Fell's Fellas

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Lord Fell
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Fell's Fellas

Postby Lord Fell » Sat Nov 21, 2009 11:02 pm

My 2e Characters
Pompadour -Inactive : 30Apr2009 - 28Feb2010
Starlight -Inactive : 16Aug2009 - 15Dec2010
Bunny Buckshot -Inactive : 22Sep2009 - 09Oct2010
Pluto Ping - Submission * 03Nov2009 *
Dr. Wonderful -Inactive : 11Nov2009 - 23Jan2010
General Disorder -Inactive : 27Nov2009 - 06Oct2010
Oona -Inactive : 23Jan2010 - 30Apr2010
Gliz -Inactive : 04Mar2010 - 02Jun2010
Big Boot v1.0 -Submission * 18Mar2010 *
Master Squick beta -Submission * 23Apr2010 *
Master Squick v1.1 -Inactive : 29Apr2010 - 27Mar2011
Medusa v1.3 -Submission * 20May2010 *
DJ Nanotech -Inactive : 24Jun2010 - 30Apr2011
Master Squick v2.0 - Inactive : 27Jun2011 - 28Jul2011

My 3e Characters
Titanothere -Inactive : 28Oct2010 - 08Feb2011
Myron Frost, Lord of Brass - Revised * 13Oct2012 *
Di/N/Ah 30.3 - Inactive : 04Aug2011 - 02Jan2012
Short Stack - Inactive 26Sep2011 - 03Mar2012
Smart Patrol v1.0 - Inactive : 06Jan2012 - 31Jan2012
Big Boot v2.0 - Submission * 18Jan2012 *
Wrath - Inactive : 31Jan2012 - 08Apr2012
Black Light - Inactive : 05Feb2012 - 12Mar2012
Ahti - Inactive : 24Feb2012 - 25Apr2012
Razor Tongue - Submission * 04Mar2012 *
Medusa v2.0 - Inactive : 09Mar2012 - 24Apr2012
Smart Patrol v2.0 - Active : 23Mar2012 - Ongoing
Seraphina - Inactive : 06Apr2012 - 30May2012
The Audit - Active : 27Apr2012 - 28May2012 ; 21Nov2012 - Ongoing
Goldie Bluestar - Inactive : 5May2012 - 25May2012
Bruce - Inactive : 27May2012 - 28Jul2012
Bubblepop - Submission * 01Jun2012 *
Madame Le Chat - Inactive : 11Jun2012 - 14Dec2012
Paramour - Active : 30Jun2012 - Ongoing
The Terror Twins - Inactive : 13Aug2012 - 24Oct2012
American Amazon - Inactive : 26Aug2012 - 28Dec2012
Myron Frost, Lord of Brass v2.0 - Active 10Jul2011 - Ongoing

My PbP Games
Dr. Zero's Last Hurrah - Complete 17Jun2012 - 25Nov2012
League of Extraordinary Persons - Active 28Sep2012 - Hiatus
Last edited by Lord Fell on Sat Mar 09, 2013 10:30 am, edited 105 times in total.

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Lord Fell
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Re: Fell's Fellas

Postby Lord Fell » Sat Nov 21, 2009 11:04 pm

The (Formerly Sinister) Pompadour
The Super Reality
Status: Canceled game, run by Class Dunce. Here is the Concept Submission
A slightly different version of the character was run at Freedom City play-by-post, but I am no longer active there. An Atomic Think Tank transcript of his adventures in Freedom City can be found here.

Alternate Identity: Brent Korman
Height: 6'3"
Weight: 220#
Hair: An awe inspiring Master-piece. It is a glossy black, and in the strictest sense it's not actually hair.
Eyes: Blue

Description: This is kind of what Pompadour looks like. His fabulous looks top off a body that is tanned, toned and ripped. He has a very Rockabilly style, which is retro 50s with a neo-punk edge. On his left shoulder there is a tattoo sleeve, dominated by a traditional "Sailor Jerry" style piece... a pinup dressed as a sailor straddling an anchor, next to a pinup dressed as a pirate riding a shark, over the white/black Karma disc. Other images, such as a shot-glass full of skulls and a flaming eyeball are framed by dragon. He typically wears a battered leather jacket over a wife-beater and faded blue denims. His shoes (pending a sponsorship with the maker) are old skool brogues.

History: The young man who became the Sinister Pompadour (and changed his name to Brent Korman, at the suggestion of his agent) was always an awkward, unattractive outcast. He thought this would be better when he went to college, but he actually found it to be worse... in desperation, he signed up for a new reality show, Mega Makeover, that promised to make him "better than he could imagine." The dangerous and experimental treatments the show subjected him to definitely made him more attractive, super-humanly so... superhuman in a lot of ways, including strength and intelligence. However, it also made him completely insane. He set out to get revenge on the fashion industry... but his motives were always jumbled -either he wanted to punish the industry for 'making him ugly' or for imposing unrealistic standards of beauty on people, or because they would be threatened by him, or for not making him attractive sooner, or attractive enough, or... really, just because he was completely insane and had a need to spread pain and terror around.

After several complicated crimes, The Sinister Pompadour captured the cast of America's Next Top Model, but was stopped by The Raven before he did anything drastic to them. She had tracked down the Mega Makeover people, and using their files was able to craft an antidote. The serum Raven injected Pompadour with drained away his super intellect (and associated insanity) and seriously weakened his super strength and pheremones. He was found not criminally responsible for his actions, but was ordered into Therapy for treatment and evaluation. As soon as he walked out the doors of the treatment centre for the last time, he went straight to a pay phone, and called an Agent.

He was 19 when he signed up for Mega Makeover, and his career as a Super Villain, and the fallout lasted just over 2 years.

Personality & Motivation: Pompadour sued the few companies that had been involved in Mega Makeover that hadn't vanished or bankrupted, and has enough money to live comfortably, but is now looking for something more exciting to do with his life, and perhaps a more lavish lifestyle. Pompadour feels he deserves a "Hollywood" life, after his ordeals.

He does actually regret the things he did as a Super Villain... but hey, it really wasn't his fault. His decision to persue a career as a Super Hero has more to do with economics then altruism, although he is generally a good person.

After spending a dozen years at the very bottom of the Social food-chain, Pompadour is now at the top... which will tend to make him act like a first-class douchebag.

Complications: Pompadour has an assortment of sponsorship deals in the works. He may need to find ways to work Product Placements into his time on the Bus. He may need to influence the producers to either allow him to make subtle pitches, or to work with the advertisers that he is working with (which may or may not conflict with advertisers they already have lined up). He also needs to ensure that his conduct is befitting a Spokesperson.

Pompadour is also interested in pursuing a career in music. He can play the stand-up bass reasonably well, and his singing voice is decent, but he's not at a star level (yet?). He does have the charisma to pull off a showbiz career, though. He will regularly try to steal the spotlight to showcase his music talent.

Players Name: Lord Fell
Power Level: 7 (110/110)
Trade-Offs: -1/+1 Attack/Damage, -1/+1 Defense/Toughness
Unspent PP: 0

Stats: 20pp
Str: 14/20 (+2/+5)
Dex: 12 (+1)
Con: 14/20 (+2/+5)
Int: 12 (+1)
Wis: 12 (+1)
Cha: 16 (+3)

Combat: 10pp
Attack: +3 (+6 Melee)
Grapple: +15 (+18 with Hair)
Defense: +6 (+1 Flat Footed)
Knockback: -5
Initiative: +1

Saves: 4pp
Toughness: +8 (+5 Con, +3 Protection (Impervious))
Fortitude: +6 (+5 Con, +1)
Reflex: +3 (+1 Dex, +2)
Will: +2 (+1 Wis, +1)

Skills: 32r = 8pp
Acrobatics 2 (+3)
Bluff 3 (+6/+18 Attractive)
Climb 1 (+6)
Computers 2 (+3)
Diplomacy 4 (+7/+19 Attractive)
Drive 1 (+2)
Intimidate 2 (+5)
Knowledge (Business) 2 (+3)
Knowledge (Current Events) 2 (+3)
Knowledge (Pop Culture) 2 (+3)
Notice 4 (+5)
Perform 4 (+7) [Music]
Sense Motive 4 (+5)

Feats: 15pp
Accurate Attack
Attack Focus (Melee) 3
Attractive 3
Contacts
Mandy Munroe, his Agent. One call to her will generally get the wheels moving on solutions to mundane problems.
Trevor "Tank" Hancock, his Tattoo Artist. "Tank" has developed the tools and technique to 'ink' super tough skin.

Dodge 2
Equipment 1
Cell Phone w/ Camera 2eq
Flashlight 1eq
Masterwork Instrument (Stand-up Bass) 1eq
Multi-tool 1eq

Fearless
Improved Grab
Master Plan
Power Attack

Powers: 52pp
All of Pompadour's powers are from being a genetically altered human.
When not active, his hair looks fabulous, but not unusual. When its power is unleashed, several inky pseudopods emerge to do Pompadour's bidding. He can generate, regenerate and dissolve hair almost instantly.
Additional Limbs 3 (Hair, up to 5 tendrils, Extra: Projection) [6+ 3AP]
AP: Speed 4 (100 mph, Flaw: Limited to Swinging) + Super Movement: Swinging + Super Movement: Slow Fall
AP: Super Movement: Surefooted (25% Reduction on movement penalties) + Super Movement: Wall Crawling 2 (Speed 30' per round)
AP: Super Strength 2 (Super strong follicles, Lt. 1 ton. Md. 2 tons Hvy. 3 tons Max 6 tons Drag 15 tons) PF: Bracing, Ground Strike

Elongation 2 (Only Pompadour's hair elongates, Additional Reach: 10 feet) [2]
Shield 2 (Hair will react to deflect incoming attacks) [2]
Strike 3 (Hair Attack, Power Feats: Mighty, Split Attack) [5]

Enhanced Strength 6 [6]
Super Strength 2 (Lt: 532# Md:1,064# Hvy:1,600# Max: 3,200# Drag: 8,000#) [4]
Enhanced Constitution 6 [6]
Protection 3 (Extra: Impervious) [6]
Pheremones 2 [8 +1AP]
AP: Emotion Control 8 (Airborne Scents, Alternate Save: Fortitude, Flaw: Sense Dependent -Smell)
AP: Enhanced Charisma 8 (Additional +4 to Charisma based checks)

Flash of (Evil) Genius [3]
Quickness 8 (500x Speed, Flaw: Limited to Master Plan, Uncontrolled) [2]
Enhanced Intelligence 16 (+9 to Int Check, Flaw: Limited to Master Plan, Uncontrolled) [4]
Drawback: The Master Plan that Pompadour comes up with is usually efficient to the point of brutal ruthlessness... There may be Ethical, Moral or Public Relationship consequences for following the plan. [Common, Moderate -3]

Drawbacks: 0pp

DC Block:
Unarmed - DC 20 Toughness - Bruised, Staged
Hair Strike - DC 23 Toughness - Bruised, Staged
Pheremones - DC 12 Will - Improved Reaction
Emotion Control - DC 18 Fortitude - Varies

Costs: Abilities (20) + Combat (10) + Saves (4) + Skills (8) + Feats (15) + Powers (53) - Drawbacks (00) = Total Cost (110)
Last edited by Lord Fell on Sat Feb 11, 2012 11:16 pm, edited 12 times in total.

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Lord Fell
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Re: Fell's Fellas

Postby Lord Fell » Sat Nov 21, 2009 11:10 pm

Starlight
Heroes of the Past
Status: Cancelled game, formerly run by RedBstrd. I became disenchanted with the game and dropped out... and the game died shortly thereafter.

Alternate Identity: Dr. Brenda Kossowan
Height: 5'8"
Weight: 140lbs
Hair: Red
Eyes: Blue

Description:
Brenda appears to be a woman in her late 30s. Clearly she was very attractive in her youth, and she is still quite the head-turner. Although her aging has been considerably slowed, 30 years 'out of the game' has given her a comfortably padded frame. She has curly red hair, streaked with grey. Her eyes are icy blue, behind a pair of stylish (unnecessary) eye-glasses. As Starlight, she wears a royal blue uniform trimmed with white. It features thigh-high boots (the modern version has more of a platform heal, than the original stilettos) and shoulder length gloves. The original design was practically a thong -her redesign has a brief skirt over the hips and tops of the thigh.

Thanks to a recent music video, the public at large tends to think that Starlight looks like Christina Hendricks.

History:
Originally a beauty pageant winner (Miss North Dakota, 1959) Brenda was recruited to a special military project. This project was one of the infamous, and more-or-less successful "super soldier" programs of the era. Brenda gained superhuman strength, stamina and durability. She was dubbed "Miss Star" and shipped to Vietnam to aid in the war effort there. However, her role was restricted to public relations exercises, where Brenda wanted to actually help the troops in combat. She clashed with her handlers, and joined platoons in the field against orders... unfortunately seeing "police actions" first hand disillusioned her towards the war effort. Sometime during the war, she acquired a silvery amulet that gave her considerable powers... she has never revealed the exact circumstances of how she came to possess it. She changed her Hero name to Starlight, and was discharged from the Military.

After the war, she was fairly vocal on a few social and political issues... but the late 60s and early 70s were a time of great upheavel, and she became an unwilling spokesperson for all manner of causes. Things she said were misquoted or taken out of context... often entire statements attributed to her were completely fabricated. She was both hated and loved by the "Left" and the "Right," while her own views were absorbed by what various special interest groups wanted her to believe. At the same time, increasing (inappropriate, prurient) speculation about her sex life went on in the media. In disgust, Brenda retired to a private life.

Personality & Motivation:
A very private person, Brenda tries to hide her emotions. This often makes her seem cold, or enigmatic. She will react to horrific events by saying "this is a tragedy" in a flat voice. If someone is trying to provoke her, she will say "it's interesting that you said that," and then not elaborate. From the few statements that can be reliably attributed to her, she seems to have a Right-leaning, Republican, Christian philosophy.

Complications:
-Emergency! Dr. Kossowan is still a practicing Psychiatrist. She may have patient emergencies from time to time.
-Privacy Protection: Brenda does not like to share any details about her private life with anyone... even Trusted Allies are unlikely to learn personal information.
-Lightning Rod for Demagogues: In the volatile Peace, Love and Watergate era, Starlight couldn't stop a purse-snatcher without someone asking for (or telling) her opinion on Roe v. Wade, or the Cuban Missile Crisis... usually followed by an unsubstantiated rumour about her sex-life.

Power Level: PL11 (196pp)
Trade-Offs: None
Unspent PP: 9

Stats: 30pp
Str: 12/22 (+1/+6)
Dex: 16 (+3)
Con: 14/20 (+2/+5)
Int: 16 (+3)
Wis: 14 (+2)
Cha: 18 (+4)

Combat: 24pp
Attack: +6 (+10 Unarmed or Star Bolts)
Grapple: +14
Defense: +10 (+3 flat-footed)
Knockback: -7
Initiative: +7

Saves: 9pp
Toughness: +10 (+5 Con, +4 Protection (Impervious), +1 Defensive Roll)
Fortitude: +8 (+5 Con, +3)
Reflex: +6 (+3 Dex, +3)
Will: +7 (+2 Wis, +5)

Skills: 76r = 19pp
Acrobatics 2 (+5)
Bluff 2 (+6)
Computers 2 (+5)
Concentration 2 (+4)
Diplomacy 6 (+10)
Drive 2 (+5)
Gather Information 4 (+8)
Intimidate 2 (+6)
Investigate 4 (+7)
Knowledge: Behavioural Science 10 (+13)
Knowledge: Current Events 2 (+5)
Knowledge: Law 6 (+9)
Knowledge: Pop Culture 2 (+5)
Medicine 8 (+10)
Notice 4 (+6)
Profession: Psychiatrist 2 (+4)
Sense Motive 10 (+12)
Stealth 2 (+5)
Languages: French, German, Latin, American-Sign (English Native)

Feats: 25pp
Accurate Attack
All-out Attack
Assessment
Attack Specialization (Star Bolts) 2
Attack Specialization (Kick Boxing) 2
Attractive
Benefit: Fame
Benefit: Lawyer
Benefit: Medical Doctor
Defensive Attack
Defensive Roll
Dodge Focus 4
Evasion
Feature: Costume (A Severin Quang Original)
Head-Quarters (1pp Shared Investment)
Improved Initiative
Luck 3
Power Attack

Powers: 80pp
Enhanced Strength 10 [10]
Enhanced Constitution 6 [6]
Immunity 4 (Aging, Disease, Poison, Sleep; Limited: Half Effect) [2]
Protection 4 (Extra: Impervious) [8]
Super Strength 2 (Feat: Bracing; Effective lifting Strength: 32, 4200#) [5 +1AP]
AP: Strike 4 (Feat: Mighty)

Device 12 (Hard to Lose) [48]
Starlight Amulet wrote:The Starlight Amulet is a silver choker made of delicate 'snowflake' links, and set with multiple sapphires and moon-stones. The amulet will adjust to fit anyone who tries to wear it -provided that it feels that they are worthy to wield it's power... a process that takes at least a week of moral behaviour (in possession of the amulet).

Device Feats: Limited. The Amulet is attuned to Brenda Kossowan, it will not work for anyone else as long as she is the amulet's chosen wielder. Indestructible.
Device Drawback: Power Loss: Righteous Intent (Major, Rare) (-2) If Brenda is confused about whether her actions are morally appropriate, the powers of the amulet will not function.
Power Drawback: Starlight (Very Noticeable) (-2). When the specific power is used, Starlight, the area/person targeted and all intervening space will glow a very bright blue, and sparkling silver stars will swirl about the affected area. This effect is bright enough to light a city block.
The Amulets powers all have Magic and Psionic descriptors

Star Bolt 10 (Blast, Extra: Alternate Save: Will; Feats: Precise Shot 2, Drawback: Starlight) [30 +5AP]
AP: Star Bolt 10 (Blast, Extra: Autofire; Feats: Affects Insubstantial, Incurable; Drawback: Starlight)
AP: Star Spray 10 (Blast, Extras: Cone Area, Selective; Flaw: Touch Range; Feats: Penetrating 2; Drawback: Starlight)
AP: Healing 6 (Healing, Extras: Energizing, Restoration, Total; Feats: Persistent, Regrowth; Drawback: Starlight)
AP: Forcefield 10 (Forcefield, Extras: Affects Others Only, Ranged; Feats: Progression 5 (50 People), Impervious 7; Drawback: Starlight)
AP: Immunity 9 (Life Support, Extras: Affects Others, Ranged; Feats: Progression 5 (50 people); Drawback: Starlight)

Telekinesis 10 (24 Tons @ 100' Range Increment, Drawback: Starlight) [18 +5AP]
AP: Star Bolt 10 (Blast, Drawback: Starlight)
AP: Dazzle 9 (Bright Light, Reflex Save)
AP: Communication 9 (Mental, Feats; Progression 5, Rapid, Subtle, Drawback: Starlight cannot transmit anything that is untrue) <linked> Comprehend 2 (All Languages) <linked> Detect Lies (Mental) Starlight can maintain mental communication with up to 25 people at a time, within a 20,000 mile range (global).
AP: Emotion Control 10 (Extra: Burst Area; Flaw: Ranged; Drawbacks: Starlight, Limited to Calm, Hope & Love)
AP: Flight 8 <linked> Space Flight 2

Flight 2 (Drawback: Starlight) [2]


Drawbacks: 0pp

Costs: Abilities (30) + Combat (24) + Saves (9) + Skills (19) + Feats (25) + Powers (80) - Drawbacks (00) = Total Cost (187) + Unspent (9)
Last edited by Lord Fell on Sat May 05, 2012 4:19 pm, edited 17 times in total.

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Re: Fell's Fellas

Postby Lord Fell » Sat Nov 21, 2009 11:15 pm

Bunny Buckshot
Tomorrow Man Project
Bunny was originally a submission for The Ashwood Mythos, but wasn't selected. Tomorrow Man Project is an Inactive game being run by RedBstrd. Due to an in-character conflict getting out of hand, I was forced to leave the game. Update: This game has been canceled.

Alternate Identity: Same
Height: 5'9"
Weight: 145#
Hair: bleach blonde
Eyes: brown

Description:
A rough-edged southern bell with a bikini-model body. Bunny speaks with the distinctive accent of the deep South. Bunny favours cut-off shorts, bikini tops, and a baseball cap with a Confederate Flag on it.

History:
Bunny Buckshot grew up in remote Alabama, and this is the legal name she was born with. In that part of the world, a lot of technology is "Take it or Leave it." And her community enthusiastically adopted such things as pick-up trucks, shot-guns, and refrigerators, while disdaining fangled things like iPods, Innernetz, and to some degree sissy stuff like indoor plumbing.

In such a place where "modern civilization" wasn't entirely welcome, darker and wilder things often sought sanctuary. Although Bunny learned to shoot a shotgun from the Elder Buckshot when she was old enough to walk, her targets were unlikely to be hay bales or rabbits... no, she was apt to pot-shot a Flying Polyp or a Many Tentacled Grave Wyrm.

When a contingent of FBI agents needed a local guide, to investigate some missing hikers, Bunny volunteered her services. As it turned out, the hikers had fallen afoul of a cultist/cannibal group. Without a doubt, it was Bunny's talent with a shotgun, and comfort with blasting the hell out of things that crawl from places unseen that kept the FBI team from being eaten, or worse.

In recent years, one of the FBI agents from that team had 'gone corporate' and was working with APEX consulting. When selections began for the Tomorrow Man project, Special Agent (ret) Lou Anders arranged for her to be short-listed, even though she hadn't actually applied to the project.

Personality & Motivation:
Bunny is an earthy, vulgar soul. If she thinks someone is an ass, she'll tack on the hole, because that's what she really means. She likes to drink, likes to fight, and likes to... hop around in bed. Bunny was also 'brought up right' and received a healthy dose of bible-teachin' -the kind that comes from someone who's never opened one, and might not, in actual fact be literate. In any case, she holds strongly to a morality of: Don't Lie, Cheat, Steal or Kill (anything that ain't a varmint).
In a lot of ways, Bunny is a good ol' boy... with a body like a classic corvette.

Complications:
South'ner. Her accent makes it clear she's from the South. Certain... stereotypes of the region are bound to offend Ms. Buckshot.
Guns? Yes Please! Sure, diamonds are sparkly, but so is a properly maintained fire arm. Bunny is pretty blase about a typical gun, but she cannot resist the lure of something unique or custom.
Rootin' Tootin'! You can dress her up, but you can't take her out.
Zombie Stomp Bunny has forgotten that Zombies were once people, and that many folks don't believe that Zombies exist. She will casually discuss her loathing of zombies, the orgasmic pleasure she receives from executing them, and forget to be sympathetic if fore-mentioned zombie was Uncle Frank.

Power Level: 10/158
Trade-Offs: +1Attack/-1Damage, +1 Defense/-1Toughness
Unspent PP: 0

Stats: 36pp
Str: 12 (+1)
Dex: 16 (+3)
Con: 16 (+3)
Int: 16 (+3)
Wis: 16 (+3)
Cha: 20 (+5)

Combat: 26pp
Attack: +7 [+11 with a Shotgun]
Grapple: +8
Defense: +6 (+11 Dodge, +3 flat-footed)
Knockback: -4
Initiative: +3

Saves: 11pp
Toughness: +9 (+3 Con, +6 Defensive Roll)
Fortitude: +5 (+3 Con, +2)
Reflex: +8 (+3 Dex, +5)
Will: +7 (+3 Wis, +4)

Skills: 76r = 19pp
Acrobatics 2 (+5)
Bluff 2 (+7)
Climb 4 (+5)
Computers 2 (+5)
Diplomacy 2 (+7)
Craft -Chemical 4 (+7)
Craft -Electronic 5 (+8)
Craft -Mechanical 7 (+10)
Gather Information 2 (+7)
Intimidate 3 (+8)
Knowledge -Arcana 7 (+10)
Knowledge -Civics 1 (+4)
Knowledge -Current Events 2 (+5)
Knowledge -Tactics 4 (+7)
Knowledge -Technology 7 (+10)
Medicine 2 (+5)
Notice 5 (+8)
Profession: Gun Smith 2 (+5)
Sense Motive 4 (+7)
Stealth 2 (+5)
Survival 7 (+10)

Feats: 19pp
Attractive
Attack Specialization: Shotgun +4 [2]
Dodge Focus
Defensive Roll 2
Eidetic Memory
Favoured Enemy: Zombies
Fearless
Genius
Improved Critical: Shotgun 2
Improved Ranged Disarm
Improvised Tools
Inventor
Precise Shot
Ranged Pin
Ultimate Effort (any check that Bunny can use a Shotgun as a tool or prop for) [2 paid double because it's less restricted than normal ultimate effort]
Apex Gear: Comlink, Cellphone, GPS Receiver, Handcuffs, and a PDA. [free]

Powers: 46pp
Enhanced Movement (Leaping 2, Speed 4, Super Movement: Wall Crawling 2 only while running, Sure Footed 2) [12]
AP: Enhanced Feats (Defensive Roll 4, Dodge Focus 4, Elusive Target, Evasion 2, Grappling Finesse)

Quickness 6 (50x, Flaw:Limited to Shotguns) [2]
Bunny can do anything that involves a shotgun at truely ridiculous speeds. In combat situations, this should be considered Quick Draw 2 and/or Improved Initiative 2 (able to draw, and fully load a shotgun every round, draw or fully load two shotguns, and up to a +8 initiative with a readied Shotgun)

Immunity (Disease, Poison; Limited to Half) [1]
Regeneration 3 (+1 Recovery, Regrowth, Persistant) [3]
Super Senses: Hearing (Ultra, Danger Sense), Smell (Analytical, Tracking), Ultravision [5]

Dimensional Pocket 1 (Flaw: Non-combat) [1]
Gadgets 1 (Easy to Lose, Distracting, Flaw: Action) [4]
Weapon Summoning 9 (Limited Dismissal, Base: Blast 9, "Mr. Reliable" glossy black pump-action shotgun) [14]
AP: Blast 6 (Extra: Autofire "Carnage Assault Weapon" a belt-fed, fully automatic shotgun with a snap-down tripod.)
AP: Blast 7 (Feats: Affects Insubstantial, Incurable, Penetrating 2. "Ghost Buster" -a massive silver shotgun, engraved with prayers and symbols, with under-slung holy water dispenser and an over-slung solar-light projector.)
AP: Nauseate 9 (Extra: Targeted Area -Cone, Flaw: No Range An odd, somewhat hazy looking weapon. It fires 'Tremor Shot' which is out-of-phase with normal time and space.)
AP: Snare 9 ("Snot-Shot" looks a bit like a breech loading musket, fires enormous wads of green goo.)

Drawbacks: 0pp

Costs: Abilities (36) + Combat (26) + Saves (11) + Skills (19) + Feats (19) + Powers (46) - Drawbacks (00) = Total Cost (158) + Unspent (0)
Last edited by Lord Fell on Sun Mar 25, 2012 11:28 am, edited 22 times in total.

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Re: Fell's Fellas

Postby Lord Fell » Sat Nov 21, 2009 11:26 pm

Pluto Ping
Status: Exalted in M&M game proposed by Dr. Atrocity; appears to be stillborn.

Alternate Identity: Fat, Fat, Fatty Fat Fatso
Height: 6'4"
Weight: 420#
Hair: Jet black, in a long black queue.
Eyes: His cheeks are so chubby, it's almost impossible to see that he actually has eyes.

Description: Pluto's nationality is a bit nebulous. Someone who was well traveled within the realm would probably guess that he's a Western Islander. Although others might guess he hails from the South West. A thoroughly titanic man, Pluto shakes the earth when he walks. Typically, Pluto wears a simple white toga (food stained, perhaps). On more formal occasions, he wears a long skirt made out of malachite shards held together with a mesh of bronze, a vest of burgundy hippopotamus hide, and a broad torque of amber and jade.
History: Pluto is an ancient among the Dragon Celestials, he has walked the Earth for centuries untold. He has lived primarily as a vagabond, traveler or pilgrim traveling from town to town in search of work, adventure and food (although not necessarily in that order). Pluto feels he has a greater duty toward Creation, which does not always coincide with the dictates of the Scarlet Throne. Pluto's deeds helping mortals are often told as fables (often by Pluto himself) although few would recognize Pluto as the hero of these tales.
Personality & Motivation: Pluto often plays the buffoon, but those that take this at face value are later surprised by Pluto's subtle and deep thinking. He is very social, carousing and playing the raconteur whenever possible. He is also greedy and gluttonous -never missing an opportunity to acquire valuables and edibles... however he is also generous to a fault... he doesn't acquire wealth, because he's too busy giving it away. As a student of philosophy, Pluto has observed whoever rules the realm seems destined to fall into corruption. Consequently, he does his best not to serve the Realm, rather he feels he has a higher calling to Creation.
Complications: Apostate: Although not specifically a renegade, Pluto's absence from the wars may not have won him a lot of popularity among the other Terrestrial Exalted.
Greed: Pluto will take unreasonable risks to acquire gold and gems!
pfffffffft: Pluto Ping is a Fire Dragon! Sometimes when his bum goes poot! or his mouth goes urp! things near him go foom!

Power Level: 12 (180pp)
Trade-Offs: -2 Attack for +2 Damage, -2 Defense for +2 Toughness
Unspent PP: 0

Stats: 42pp
Str: 20/30(+5/+10)
Dex: 12 (+1)
Con: 20/30 (+5/+10)
Int: 16 (+3)
Wis: 16 (+3)
Cha: 18 (+4)

Combat: 24pp
Attack: +6 (+10 Unarmed)
Grapple: +32
Defense: +6 (+10 Dodge /+3 Flat Footed)
Knockback: -9
Initiative: +1

Saves: 6pp
Toughness: +14 (+10 Con, +4 Protection (Impervious))
Fortitude: +11 (+10 Con, +1)
Reflex: +3 (+1 Dex, +2)
Will: +6 (+3 Wis, +3)

Skills: 44r = 11pp
Bluff 2 (+6)
Climbing 1 (+15)
Diplomacy 8 (+12)
Gather Information 2 (+6)
Intimidate 8 (+12)
Knowledge: Arcana 5 (+8)
Knowledge: Civics 3 (+6)
Knowledge: Current Events 3 (+6)
Knowledge: Philisophy & Theology 3 (+6)
Notice 2 (+5)
Ride 2 (+3)
Stealth 2 (+3)
Languages (High Realm, Low Realm, River Speak, Native: Fire Speak)

Feats: 22pp
Accurate Attack
All-out Attack
Attack Specialization: Unarmed 2
Crushing Pin
Defensive Attack
Dodge Focus 4
Fearless
Improved Grab
Improved Grapple
Improved Pin
Improved Throw
Interpose
Lucky
Power Attack
Ritualist
Second Chance (Toughness Saves vs. Falling Damage)
Takedown Attack 2

Powers: 80pp
Enhanced Strength 10
Enhanced Constitution 10
Immunity (Aging, Disease, Poison, Environmental Cold, Heat & Fire Damage) [9]
Protection 4 (Extra: Impervious) [8]

Draconic Vitality Super Strength 4 (Power Feats: Shockwave, Super-Breath) [10 + 4 AP]
AP: Paws of Dreadful Pulverizing Strike 4 (Feats: Mighty, Affects Insubstantial, Penetrating 2)
AP: Flight Without Wings Leaping 8 (x500 Distance @ 4 round 'hang time', x25 Move Action)
AP: Lifting the Veil of Mortal Visage Enhanced Feat: Fearsome Presence 8 (Pluto reveals his Draconic Aspect)
AP: Tread of Righteous Feet Immovable 4 (Extra: Unstoppable)

Gifts of the Celestial Court
Flaming Breath (Limited Use: Although Pluto seems to have unlimited gas, when it's actually time to unleash the might of his Dragon Breath he doesn't always have a full tank. When he is attempting to breathe fire, an Even Die Roll indicates that Pluto huffs, and he puffs, and he comes up empty.)
Base: Blast 12, Extras: Cone Area, Selective, Flaw: No Range, Limited Use) [24 +4AP]
Conjuration (Drawback: Spells require a Ritualist Check DC15, Several minutes to perform, and often some sort of Reagents -3)
AP: Familiar Steed Summon 5 (Extra: Heroic, Feats: Heroic, Mental Link)
Pronto the Mule has been imbued with the potency of Elemental Earth, making him sturdier and smarter than a mule ought to be
AP: Magic Carpet: Flight 4 (Extras: Affects Others, Shaped Area (square); Flaw: Platform) {linked} Super Movement: Slow Fall 1 (Extras: Affects Others, Shaped Area (square), Feat: Progression 3)
A 20'x20' Carpet capable of speeds of 100mph. Anyone falling off will float gently to the ground.
AP: Plentiful Pagoda: Create Object 12 (Flaw: Limited to Pagoda) {linked} Feature 1 (Resists normal Weather) {linked} Feature 1 (Prepared Food, Feat: Progression 5)
A sturdy pavilion prepared for a feast (up to 50 people). The atmosphere is always temperate.
AP: Eyes of Hesiesh: ESP 8 (Sound & Vision, Feat: Dimensional 1)
Entering a trance, Pluto can witness events up to 2000 miles away, and even see into any single dimension touching this one.

Pronto (PL5/75)
Attributes: Str-16 Dex-12 Con-22 Int-8 Wis-14 Cha-8
Saves: Fortitude 9, Reflex 4, Will 5
Skills: Acrobatics 2 (+3), Bluff 4 (+3), Climbing 2 (+5), Notice 4 (+6), Survival 4 (+6)
Feats: Attack Focus: Melee 2, Dodge Focus 2, Beginner's Luck, Improved Overrun, Lucky
Combat: +4 Attack (Includes -1 Size)/+6 Damage, +4 Defense (Includes -1 Size), +6 Toughness
Powers: Growth 4 (Permanent, Innate), Immunity (Aging, Disease, Poison, Heat, Cold Hunger & Thirst), Regeneration 3 (Persistant, Regrowth, Ressurection) Speed 2, Super Sense: Ultravision, Danger Sense (Hearing), Super Strength 2 (PF: Bracing. AP: Strike 3 (Feat: Mighty))
Drawbacks: Quadrupedal Ungulate
Attributes (20) + Skills (4) + Saves (9) + Combat (12) + Feats (7) + Powers (31) - Drawbacks (8) = 75


Drawbacks: 4pp
Vulnerability to Cold (Common, Moderate: DC of Cold & Ice based attacks are increased by 50%)

Costs: Abilities (42) + Combat (24) + Saves (6) + Skills (11) + Feats (22) + Powers (79) - Drawbacks (04) = 180
Last edited by Lord Fell on Thu Mar 04, 2010 1:14 pm, edited 1 time in total.

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Re: Fell's Fellas

Postby Lord Fell » Sat Nov 21, 2009 11:44 pm

Jason Smith took the last two flights of stairs up to the room, to make sure that he wasn't followed. He had stashed his secret weapon in a nondescript hotel not far from the waterfront. He knocked before entering. Strangely, the lights in the apartment were out. Jason suspected that his 'weapon' didn't need lights, but whenever he had come before the place had been brightly lit. He flicked on the lights, but even more surprising... they didn't come on.

Suddenly, a dim light, a corona of energy sprung up from the far corner. "Hello, Jason." The light revealed Jason's "secret weapon" -a man... but the light was dim, and left the man darkly shadowed. "Please. Come sit down." The dim light shifted to reveal a plain wooden chair, directly across from the shadowed figure.

Somewhat apprehensively, Jason took the chair. This was highly unusual behaviour for this asset. "I've had some disturbing news today. I wanted you to be sitting down when I told you. A Mister <redacted> came to see me today. It seems he was investigating the sinking of the freighter Star of Mongolia." Jason felt his intestines fill with ice water. "I explained to him that your organization purchased the freighter, and that I sunk it for you as part of a coral reef reclamation project... I'm sure that you will be as shocked and upset as I was to learn that the hold of the freighter was filled with Kurdish refugees."

"Shocked."

"..and Upset."

Jason felt a quickly-cooling warmth spread down from his thighs. It had never occurred to him that his secret weapon might have the capacity to become angry... or what it might do. He began to stammer out his dismay, an explanation... Lies, as he had pocketed $800 US for each of the 1200 lives crammed into the holds, and an additional fee for disposing of the pirated vessel.

"Mr. <redacted> explained to me how redemption for this horrible occurrence could be obtained." Light shimmered around a small table between Jason and the shadowed man. His 'secret weapon' placed something on the table, and slid it forward. It was a snub-nosed revolver - a .357 magnum. "A projectile from this device needs to pass through a penitent man's skull. I am certainly feeling penitent... only my skull seems to be too tough for this ritual. I tried five times, to no effect. There are only six projectiles."

Silence, and the gun hung between them for a few moments. "Are you feeling penitent, Jason?"
To his horror, Jason found that he couldn't move his legs.


Dr. Wonderful
The Judicators
Status: This game was started by BS Digital Q. The game had roster and concept issues and was rebooted -except it never actually restarted.

Power Level: 12
Trade-Offs: None
Unspent PP: 0

Alternate Identity: Unpronounceable. In civies, he usually goes by Samael or Sam for short.
Height: 5'11"
Weight: 185#
Hair: Varies
Eyes: Turquoise, no iris or pupils.

Description:
The self proclaimed 'Doctor' Wonderful looks very much like the statue of a greek god. His skin is very nearly white and he has the chiseled physique of an underwear model. The one spot of colour is the hair on his head (which is the only hair on his body), which can be any colour he likes -he favours unnatural shades. He could probably be considered to have the Attractive Feat, and an equal but opposite Disturbing Appearance Drawback.

In 'civilian' identity, the alien visitor likes to wear goth and rave clothes... he doesn't really understand this youthful culture, but has gone to some clubs & dances and enjoys the energy. His 'business atire' is a black suit, black shirt, black tie, all under a snow-white trench-coat. He changes clothes through the simple expedience of transforming them... should he become unable to sustain this, his clothing will shift into ratty pajamas common to hospitals.

History:
The alien race Dr. Wonderful hails from is a highly evolved one. The powers he commands are typical of a young person -although a few hundred years old, he is considered an unruly teenager of his kind. The society he was born in is utopian -none wants for none. Mostly, his people lounged about contemplating the mysteries of the unknown, the perfection of a hydrogen molecule, etc. Elders generally transcend the mortal coil, becoming beings of pure thought and energy.

Dr. Wonderful was exiled because of his 'rebelious nature.' Although, in human terms his temperament would be comparable to that of a cloistered monk. Upon arriving on Earth, Dr. Wonderful fell into the unscrupulous clutches of a man who was a Fixer for international criminal elements (see Jason Smith, above). In the few short weeks he worked with Mr. Smith, he was responsible for thousands of deaths... all while working with Smith under the best of intentions. When it was revealed to him the true nature of his actions the one-time pacifist became filled with Wrath.

Personality & Motivation:
Once an innocent, Dr. Wonderful is extremely bitter about allowing his powers to be used for evil of a grand magnitude. His short time on Earth has left him with three definitive motivating emotions. Arrogance -the belief that his people (and therefor he) are better than humans; Wrath -the desire to punish those people that prey on those weaker than they; Curiosity -he has still learned very little of the people and culture of his new home.

Some Quotes: "I did not put myself above humankind, to pass judgement. Humankind, through its base actions, lowered itself beneath me."
"You don't seem to understand leverage very well. Perhaps you need an empirical experience."


Complications:
No Habla Espanol: Dr. Wonderful only speaks one language, and it isn't Terrestrial. He can communicate with any living target using his mental powers to facilitate -but communication through electronic or print medium is impossible for him.
Too cool for school: Given the awesome powers his people possess, they have little need for technology. His people haven't used anything more complicated than a chair in centuries. Although extremely intelligent, Dr. Wonderful is unused to, and easily surprised by common Terran tech.
Like ants before an angry god: Dr. Wonderful's experience has taught him that humans are base and weak. He will generally underestimate them, frequently forgetting about metahumans. He also has no reservations about playing judge, jury and executioner. He will always be merciless when greed or self-interest is a criminals motivation, and very reluctant to punish someone who's motivation is merely survival.

Stats: 56pp
Str: 20 (+5)
Dex: 14 (+2)
Con: 22 (+6)
Int: 20 (+5)
Wis: 22 (+6)
Cha: 18 (+4)

Combat: 8pp
Attack: +2 (+4 Unarmed, +12 Disintegrate,Energy Strafe)
Grapple: +0
Defense: +2 (+1 Flat-Footed, +4 Dodge, +12 Shield)
Knockback: -9
Initiative: +2

Saves: 12pp
Toughness: +12 (+6 Con, +6 Protection (impervious))
Fortitude: +10 (+6 Con, +4)
Reflex: +6 (+2 Dex, +4)
Will: +10 (+6 Wis, +4) (+4 Mental Shield)

Skills: 16r = 4pp
Diplomacy 4 (+8)
Notice 4 (+10)
Knowledge: Physical Science 4 (+9)
Sense Motive 4 (+10)

Feats: 7pp
Attack Specialization: Unarmed
Beginner's Luck
Dodge Focus 2
Eidetic Memory
Lucky
Trance

Powers: 122pp
Alien Physiology
Feature: Traceless (does not have finger-prints, does not shed hair or slough skin... has no DNA, it's more of an 'energy signature.' His blood appears to be carbonated, pink Gatorade.)
Immunity (Aging, Starvation + Life Support) [11]
Protection 6 (Extra: Impervious) [12]
Regeneration 2 (Feats: Persistent, Regrowth, True Ressurrection) [6]
Super Strength 2 [4] Heavy Load: 1600#

Evolved & Enlightened Mind
Empathic Sense (Super Sense: Detect Emotion -Ranged, Radius, Penetrates Concealment; Mental Awareness) [6]
Comprehend (Speak & Understand All Languages; Drawback: Living Subjects Only) [3]
Mind Shield 4
Telepathy 4 [8 + 3 APs] 1 Mile Range
AP: Shield 8 Dr. Wonderful uses Telepathy as a 'combat sense' and Telekinesis to deflect attacks.
AP: Telelocation 8 2000 Mile Range
AP: Telekinesis 4 800# with a 40' Range Increment

Matter & Energy Control
Variable Power 13 (Limited to Generic Energy, Electromagnetic Effects and the manipulation of Matter)
Sample Abilities:
*Blast 12(Energy Strafe, Extra: Autofire 2, Feats: Accurate 5, Affects Insubstantial, Improved Critical 2, Penetrating 4, Variable Effect)
*Disintegrate 11 (Feat: Accurate 5)
*Environmental Control 6 -Poltergeist Effects- Dr. Wonderful can corrupt or disrupt radio or microwave transmissions, warp magnetic fields causing metalic objects to fly about, control, dim or enhance light effects, and cause surges in electronic equipment (Mix & Match (2 effects at a time): Distract, Light, Visibility, Nullify Electronic Equipment, Extra: Selective) 20 Mile Radius <linked> Blast 10 (Extras: Shapable Area, Selective)
*Nullify 10 (The Electromagnetic Spectrum; Extras: Effortless, Action 3 (Reaction))
*Teleport 12 (Extras: Accurate, Portal, Feat: Easy) 1200 feet as a Move action, 20 Million Miles as a Standard Action
*Transform 10 (Any Solid to any other Solid, Extra: Perception Range)

Drawbacks: 0pp

Costs: Abilities (56) + Combat (8) + Saves (12) + Skills (4) + Feats (7) + Powers (123) - Drawbacks (00) = Total Cost 210
Last edited by Lord Fell on Thu Mar 04, 2010 1:26 pm, edited 3 times in total.

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Re: Fell's Fellas

Postby Lord Fell » Sun Nov 29, 2009 11:18 pm

General
Disorder

Defenders of the Ominverse: A canceled game, run by Arthur Eld.

Alternate Identity: The General will always offer a false name regarding his real identity; always selecting a villain out of (his world's) literature or history.
Height: 5'10"
Weight: 165#
Hair: Black and glossy
Eyes: Grey

Description: Wandering down the street in civilian clothes General Disorder would be fairly unremarkable, with the exception of a jagged scar on his left cheek (in his civilian identity, he often concealed it with make-up). Like the other members of his former villain team, he wears a military outfit in black and red, but with the Anarchy "A" and the 8-pointed Chaos Star as emblems. The General's particular outfit is reminiscent of the Nazi SS garb. His boots have lifts that put him over six feet, and padded shoulders to give him a more athletic appearing frame.

Anyone with a mystic, cosmic or psychic awareness can clearly see that General Disorder appears to be wreathed in thousands of heavy chains. This effect is clearly visible in the Zero Zone, and it is a manifestation of the Geass the Norn has placed on him.

History: General Disorder was one of his world's most potent Supervillains. Setting out to create a Better Tomorrow (ie: one where he ruled the planet), he assembled a team of supervillains to aid him. The Anarchy Command consisted of Major Problem (magnetic control and terrakinesis), Corporal Punishment (flying brick) and Private Vendetta (probability manipulator; physically enhanced martial-artist and spy).

When an invasion of a magnitude before unheard of threatened the Earth, General Disorder saw it as an opportunity to cull the field of superheroes powerful enough to thwart him. Later, when some of his more notable rival villains entered the battle... he arranged their deaths too. Once he was satisfied that no hero could stop, and no villain could rival The Anarchy Command... there were not enough powerful supers left to stop the invasion. He sent his team away, to find their own ends. General Disorder sat brooding in his subterranean strong-hold while his planet burned.

Personality & Motivation:
Obligatory megalomaniacal laughter:
"Ah-Hahahahahhahahahhahahahahhahahahhahahhahahahahaahahaa!!"

If arrogance were energy, General Disorder could have once lit up the East Coast. He's been humbled though... he made a miscalculation that broke the entire world. A lesser man (or a less arrogant man) would probably be seeking redemption. General Disorder is just bitter... and possibly has a death wish. He will be sarcastic and confrontational to his "fellow heroes" and may subject them to the occasional Hannibal Lecture.

He has been "enslaved" by the Norn. His motivation is to break the bonds that control him, so he can find a new world to dominate (or destroy)... but as long as he's being controlled, he must work with the Omniversal Defenders.

Complications:
Stand aside, cretin! I'm General Disorder! The General was a right-and-proper Big Bad... so megalomania comes with the territory. His belief that he is the best, most powerful, mightiest member of the team might get him into situations he can't handle. He may act alone, instead of as part of the team or take on tasks without proper planning.
Drafted to the Wrong Team: General Disorder hates you. Yes... you. And you too. He works with the Omniversal Defenders because he is forced to. He is under a "PL X" Geass that constrains his actions. It's quite possible that he will drive/goad other members of the team into attacking him -and he will probably not be able to counter-attack.
To the letter, not the spirit: He will be continuously looking for loop-holes in the Geass placed on him by the Norn. The rules of the Geass haven't been explained to him... he only knows specifically that he must help the Omniversal Defenders save worlds; he assumes that it enforces a certain heroic, or at least non-villainous conduct. However, being a spiteful wretch, if he can find a way to subvert the teams mission, without triggering his Geass, he almost surely will.
This... is... Stockholm! No man, not even the Big Bad who is General Disorder is an island unto himself. Despite his most villainous intentions, he may find himself enjoying the team-work and accomplishments of his new team.

Power Level: 13
Trade-Offs: None
Unspent PP: 0

Stats: 40pp
Str: 12 (+1)
Dex: 14 (+2)
Con: 14 (+2)
Int: 20 (+5)
Wis: 14 (+2)
Cha: 26(+8)

Combat: 6pp
Attack: +1 (+3 Unarmed, +13 Blast or Strike)
Grapple: +4 (+19 with Tactile Telekinesis)
Defense: +2 (+1 flat-footed, +3 Dodge, +13 Shield)
Knockback: -9
Initiative: +6

Saves: 15pp
Toughness: +13 (+2 Con, +1 Defensive Roll, +10 Forcefield (5 Impervious))
Fortitude: +8 (+2 Con, +6)
Reflex: +5 (+2 Dex, +3)
Will: +8 (+2 Wis, +6) (+13 Mind Shield)

Skills: 52r = 13pp
Craft: Electronic 7 (+12)
Craft: Mechanical 5 (+10)
Knowledge: Tactics 5 (+10)
Knowledge: Technology 7 (+12)
Concentration 3 (+5)
Disable Device 5 (+10)
Diplomacy 4 (+12)
Intimidate 5 (+13)
Notice 3 (+5)
Sense Motive 3 (+5)
Languages 5: French, German, Japanese, Mandarin, Spanish (English is Native)

Feats: 17pp
Accurate Attack
Attack Specialization: Blast
Attack Specialization: Unarmed
Defensive Roll
Diehard
Dodge Focus 2
Eidetic Memory
Fascinate (Diplomacy)
Improved Initiative
Improvised Tools
Inventor
Master Plan
Power Attack
Skill Challenge: Jury Rig
Skill Mastery (Disable Device, Diplomacy, Intimidate, Knowledge: Tactics)
Team Work (+1)

Powers: 110pp
Forcefield 10 (Telekinetic, Extra: Shield, Feat:Impervious 5) [25]
Super Sense (Mental Awareness, Mental Sense: Detect Powers, Analytical, Ranged) Powers, in respect to General Disorder means individuals with enhanced physiology; a gadgeteer, martial artist, or wizard would not be detected. [4]

Telekinesis 16 (Feats: Precise, Subtle) [32 +3AP] 800 Ton Heavy Load with 160' Range Increment.
AP: Tactile Telekinesis: Enhanced Strength 24 (+13 total) <linked> Super Strength 3 (Ground Strike, Bracing)
AP: Internal Attack Strike 13 (Extra: Alternate Save: Fortitude, Feats: Accurate 5, Improved Critical)
AP: Force Bolt Blast 13 (Feats: Accurate 5, Affects Insubstantial)

Mind Shield 13 (Feat: Dynamic) [14 +3AP]
DAP: Mental Communication 8 (Feats: Dynamic, Progression 3, Rapid, Subtle) up to 10 subjects within a 2000 mile radius
DAP: Mind Reading 13 (Feat: Dynamic)
DAP: Telelocation 12 (Feat: Dynamic, Subtle) 20 Million Mile Radius

Mind Control 13 [26 +3AP]
AP: Boost 5 (All Traits of Type: Powers, Extra: Perception)
AP: Mimicry 5 (All Powers at Once, Extra: Perception) Power Pool: 25pp
AP: Power Control 13

Drawbacks: -6pp
Power Junkie: General Disorder is essentially a "Power Leech." His psionic powers (Telekinesis and Mind Shield arrays and Forcefield) are powers that he has stolen and maintained for so long, they are essentially permanent. However, he must remain in close proximity (at least Perception range) to powered individuals, or these powers will begin to fade at 1 Rank /Hour past after 48 Hours. (Uncommon, Moderate -3)

Enslaved! From time to time, he may find himself forced to attempt some sort of action that he really hadn't planned to attempt. The Norn can enact direct control over his actions should the need arise. The Norn is aware of his actions, and may choose to caution or chastise him by using her powers at a PL X if she is displeased with them. (Rare, Major -3)

Costs: Abilities (40) + Combat (6) + Saves (15) + Skills (13) + Feats (17) + Powers (110) - Drawbacks (6) = Total Cost (195)
Last edited by Lord Fell on Wed May 02, 2012 10:02 pm, edited 5 times in total.

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Re: Fell's Fellas

Postby Lord Fell » Tue Feb 09, 2010 11:00 pm

Oona
The Curators Collected: Game run by MM. Oona is a late entry to the game. Unfortunately, it seems reality has interfered with this game, and it is on hiatus, if not over.

Alternate Identity: Buxom Cave Wench
Height: 6'3"
Weight: 240#
Hair: Platinum Blonde
Eyes: Striated Rainbow

Description: Oona is a towering Amazon with exotic looks. Her hair is brilliant white, and her eyes shimmer with every colour in the rainbow. Her skin is a soft pink shade, with an almost mother-of-pearl sheen. Clearly from a primitive culture, Oona is garbed in several pieces of tanned fur; the fasteners for her clothes are small skulls similar to those of weasels, with a second bone shoved through the eyelets.

History: Inspired by the idea of a character based around the most common super power, the character concept is a little bit this and a little bit that. Oona is from a (the?) progenitor race; most bipedal races (including Humans, Nox, Lor and possibly even Grue) can trace their species origin back to Oona's race... she is essentially Eve, but inter-galactic. The Curator may very well have had to indulge in Time Travel to track down this prized specimen.

Personality & Motivation: Oona is pre-pre-pre-pre-industrial. She's practically pre-technology. While Oona is quite intelligent, her clan's way of communicating was still too rudimentary to be considered an actual language. Oona's actions will seem to be based more on instinct than careful reason or any formal code. It wouldn't be difficult to assume that Oona has similar intelligence to an animal (although, this would be a grave mistake).
Since her stasis-chamber broke down, Oona has been very cautious in her explorations. She has not been out of her chamber for very long at all, though. Primarily... Oona is hungry. She is an excellent hunter, but she is having difficult differentiating between sentient beings and animal beings -her strong notions of Tribe will not allow her to hunt, kill & eat a living creature that is a person, which is limiting potential food sources. Also, in typical "hot girl" fashion, she doesn't like to murder bunnies and other assorted cute fluffy things.
Oona is (as far as she knows) the only member of her Tribe that was Collected, she is alone and because she has a strong sense of Tribe, she is lonely.

Complications: Cause and Effect: Oona's decision making process tends to work in very simplistic terms, and she will generally leap to the most obvious conclusion; even if it is incorrect.
Impulsive: Oona is an action girl, and often acts without any sort of careful consideration.
Distracting: Oona's presence tends to be... well... uhm... distracting.

Stats: 48pp
Str: 30 (+10)
Dex: 16 (+3)
Con: 30 (+10)
Int: 12 (+1)
Wis: 16 (+3)
Cha: 14 (+2)

Combat: 40pp
Attack: +10
Grapple: +20
Defense: +10 (+5 flat-footed)
Knockback: -5
Initiative: +11

Saves: 16pp
Toughness: +10 (+10 Con, +0 other)
Fortitude: +12 (+10 Con, +2)
Reflex: +10 (+3 Dex, +7)
Will: +10 (+3 Wis, +7)

Skills: 36r = 9pp
Acrobatics 7 (+10)
Climb 2 (+12)
Craft: Primitive 5 (+6)
Notice: 7 (+10)
Search: 5 (+6)
Sense Motive 3 (+6)
Survival: 7 (+10)

Feats: 26pp
Accurate Attack
All-Out Attack
Defensive Attack
Power Attack
Takedown Attack 2
Improved Grab
Improved Grapple
Interpose
Crushing Pin
Combat Reaction: Swift Kick (Response to Charge to Front arc)
Combat Reaction: Elbow Smash (Response to Grapple Attempt from Rear arc)
Elusive Target
Evasion
Improved Initiative 2
Swiftness
Attractive 2 (Extra: Universal (Seriously)) [4]
Luck 2
Endurance
Second Chance (Toughness vs. Unarmed Attack)
Second Chance (Save vs. Emotion Control)

Equipment: 0pp
Sharp piece of metal (it can cut things)
Porous rock (gnawing on it makes her feel less hungry)
Space-critter fur bikini (does about what you would expect it to)
A tangle of multi-coloured wire (much to her dismay, it makes terrible snares)

Powers: 14pp
Regeneration (Extras: Persistent, Regrowth, Innate) [3]
Super Senses (Scent, Ultravision, Infravision, Danger Sense (Hearing), Innate) [5]
Leaping 2 (Feat: Innate) [3]
Immunity 2 [Aging, Disease, Poison, Radiation; Limit: Half; Feat: Innate] [3]

Drawbacks: 3pp
Point and Grunt: Oona's society is pre-linguistic. Translation devices, comprehend and psionics will have very limit ability to interpret her... actions. [-1]
Button Masher: Oona and Technology just don't get along. Even if a device is carefully explained (demonstrated) for her, she will still need to make an untrained, DC20 Wisdom check to make the device do anything. [-2]

Costs: Abilities (48) + Combat (40) + Saves (16) + Skills (9) + Feats (26) + Powers (14) - Drawbacks (3) = Total Cost (150)
Last edited by Lord Fell on Fri Jul 13, 2012 12:51 pm, edited 9 times in total.

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Re: Fell's Fellas

Postby Radical » Wed Feb 10, 2010 6:10 am

Looks like an interestng character.
Last edited by Radical on Mon Mar 08, 2010 12:12 am, edited 1 time in total.
Check out my stories to see what kind of characters I wanna create!

Kal'El Wayne
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Re: Fell's Fellas

Postby Kal'El Wayne » Wed Feb 10, 2010 6:52 am

An intriguing medley of highly original characters! I particularly like Bunny and General Disorder! :mrgreen:
Just a dog? Porthos dreams of being a bear, and you want to shatter those dreams by saying he's just a dog? What a horrible candle-snuffing word...Just

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Re: Fell's Fellas

Postby MorningKnight » Wed Feb 10, 2010 2:34 pm

Bunny's a girl after my own heart. General Disorder is a monster of the first degree, and a WONDERFUL Telekinesis-based build.

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Lord Fell
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Re: Fell's Fellas

Postby Lord Fell » Thu Mar 04, 2010 10:49 am

A lot of people really seem to like General Disorder, and I'm really enjoying playing him. I originally conceived of General Disorder and his Anarchy Command 15-20 years ago as the premier Villain team of the world I'd created. I don't think that I ever statted them up, though. I think that I created (and stole) a really interesting world, but I've discovered that I'm not a very good GM... maintaining plots and follow-through are not strong suits for me.

In terms of the build itself, a lot of the Crunch was inspired by BS Digital Q's build of Bronipelk, and I also incorporated some of the 'tricks' I used to build Dr. Wonderful.

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Re: Fell's Fellas

Postby Lord Fell » Thu Mar 04, 2010 10:58 am

Gliz
Coreline: Firewalls Inactive game, run by marcoasalazarm. I've withdrawn from the game. It appears to have limped off into the sunset

Characters Name: Sergeant Major Eliglizanda Tanknoddy
Height: 3'4"
Weight: 62#
Hair: Platinum
Eyes: Ice Blue

Description: Gliz is a Fiction, and comes from a bending of reality where Swords, Sorcery and Fantastical Creatures are very real. Specifically, she is a Gnome. Short, with three fingers (and opposable thumb), and ridiculously large eyes. In some fantasy fiction, Gnomes are disproportionately strong -this certainly applies to her. Ms. Tanknoddy's small frame is packed with hardened muscle, and latticed with fine scars. She wears her hair in a short, punky, spiked up style. At first glance, because she is tiny with big eyes, she seems very cute... but she's racked up an astronomical body-count, and that gives her eyes a look that would freeze vodka. She has half-a-dozen silver stud & hoop rings in her disproportionately large ears. Since coming to this world, she's gotten a tattoo of Rosie the Riveter on her left deltoid.

History: Like many fantasy worlds (or epic fantasy stories), the world that Gliz came from is beset by a powerful enemy, who controls hordes of undead mutant warriors and who is hellbent on world domination and/or destruction. On her world, she was a soldier -an expert in small squad tactics, who lead an elite strike team on hundreds of high risk missions. While on a mission to demolish an enemy gate-house, Sergeant Major Tanknoddy became inexplicably dizzy, and passed out -awakening somewhere else.

She spent almost two weeks in concealment in this strange, apparently human city. The people she observed were clearly normal citizens... even the few who carried themselves like warriors seemed to lack skill, and most definitely did not have the aggression in them to be servants of the Adversary. Finally, after interviewing a rabbit (?!) she felt that it was safe enough to approach a human. After spending some time with various authorities, she arranged to be recruited into the Military. Her preference was to serve with the Green Berets, Navy SEALS or Army Rangers... but she ended up in Mechanized Cavalry... primarily as a field technician. When the man from Firewall stuck his head under the APC she was changing the oil on, she was more than ready to listen...

Personality & Motivation: Sergeant Major Tanknoddy is a soldier through and through. When she has a mission, there is nothing but the mission. When there is no mission, she is generally at a state of high-readiness for the next mission. Although the world she came from is one where people of all genders and races are free to pursue any career they wish, "lifers" in the military tended to be men at least in combat roles, as women in the service tended to have babies and move to support roles. Consequently, the elite combat groups that Gliz worked with were primarily men. Gliz has easily stepped into the role of "one of the boys." Like many professions that are so intimately involved with life and death, gallows humour and vulgarity were very much part of the off-duty culture; on duty, Gliz wouldn't tolerate any ass-grabbing nonsense, and the soldiers on her squad quickly learned not to cross "the ice cube." Gliz is very, very hard.

Complications: Ain't you the cutest widdle fing! Because of her diminutive stature, enormous blue eyes, and piping song-bird voice, Gliz is frequently mistaken for someone who should be sitting on someone's lap, or offered candy, instead of the stone cold killer that she actually is.
Speaking of being a killer... Who's got a body count? She do. Given a situation where lethal force is the slightest bit justified or authorized, Gliz tends toward a philosophy that dead enemies make paper-work easier.
Don't Ask, Don't Tell. Gliz is "one of the good" or as the French say, Lesbien. This can be a slightly delicate situation for someone who is a career soldier living in the United States. Don't break your promise, Obama!
Cold Snap! -If it don't bend, it'll break. Gliz has seen, done, and suffered things that would break most people. She continues to function by being relentlessly rigid. Sometimes though, she needs to let it out. When she starts having too many terrifying dreams, seeing ghosts of dead friends, has a panic attack or a crying spell, she needs to cut loose. This tends to involve emptying liquor bottles and filling beds (hospital beds, and her bed at home).
Even after Labour Day! Gliz has a fetish for the colour white. She likes to wear clothes that are white, and is drawn to objects, et al, that are white.

Power Level: PL10
Trade-Offs: Dependent on Stance
Unspent PP: 0

Stats: 46pp
Str: 22 (+6)
Dex: 12 (+1)
Con: 22 (+6)
Int: 20 (+5)
Wis: 14 (+2)
Cha: 16 (+3)

Combat and Save values will fluctuate wildly depending on her Combat Form!
Combat: 12pp
Base Attack: +3 (+1 Small Size)
Base Defense: +3 (+1 Small Size)
Grapple: +10
Initiative: +1
Knockback: -4

Saves: 12pp
Toughness: +0 (+6 Con, +2 Armour )
Fortitude: +10 (+6 Con, +4)
Reflex: +5 (+1 Dex, +4)
Will: +6 (+2 Wis, +4)

Skills: 52r = 13pp
Computers 1 (+6)
Craft: (al)Chemical 2 (+7)
Craft: Electronic 2 (+7)
Craft: Mechanical 5 (+10)
Knowledge: Tactics 5 (+10)
Knowledge: Technology 5 (+10)
Disable Device 5 (+10)
Diplomacy 2 (+5)
Intimidate 7 (+10)
Investigate 4 (+9)*
Profession: Soldier 2 (+4)
Sense Motive 3 (+5)
Notice 3 (+5)
Climb 1 (+7)
Swim 1 (+7)
Stealth 4 (+5)
*Gliz is specialized in Combat Forensics. Triple her Investigate Ranks when interpreting what happened at the scene of a battle or struggle, and Half them in any other circumstance.

Feats: 11pp
Assessment
Critical Strike
Fearless
Improved Critical: Melee Weapons
Inventor: Rubber Science "Tech" based devices, but the physical science behind most devices is Fantastical in nature.
Headquarters [Size: Medium, Toughness 10, Features: Communications, Computer, Garage, Gym, Living Space, Power System, Security System, Workshop] [10eq]
Rallying Cry (W&W (As a Standard Action, allows allies within vocal range re-take Will saves.))
Skill Mastery (Disable Device, Intimidate, Knowledge: Tactics, Knowledge: Technology)
Startle
Swift (W&W (Speed 1, as a Feat))

Powers: 57pp
Gnome Racial Package (Feat: Innate) [10pp]
Improved Attack & Defense (Descriptor: Small Size), Illusion 1 (Visual, Aural, Flaw: Phantasm), Infravision, Ultravision, Speak with Burrowing Animals (W&W (As comprehend, but limited to animals that burrow in earth.))

Combat Sense (Immunity: Interaction Effects in Combat, Danger Sense (Mental), Feat: Innate) [4pp]

Modular Transportation Device 2 [Easy to Lose, Power Loss: Requires Assembly/Re-Assembly (1 min)] [4pp]
Gyro-Copter: Flight 3 (Feats: Progression 1, Adaption to High Altitude Conditions) +2AP This whirligig can take a single passenger
AP: Land Strider: Speed 4 (Feat: Progression 2) + Leaping 2 This walker can take up to 5 passengers
AP: Nautilette: Swimming 4 (Feat: Progression 2) Immunity: Drowning, High Pressure This submersible can take up to 5 passengers

Gnomish Cookie Jar [Device: Hard to Lose] (Dimensional Pocket 1, Flaw: Requires Grapple, Feats: Progression 4, Quick Draw, Equipment 9) Two conjoined disks that unscrew, opening a fissure into another reality. The Quickdraw feat applied to the device allows her to grab the specific item(s) she wants easily. Holds 2500 pounds of matter. [12pp]
Contents wrote:Equipment: Combat Armour (Protection 2, Environmental Immunity: Heat, Cold, Radiation) Snow-white Kevlar and articulated white ceramic [5eq]
Equipment: Collection of Melee Weapons [Strike 2, Mighty, Improved Critical, Penetrating 4, Affects Insubstantial, Variable Effect, Progression 4, Feature: Magic] Gliz carries anywhere two or three dozen melee weapons. They are high quality, and enchanted. Her arsenal includes flame tongue, frost brand, lightning runed, bane weapons... you name it, she has it. [15eq]
Equipment: The Kitchen Sink (Variable Equipment Pool: 25eq) ...no, I've got that in here too. [25eq]


Combat Form: Like Rapids in a Swift River [23 +2AP]
No Trade-offs, Evasion, Elusive Target, Improved Initiative, Move-by Action
Strength +4, Constitution +4, Attack Focus: Melee 6, Dodge Focus 6

AP: Combat Form: Roaring like an Avalanche, Coming down the Mountain
Trade Offs: -2 Attack/+2 Damage, +2 Defense/-2 Toughness
Attack Specialization: Melee Weapons 2, Dodge Focus: 8, Takedown Attack 2
Defensive Strike (W&W (Gain a +4 to Attack against any target that has just missed an attack against you))
Strike 6 (Descriptor: Skilled; Extra: Vampiric; Feat: Mighty; Power Loss: Requires Melee Weapon) [11 +1AP]
AP: Strike 6 (Extra: Autofire, Feat: Mighty; Power Loss: Requires Melee Weapon)

AP: Combat Form: The Eye of the Swirling Storm
Trade Offs: +2 Damage/-2 Attack, +2 Toughness/-2 Defense
Interpose, Weapon Break
Dodge Focus 4, Toughness 4 (W&W (Protection, but a Feat rather than a Power)
Deflect 8 (Slow Projectiles; Extra: Reflection; Power Loss: Requires Melee Weapon -2)
AP: Stun 4 (PF: Accurate 4) and - Linked - (Strength Bonus) Strike (Accurate 4)

Drawbacks: 1pp
Noticeable: Her size, and non-human traits makes it obvious that Gliz is a Fiction. (-1)

Costs: Abilities (46) + Combat (12) + Saves (12) + Skills (13) + Feats (11) + Powers (57) - Drawbacks (1) = Total Cost (150)
Last edited by Lord Fell on Sat May 05, 2012 4:23 pm, edited 3 times in total.

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Re: Fell's Fellas

Postby Lord Fell » Tue Mar 30, 2010 11:17 pm

Big Boot v1.0
The C-List -Game didn't make it past Recruitment.

Alternate Identity: Mason "Knapsack" Knopczyk
Height: 5'11"
Weight: 170#
Hair: Reddish Brown
Eyes: Dark Brown

Description:
As a civilian, Mason is a athletically built man in his early 20s. As befitting a student learning to be a personal trainer, he either wears khakis and polo shirts (on days where he is mostly in class or at work) and athletic clothes (shorts, track pants, tank-tops and jerseys) on days when he is mostly in the gym or working out. He has a tattoo of Smurfette on the inside of his left arm, gotten on a dare.

As Big Boot, this fledgling hero generally wears a multi-coloured body-suit, not unlike that which speedskaters or lugers wear, with "Big Boot" stenciled onto the back. He protects his identity with a black scarf that covers his nose and up, and is tied in the back -the extra material hangs down in a dashing fashion. Naturally, the mighty armoured boot which gives him his name and powers is on full display.

History:
Mason is a life-long resident of Freedom City. He is just old enough to remember the Terminus invasion -although mostly as impressions of worried parents, and evacuating the city. His father, an aunt and an uncle all lost their lives during the invasion while serving the city. As he grew older, and old enough to understand what happened, honouring the lost heroes on the aniversary became an important ritual to him. In highschool, he considered joining the police or fire department, so that he could be a hero too. His mother begged him to choose a career that wasn't frought with danger. He did, however volunteer work with both emergency departments. He's made good contacts with people in the departments who knew his dad, aunt and uncle. He has also been taking Jujitsu since he was six, and sometimes trains with the FCPD unarmed combat classes, usually as an assistant instructor.

His second love was always sports. He played football and basketball in highschool, and decided to do something with athletics in college. Unfortunately, he was just not good enough to go to college on scholarship, or make the high-profile college teams; he did make first-string for Field Hockey, though. He's in his last year of college. To help make ends meet, he works for an athletic shop. His boss, Grant Larocque, is a retired goalie from the Freedom City Blades (NHL), and has introduced Mason to many of his local sports heroes.

On the day that so many of the Earths mightiest heroes started to disappear, Mason was out off-roading on his mountain bike. The big metal boot falling out of the sky nearly took his head off. He threw the soleret into his ever-present backpack and searched the surrounding terrain for other pieces of the suit but found nothing. He had intended to turn the armoured footwear in to the police, but his busy schedule kept him occupied for the next few days. The news about missing heroes trickled in, and even a young man as busy as Mason heard all about it. Did the owner of the boot desperately need it back? No, by all accounts, the boot might be all that was left. It looked like the world had a serious shortage of heroes.

On pure speculation, Mason put on the boot. It was enormous, and could slip off easily, but suddenly it shifted and fit almost perfectly. In his mind, Mason saw a flicker of images -he wasn't able to make all that much out, but he did see an image of a human figure, out-lined all in yellow, except the left foot/calf which was lit up in green. That was easy enough to figure out -the only system that was 'go' was the left boot. He took the boot off, and went out to the boonies to try and see what it could do. He was able to learn some rudimentary control, without crippling himself. Score! Next... he used the facilities at work to make himself a custom costume. He used his volunteer connections at the police and fire departments to cobble together a utility belt.

Two days before the Mayor's Call for Aid, he tried out his super identity on a simple street-patrol. One day before the Mayor's Call for Aid, he was busted. His boss recognized the missing ski-suit he was wearing, and the fact that he still had the name-stencil set up to "Big Boot" was a total rookie maneuver. Also, Norman McFergus, the aging detective he had quized about police protocol, who had loaned him a police scanner wasn't at all fooled. He begged them to keep his secrets -mostly from his mother, and to let him try and be the Hero the city needed him to be. They agreed. On the day of the Mayor's Call for Aid, "Big Boot" makes his second appearance as a costumed adventurer.

Personality & Motivation:
Mason is a hard-working, conscientious young man. He is a little bit shy and awkward.
Big Boot is larger than life. He is dashing and extroverted. See also "gob-smacking."

Complications:
Cinderella Syndrome: Big Boot is a hero for now, but only as long as "the shoe fits." The boot that he gets his powers from belongs to someone else... and he doesn't know who that is, or when that person might want to come and get it back.
Parental Advisory: Mason's mom has encouraged him to stay out of danger, and she would be extremely disappointed if she knew he dressed up as a hero, and ran around at night fighting crime and committing other acts of heroism.
Busted! A senior detective at FCPD and his boss (a prominent Freedom City citizen) both know his secret identity already. As long as he's acting as a Hero, and as long as costumed adventurers have the public favour, this isn't a problem. It's just not in Mason's character to behave in a manner that's villainous, but if being a vigilante becomes something the police have to crack down on...
Momma's Boy: Mason grew up without a male role-model, and the tradgedy that struck his family has made his mother over-protective. This made him sheltered and shy... until he puts on the costume. He has discovered, only very recently, that putting on the mask and the boot gives him all sorts of boldness and brash bravado.

Power Level: 7
Trade-Offs: -1Attack/+1Damage
Unspent PP: 0

Stats: 16pp
Str: 12 (+1)
Dex: 12 (+1)
Con: 14 (+2)
Int: 12 (+1)
Wis: 14 (+2)
Cha: 12 (+1)

Combat: 16pp
Base Attack: +4 (+6 Strike)
Base Defense: +4 (+7 Dodge Focus, +2 flat-footed)
Grapple: +9 (+ etc, varies)
Knockback: -6
Initiative: +1

Saves: 8pp
Toughness: +7 (+2 Con, +1 Defensive Roll, +4 Forcefield (impervious))
Fortitude: +5 (+2 Con, +3)
Reflex: +3 (+1 Dex, +2)
Will: +5 (+2 Wis, +3)

Skills: 48r = 12pp
Acrobatics 4 (+5)
Climbing 4 (+5)
Swimming 4 (+5)
Medicine 4 (+6)
Profession: Athlete 4 (+6)
Knowledge: Current Events 4 (+5)
Knowledge: Pop Culture 2 (+3)
Knowledge: Technology 4 (+5)
Diplomacy 4 (+5)
Gather Information 4 (+5)
Sense Motive 3 (+5)
Notice 3 (+5)
Stealth 3 (+4)
Language: Spanish (English is Native)

Feats: 19pp
Connected
Contacts
Dodge Focus 3
Endurance
Equipment [3]
Undercover Vest [Protection 2, Subtle, 3eq]
Utility Belt [12eq]
Radio (Police Scanner), Cell Phone, Riot Zip-Ties (Disposable Restraints), Collapsable Baton (Strike 3, Mighty, Subtle), Lock Gun, First Aid Kit, Multi-Tool, Flash Light

Martial Art: Jujutsu [10]
Accurate Attack, Choke Hold, Defensive Attack, Defensive Roll, Improved Grab, Improved Pin, Improved Trip, Prone Fighting, Takedown Attack 2


Powers: 25pp
Device 6 (The Big Boot, Hard to Lose) [24]
Device Feat: Indestructible
Enhanced Feat: The Big Boot is part of a very high-tech, powerful battlesuit. It most definitely has features and abilities that Mason just doesn't know how to activate, or may not be able to activate reliably. It has two "integral" Hero Points restricted to power-stunting abilities for the Device. This also sets precedent for adding additional Powers to the Device. [Luck 2]
Forcefield 4 (Impervious)

Leaping 5 (linked) Super Movement (Slow Fall)
AP: Super Strength 2 (Bracing, Counter Punch (Kick), Ground Strike)
Jumping wrote:As a Move Action: Running: 400 ft Standing: 200 ft High: 100 ft
As a Full Round Action: Running: 800 ft Standing: 400 ft High: 200 ft


Strike 7 (Feats: Mighty, Accurate, Improved Critical)
AP: Enhanced Strength 10 (+6 Strength Bonus)
AP: Super Strength 5 (Maximum Effective Strength: 47, Maximum Load: 18 Tons)

Device Drawback: Big Boot did not come with an instruction manual. Whenever Mason is using his Big Boot and rolls a Natural One (1), he must make a DC15 Knowledge: Technology check, or the Device will go on the fritz for 1 round for each point the roll was missed by. [Rare, Moderate -1]


Drawbacks: 4pp
Normal Identity: It takes Mason two rounds to ditch his street clothes, and don the mask and boot that make him a hero. [-4]

Costs: Abilities (16) + Combat (16) + Saves (8) + Skills (12) + Feats (19) + Powers (24) - Drawbacks (4) = Total Cost (91)
Last edited by Lord Fell on Sun Jan 15, 2012 4:43 pm, edited 5 times in total.

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Re: Fell's Fellas

Postby Lord Fell » Fri Apr 30, 2010 10:49 pm

Master Squick
(PL6 Version) An Inctive Game run by Storm Vermin. This version was a concept submission.

Alternate Identity: Melvin Secord
Height: 5'8"
Weight: 210
Hair: Brown
Eyes: Brown

Description: A stout young man with poor complexion and questionable hygeine. He is remarkable only in the enormous antipathy others feel toward him. When he assumes his supervillain identity, he dons his bulky grey trench-coat, and a pair of massive goggles which cover most of his face. At least people pay attention to him when he's running around as Master Squick!

History: Always an outsider with unusual interests, Melvin did well at academics and little else. He had virtually no social life, outside of active correspondence in the Otaku circles. After graduating from university with a Masters in Engineering, he thought that he would find more success in life. He was able to get a well-paying job and finance his interests... but he was still, essentially a loser. Even his mail-order bride made a run for it...

An application he was building at work had some interesting possible uses. He began to develop his idea at home, and eventually came up with Squick Vision. Armed with his new Goggles, he vowed to show them all!
...ironically, he was arrested for having many, many gigs of disturbing pornography on his home computer.

Personality & Motivation: Master Squick is awkward and obnoxious... which he can't really help, he's just a social moron. He's extremely frustrated with his lot in life, and looking to improve said lot in all the wrong ways. He envisions his ideal lovelife as something out of a Hentai cartoon.

Complications:
Geek Out: Melvin is drawn to new or obscure pop-culture, especially of Japanese origin. He can easily be distracted by a mint condition, red-label Albedo comic (or some shit like that).
Doesn't fit in: Melvin tends to generate an aura of awkwardness that will disperse crowds leaving him standing by himself, and he is easily remembered by passers-by as "that chubby geek."
Weirdness Magnet: Bizarre stuff regularly happens to Melvin. Talking dogs, the Green Goblin wanting to borrow pumpkin pie spice, Time-Space Continuum Auditors knock on his door and Arch Demons might offer him awesome power in exchange for his soul.

Power Level: PL6
Trade-Offs: None
Unspent PP: 90

Stats: 10pp
Str: 10 (+0)
Dex: 10 (+0)
Con: 12 (+1)
Int: 20 (+5)
Wis: 10 (+0)
Cha: 8 (-1)

Combat: 8pp
Base Attack: +2
Grapple: +2
Base Defense: +2 (+1 flat-footed, +6 Dodge)
Knockback: -3
Initiative: +0

Saves: 11pp
Toughness: +6 (+1 Con, +1 Defensive Roll, +4 Equipment)
Fortitude: +4 (+1 Con, +3)
Reflex: +2 (+0 Dex, +2)
Will: +6 (+0 Wis, +6)

Skills: 32r = 8pp
Computers 1 (+6)
Craft: Electronics 5 (+10)
Craft: Mechanical 2 (+7)
Knowledge: Technology 5 (+10)
Knowledge: Life Sciences 2 (+7)
Knowledge: Pop Culture 5 (+10)
Disable Device 4 (+9)
Search 4 (+9)
Investigate 1 (+6)
Sense Motive 2 (+2)
Language: Japanese (Native is English)

Feats: 9pp
Defensive Roll 1
Dodge Focus 4
Equipment 2
Squick Suit (Protection 4, Subtle)
Custom Data Slab (PDA, GPS, Cell Phone w/Camera)
Multi Tool
Luck 1
Inventor

Powers: 44pp
Squick Vision Goggles [Device 9, Hard to Lose] [36]
Nauseate 6 (Will Save, Extras: Perception Range, Sustained Duration, Poisonous) [36 +1AP]
AP: Illusion 6 (All Senses, Extra: Damaging; Flaw: Phantasm)
X-Ray Vision (Countered by Wood) [4 +1]
AP: Infravision, Ultravision, Telescopic Vision (extended 1), Microscopic Vision (minute 1)
Sensory Shield 2 (Vision) [2]
Enhanced Feat: Uncanny Dodge (vision)

Gadgets 2 (Easy to Lose, Distracting, Flaw: Action) [8]

Drawbacks: 0pp

Costs: Abilities (10) + Combat (8) + Saves (11) + Skills (8) + Feats (9) + Powers (44) - Drawbacks (00) = Total Cost (90)
Last edited by Lord Fell on Sun May 08, 2011 9:20 am, edited 4 times in total.


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