Builds (2E) of FuzzyBoots - Zdolność, Mockingbird, Trip, Bug

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FuzzyBoots
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Re: Builds (2E) of FuzzyBoots - Xerxes, Catseye, House Rules

Postby FuzzyBoots » Tue Nov 27, 2012 9:00 pm

Submitted to Kenseido's Force Ops game. He's a slight retooling of Radar Doc.

Zdolność

Power Level: 9; Power Points Spent: 150/150

STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +7 (24), WIS: +2 (14), CHA: +1 (12)

Tough: +1/+11, Fort: +5, Ref: +7, Will: +9

Skills: Computers 10 (+17), Craft (electronic) 14 (+21), Disable Device 7 (+14), Drive 1 (+3), Intimidate 4 (+5) Investigate 2 (+9), Knowledge (physical sciences) 6 (+13), Knowledge (technology) 12 (+19), Language 4 (+4), Notice 6 (+8), Pilot 5 (+7), Profession (Scientist) 4 (+6), Sense Motive 5 (+7)

Feats: Attack Focus (ranged) 3, Dodge Focus 4, Jack-of-All-Trades, Equipment 3, Improved Defense 1, Improvised Tools, Interface (Craft (Electronics)), Inventor, Lightning Calculator, Luck 2

Powers:
Ray Gun (Device 5) (Easy to lose)
. . Irradiate (Blast 9) (radiation, DC 24; Accurate (+2), Indirect (in front of you, directed away), Incurable, Progression (Range increment) - 5 increments of 180 ft)
. . . . Concussion Blast (Damage 9) (Alternate; kinetic, DC 24; Cone Area (80-225 ft. cone - General); Knockback 2, Increased Area 1, Decreased Area 1)
. . . . Ignite 7 (Alternate; DC 22; Incurable)
. . Super-Senses 1 (distance sense)
Power Belt (Device 6) (Hard to lose)
. . Immunity 7 (ensnarement, suffocation (all))
. . Protection 10 (+11 Toughness; Force Field, Impervious [8 ranks only])
. . Flight 2
Gestalt Understanding (Super-Senses 4) [Detect Technology, acute, ranged, analytical]
Summon Components (Create Object 5) [Max size: 5 10x10x10 cubes, Innate, Precise, Progression: Object Size, Subtle (Realistic), Permanent]
. . Gestalt Troubleshooting (Transform 7) [Alternate; 1->1 (Broken to Fixed), 125 lbs, DC 17, Range (Touch), Drawback: Requires Craft check, Innate]


Equipment: Electronics tools (Masterpiece), Gas mask, Night-vision goggles, Cell phone, Electronics Shop

Electronics Shop
Power Level: 10; Equipment Points Spent: 10
Toughness: +5
Features: Communications, Computer, Defense System, Fire Prevention System, Hangar, Library, Power System, Security System 1, Workshop
Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 9 + Powers 0 + Combat 1 + Saves 0 + Drawbacks 0 = 10[/i]


Attack Bonus: +4 (Ranged: +7, Melee: +4, Grapple: +4)

Attacks: Concussion Blast (Damage 9), +4 (DC Staged/Tou 24), Ignite 7, Perc (DC Staged/Tou 22), Irradiate (Blast 9), +9 (DC 24), Unarmed Attack, +4 (DC 15)

Defense: +7 (Flat-footed: +2), Knockback: -9

Initiative: +2

Languages: French, Greek, Latin, English, Polish

Totals: Abilities 26 + Skills 20 (80 ranks) + Feats 16 + Powers 58 + Combat 14 + Saves 16 + Drawbacks 0 = 150

History: From an early age, Xavier Woszczyna just "knew" things. The teacher would ask a question and the answer would pop into his head. He touched the lawnmower and instantly knew that there was a clog in the fuel line. In time, he learned to further channel this power, touching a machine and somehow manipulating it to make it right once more. The real shock came the day he absently reached across a bench for a hammer and found it already in his hand... and also still on the bench. Somehow, he was able to pull components and tools from mid-air. Initially, he could only pull very simple objects, but his ability grew and soon he could pull just about anything he wanted out of thin air with the minor drawback that he had no way to put it back. In some corner of his mind, he's certain that he's actually pulling this object from a specific location... he's mildly afraid that one day, the butcher's bill will come due on his ability.

Nevertheless, his skills ensured a steady day-to-day living alternately fixing appliances and tinkering on his own devices. After much fiddling, he developed a working ray gun and a belt that not only provided a protective force field, but also allowed him counter the forces of gravity. All that's left is field-testing... and so he's started appearing as Zdolność, coined after the Polish word for "ability".

Complications:
* Pride: Xavier is used to being the smart man in the room. He has something to say on every subject. He's very knowledgable when it comes to scientific fields and he has the occasional startling insight on just about any other topic under the sun, but he's not as smart as he thinks he is.
* Diedrick's Syndrome: Sometimes, Xavier gets incredibly carried away when it comes to his scientific ideas. Mad, they called him, mad... well, he'll show them.
* Family: Xavier's parents are still alive and well, as are three sisters and one kid brother. His family is proud immigrant stock and has refused to let him do anything more than provide upkeep on family appliances. Perhaps his mother never quite forgave him for providing a "better" blender; 50 HP proved too much for her. In his mind, she's been enacting revenge ever since by constantly bringing by a new "nice Polish girl" for him to take on a date.
* Power Source: Xavier is uncertain whether he generates the materials he summons or if he's "borrowing" them from somewhere. All he knows is that once he summons them, he can't make them disappear, and sometimes he doesn't get quite what he asked for, making his suspect that he's somehow pulling the objects from another location.

Appearance:
Age: 27
Height: 5' 9"
Weight: 150 lbs
Hair: Black, slightly shaggy, hanging to just below his ears. Starting to thin a bit around the temples.
Eyes: Dark brown, almost black
General: Sports a thick black handlebar moustache set above a strong jaw. His eyebrows are bushy, like little black caterpillars. So far, the only wrinkles to form are generous smile crinkles around his eyes. His face is rough-cut, more severe than handsome, and his body is reasonably trim, but far from muscled. When doing his super-heroing, he goes around in a dark blue set of coveralls with a silver P in the center, his waist adorned by his gunmetal-black shield belt, which generates a golden glow around the outline of his body. His Ray Gun draws its sensibilities from Art Deco, a burnished piece of plastic, rubber, and chrome. Across his face, he wears a smooth helmet, also dark blue, with a heavily tinted yellow visor across the top of his face and a second strip of metal across the bottom of his face which contains the gas-mask. In between, his upper lip is visible with moustache proudly on display.

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FuzzyBoots
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Mockingbird

Postby FuzzyBoots » Thu Apr 11, 2013 8:58 am

Submitted for Ysariel's 2E Emerald City Knights Campaign

Mockingbird
Image
Real name: Ivan Vasil'yevich Egorov
Citizen name: John Christopher Levinson

Power Level: 10; Power Points Spent: 150/150

STR: +4 (18), DEX: +5 (20), CON: +6 (22), INT: +3 (16), WIS: +2 (14), CHA: +3 (16)

Tough: +6/+10, Fort: +7, Ref: +10, Will: +7

Skills: Acrobatics 8 (+13), Bluff 12 (+15), Climb 6 (+10), Concentration 5 (+7), Diplomacy 2 (+5), Disable Device 4 (+7), Disguise 4 (+7/+12), Drive 4 (+9), Escape Artist 4 (+9), Intimidate 10 (+13), Knowledge (history) 5 (+8), Knowledge (tactics) 10 (+13), Language 1 (+1), Medicine 2 (+4), Notice 8 (+10), Pilot 4 (+9), Profession (Handiman) 4 (+6), Sense Motive 5 (+7), Stealth 8 (+13), Survival 6 (+8), Swim 8 (+12)

Feats: Accurate Attack, Attack Specialization 3 (Hammered Sickle (Device 2)), Challenge - Face in the Crowd*, Cult Hero (Communists)**, Defensive Attack, Defensive Roll, Dodge Focus 5, Equipment 1, Evasion, Improved Disarm, Improved Initiative, Inspire 2 (+2), Leadership, Master Plan, Power Attack, Quick Draw, Seize Initiative, Uncanny Dodge (Auditory)
* You can craft a disguise that is less likely to draw attention. Only people who specifically single you out and try to notice your deception receive Notice checks to do so. Guards and other passive observers take no special notice of you unless you draw attention to yourself or interact directly with them. The feat bypasses the normal -5 penalty to do this.
** Such characters are well-known, beloved figures within a subculture and receive a +4 bonus per rank on all Charisma-based skill checks involving anyone belonging to that particular group. This bonus cannot increase your total effective skill rank higher than the campaign's power level limit.

The downside is they're considered infamous and distrusted by at least one other group equal or larger in size to the one that adores them. When dealing with detractors, all Charisma-based skill checks are penalized by -2 per rank.


Powers:
Morph 1 (morph: broad group - humans, +5 Disguise) - From equipment
Hammered Sickle (Device 2) (Easy to lose)
. . Strike 4 (DC 23; Penetrating; Mighty)
. . . . Blast 3 (Alternate; DC 21; Mighty 3 (+3 to damage)) - He throws his weapon Captain America-style, catching it pretty infallibly on the rebound.
Driven (Immunity 6) (interaction skills, sleep; Limited - Half Effect) - Due to his training, he can get by on little sleep and finds it easier to resist attempts to influence him.
Leaping 1 (Jumping distance: x2)
Speed 1 (Speed: 10 mph, 88 ft./rnd)
Sound Mimic (Features 1) -
Super-Senses 4 (analytical: Hearing, danger sense: Auditory, direction sense, extended: Hearing 1 (-1 per 100 ft))

Equipment: Chain-Mail, Disguise Kit [Morph 1, morph: broad group - humans, +5 Disguise]

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +10)

Attacks: Blast 3, +12 (DC 21), Strike 4, +12 (DC 23), Unarmed Attack, +6 (DC 19)

Defense: +10 (Flat-footed: +3), Knockback: -5

Initiative: +9

Languages: English, Native Language (Russian)

Totals: Abilities 46 + Skills 30 (120 ranks) + Feats 25 + Powers 16 + Combat 22 + Saves 11 + Drawbacks 0 = 150

Background
Ivan Vasil'yevich Egorov was born in Rostov-on-Don in 1921, and proudly fought against the menaces of the Axis powers in World War II. During that time, he participated in various trials to attempt to engineer a Russian super-soldier. Much to his chagrin, he repeatedly failed to distinguish himself in that area. The chemicals made him a little bit faster. The radiation made him a little bit stronger. The work with the psychics augmented his own natural ability to perform impressions of others. Still, he was barely a single step above the common soldier, and others continued to be promoted ahead of him. During the Cold War, he served the Communist government proudly, but he wasn't as strong as Sovena or the Proleterian. He lacked the mechanical genius of Red Death. He lacked the infiltration abilities of Ivanova, often known in the U.S. informally as the Molotov Cocktease for her ability to seduce prominent American figures and worm secrets from them. And so he languished, fighting minor battles as The Mockingbird versus U.S. heroes and occasionally trotted out for publicity stunts. That is, until his final mission in 1983.

Ivan crossed into the United States over the Canadian border and assumed an identity as John Christopher Levinson, Slavic immigrant and a citizen of Emerald City. His stated job was to maintain his cover until the time when the Soviet government would activate him and he would use his mimicry abilities to forge certain key vocal orders. And so he settled in to wait. And wait he did. Unbeknownst to him, his file was lost in the general chaos and inefficiency of the Communist bureaucracy. No orders ever came. Ivan met and married Maria Woszcnya, a Polish immigrant. Maria died in 2005, their union completely fruitless, and Ivan gave up all hope for making an impact on the world. He was about to send his old costume and weapons off to the museum when the Silver Storm struck. Donning his old garb and limbering his creaking bones, he set out to find what had happened.

Complications
* Is Youth Fleeting? - The effects of the Silver Storm have seemingly restored Ivan's youthful prowess. At the beginning of the adventure, he's suffering from reduced attributes of a 12 Strength, 10 Dexterity, and 12 Constitution and his powers are unreliable. It's possible something may temporarily or permanently rob him of his enhanced status again.
* Secret Origin - Ivan has all of the trappings of an American citizen, but as a sleeper agent, he could readily be deported if his true identity were discovered
* Long History - While Mockingbird was never an A-list Communist threat, he does have a bit of a reputation. Sometimes it works for him and sometimes it works against him
* Old Fashioned - Ivan has lived a long life. He's at that stage where he does not adapt easily to the changing times
* Loyalty - Ivan is torn a bit between his two identities. He has come to love his adopted country, but he spent most of his life serving Mother Russia. Should it come to a choice between the two, he feels like he would be forced in the position of Buriden’s Ass.

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Trip

Postby FuzzyBoots » Sun Dec 08, 2013 4:05 pm

Built for XLS's Silver Age Freedom City campaign, although I'm replacing him with Mary Marvel from a bit earlier in the thread so as to be a bit more accurate to the period.

Trip
Image
Power Level: 8; Power Points Spent: 120/120
Height: 5' 10" Weight: 153 lbs
Eyes: Pale blue Hair: Mousy brown

STR: -1/+4 (9/18), DEX: +1 (12), CON: +2/+7 (15/24), INT: +5 (20), WIS: +2 (14), CHA: +1 (12)

Tough: +2/+3 (Base) / +7/+8 (Adrenal Surge), Fort: +2/+7, Ref: +5, Will: +4

Skills: Bluff 6 (+7), Craft (chemical) 10 (+15), Gather Information 6 (+7), Knowledge (life sciences) 6 (+11), Knowledge (physical sciences) 6 (+11), Knowledge (streetwise) 2 (+7), Medicine 2 (+4), Notice 4 (+6), Sense Motive 2 (+4)

Feats: Attack Focus (ranged) 2, Attack Specialization (Expectorated Drugs (Array 10)), Attack Specialization (Unarmed Attack), Challenge - Fast Work (Craft (Chemical)), Chemist - Inventor with Knowledge (Physical Sciences / Life Sciences) and Craft (Chemical), Defensive Roll, Dodge Focus 5, Fearless

Powers:
Expectorated Drugs (Array 10) (default power: Nauseate) [20 pp + 4 pp of Alternates = 24 pp]
. . Adrenal Surge 9 (Array; +9 STR/CON; Affects Others; Slow Fade (1 minute), Subtle (subtle))
. . Dazzle 6 (Array; affects: 1 type + visual - visual + tactile, DC 16; Accurate (+2), Reversible, Notes: Induces visual and tactile hallucinations that render that sense useless.)
. . Emotion Control 6 (Array; DC 16; Contagious (skin contact), Duration (continuous); Range (ranged); Accurate (+2), Reversible)
. . Nauseate 6 (Default; DC 16; Range (ranged); Accurate (+2)), Notes: Pleasure based. Puts the target in a state of bliss.)
. . Poison (Blast 8) (Array; DC 23; Incurable, Reversible, Sedation, Variable Descriptor (Narrow group - Various chemical descriptors), Notes: By using various drug combinations, he can cause massive pain in the subject's body, but can administer an antidote that will reverse the effects.)
Trippy Skin (Confuse 10) (DC 20; Aura, Permanent, Duration 2 (sustained); Range (touch), Notes: His skin constantly exudes a drug that induces a variety of unpredictable effects in those that touch it.) [30 pp]

Attack Bonus: +4 (Ranged: +6, Melee: +4, Grapple: +8)

Attacks: Dazzle 6, +10 (DC Fort/Ref 16), Emotion Control 6, +10 (DC Staged/Will 16), Nauseate 6, +10 (DC Fort/Staged 16), Poison (Blast 8), +8 (DC 23), Trippy Skin (Confuse 10), +4 (DC Will 20), Unarmed Attack, +6 (DC 19)

Defense: +8 (Flat-footed: +2), Knockback: -4

Initiative: +1

Languages: English (Native)

Totals: Abilities 22 + Skills 11 (44 ranks) + Feats 13 + Powers 54 + Combat 14 + Saves 6 + Drawbacks 0 = 120

Background
Trip's parents are members of The Tick-Tock Doc's Counter-Clock-Culture. Well, at least the people who raised him definitely were. The Tick-Tock Doc never expounded at length at Trip's background. As long as Trip remembered, he was surrounded by hippies, beatniks, and other peace-loving folk that The Doc had gathered. According to The Doc, he's at least sixteen of Earth's years, but time not being a priority, he might be younger or older. As it is, The Tick-Tock Doc dropped him off at the foot of the Beaumont mansion a few months ago, telling Trip that he was welcome to return at any time, but, well... Trip's powerset had kicked in, causing his skin to constantly exude a hallucinogenic coating. At first, people had been content to get a contact high by touching Trip. Then, some of them had started licking to get a higher concentration and a few started suggesting other ways of transmitting the high by involving more surface area. The Doc was a big fan of free love, but worried that Trip's natural state of mellowness meant he might be acquiescing more out of the spirit of not making waves rather than because it was what he wanted. Plus, The Doc felt that Trip needed to be out and among the world and share his talents with the squares out there. Trip, ever agreeable, went with the flow and wished The Doc well and that he'd see him soon, hopefully. The Freedom League has come to accept Trip as a sort of a junior ward. Due to the risk of accidents from skin contact, he is tutored at the mansion and seems to be shaping up to be a bright, if ambitionless, child. Attempts to get him to answer to something either than Trip have failed because, as he sees it, "My name's my name. I don't need another label."

Personality
The cocktail of chemicals that run through Trip's system generally keep him in a constant state of relaxation that most Zen masters would envy. Very little fazes him and he's extremely tolerant of mild discomforts, at least to himself. If someone else is in trouble, he tends to act decisively, although he's prone to relatively non-violent solutions, preferring inducing a state of blissful peace in others rather than to induce a more violent overdose reaction in their system. The one burr in his saddle currently is his inability to turn off the hallucinogenic chemicals in his skin. Before his power kicked in, he was a very tactile person, prone to comfort with a hug or to clap a fellow friend on the back to congratulate him. Now, he has to be careful of any contact with another human being. He can't even cover up because the chemicals inevitably move their way to the surface. He yearns to gain control over his skin, even if it's just to be able to change the composition to something less likely to induce the wide range of reactions.

Complications
  • Addiction - While Trip's never felt the need to take any drugs due to the unique nature of his bodily system, attempts by the League to temporarily nullify his powers have left him in a state comparable to withdrawal. Additionally, the effects he can induce in others aren't physically addictive, but can be very mentally addictive.
  • Blithe Spirit - Trip seldom means to hurt anyone, but he's seldom serious about anything for long, which means that he occasionally offends by not having sufficient gravity on a given subject such as death or loss.
  • Blue and Orange morality - Trip grew up in what was essentially an endless summer of love. He doesn't entirely get the concepts of firm possessions, and sees nothing wrong with people hooking up, or deciding to escape reality through chemistry, meditation, or magic.
  • Family ties - Trip feels a certain loyalty to the Counter-Clock Culture, and is likely to move Heaven and Earth to help them should he find they need him again.
  • Loneliness - Trip misses the ability to make physical contact with others without possibly inducing a bad trip in them. Sometimes, he forgets and makes contact. Sometimes, he "forgets".
  • Unknown history - The Doc has never elaborated on who Trip's parents were, where they came from, or even when they came from, something uncertain with The Doc's time machine. Trip's never really worried about finding out, but it could come back to bite him.
  • Unpredictable changes - Trip's body chemistry is constantly in flux. Sometimes, his powers work differently for a while. Sometimes, the chemicals changes wreak havoc on his personality. In the past, he's undergone everything from mania to depression to rage states.


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Last edited by FuzzyBoots on Tue Jan 28, 2014 4:07 pm, edited 1 time in total.

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Bug

Postby FuzzyBoots » Mon Jan 27, 2014 11:05 am

Created for XeroKhan's Desperation Heist game. One of the options was PL 6 with 120 pp, so I went with that. I don't particularly like the image I have for him currently, but the runner-up image was too recognizable as an extant property. One of the items I've been debating is whether to move the Dazzle etc out of the dynamic array and just have them as properties of the summoned swarms, but that seemed to edge towards power-gaming.

Bug
Image
Bug

Power Level: 6; Power Points Spent: 120/120

Age: 10
Height: 4'1"
Weight: 65 lbs
Eyes: Yellow
Hair: Black, birds nest

STR: -2 (6), DEX: +1 (12), CON: -1 (8), INT: +2 (14), WIS: +1 (12), CHA: +0 (10)

Tough: -1/+5, Fort: +3, Ref: +5, Will: +4

Skills: Bluff 5 (+5/+9), Climb 3 (+1), Gather Information 4 (+4), Handle Animal 2 (+2), Intimidate 1 (+1/+5), Knowledge (life sciences) 2 (+4/+12), Knowledge (streetwise) 4 (+6), Search 4 (+6), Sense Motive 4 (+5), Stealth 4 (+5), Survival 3 (+4)

Feats: Defensive Roll, Dodge Focus 3

Powers:
Dynamic Insect Array 25 (default power: summon)
. . ESP 4 (Array; [4 active, 50/50 PP, 6/r+2], affects: all types; No Conduit, Simultaneous; Custom 2 (Quickness 4 on the ESP (25x speed)), Notes: Senses the area through the senses of her insects)
. . Nullify 6 (Array; [0 active, 50/50 PP, 3/r], counters: all powers of (type) - electrical and mechanical devices, DC 16; Range (perception), Notes: Cues insects to chew on wires and clog the works)
. . Snare 6 (Array; [0 active, 50/50 PP, 3/r+1], DC 16; Range (perception); Tether (600 ft.), Notes: Hornets carrying spiders add multiple layers of silk.)
. . Summon 5 (Default; [5 active, 50/50 PP, 4/r+4]; Fanatical, Type (Narrow) (Insect swarms); Mental Link, Progression, # Minions 3 (10 minions))
. . Various Dazzles (Variable 8) (Array; [0 active, 50/50 PP, 5/r], acquire: any one of (type) - dazzle; Action (move)) — This is the one that's a bit of a compromise. I'd like to have him use various dazzles, but didn't want to have to build all of the variations.
Bug Decoys (Mirror Image) — When in combat, he maintains humanoid swarms of harmless insects and often tricks those attacking them to hit the insects instead.
Communication 4 (sense type: unknown; Custom (Two-Way); Limited (Limited to Insects))
Comprehend 2 (animals - speak to, animals - understand; Broad Group (Insects))
Constant bug feedback (Enhanced Trait 4) (Traits: Concentration +10 (+11), Notice +6 (+7)) — Being able to always draw on the presence and senses of bugs around him makes him much calmer and able to notice what's around him.
Enhanced Trait 2 (Traits: Knowledge (life sciences) +8 (+12); Limited (Insect biology only), Notes: Not really enhanced, but this was the best way to add a limit.)
Morph 3 (morph: single appearance - covered in bugs, +15 Disguise, Notes: He covers the entire surface of his body with bugs and coordinates the insect noises with his voice to further mask it.)
Spider-silk Armor (Device 3) (Hard to lose)
. . Enhanced Trait 2 (Traits: Bluff +4 (+9), Intimidate +4 (+5)) — Namely, his mask prevents any facial tells and makes him look more intimidating than his real face.
. . Immunity 16 (common descriptor: Slashing, damage type: Ballistic, suffocation: Strangulation; Limited - Half Effect) — Spider-silk is amazingly resistant to being cut or pierced, and he has some armoring built into it, but he still feels the impacts.
. . Protection 5 (+5 Toughness)

Power Settings:
Ranged Area - All Senses (Power Setting) (Powers: Dazzle 6)
-- Dazzle 6 (affects: all sense types, DC 16; Burst Area (30 ft. radius - General), Selective Attack; Progression, Increase Range 4 (max range x25, 15000 feet))

Attack Bonus: +2 (Ranged: +2, Melee: +2, Grapple: +0)

Attacks: Dazzle 6 (DC Fort/Ref 16), Nullify 6 (DC Will 16), Snare 6 (DC Ref/Staged 16), Unarmed Attack, +2 (DC 13)

Defense: +4 (Flat-footed: +1), Knockback: -2

Initiative: +1

Drawbacks: Disability, uncommon, minor, Illiterate

Languages: Native Language

Totals: Abilities 2 + Skills 9 (36 ranks) + Feats 4 + Powers 89 + Combat 6 + Saves 11 - Drawbacks 1 = 120



Background
Bug is uncertain of his birth name, where exactly he came from, or what his age really is. His earliest memories were being surrounded by masses of dirty boys and doing something which caused him to be tossed out into the cold. He was adopted into a gang of child beggars and eventually graduated up to serving as a distraction for pickpocketing and heists. It wasn't a good life, and he grew up undernourished and constantly hurting from the daily beatings and buffets of life, but it was all he knew. Then, one day, a heist he was on failed. As far as he knows, he did his job properly, but the team inside didn't get the signal that the police had arrived, or ignored it, or the police were just too well prepared. However it happened, the entire team was arrested and Bug was designated as the scapegoat. He survived the beating and they dumped him in a garbage dump, trusting that the roaming packs of feral dogs would take care of them. At that moment, his Event happened. Unable to move his broken body, he mentally cried out for help, and the insects answered. In a moment's time, he went from being completely alone to never being alone again.

Since then, he's struggled without how to make use of his powers to work his way up from poverty. He can call insects to his location. He can guide them. He's even learned a great deal from paying attention to the interactions of the insects with general humanity. He's seldom hungry because the insects bring him food. Now how does he make money? He did hear that there was a big heist going on with that shipment...

Complications
  • Power Loss - Bug needs insects to perform most of his powers. The selection of insects at a given site may reduce his options.
  • Guttersnipe - Bug has lived most of his life on the streets. He doesn't trust easily and is prone to acting hastily to hold onto what he has or to acquire new items.
  • Unsettling - They say that having a connection to nonhumans affects you. In Bug's case, constantly interfacing with insects has left him with
  • Prejudice - Bug is a child, and often doesn't get respect unless he commands it.
  • Notoriety - Not much yet, but he has some enemies among those he's defended himself against, and he has been associating with crimes, albeit without a criminal record yet.

Example Minion:
Mass of Hornets
Image
Power Level: 6; Power Points Spent: 75/75

STR: -3 (4), DEX: +1 (12), CON: +0 (10), INT: -3 (4), WIS: -3 (4), CHA: -4 (2)

Tough: +6, Fort: +2, Ref: +5, Will: +2

Skills: Intimidate 10 (+6), Notice 8 (+5), Search 8 (+5), Stealth 4 (+5), Survival 8 (+5)

Feats: Dodge Focus 3, Fearless, Improved Critical 2 (Hornet stings (Linked))

Powers:
Communication 2 (sense type: chemical markers; Omni-Directional Area; Limited (Only insects))
Dispersed Mass (Concealment 2) (sense - sight; Partial)
Flight 1 (Speed: 10 mph, 88 ft./rnd)
Growth 8 (+2 size categories; Dispersal)
Hornet stings (Linked)
. . Drain 6 (Linked; drains: single trait - constitution, DC 16; Shapeable Area (6-12 cubes of 125 cu. ft. (5x5x5) - General); Progression, Increase Area (area x2), Slow Fade (1 minute))
. . Strike 6 (Linked; DC 21; Shapeable Area (6-12 cubes of 125 cu. ft. (5x5x5) - General); Progression, Increase Area (area x2))
. . Suffocate 8 (Alternate; DC 18; Poison; Accurate 2 (+4), Extended Reach (5 ft.))
Insubstantial 2 (Gaseous; Custom (Needs openings the size of a hornets body to penetrate barriers))
Morph 3 (morph: any form, +15 Disguise; Custom (Limited to making forms out of massed hornet bodies))
. . Hidden in Plain Sight (Linked)
. . . . Concealment 4 (Linked; all visual senses; Passive; Close Range)
. . . . Enhanced Trait 2 (Linked; Traits: Stealth +8 (+13))
Protection 6 (+6 Toughness; Impervious; Ablative)
Super-Senses 5 (blindsight: Scent, scent)

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: -3)

Attacks: Drain 6 (DC Fort/Staged 16), Strike 6 (DC 21), Suffocate 8, +4 (DC Fort 18), Unarmed Attack, +0 (DC 12)

Defense: +6 (Flat-footed: +2), Knockback: -6

Initiative: +1

Drawbacks: Vulnerable, very common, major, Area attacks deal double damage

Languages: Native Language

Totals: Abilities -24 + Skills 10 (38 ranks) + Feats 6 + Powers 71 + Combat 6 + Saves 11 - Drawbacks 5 = 75



The game never got picked up, but I also built the following as a variant of his "insect control array":
Bug Control (Array 28) (default power: summon)
. . Animal Control 6 (Array; [6 active, 56/56 PP, 4/r+8], DC 16; Burst Area (30-7500 ft. radius - General), Instant Command, Mental, Sensory Link; Limited (Insects only); Mental Link, Progression, Increase Area 7 (area x250))
. . Summon 7 (Default; [5 active, 56/56 PP, 4/r+4]; Fanatical, Type (Narrow) (Insect swarms); Mental Link, Progression, # Minions 3 (10 minions))
Last edited by FuzzyBoots on Mon Apr 28, 2014 8:08 am, edited 1 time in total.

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FuzzyBoots
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Hosea "Ace" Skaggs

Postby FuzzyBoots » Fri Feb 07, 2014 11:30 pm

Submitted into mrdent12's Wild Cards Agents of FBI game.

Hosea "Ace" Skaggs
Image
Power Level: 8; Power Points Spent: 120/120

STR: +3 (16), DEX: +4 (18), CON: +3 (16), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

Tough: +3/+7, Fort: +8, Ref: +9, Will: +5

Skills: Acrobatics 4 (+8), Climb 2 (+5), Concentration 6 (+7), Disable Device 4 (+5), Escape Artist 3 (+7), Intimidate 6 (+7), Investigate 2 (+3), Knowledge (current events) 1 (+2), Knowledge (popular culture) 1 (+2), Knowledge (streetwise) 1 (+2), Knowledge (tactics) 6 (+7), Knowledge (technology) 2 (+3), Medicine 2 (+3), Notice 6 (+7), Pilot 2 (+6), Profession (Agent) 2 (+3), Search 2 (+3), Sense Motive 7 (+8), Stealth 7 (+11), Survival 6 (+7), Swim 8 (+11)

Feats: All-Out Attack, Attack Focus (ranged) 2, Attack Specialization (Assault Rifle), Chokehold, Diehard, Dodge Focus 4, Equipment 5, Favored Opponent 2 (Aces), Fighting Style: Krav Maga, Grappling Finesse, Improved Aim, Improved Block, Improved Critical (Assault Rifle), Improved Disarm, Improved Grapple, Improved Sunder, Improved Trip, Luck 2, Move-by Action, Power Attack, Precise Shot, Quick Draw 2, Startle, Swift

Powers:
Parkour (Super-Movement 3) (training, sure-footed 3 (75% penalty reduction))

Equipment: Arsenal (Assault Rifle, Flash-Bang, Fragmentation Grenade, Taser), Multi-Tool, Night Vision Goggles, Tactical Vest

Attack Bonus: +5 (Ranged: +7, Melee: +5, Grapple: +9)

Attacks: Assault Rifle, +9 (DC 20), Flash-Bang, (DC Fort/Ref 14), Fragmentation Grenade, (DC Ref 15), Sleep Gas Grenade, (DC Fort/Ref 14), Taser, +8 (DC Fort 15), Unarmed Attack, +5 (DC 18)

Defense: +9 (Flat-footed: +3), Knockback: -3

Initiative: +4

Languages: English

Totals: Abilities 26 + Skills 20 (80 ranks) + Feats 34 + Powers 6 + Combat 20 + Saves 14 + Drawbacks 0 = 120

Background
Hosea Skaggs was born into poverty in a small town in the Appalachian mountains named Booneville. It was a matter of fact in the town that if you were born poor, you'd never leave and you'd die poor. Hosea decided that he, the youngest of eight, would flaunt that destiny. Whenever he wasn't working the mines, he was training himself into a paragon of physical fitness and studying any book that he could find. When he turned eighteen, he said goodbye to his family and hitchhiked his way to Quantico. There, he learned that they only accepted candidates with a college education or prior military or law enforcement experience. Fortunately, he caught the attention of one of the administrators, who secured a scholarship for him to Northern Virginia Community College and thereafter Strayer University, graduating with a degree in Criminal Justice. He applied for the academy and distinguished himself in training, earning the nickname of "Ace" for the running joke that the only way he could excel like he did was because he had a Wild Card talent. Among his other training, Ace has been taught how to quickly cover broken ground and how to best combat out-of-control Carders.

Complications
  • Background - Hosea grew up poor, and is still frugal to a point that occasionally rubs people the wrong way. He doesn't outright condemn the excess of society, but the way that he sets himself aside can read as contempt.
  • Responsibility - Hosea still has family in Booneville. He sends a portion of his salary back home in hopes that it will buy a few nice things for them. Unfortunately, his family seems to have felt that he betrayed them as they have never sent a return letter since he left for the academy.
  • Responsibility - Hosea has taken an oath to help protect the United States and he is adamant on that line.
  • Prejudice - It cuts both ways. Hosea is sometimes looked down on for his pronounced drawl and old-fashioned ways. He, in turn, believes that Aces don't know the proper meaning of hard work and have had far too much just handed to them.

Notes
Most of the build is lifted from the Navy Seal build in Agents of Freedom. The Parkour bit was because I liked the idea of him compensating for his lack of powers by increasing his mobility on the ground. The Appalachian background came with the name when I decided on it. I realized afterwards that I could probably have said that the equipment was free from the FBI, but I like the idea that he's got his own set of equipment where he doesn't have to worry about requisitioning it for assignments.


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