generator, which requires her to tap into her emotions, which she really hasn't mastered. During this time she'll tend to overreact and, general, become fairly hot blooded.

Weakness: Gravity Effects: Star's primary gravitic generator is not well shielded, and powers that manipulate gravity will leave her gravity power array at half effect.

-Created by Charlene Brown and Novendecim during their exile in ancient El-Hazard as one of several probes to search out a way home for them, Stargirl landed outside the Bay City Sentinels compound and was, more or less, adopted by the team.

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Re: Yeo's Crinoverse 3rd Ed Builds.

Postby Yeoman » Sat Jan 18, 2014 5:39 pm

And here's a post Avengers Charli and Novendecim I've been working on for later appearances, done this time as two separate entities, as I no longer have any need to portray them on one character sheet.

Image

Charleen Brown
Theme
PL 12

Strength 2, Stamina 3, Agility 3, Dexterity 3, Fighting 0, Intellect 8, Awareness 0, Presence 4

Advantages
All-out Attack, Attractive 2, Beginner's Luck, Close Attack 9, Connected, Contacts, Fearless, Improved Initiative 3, Jack-of-all-trades, Luck 4, Power Attack, Ranged Attack 6

Skills
Deception 7 (+11), Expertise: Other Worlds 4 (+12), Expertise: Science 8 (+16), Insight 9 (+9), Perception 8 (+8), Persuasion 7 (+11), Technology 4 (+12)

Powers
Bag of Tricks (Easily Removable)
Variable: Variable 6
Communication: Mental Communication 1 (psionic)
Comprehend: Comprehend 2 (Languages - Read All, Languages - Speak All)
Force Field Belt (Removable)
Protection: Protection 9 (+9 Toughness)
Goggles The Do Something (Removable)
Immunity: Immunity 10 (Common Descriptor: Blindness)
Senses: Senses 4 (Analytical (Type): Sight, Darkvision)
Immortality: Immortality 15 (Return after 2 minutes; Custom: 9 Uses only)
Immunity: Immunity 1 (Aging)
Mind Reading: Mind Reading 1 (DC 11; Limited to Surface Thoughts)

Offense
Initiative +15
Grab, +9 (DC Spec 12)
Mind Reading: Mind Reading 1 (DC Will 11)
Throw, +9 (DC 17)
Unarmed, +9 (DC 17)

Languages
English

Defense
Dodge 12, Parry 12, Fortitude 11, Toughness 12, Will 13

Power Points
Abilities 46 + Powers 69 + Advantages 31 + Skills 24 (47 ranks) + Defenses 42 = 212

Complications:

Easily Distracted: Charli's mind works a mile a minute, and it's never really worked quite like anyone else and Charli can get distracted by seemingly innocuous things.

That girl is just plain Wrong: Charli is more than a tad odd. Her mannerisms, speech and ideas will go place no sane person would.

Responsibility: Family: With Novendecim, Charli has created a series of living machines that were intended to rescue her from a former captivity, and now they are spread across space and time, with Charli needing to take responsibility to find them and make sure they are okay.



Novendecim
Theme

Strength 15, Stamina 15, Agility 0, Dexterity 0, Fighting 8, Intellect 2, Awareness 5, Presence 7

Advantages
All-out Attack, Fast Grab, Improved Critical 4: Centurion Beam: Blast 15, Improved Grab, Improved Hold, Power Attack, Ranged Attack 9, Takedown

Skills
Expertise: Other Dimensions 4 (+6), Intimidation 2 (+15), Perception 4 (+9), Technology 8 (+10)

Powers
Centurion Beam: Blast 15 (DC 30)
Blast: Blast 9 (Alternate; DC 24; Accurate 3: +6, Multiattack)
Blast: Burst Area Blast 10 (Alternate; DC 25; Burst Area: 30 feet radius sphere)
Strike: Strike 15 (Alternate; DC 30; Penetrating 15)
Cockpit: Feature 1
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Growth: Growth 12 (+12 STR, +12 STA, +6 Intimidate, -12 Stealth, -6 active defenses, +3 size categories, +1 speed ranks; Innate)
Immunity: Immunity 11 (Aging, Life Support)
Impervious Defense: Impervious Toughness 15
Movement: Movement 9 (Dimensional 3: any dimension, 50 lbs., Space Travel 3: other galaxies, Time Travel 3: any time, 50 lbs.)

Offense
Initiative +0
Blast: Blast 9, +15 (DC 24)
Blast: Burst Area Blast 10 (DC 25)
Centurion Beam: Blast 15, +9 (DC 30)
Grab, +8 (DC Spec 25)
Strike: Strike 15, +8 (DC 30)
Throw, +9 (DC 30)
Unarmed, +8 (DC 30)

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 15, Toughness 15, Will 9

Power Points
Abilities 56 + Powers 115 + Advantages 19 + Skills 9 (18 ranks) + Defenses 26 = 225

Complications:

Directive 01: Protect life: As a Centurion Machine, Novendecim's first and foremost function is the preservation of life.

Pragmatist: However, given his age and long term view of things, he can come off cold and calculation on that front, willing, if not content, to let a world burn in order to save more life elsewhere.

Reputation: As a Centurion Machine, Novendecim is known to many who travel time and space regularly. Some are happy to help, but there are many that would see him and his kind vanish.

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Re: Yeo's Crinoverse 3rd Ed Builds.

Postby Yeoman » Sun Apr 06, 2014 3:14 pm

Image
Theme

Francine McCormick
PL 9

Strength 6, Stamina 12, Agility 0, Dexterity 2, Fighting 6, Intellect 1, Awareness 2, Presence 0

Advantages
All-out Attack, Power Attack, Ultimate Effort: Toughness

Skills
Athletics 3 (+9), Intimidation 6 (+6), Perception 4 (+6), Technology 1 (+2)

Powers
Ax: Strength-based Strike 6 (DC 27)
Giant Ax: Line Area Strike 9 (DC 24; Line Area: 5 feet wide by 30 feet long)
--Ax Swing: Cone Area Strike 9 (Alternate; DC 24; Cone Area: 60 feet cone)
--Ground Pound: Burst Area Strike 9 (Alternate; DC 24; Burst Area: 30 feet radius sphere)
Immunity: Immunity 11 (Aging, Life Support)
Puella Magic: Variable 2
Regeneration: Regeneration 1 (Every 10 rounds; Persistent)
Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +0
Ax Swing: Cone Area Strike 9 (DC 24)
Ax: Strength-based Strike 6, +6 (DC 27)
Giant Ax: Line Area Strike 9 (DC 24)
Grab, +6 (DC Spec 16)
Ground Pound: Burst Area Strike 9 (DC 24)
Throw, +2 (DC 21)
Unarmed, +6 (DC 21)

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 12, Will 6

Power Points
Abilities 58 + Powers 57 + Advantages 3 + Skills 7 (14 ranks) + Defenses 10 = 135

Complications:

Magi Puella: As a Magi Puella, Francine is dependent on her soul gem. If it is destroyed, or carried more than a few hundred yards from her person and not quickly returned she will die. Further, if she uses too much of her power, she must cleanse her soul gem with grief cubes. Lastly, if she falls to deeply into despair, she will fade from existence.

Enemy (Glorith): Her former teacher, Glorith used Francine in one of her schemes and Francine is determined to find and kill her, no matter how long it takes.

Broken: Like most Magi Puella, Francine was tricked by the Incubators into becoming a magical girl, only to find this particular form has more in common with an undead abomination. She is not handling this well. Only her overriding goal of killing Glorith is allowing her to remotely keep herself going.

Francine originates in 2032, where she is a student at the Avengers Academy, but has since taken up following a group of time travelers.

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Re: Yeo's Crinoverse 3rd Ed Builds.

Postby Yeoman » Sun Apr 06, 2014 3:26 pm

Image

Clover Brown

Strength 5, Stamina 9, Agility 4, Dexterity 2, Fighting 5, Intellect 5, Awareness 2, Presence 3

Advantages
All-out Attack, Eidetic Memory, Improved Initiative, Power Attack, Ultimate Effort: Toughness

Skills
Expertise: Science 5 (+10), Intimidation 7 (+10), Perception 9 (+11), Technology 5 (+10)

Powers
Immunity: Immunity 11 (Aging, Life Support)
Move Object: Move Object 9 (12 tons; Accurate 3: +6, Improvised Weapon 9; Limited Material: Plants)
--Healing: Healing 6 (Alternate; Persistent, Restorative, Resurrection, Stabilize; Limited: Plants Only)
--Transform: Transform 10 (Alternate; Affects: 1 Thing > 1 Thing - Plants to larger plants., Transforms: 800 lbs., DC 20)
Protection: Protection 3 (+3 Toughness)
Senses: Senses 1 (Analytical: Sight)
Speak with Plants: Comprehend 2 (Plants)

Offense
Initiative +8
Grab, +5 (DC Spec 15)
Move Object: Move Object 9, +8 (DC 20)
Throw, +2 (DC 20)
Transform: Transform 10, +5 (DC Dog 20)
Unarmed, +5 (DC 20)

Defense
Dodge 6, Parry 6, Fortitude 9, Toughness 12, Will 9

Power Points
Abilities 70 + Powers 42 + Advantages 5 + Skills 13 (26 ranks) + Defenses 10 = 140

Complications
Motivation: Protect Life: Directive 01: Protect and shelter all life.
Directive 01: Prioritize sentient life.

Motivation: Order: Clover seeks to bring order to the world around her. As such, she will not only live by any rules, she will attempt to enforce them on those around her, down to the very letter.


Another of those built by Charli and Novendecim, Clover is Centurion Machine number 106. While she has been found by her creators and is currently living at Avengers Academy, and making it a living hell for those around her, it's currently unknown where she ended up prior to being found by Charli.

Most assume either she's rebelling against her mother and aunt's chaos, or she must have been raised by not only a strict disciplinarian, but someone so obsessed with order that Clover herself is but a pale reflection. This puts the smart money on either Minimus Ambus, or Gamagoori Ira.


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