Moderators: The Mod Squad, The Justice League




Heather Rushie - PL 3
Strength 0, Stamina 1, Agility 1, Dexterity 0, Fighting 0, Intellect 1, Awareness 0, Presence 0
Advantages
Defensive Roll 2, Evasion, Great Endurance, Improved Defense, Improved Initiative, Luck, Move-by Action
Power Advantages
Fascinate (Persuasion), Taunt
Skills
Acrobatics 5 (+6), Athletics 6 (+6), Deception 5 (+5/+8), Expertise: Biology/Medicine 6 (+7), Insight 6 (+6/+9), Investigation 3 (+4), Perception 7 (+7), Persuasion 7 (+7/+10), Treatment 11 (+12), Vehicles 4 (+4)
Powers
Regular Runner/Athlete: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Offense
Initiative +5
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
Power Offense
Mind Reader: Burst Area Mind Reading 5 (DC Will 15)
Suggestion: Cumulative Affliction 4 (DC Will 14)
Complications
Doctor: Scope of practice laws, dr. patient confidentiality, and charge to do no harm.
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
Own Secret: Must keep her ability a secret from those around her. This can be difficult while attempting to run labs on herself.
Secret Keeper: Suffers from knowing too much, causing her to mess up in conversation really bad when it's bad. (+3 from powers turns into -5 on failed persuassion checks) GM can activate to negate bonus from power, or automatic on a failed check. (example, rolling a 1 on a DC 15 save) Makes the roll -8 in total.
Languages
English
Defense
Dodge 3, Parry 3, Fortitude 3, Toughness 3/1, Will 3
Power Points
Abilities 6 + Powers 1 + Advantages 8 + Skills 20 (60 ranks) + Defenses 10 = 45Powers
Conversational Edge: Enhanced Trait 3 (Traits: Deception +3 (+3), Insight +3 (+3), Persuasion +3 (+3))
Mental Awareness: Senses 1 (Awareness: Thoughts)
Mind Reader: Burst Area Mind Reading 5 (DC 15; Burst Area: 30 feet radius sphere, Precise, Subtle: subtle; Limited to Surface Thoughts)
. . Mental Library: Variable 2 (Alternate; Limited: Mental Skills/Advantages/Powers)
Telepathy: Mental Communication 2 (Advantages: Fascinate (Persuasion), Taunt; Rapid 2)
. . Suggestion: Cumulative Affliction 4 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 14; Cumulative, Increased Range 2: perception; Limited Degree)Power SettingsThe Bigger Picture (Traits: Expertise +3 (+3), Expertise +3 (+3), Perception +6 (+6), Expertise +3 (+3), Insight +6 (+9), Advantages: Set-up 2, Teamwork)
What's Yours is Mine (Traits: Expertise +8 (+8), Expertise +8 (+8), Expertise +8 (+8), Advantages: Mental Advantage, Mental Advantage)
Your Deepest Thoughts (Traits: Intellect +1 (+1), Insight +3 (+6), Expertise +6 (+6), Expertise +6 (+6), Awareness +1 (+1), Advantages: Mental Advantage (Speed of Thought))
Power Points
Abilities 0 + Powers 30 + Advantages 0 + Skills 0 (0 ranks) + Defenses 0 = 30





Zen_Gypsy, I know the PL's are a little confusing right now, but at the PL 5 that we'll be playing with, your Dodge 4/Toughness 8 still breaks caps. Also, I like Impervious Toughness for Regeneration, or Regeneration. Both make you a little too invincible, especially at this low a level. Reduce the Regeneration a lot or lose the Impervious. Also, still need a backstory.
Alan Page - PL 3
Powers
Cellular Regeneration: Regeneration 5 (Every 2 rounds; Persistent)
Extra Normal Immune System: Immunity 3 (Aging, Disease, Poison)
Rapid Regeneration: Protection 4 (+4 Toughness; Impervious [1 extra rank])
Total Cellular Regenesis
. . Cohesive Cellular Regenesis: Immortality 6 (Return after 16 hours; Stacks with: Trace Cellular Regenesis: Immortality 1+6; Fades)
. . Trace Cellular Regenesis: Immortality 1+6 ([Stacking ranks: +6], Return after 8 hours)
Power Points
Abilities 0 + Powers 30 + Advantages 0 + Skills 0 + Defenses 0 = 75




Alan Page - PL 3
Strength 0, Stamina 2, Agility 1, Dexterity 1, Fighting 3, Intellect 2, Awareness 1, Presence 0
Advantages
Assessment, Benefit, Security Clearance: Federal Agent, Equipment 2, Quick Draw, Well-informed
Skills
Athletics 4 (+4), Expertise: Civics & Criminology 4 (+6), Expertise: Extra-Normal Case File 2 (+4), Expertise: Federal Law Enforcement 3 (+5), Insight 6 (+7), Investigation 6 (+8), Perception 3 (+4), Ranged Combat: Light Pistol 2 (+3), Technology 2 (+4), Vehicles 3 (+4)
Equipment
Camera, Cell Phone, Computer, Handcuffs, Light Pistol
Offense
Initiative +1
Grab, +3 (DC Spec 10)
Light Pistol, +3 (DC 18)
Throw, +1 (DC 15)
Unarmed, +3 (DC 15)
Complications
Addiction: Suffering from the loss of his partner two years ago, his subsequent personal crusade to bring in the extra-normal killer, the scorn and derision of his peers, as well as intermittent migraines, has caused Agent Page to turn to alcohol, often inappropriately.
Motivation: Responsibility: As both an F.B.I. Agent, and a evolutionary catalyst, Agent Page feels a strong sense of responsibility towards both the public, and his fellow catalysts. He feels the public needs to be protected from the more aggressive catalysts, while they themselves need to be protected from public prejudice and fear.
Prejudice: As an evolutionary catalyst, if Agent Page's abilities came to light he could very easily be singled out, and even as a discredited federal agent, he still comes under considerable scrutiny.
Responsibility: Fidelity, Bravery, and Integrity. Those words ring more true now than when he first swore them. His aberrant abilities instill in Page a greater responsibility, both to the public trust, and his fellow catalysts.
Languages
English
Defense
Dodge 4, Parry 4, Fortitude 3, Toughness 2, Will 3
Power Points
Abilities 20 + Powers 0 + Advantages 6 + Skills 12 (36 ranks) + Defenses 7 = 45
Powers
Genetic Analysis & Scanning
. . Genetic Analysis: Senses 8 (Acute: Genetic Analysis; (Mental), Detect: Genetic Mutations; (Mental) 2: ranged, Extended: Genetic Analysis; (Mental) 1: x10, Radius: Genetic Analysis; (Mental), Tracking: Genetic Analysis; (Mental) 2: full speed)
. . Genetic Scan: Enhanced Trait 3 (Traits: Perception +9 (+13); Limited: Only with Genetic Analysis)
Innate Catalyst Suppression: Burst Area Nullify 4 (Counters: Extra-Normal Abilities, DC 14; Advantages: Ultimate Effort [Innate Catalyst Suppression]; Burst Area: 30 feet radius sphere, Broad, Concentration (See below) , Sustained (See Below), Simultaneous; Reduced Range: Close)
Concentration: pg. 121 Heroes Handbook
Any countered effect is suppressed and cannot be re-activated while you concentrate. The user of the countered effect may use extra effort to gain another opposed Nullify check. If successful, the effect can be reactivated. +1 cost per rank.
Sustained: pg. 122 Heroes Handbook
If this modifier is applied to Concentration Nullify, keeping the countered effect(s) suppressed is only a free action for you each turn. +1 cost per rank.
Background: Fidelity, Bravery and Integrity. These words ran through Page's thoughts as he graduated from Quantico. His new assignment was in New York, his grades in law and civics not withstanding, most likely the prestigious assignment was because of his connection, through his father, to the New York Police Department. WHen he arrived at the New York office, he was more intimidated than ever by his partner, Agent West. She was a legend among the new recruits, a profiler with an astounding conviction rate.
She was a patient partner, while intolerant of mistakes, she did not comment on his inexperience or lack of field work. Their case assignment was unusual, a series of abductions, no correlation between the missing persons, dissimilar sex, ages, religion or ethnicity. Almost entirely at random, other than the relatively small area where the abductions were occurring. During the course of the investigation, it became apparent that West was referring to previous reports or incidents, when Page pushed her on this, she eventually revealed that similar abductions had occurred in Chicago and Boston over the last sixteen months.
Two more attacks, and twice more a debilitating headache crippled the young Page, while the NYPD chuckled at the young agents nausea around a murder scene, Page thought otherwise and began to realize that his headaches were very directly related to their own investigations. So it was at the third scene, when he felt the headache begin he followed it, dropped down behind an alley and into the sewers. His partner West, seeing him head off followed him.
His headache led him through sewers, where they found disturbing physical evidence, flesh blood, abraded flesh, reptilian scales, and inhuman tracks in the raw sewage. Following this trail they were led to the New York Stockyards, and their confronted the killer. A monstrous thing, neither man, nor reptile, flashing red eyes, knife like claws, and teeth like razors. Page opened fire as the creature pounced at him, two in the chest, one in the head, the creature kept coming, savaging Agent West. Then it turned to Page, he watched in horror as the bullet wounds closed in its chest, the creatures hand reached back and surged forward ripping open the young Agents stomach.
Agent West didn't survive the night, Page too may have died, but somehow he awoke, the wounds across his stomach partially closed. He could feel the killers presence receding from him, as though travelling away into the night. But he knew he could find the creature again. Someday.






Zen_Gypsy wrote:I really, really like the sense 'Evolutionary Catalysts' thing, so I went with a Nullify effect, modifying the back story to him shooting the reptilian hybrid, and it running off to heal it's regeneration suppressed by his innate ability to do so.
Does that work?







Users browsing this forum: Arthur Eld, Hound, jemal, kenseido, Storm Vermin and 3 guests