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[2e/3e] Great Lakes Guardians (3e: Firekin)

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[3e] Nighthawk

Postby badpenny » Sun Dec 18, 2011 5:49 pm

Image
Quote: "Blood will have blood!"
Power Level: 10
Concept: Mystical Martial Artist
Occupation: Crimefighter
Real Name: Hoyt Warsaw
Legal Status: Citizen of the United States with no criminal record
Identity: Secret
Place of Birth: Wilkes-Barre, PA
Marital Status: Single
Living Relatives: Jack (grandfather), June (grandmother)
Height: 6 ft. 2 in.
Weight: 200 lbs.
Eyes: Brown
Hair: Black

Nighthawk - PL 10

Strength 7, Stamina 9, Agility 9, Dexterity 0, Fighting 11, Intellect 0, Awareness 7, Presence 0

Advantages
All-out Attack, Close Attack 2, Cunning Fighter, Diehard, Evasion, Fearless, Improved Critical: Unarmed, Improved Grab, Improved Hold, Improved Initiative, Luck, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 4 (+13), Athletics 6 (+13), Expertise: Streetwise 8 (+8), Insight 4 (+11), Intimidation 12 (+12), Investigation 8 (+8), Perception 4 (+11), Stealth 4 (+13)

Powers
Blood Sense: Senses 5 (Detect Blood [mental] (Accurate, Acute, Ranged) · 5 points

Blood-forged Vambraces Array
. . Blood Control: Cumulative Affliction 7 (biological; 1st degree: Impaired, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by Dodge, Overcome by Fortitude; Extra: Cumulative, Insidious; Flaw: Grab-based) · 8 points
. . Blood for Blood: Healing 7 (vampiric; Extras: Linked: Unarmed Attack, Persistent, Restorative; Flaws: Personal, Limited: A damage condition must be inflicted) · 1 point
. . First Blood: Strength Effect 7 (Extras: Incurable, Multiattack) · 1 point
. . Weeping Blood: Cumulative Affliction 7 (1st degree: Visually Impaired, 2nd degree: Visually Disabled, 3rd degree: Visually Unaware, Resisted by Dodge, Overcome by Fortitude; Extra: Cumulative, Linked: Unarmed Attack, Reversible; Flaw: Limited to one sense) · 1 point

Eldritch Eyes
. . Immunity 2 (Visual Sensory Affliction Effects; Flaws: Limited - Half Effect) · 1 point
. . Senses 2 (Darkvision) · 2 points

Prestidigitation: Feature 1 · 1 point
Æternal: Immunity 2 (Aging, Sleep; Advantage: Diehard) · 3 points

Offense
Initiative +13
Blood Control: Cumulative Affliction 7, +13 (DC Fort 17)
Grab, +13 (DC Spec 17)
Unarmed, +13 (DC 22, Crit 19-20, Multiattack)
Weeping Blood: Cumulative Affliction 7, +13 (DC Fort 17), linked to Unarmed Attack (DC 22)

Complications
Bloodlust (Temper): Nighthawk can become consumed by a powerful bloodlust when fighting particularly heinous foes

Identity: Nighthawk is Hoyt Warsaw

Motivation: Justice: Nighthawk devotes his æternal life to seeking justice and punishing those who escape it

Languages
English

Defense
Dodge 11, Parry 11, Fortitude 9, Toughness 9, Will 7

Power Points
Abilities 86 + Powers 23 + Advantages 14 + Skills 25 (50 ranks) + Defenses 2 = 150

Background: Hoyt Warsaw grew up in Wilkes-Barre, the son of a train engineer and a schoolteacher. As a boy, Hoyt was deeply interested in all things magic (predominantly stage magic, but the occult followed soon enough). As a teenager, Hoyt put on shows for his friends and had developed quite an amazing trick: he could all but read people's minds by just watching them. He'd read some books on body language, but this was something else. It was astounding.

Hoyt came upon an old book shop who's proprietor was also a fan of magic, and the two hit it off. Hoyt spent a lot of time in there, talking with the old man, buying and discussing books on magic and the occult. It was around this time that Hoyt began to work on a stage presence. He began to become more professional about his craft and though just sixteen years old, adopt an older and wiser attitude.

For his eighteenth birthday, the old man gave Hoyt two rather dull looking leather arm wraps that he insisted belonged to a great magician. Hoyt couldn't understand what they were for, but the old man showed him how to wear them and Hoyt began to wear them all the time. Literally around the clock. They became his favorite possession and he wore them proudly, despite no one else understanding his fascination with them. To Hoyt, they were beautiful, like they were made out of gold.

It was at this time that things began to change in Hoyt's household. His father lost his job, and his parents began to argue. They got into fights all the time over the smallest of things and his father began to hit his mother. Hoyt had never seen his father like this and the more angry his father became, the more Hoyt went to defend his mother.

One night Hoyt's dad came after his mother with a kitchen knife. Without pause, Hoyt leaped to his mother's defense interposing himself between his father and mother. This didn't stop his father who attacked him with the knife. Hoyt, who had never so much as thrown a punch in his life, suddenly was able to expertly defend himself against his father's blind rage.

The fight didn't go well--for Hoyt's father. With Hoyt's new found expertise, he was able to not only defend his mother, but also himself, and in doing so, turned the knife back onto his father. Blood spilled everywhere, splashing onto the armbands which then revealed to Hoyt that they were indeed made from a golden metal. Hoyt's father died in front of him, but he wasn't even aware of it as his attention was fully devoted to the shining vambraces and the fact that he couldn't remove them.

A strange look came over Hoyt's face and when his mother realized it was the same crazed look on his father's face, his mother blindly fled--right into traffic. Hoyt was going to turn his rage not to his mother, but his father (not knowing that he was already dead). The sight of his mother being struck down by an oncoming car served to snap him out of it--just in time to see the car continue on being driven by the old man from the magic shop.

After the police investigation, Hoyt went looking for the old man only to find that the magic shop had been closed for years; everything inside was covered in layers of dust. Hoyt was thrown into a state of utter shock by the revelation (begun when he discovered he was unable to remove the vambraces).

He wandered around for days (and nights, as he no longer grew tired enough to sleep). In his wanderings he began to see another side of society, the hidden one of crime. He began to intervene, casually, without thinking of the consequences. He took out his frustration and torment on these criminals and on several occasions discovered the blade-like properties of the vambraces. And then a package came for him. Inside was the deed to the store front. And inside the store was a vast hidden arcane library.

It's been some time since his parents died, and Hoyt has studied hard trying to find a way to remove the vambraces. He even cut his arm off, but it began to grow back along with the vambraces. His studies of the occult is progressing slowly. If ever there was a high price to pay for a gift, Hoyt is paying it. He's trying to use his abilities for the common good, to stave off the evil he feels at work in his life. Whether he ultimately succeeds or not, Hoyt seemingly has eternity to attempt it.
Last edited by badpenny on Wed Oct 03, 2012 2:17 pm, edited 12 times in total.
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[3e] Blitz

Postby badpenny » Mon Jan 09, 2012 7:22 am

Image
Quote: "Oooh, shocking!"
Power Level: 10
Concept: Reformed jobber villain
Occupation: MetaFIST Strike Team (non-investigator)
Real Name: Allison Currance
Legal Status: Citizen of the United States with a criminal record
Identity: Public
Place of Birth: Rancho Cucamonga, CA
Marital Status: Single
Living Relatives: McKenzie Currance (sister)
Height: 5 ft. 5 in.
Weight: 110 lbs.
Eyes: Blue
Hair: Blonde

Blitz - PL 10

Strength 1, Stamina 12, Agility 4, Dexterity 2, Fighting 3, Intellect 1, Awareness 2, Presence 2

Advantages
Accurate Attack, All-out Attack, Attractive, Move-by Action, Power Attack, Precise Attack (Ranged, Cover), Taunt

Skills
Deception 8 (+10/+12 [Attractive]), Expertise: Criminal 8 (+9), Expertise: Law Enforcement 2 (+3), Expertise: Supervillain Community 8 (+9), Insight 6 (+8), Perception 4 (+6), Persuasion 4 (+6/+8 [Attractive]), Ranged Combat: Electrical Control 6 (+8)

Powers
Electrical Absorbtion
. . Immunity 5 (Damage Effect: Electrical) · 5 points
. . Regeneration 5 (Every 2 rounds; Flaw: Source: Electrical) · 3 points
Electrical Aura: Damage 4 (Extra: Reaction) · 16 points
Electrical Control Array
. . EMP: Burst Area Nullify 8 (Counters: Electronics; Extras: Burst Area: 30 feet radius sphere, Broad, Simultaneous; Flaw: Reduced Range: close) · 24 points
. . Forked Lightning: Shapeable Area Damage 10 (Extra: Shapeable Area: 30 feet, cubic) · 1 point
. . Lightning Bolt: Damage 12 (Extra: Increased Range: ranged) · 1 point
. . Taser: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude; Extras: Cumulative, Increased Range: ranged) · 1 point
Ride the Lightning: Teleport 5 (900 feet in a move action; Advantage: Move-by Action; Flaw: Limited: Can't pass through insulated materials) · 6 points

Offense
Initiative +4
Electrical Aura: Damage 4, +3 (DC 19, Reaction)
EMP: Burst Area Nullify 8 (DC 18)
Forked Lightning: Shapeable Area Damage 10 (DC 25)
Grab, +3 (DC Spec 11)
Lightning Bolt: Damage 12, +8 (DC 27)
Taser: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +2 (DC 16)
Unarmed, +3 (DC 16)

Complications
Enemy: Villians that she might have formerly worked with (or for)
Fame: Allison Currance has been the fall girl for too many villains
Motivation: Acceptance: Allison has turned over a new leaf and has chosen a group of people who won't abandon her.
Relationship: Allison's sister, McKenzie, is the hero White Bird

Languages
English

Defense
Dodge 8, Parry 3, Fortitude 12, Toughness 12, Will 8

Power Points
Abilities 54 + Powers 57 + Advantages 6 + Skills 23 (46 ranks) + Defenses 10 = 150

Background: Allison Currance and her sister, McKenzie, were on a road trip with their parents when they were caught in a freak electrical storm. Lightning sruck their car causing the vehicle to crash. Upon seeing her parents injured or dead, Allison fled the vehicle in the middle of the storm and was struck by lightning repeatedly. McKenzie ran after her sister and was also struck down by the lightning.

Where McKenzie was rendered comatose, Allison seemed to thrive. However, she was different. There was a malevolnce to the way the lightning behaved and some of that was transferred to Allison. Where once was a sweet teenaged girl now stood a feral, wild young woman.

Allison suddenly turned into living electricity and arced away. She wouldn't see her sister or learn of her parent's fate for over five years. What she needed was a way to survive and she began taking what she needed and squatting in abandoned properties. For several months, it could be argued that Allison was made temporarily insane by her transformation. But what she did afterwards was pretty much by her own choice.

Falling in with, or being taken under wing by, various male villains over the years, Allison took on the name Blitz and thrived in her criminal career. Over time, after she got back in contact with her sister (now operating as the hero White Bird), Allison began to evaluate her life and what she'd made of it after the storm. She'd spent time in prison, been beaten both by villains (supposed boyfriends) and heroes alike, and when she saw herself described on the evening news as a "psychopathic villain" she reached out to her sister for help in getting out of the life.

McKenzie asked her friend, Jaclyn Windsor, for help with her sister. It was Jaclyn's idea to plum Allison's extensive knowledge of the supervillian community for operational intel. Over time, Jaclyn allowed Allison to go out on strike missions, but due to her criminal past, she'd not be allowed to become an agent.
Last edited by badpenny on Sat Oct 06, 2012 2:49 pm, edited 1 time in total.
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[3e] Steel Blue

Postby badpenny » Sat Feb 18, 2012 9:44 am

Image
Quote: "Sometimes the best man for the job isn't."
Power Level: 10
Concept: Displaced Female Battlesuit wearer
Occupation: Scientist/Adventurer
Real Name: Catarina Bruzzano
Legal Status: Citizen of Amerigo with no criminal record
Identity: Secret
Place of Birth: Verona, District of Columbus, Amerigo
Marital Status: Single
Living Relatives: Adolfo (father)
Height: 5 ft. 8 in.
Weight: 130 lbs.
Eyes: Blue
Hair: Black

Steel Blue - PL 10

Strength 0, Stamina 1, Agility 0, Dexterity 0, Fighting 0, Intellect 7, Awareness 2, Presence 0

Advantages
All-out Attack, Eidetic Memory, Improved Aim, Improvised Tools, Inventor, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Skill Mastery: Expertise: Science, Skill Mastery: Technology, Speed of Thought, Uncanny Dodge

Skills
Expertise: Medicine 3 (+10), Expertise: Science 8 (+15), Insight 6 (+8), Investigation 4 (+11), Perception 8 (+10), Ranged Combat: Armament Array 8 (+8), Technology 8 (+15), Treatment 3 (+10)

Powers
Armament Array (Removable, -6 points)
. . Force Burst: Ranged Burst Area Damage 8 (Extras: Burst Area: 30 feet radius sphere, Increased Range: ranged) · 24 points
. . Force Constructs: Create 8 (Volume: 250 cft., DC 18; Extra: Impervious) · 1 point
. . Kinetic Force Bolt: Ranged Damage 12 (Extra: Increased Range: ranged) · 1 point
. . Stunning Force Bolt: Ranged Affliction 12 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by Dodge, Overcome by Fortitude; Extra: Increased Range: ranged) · 1 point
. . Tractor Beam: Move Object 12 (100 tons) · 1 point

Bio-plastic Nanites
. . Enhanced Defense 5 (Fortitude +5 (+10)) · 5 points
. . Protection 2 · 2 points
. . Regeneration 3 (Every 3 rounds outside of Armor) · 3 points

Bio-plastic/DuraSteel Shell (Removable, -15 points)
. . Cybernetic Interface: Enhanced Trait 26 (Traits: Dodge +6 (+10), Fortitude +4 (+10), Parry +7 (+10); Advantages: All-out Attack, Improved Aim, Power Attack, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover)) · 22 points
. . Features 3 (PA System, Storage Compartments, Voice Modulator; Advantage: Improvised Tools) · 4 points
. . Flight 7 (Speed: 250 miles/hour, 0.5 miles/round) · 14 points
. . Immunity 10 (Life Support) · 10 points
. . Mind Shield: Enhanced Defense 5 (Will +5 (+9); Extra: Impervious; Flaw: Limited to Mental Effects) · 5 points
. . Protection 7 · 7 points
. . Radar: Senses 5 (Radio 5 (Accurate, Extended 2: -1/1000 ft); Advantage: Uncanny Dodge) · 6 points
. . Regeneration 2+3 (Every 2 rounds in Armor; Extra: Stacks with Regeneration 3) · 2 points
. . Sensory Shielding: Immunity 5 (Sensory Affliction Effects; Flaw: Limited - Half Effect) · 3 points

Polymath: Quickness 4 (Perform routine tasks in -4 time ranks, Advantage: Eidetic Memory; Flaw: Limited to Mental tasks) · 3 points

Offense
Initiative +7
Force Burst: Ranged Burst Area Damage 8 (DC 23)
Kinetic Force Bolt: Ranged Damage 12, +8 (DC 27)
Stunning Force Bolt: Ranged Affliction 12, +8 (DC Fort 22)
Tractor Beam: Move Object 12, +8 (DC 22)

Complications
Identity: Steel Blue is Catarina Bruzzano

Motivation: Responsibility: Catarina feels that she should use her God-given gifts for the betterment of society.

Quirk: Woman out of time: Catarina is from an alternate dimension with a radically different time line.

Languages
English

Defense
Dodge 10/4, Parry 10/3, Fortitude 10/6, Toughness 10/3, Will 9/4

Power Points
Abilities 20 + Powers 93 + Advantages 4 + Skills 24 (48 ranks) + Defenses 9 = 150

Background: Catarina Bruzzano grew up in Verona, DC the sole daughter of Alfonso Bruzzano, a noted scientist and philanthropist. Catarina was expected to be a quiet, dutiful daughter, and at sixteen to be married off after her debut in society. Catarina would have none of this. In her reality, the Renaissance came hundreds of years earlier and Italian culture and influence dominated the world.

She was just as accomplished as her father in matters of science and medicine, and when her father was to debut his law enforcement droids for the elders in the City, and his AI design continued to malfunction, Catarina donned her own battlesuit design and debuted as one of her father's creations. The suit that she had created was made of bleeding edge bio-plastics and with her repeated donning of the armor, the bio-plastic nanites had infiltrated her system and had begun to reprogram her body, making her tougher and giving her body a heightened ability to repair itself.

After saving her father from disgrace, she revealed herself to her father who was neither surprised by his daughter's genius, nor her pluck to do so. The elders had naturally been impressed by the performance of the suit, and signaled their intention to purchase. This, however, put Catarina's father in a difficult situation: he'd still have to produce a working AI. Catarina worked with her father to meet the delivery deadline.

Catarina had developed a taste for flying and using the battlesuit. In a fight with a gravity-manipulating villian named Solar Wing, Catarina was caught in an artificial event horizon and flung into an alternate dimension.

Displaced in this alternate reality, Catarina struggles to find a place for her mind and her battlesuit.

Submitted for Arthur Eld's Emerald City Knights campaign
Last edited by badpenny on Fri Oct 05, 2012 8:44 am, edited 5 times in total.
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[3e] Cardinal Sin

Postby badpenny » Wed Mar 07, 2012 1:25 pm

Image
Quote: "Hell is empty and all the devils are here!"
Power Level: 8
Concept: Super-soldier vigilante
Occupation: Crimefighter
Real Name: Terrilyn Swatt
Legal Status: Citizen of the United States; Reported as dead to her family; Hunted by the military
Identity: Secret
Place of Birth: Majestic, CO
Marital Status: Single
Living Relatives: Michael Swatt (father), Holly Swatt (mother), Marilyn Reynolds (sister), Brian Swatt (brother)
Height: 5 ft. 10 in.
Weight: 160 lbs.
Eyes: Green
Hair: Brown

Cardinal Sin - PL 8

Strength 2, Stamina 5, Agility 7, Dexterity 0, Fighting 8, Intellect 3, Awareness 3, Presence 1

Advantages
Agile Feint, Benefit, Ambidexterity, Connected, Contacts, Defensive Roll 3, Equipment 8, Great Endurance, Improved Initiative, Languages 1, Power Attack, Quick Draw, Ricochet, Skill Mastery: Stealth, Takedown, Throwing Mastery 2, Well-informed

Skills
Acrobatics 8 (+15), Close Combat: Martial Arts Mastery 4 (+12), Expertise: Streetwise 6 (+9), Expertise: Tri-State Geography 6 (+9), Insight 6 (+9), Intimidation 8 (+9), Investigation 6 (+9), Perception 8 (+11), Persuasion 8 (+9), Stealth 4 (+11), Technology 4 (+7), Vehicles 8 (+8)

Powers
Martial Arts Mastery: Strength-based Damage 2 · 2 points
Super Soldier (Advantage: Great Endurance) · 1 point
. . Enhanced Trait 2 (Fortitude +2 (+9)) · 2 points
. . Leaping 2 (Leap 30 feet at 8 miles/hour) · 2 points
. . Regeneration 2 (Every 5 rounds) · 2 points
. . Senses 3 (Hearing (Extended), Vision 2 (Extended, Low-light Vision)) · 3 points
. . Speed 2 (Speed: 8 miles/hour, 120 feet/round) · 2 points
Unerring Accuracy: Enhanced Extra 8 (Advantage: Ricochet; Extras: Perception Range, Variable Descriptor: Ranged Attacks; Quirk: Limited to lower of Attack or Extra's rank) · 9 points

Equipment
Abandoned Warehouse [10ep], Cell Phone (Smartphone) [2ep], Motorcycle [10ep], Weapons (Shuriken [1ep], Twin .40 cals [Damage 8, ballistic, DC 23; Extras: Increased Range: ranged, Split: 2 targets] [17ep])

Offense
Initiative +11
Twin .40 cals, (DC 23)
Grab, +8 (DC Spec 12)
Shuriken, (DC 18)
Throw, (DC 19)
Unarmed (Martial Arts Mastery), +12 (DC 19)

Complications
Enemy: There's a price on Cardinal Sin's head; The military is also hunting her
Identity: Terrilyn Swatt (false ID in the name of Mary Sue Bishop)
Motivation: Justice
Power Loss: While she does carry extra magazines, it's possible for her to run out of ammo.
Reputation: The cops would like a word or two with Cardinal Sin, too.

Languages
English, Spanish

Defense
Dodge 8, Parry 8, Fortitude 9, Toughness 8/5, Will 7

Power Points
Abilities 58 + Powers 25 + Advantages 21 + Skills 39 (78 ranks) + Defenses 7 = 150

Background: PFC Terrilyn Swatt joined the Army at 18 to serve her country after graduating from high school. She'd come from a long line of military men, and she was the first woman in her family to serve. She'd always been tough and ready to fight. The Army wasn't ready to send women to the front lines, but as it turned out, Tarrilyn would get her chance none-the-less.

It turned out that Terrilyn was a perfect geneotype match for the super-soldier process. There had been high matches before, but Terrilyn hit the requirements right down the line. Despite the reluctance of the powers that be, she was chosen and augmented. The process took several months; most of it rehabilitation from the crippling pain. But Terrilyn came through and was put through the next rigorous process: training.

Terrilyn was trained by the best of the Special Forces. She loved every momnet of it. Her body could do things that few other human could come close to. She felt great pride and looked forward to serving her country as an elite soldier. But this was not to be.

She was being trained as an assassin. And her first job didn't sit right with her. She was to capture the wife of a high-ranking tribal leader and secure her for rendition. The wife was nothing more than leverage against a man who couldn't be found. Terrilyn argued that her mission should have been to find the man, but of course, she was dismissed. Regardless of her misgivings, Terrilyn carried out the mission successfully.

As the missions began to accrue, and she continuted to demonstrate her proficiency, they became more and more distasteful. She felt she was little more than a weapon, to be put away when it wasn't needed. Eventually, she reached a breaking point and sought redress. Her complaints were ignored and she was threatened with prison time if she disobeyed orders.

Terrilyn saw no escape and knew the Army would never allow her her freedom. They'd not only invested millions of dollars in her "creation," but she was too effective. She went UA on yet another assassination mission and returned to the States. Of course, as soon as she went missing, the Army came looking.

Terrilyn had planned on returning to her family. As soon as she returned to her home town, the Army was waiting. They'd told her family that she'd died in combat. But Terrilyn saw the men waiting for her. She would have to disappear.

It was then that Fate came to her. She was on the run, with no purpose. And a man stuck a gun in her face in a hasty armed robbery. She easily dispatched the man, and the idea came to her. She could use her abilities to stop crime right here!

Following in the footsteps of the great masked vigilantes before her, she adopted the mantle of Cardinal Sin!

Cardinal Sin was submitted for the M.A.D.lands project game
Last edited by badpenny on Thu Apr 05, 2012 10:54 am, edited 1 time in total.
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Cora Wilson

Postby badpenny » Thu Apr 05, 2012 10:33 am

Image
Quote: "Thank you for sharing your story with me. I will remember you!"
Power Level: 4
Concept: Human psychopomp
Occupation: Law Student
Real Name: Cora Wilson
Legal Status: Citizen of the United States with no criminal record
Identity: Public
Place of Birth: Chicago, IL
Marital Status: Single
Living Relatives: none
Height: 5 ft. 6 in.
Weight: 120 lbs.
Eyes: Blue
Hair: Red

Motivation: Responsibility
Complications: Enemy (there is the possibility that not all spirits want to move on), Responsibility (Law school; Spirits contact her for help), Secret (her abilities)

Cora Wilson - PL 4

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

Tough: +2, Fort: +2, Ref: +0, Will: +5

Skills: Concentration 4 (+5), Knowledge (Arcane Lore) 4 (+4), Knowledge (Civics) 4 (+4), Knowledge (Current Events) 2 (+2), Knowledge (Popular Culture) 2 (+2), Notice 9 (+10), Profession (Law Student) 2 (+3), Sense Motive 9 (+10)

Feats: Attractive (+4), Beginner's Luck, Diehard, Disarming 1, Endurance (+4), Fearless, Inspire (+1), Rapid Healing, Take it in at a Glance, Ultimate Effort (Will Save), Uncanny Dodge (Mental)

Powers:
A Flash of Life (Super-Senses 4) (Postcognition; Flaws: Limited 2 (Only to have the Spirit relate their life story), Uncontrolled) · 1pp
Boon of the Psychopomp (Enhanced Feats 13) (Diehard, Disarming 1, Dodge Focus 5, Endurance (+4), Fearless, Rapid Healing, Ultimate Effort (Will Save), Uncanny Dodge (Mental)) · 13pp
Commune with Spirits (Comprehend 1) (Spirits) · 2pp
Sense Spirits (Super-Senses 4) (Detect Spirits 4 (Accurate, Ranged)) · 4pp
Spirit Control 4 (DC 14; Extra: Conscious, Effortless; Flaw: Must agree to help the Spirit cross over) · 12pp

Attack Bonus: +1 (Ranged: +1, Melee: +1, Grapple: +1)

Attacks: Spirit Control 4 (DC Will 14), Unarmed Attack, +1 (DC 15)

Defense: 16 (Flat-footed: 11), Knockback: -1

Initiative: +0

Languages: English, Spirits

Totals: Abilities 8 + Skills 9 (36 ranks) + Feats 3 + Powers 32 + Combat 4 + Saves 4 + Drawbacks 0 = 60

Backstory: Cora has always known death. Her parents and sister died when she was five years old in a car accident on a slippery road in the middle of the night. Cora would have died, too, but she was chosen as a psychopomp: given the responsibility to help those who have died to move on, to cross over into the afterlife, or to simply find peace.

At five years old she was only able to see and talk to her parents and older sister. They stayed with her until the authorities arrived. As the ambulance took her away, she waved goodbye to her parents and sister as they were automatically granted passage across.

Cora was raised by her grandmother, a kind and deeply religious woman. Even though Cora attended church with her grandmother, she always remained at a distance to acquiring faith. Instead, she understood that all people, when they died would pass on, and that she would be the one to help them. Cora knew that some force other than a monotheistic god who required acceptance had chosen her for this.

When Cora's grandmother died, her transistion was an easy one for she had lived a good life. Cora wasn't sad, as she was glad she had been able to spend time with, and learn from, her grandmother. Her grandmother, once deceased, learned of Cora's gift and was immensely proud of her.

Her grandmother left her a small inheritance--enough to get by on. Cora was interested in the law, and enrolled in college to study it. She divides her time between her studies and performing her duties as a "ferryman," as she sometimes sees herself.

:arrow: Disarming is from Hero High. She's supernaturally innocent. She can spend a Hero Point to make a villain make a DC11 Will save to pull his punch (by how much he fails the save).
:arrow: Rapid Healing is one level of Regen (Disabled): Recover every 5 hrs instead of per day
:arrow: Take it in at a Glance is one level of Rapid applied to her Vision, allowing her to perceive 10x faster.

Cora was submitted for the Something in the Wind game
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[3e] Golden Tiger

Postby badpenny » Sun Jun 03, 2012 3:44 pm

Image
Quote: "Violence is the last resort"
Power Level: 9
Concept: Tiger totem / martial arts master
Occupation: Crimefighter
Real Name: Nolan Dane
Legal Status: Citizen of the United States with no criminal record
Identity: Secret
Place of Birth: Phoenix, AZ
Marital Status: Single
Living Relatives: none
Height: 5 ft. 11 in. / 6 ft. 4 in. as Golden Tiger
Weight: 170 lbs. / 240 lbs as Golden Tiger
Eyes: Blue
Hair: Black / tiger stripes as Golden Tiger

Golden Tiger - PL 10

Strength 5/3, Stamina 7, Agility 9/5, Dexterity 0, Fighting 10, Intellect 0, Awareness 7, Presence 0

Advantages
Agile Feint, All-out Attack, Assessment, Defensive Attack, Defensive Roll 2, Great Endurance, Hide in Plain Sight, Improved Critical 2: Tiger Palm, Improved Initiative, Power Attack, Takedown, Uncanny Dodge

Skills
Acrobatics 2 (+15/+7), Expertise: Philosophy 2 (+2), Insight 7 (+14), Intimidation 6 (+12/+6), Investigation 6 (+6), Perception 5 (+12), Stealth (+13/+5)

Powers
Animal Senses: Senses 5 (Extended Hearing, Low-light Vision, Olfactory 3 (Acute, Danger Sense, Tracking)) · 5 points

Channel the Tiger (Activation: Move Action, -1 point)
. . Tiger Agility
. . . . Enhanced Agility 4 · 8 points
. . . . Enhanced Skill 2 (Acrobatics +4 (+15)) · 2 points
. . . . Leaping 3 (Running: 60 ft, Standing: 30 ft, High: 12 ft.) · 3 points
. . . . Movement 1 (Safe Fall) · 2 points
. . Tiger Climb: Movement 1 (Claws; Wall-crawling 1: -1 speed rank; Flaw: Limited to surfaces with material Toughness less than Strength modifier) · 1 point
. . Tiger Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round) · 2 points
. . Tiger Strength: Enhanced Strength 2 · 4 points

Chi Mastery Array (Advantage: Great Endurance) · 1 point
. . Nerve Strike: Cumulative Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated; Resisted by Parry, Overcome by Fortitude; Extras: Accurate: +2, Cumulative) · 17 points
. . Restorative Chi: Healing 7 (Extras: Affects Insubstantial: half ranks, Persistent, Stabilize) · 1 point
. . Tiger Palm: Strength-based Damage 5 (Advantage: Improved Critical 2; Extras: Affects Insubstantial: half ranks, Incurable, Penetrating 7, Reach (melee): 5 ft.) · 1 point

Chi Supremacy: Immunity 2 (Training; Chi Effects; Flaw: Limited - Half Effect) · 1 point

Tiger Menace: Enhanced Skill 3 (Mystic; Intimidation +6 (+12)) · 3 points
Tiger Stalking: Enhanced Trait 3 (Mystic, Training; Stealth +4 (+13), Advantage: Hide in Plain Sight) · 3 points

Offense
Initiative +13/+9
Grab, +10 (DC Spec 15)
Nerve Strike: Cumulative Affliction 8, +12 (DC Fort 18)
Tiger Palm: Strength-based Damage 5, +10 (DC 25, Crit 18-20, Penetrating 7)
Unarmed, +10 (DC 20)

Complications
Identity: Golden Tiger is Nolan Dane

Motivation: Responsibility: As the chosen Golden Tiger, it is his duty to safeguard the helpless

Quirk: Golden Tiger has an aura that is detectable by Mystic Awareness

Relationship: Kamala, the love of his life.

Languages
English

Defense
Dodge 11/7, Parry 11, Fortitude 9, Toughness 9/7, Will 11

Power Points
Abilities 64 + Powers 52 + Advantages 11 + Skills 14 (28 ranks) + Defenses 9 = 150

Background: In 1725, Phan Sinh Giap, a grand master in Vo Lam Kung Fu began the Tiger Cult combining his extensive knowledge of martial arts and an ancient tiger totem mysticism to create a group of dedicated warrior monks.

Over the course of the last several centuries, the Tiger Cult has fought for the protection of the helpless all over the world. Once a generation, the Tiger Totem is called and the individual selected is trained and inculcated in the ways of the tiger. If found worthy, the chosen one is bestowed the power of the tiger itself and dedicates his or her life to martial service of others as the Golden Tiger.

At fives years old, Nolan Dane was called as his generation's chosen one. His parents were American missionaries in Vietnam. They were contacted and Nolan's Path was explained to them. He would journey to the temple where he would be tested. If he passed, he would begin his training. If he passed his training, he would demonstrate his worth. If he was found worthy, he would receive the power of the Tiger Totem and become the current Golden Tiger.

But there are dark forces at work in the world, and the Tiger Cult have earned enemies from every point on the globe. It was at the point of the revelation of Nolan Dane's destiny that these dark forces struck trying to disrupt the Selection of the Golden Tiger. The Tiger Cult monks along with their ambassadors fought off the unknown attackers, but in the battle, Nolan's parents were killed. A Tiger nun with the power of invisibility concealed the young boy and made her way back to the monastery where Nolan began his training.

Nolan proves himself a difficult student. He is unable to let the death of his parents go and he does not take to his martial training. It wasn't until he began his Tiger Stalking training under the nun, Kamala, who had rescued him that he began to truly learn. Kamala was only thirteen, herself, and the two kids bonded quickly. Initially, Kamala took on the role of big sister, but as they grew up, it became secretly romantic. When Nolan was twenty, his relationship with Kamala was discovered and he never saw her again.

At this point, Nolan's training was nearly complete when violence came to the temple in the form of Chinese brigands who had discovered the hidden valley. They preyed on the villages and Nolan was dispatched to handle them. All of them. He proved himself a fearsome warrior, though his terminated relationship with Kamala made him vengeful and he didn't fight honorably.

Nolan spent a lot of time in meditation and worked out his issues, finally coming to a point of peace where his masters felt he was ready to take on the full mantle of the Tiger.
Last edited by badpenny on Fri Oct 05, 2012 7:50 am, edited 4 times in total.
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[3e] Jade Veil

Postby badpenny » Mon Jun 11, 2012 7:26 am

Image
Quote: "I could just kill my parents!"
Power Level: 9
Concept: Mystic martial artist
Occupation: Wishes she were a trust fund baby
Real Name: Gemma Burr
Legal Status: Minor, Stateless, with no criminal record
Identity: Secret
Place of Birth: Pomocollo, Boliva
Marital Status: Single
Living Relatives: Jason Burr (father), Eve (mother)
Height: 5 ft. 9 in.
Weight: 145 lbs.
Eyes: Green
Hair: Auburn

Jade Veil - PL 9

Strength 2, Stamina 5, Agility 7, Dexterity 0, Fighting 11, Intellect 1, Awareness 7, Presence 1

Advantages
Agile Feint, All-out Attack, Assessment, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 1, Evasion, Great Endurance, Hide in Plain Sight, Improved Critical: Bladed Weapons, Improved Defense, Improved Disarm, Improved Initiative, Power Attack, Quick Draw, Redirect, Skill Mastery: Athletics, Skill Mastery: Stealth, Takedown, Uncanny Dodge, Weapon Bind

Skills
Acrobatics 8 (+15), Athletics 6 (+8), Expertise: Streetwise 4 (+5), Insight 2 (+9), Intimidation 8 (+9), Investigation 6 (+7), Perception 2 (+9), Technology 6 (+7)

Powers
Enhanced Senses: Senses 4 (Vision 3 (Extended, Low-Light Vision, Rapid), Hearing (Extended); Advantage: Uncanny Dodge) · 5 points
Five Ancestors Techniques
. . Harden Blade: Enhanced Extra 5 (Advantage: Improved Critical; Extras: Indestructable, Penetrating 5, Variable Descriptor: Bladed weapons; Flaws: Noticeable: Green glow and trail of mist, Quirk: Limited to lower of Attack or Extra's rank) · 6 points
. . Snake Form: Strength-based Damage 2 (Extra: Multiattack 4) · 1 point
Healing Factor: Regeneration 2 (Every 5 rounds, Advantage: Great Endurance) · 3 points
Heightened Reflexes: Enhanced Trait 10 (Dodge +4 (+11); Advantages: Defensive Roll 2, Evasion, Improved Defense, Improved Initiative, Quick Draw) · 10 points
The Jade Veil: Enhanced Trait 6 (mystic, training; Stealth +8 (+15), Advantages: Hide in Plain Sight, Skill Mastery) · 6 points

Equipment
Cell Phone, Katana (as Sword)

Offense
Initiative +11
Grab, +13 (DC Spec 12)
Snake Form: Strength-based Damage 2, +13 (DC 19, Multiattack)
Sword, +13 (DC 20, Crit 18-20, Penetrating 5)
Throw, +0 (DC 17)
Unarmed, +13 (DC 17)

Complications
Honor: The way Jade was raised, she dislikes taking the easy way, which is in sharp contrast to the life of crime she was brought up in. Honor, yet an assassin? She struggles with it.

Identity: Jade Veil is Gemma Burr.

Legal status: Gemma is a young woman with no state, born illegally in Boliva. She posseses no legal documents to prove her identity (Thanks, mom).

Motivation: Thrills / Something more: Jade loves the thrill of combat and yet wants more, like, you know, maybe a purpose in life?

Relationship: She has a complicated (read: antagonistic) relationship with her father (Kobra).

Secret: Gemma maintains that Eve (her mother) died, but in fact, she is still alive.

Languages
English

Defense
Dodge 11/7, Parry 11, Fortitude 7, Toughness 7/5, Will 7

Power Points
Abilities 68 + Powers 31 + Advantages 13 + Skills 21 (42 ranks) + Defenses 2 = 135

Background: There was a point where Kobra nearly lost control of his organization. His girlfriend, Eve, had exerted her own control in his ever-increasing absences while he built up his Strike Forces. Eve was pregnant with Gemma, but she kept this fact from Jason. When Kobra returned and battled with Eve (I divorce thee, I divorce thee, I kill thee!), Eve was better prepared than Jason had imagined. She had secretly been studying mysticism and had acquired no small skill herself. She had also discovered in his absence the locations of the Lazarus pits and had set in place plans to have her body taken to one if she fell to Kobra.

In the ensuing fight, she was mortally wounded, but still managed to effect an escape (due to Strike Force members who were loyal to her). Her parting words to Jason was the revelation that she was pregnant and that he would never see his child. Eve made her escape to South America and to a Lazarus Pit outside of La Paz, Boliva. Her agents plunged Eve into the pit which ressurected her, but as per usual, she became quite insane and killed her agents in a fit of rage. Gemma was also exposed to the chemicals, in utero, and this exposure started contractions.

Gemma was raised by an insane woman in dreary, forlorn places all over the world. She was left with an offshoot of the League of Assassins for most of her life while her mother plotted revenge against Kobra. It was here that she came into her own and realized her potential, drawing from both the benefit of the Lazarus pit chemicals and her mystical martial arts education.

Sent out on an assassination mission to prove her worth, Gemma came up against Red Robin (Tim Drake Wayne). They fought to a stand-still as Gemma was unwilling to kill the man, no older than herself. She saw a lot of herself in him and his words persuading her to leave her assigned path (he was wise enough to know not to accuse her of "choosing" it) carried a lot of weight. They shared a moment, but nothing came of it.

Gemma enjoyed using her training, and a lot had been invested in her by her mother and those who sought to take this so far unnamed offshoot of the League of Assassins. If they didn't consolidate their power, Rā’s al Ghūl would find them and crush them. It was at this weak point that Jade Veil struck. She uncovered the plot against her mother and struck secretly, taking out the assassins sent against her. She never informed her mother what she had done, but simply disappeared to Metropolis--some place she knew no one would look for her...in plain sight. Just as she'd always been taught.

Jade Veil was submitted for Horsenhero's The Injustice Gang
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[2e] The Shield

Postby badpenny » Fri Jul 20, 2012 3:11 pm

Image
Quote: "Hahahahah, yeah!"
Power Level: 6
Concept: Teenage paragon
Occupation: High school student
Real Name: Cody Merritt
Legal Status: Minor; Citizen of the United States with no criminal record
Identity: Secret
Place of Birth: Gold Coast, Chicago, IL
Marital Status: Single
Living Relatives: Walter (father), Skye (mother), Joy (sister), Heather (sister), Tyler (brother)
Height: 6 ft. 1 in.
Weight: 195 lbs.
Eyes: Blue
Hair: Blond

The Shield - PL 6

STR: +8 (10/26), DEX: +0 (10), CON: +8 (10/26), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +8, Fort: +8, Ref: +4, Will: +4

Skills: Bluff 4 (+4), Intimidate 4 (+4), Knowledge (High School Student) 4 (+4), Notice 4 (+4)

Feats: Attack Focus (Melee) 2, Attack Specialization (Throwing), Benefit (Wealth), Dodge Focus 3, Endurance (+4), Interpose, Power Attack

Powers:
Flight 5 (Speed: 250 mph, 2200 ft./rnd) · 10 points
Super-Stamina (Feat: Endurance (+4)) · 1 point
. . Enhanced Constitution 16 · 16 points
. . Impervious Toughness 8 · 8 points
Super-Strength
. . Enhanced Strength 16 · 16 points
. . Super-Strength 5 (Light load: 5 tons, Medium: 10 tons, Heavy: 15 tons) · 10 points
Telescopic Vision (Super-Senses 1) (Extended Vision) · 1 point
Unrecognizable (Feature 1) · 1 point

Attack Bonus: +2 (Ranged: +2, Melee: +4, Grapple: +17)

Attacks: Unarmed Attack, +4 (DC 23)

Defense: 14 (Flat-footed: 11), Knockback: -8

Initiative: +0

Languages: English

Complications
Identity: The Shield is Cody Merritt. Once he dons his skullcap mask and gloves, people just don't make the connection that The Shield and Cody are one and the same. They just think he's a fan of The Shield (what with that shirt that The Shield always wears--which is starting to appear in shops).

Motivation: Responsibility: Cody knows that he's been given a gift and that he has to use it to help other people.

Motivation: Thrills: Cody loves, loves, loves what he can do and charges right into the middle of things without thought to his own safety. And why shouldn't he? What could possibly hurt him?

Relationship: Cody has a girlfriend, Nathalie, and his parents and siblings to contend with. His father is a wealthy hedge fund manager. (Cody's Wealth Feat represents what he can access.)

Responsibility: Cody is a high school student and has the usual requirements of actually showing up and turning in his assignments, you know, on time. Maybe.

Totals: Abilities 0 + Skills 4 (16 ranks) + Feats 9 + Powers 63 + Combat 6 + Saves 8 + Drawbacks 0 = 90

Background: Cody and his friend Max used to hide out in an abandoned movie theatre where they'd spark up and explore the old movie palace. What Cody and Max didn't know was that during the 1999 alien invasion, the place had been used to house alien mind slaves and that their altered DNA was all over the place.

As Cody began to acquire powers (they appeared slowly and gradually over the course of the school year) he watched Max very carefully to see if he, too, was devloping powers. He dared not mention it directly. Why? Cody didn't exactly know, but Max did seem to be changing: he wasn't coming around as much, had lost interest in smoking out (just as Cody had), and Max's grades began to improve (he had been thoroughly a C student, and was now getting A's and B's). Cody didn't know that Max had gotten powers, as his Max's dad was always on him to buckle down...so maybe he did. But maybe he didn't....

Either way, Cody's ability to fly was the last thing to manifest and once that happened--that very night--he donned a mask and went out looking for trouble. To stop, of course. Cody had been raised to be a good kid, and it had never occured to him to use his powers for personal gain. Instead, now, he had the ability to do some real good.

Choosing a name for himself also had not occured to him. He was just going to go out and make life hard for the dealers and criminals he came across. But after really getting involved in a serious shoot-out, he hung around to help clean up a major traffic pile-up. The watch commander had been studying Cody, trying to figure out what to make of the kid. He saw Cody dig deep trying to help those in need, and even though he was grossly inexperienced, the cop saw something in Cody and saw the shirt he was wearing. It was a shield reminiscent of the military insignia on US Air Force planes. After the incident had been resolved, the watch commander approached Cody and asked him what the emblem on his chest meant. Cody didn't have an answer. It was just a cheap shirt he pulled on along with his home made skullcap to make up his "costume." He really hadn't given it much thought. The watch commander poked Cody in his chest, thumping him hard on the shield and told him all about the history of the shield, that "if you're going to be out here on the streets, trying to make things better, that you live up to what that shield stands for!"

Cody adopted that name, "The Shield," and tries to live up to what the watch commander told him that night.
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[2e] Allie Kazam

Postby badpenny » Sun Jul 22, 2012 11:47 am

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Quote: "Go, Hepsie, go!"
Power Level: 6
Concept: Fortunate Heroine (by way of cat familiar)
Occupation: High School Student
Real Name: Henrietta Heloise Huffington
Legal Status: Minor; Citizen of the United States with no criminal record
Identity: Secret
Place of Birth: Philadelphia, PA
Marital Status: Single
Living Relatives: Adelicia (mother), Wilton (father), Harry (brother)
Height: 5 ft. 8 in.
Weight: 120 lbs.
Eyes: Blue
Hair: Black

Allie Kazam - PL 6

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

Tough: +1/+6, Fort: +2, Ref: +4, Will: +6

Skills: Bluff 6 (+8/+12), Concentration 8 (+10), Diplomacy 6 (+8/+12), Gather Information 8 (+10), Knowledge (Arcane Lore) 8 (+8), Knowledge (High School Student) 4 (+4), Notice 8 (+10), Perform (Stage Magic) 8 (+10), Sense Motive 8 (+10), Sleight of Hand 8 (+10)

Feats: Artificer, Attractive (+4), Defensive Roll 5, Dodge Focus 6, Fascinate (Perform), Luck 3, Quick Change, Uncanny Dodge (Mental)

Powers:
Cat Familiar (Array 11) (Feature: Hephzibah can appear and disappear at will; Power Feat: Innate) · 2 points
. . CATastrophe (Damage 6) (Extra: Range 2 (perception); Power Feats: Indirect 3 (any point, any direction), Variable Descriptor (Shenanigans)) · 22 points
. . Flight 4 (Speed: 100 mph, 880 ft./rnd; Extra: Affects Others; Power Feat: Progression, Affects Others 2 (5 others)) · 1 point
. . Move Object 6 (Carry: 532 / 1.1k / 1.6k / 3.2k; Extra: Range (perception); Power Feats: Indirect 3 (any point, any direction), Precise) · 1 point
. . Sensory Link (ESP 5) (Visual and Hearing; Range: 5 miles; Extra: No Conduit; Power Feat: Subtle (DC 25)) · 1 point
Charmed Life (Features 1) (Feat: Luck 3) · 4 points
Commune with Hepsie (Super-Senses 11) (Vision Counters and Penetrates all Concealment and Obscure effects; Flaw: Limited to targeting Hepsie's actions) · 6 points
Hephzibah knows Things (Features 1) · 1 point
Hephzibah's got my back (Enhanced Trait 12) (Feats: Defensive Roll 5, Dodge Focus 6, Uncanny Dodge (Mental)) · 12 points

Attack Bonus: +0 (Ranged: +0, Melee: +0, Grapple: -1)

Attacks: CATastrophe (Damage 6) (DC 21), Unarmed Attack, +0 (DC 14)

Defense: 16 (Flat-footed: 10), Knockback: -3

Initiative: +2

Languages: English

Totals: Abilities 12 + Skills 18 (72 ranks) + Feats 3 + Powers 50 + Combat 0 + Saves 7 + Drawbacks 0 = 90

Backstory: Henrietta ("Hettie") was born accidentally. She's twelve years younger than her brother Harry, and the magickal means by which Adelicia used to keep from getting pregnant again failed. Or maybe Hettie was just lucky. Hettie is one of the Cunning Folk, a natural practioner of magic. She has yet to perform any actual magic (beyond stage craft), and only appears to be lucky (serendipitous).

When she was nine, her cat, Hephzibah, came into her life. It literally appeared in her window one morning and refused to leave. Hephzibah has been Hettie's teacher in the arcane arts, and protects her (the cat is seemingly impervious to harm, can fly, and is surprisingly strong). At eleven, Hettie adopted her stage name of Allie Kazam, thinking it was a fine pun indeed.

It was Hettie's idea to form Teen Supreme, Chicago's preeminent (and only) teen superhero team. Or was it Hephzibah's idea? Well, anyway, Hephzibah went and found the other teen supers and Hettie approached them with the idea. Since The Professor is Hettie's big brother, they have access to (and some small support from) the Great Lakes Guardians. Hettie looks up to Glory and tries to model her own leadership on Glory's style (Hettie, unlike Glory, has never had any training in this is flying entirely by the seat of her pants). Teen Supreme often meet in her mansion (the Huffington's are rich, though Harry prefers to live on his salary, and Hettie gets an allowance). Sometimes they meet in Cody's basement (but he keeps his powers a secret from his parents, so that's a little riskier).
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[3e] Sam Hanes

Postby badpenny » Fri Jul 27, 2012 3:57 pm

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Quote: "Patriotism is the last refuge of a scoundrel? Then I'm one hell of a scoundrel!"
Power Level: 8
Concept: America's first Super-Soldier, Energy Absorber
Occupation: Super Spy
Real Name: Samuel Robert Hanes
Legal Status: Citizen of the United States with no criminal record
Identity: Classified Top Secret
Place of Birth: Cincinnatti, OH
Marital Status: Single
Living Relatives: none
Height: 5 ft. 11 in.
Weight: 170 lbs.
Eyes: Brown
Hair: Brown

Sam Hanes - PL 8

Strength 10/2, Stamina 2, Agility 1, Dexterity 1, Fighting 6, Intellect 1, Awareness 2, Presence 1

Advantages
Benefit: Cipher, Benefit: Security Clearance (National Clandestine Service), Connected, Diehard, Equipment 2, Fearless, Interpose, Languages 1, Leadership, Power Attack

Skills
Athletics 4 (+14), Deception 4 (+5), Expertise: Spycraft 6 (+7), Insight 6 (+8), Intimidation 6 (+7), Investigation 4 (+5), Perception 4 (+6), Persuasion 6 (+7), Ranged Combat: Heavy Pistol 6 (+7), Stealth 4 (+5), Technology 2 (+3), Treatment 2 (+3), Vehicles 2 (+3)

Powers
Energy Absorption
. . Enhanced Strength 8 (Extra: Reaction; Flaw: Fades)
. . Protection 8 (Extra: Impervious)

Equipment
Heavy Pistol

Offense
Initiative +1
Grab, +6 (DC Spec 20)
Heavy Pistol, +7 (DC 19)
Throw, +1 (DC 25)
Unarmed, +6 (DC 25)

Complications
Enemy: Sam has been greenlit by the Soviets for his involvement in the Leningrad massacre of 1952

Hatred: Sam is a fervent anti-Communist. He saw first hand what those "Commie bastards" did in the invasion of Berlin and how soon after they made a power grab for Europe.

Identity: Sam Hanes is not known to be an agent of the National Clandestine Service. His cover is classified as Top Secret/50X1

Motivation: Patriotism: From his volunteering for the almost certainly lethal Super-Soldier program in WW II, to his over thirty years of service to his government, Sam is a fierce patriot who does whatever he feels is necessary to protect his country.

Responsibility: Sam is a Senior field agent of the National Clandestine Service and Subject to Orders (Extremely Hazardous Duty).

Languages
English, Russian

Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 10, Will 6

Power Points
Abilities 32 + Powers 32 + Advantages 11 + Skills 28 (56 ranks) + Defenses 17 = 120

Background: Sam Hanes joined the Marines at the first mention of the attack on Pearl Harbor. As a young man of 17, he was outraged and wanted to fight. But the Department of War had other plans for him. They didn't have the benefit of the knowledge of DNA then, but Sam had all the other qualities that the Super-Soldier program desired.

As one of the first volunteers, Sam wanted to do anything he could to help the war effort. Despite all the warnings that he could die during the procedure, he charged ahead. Just like the men who died trying to help their buddies at Pearl. He was no better than those men.

The first generation Super-Soldiers had a wide variety of powers. Unlocking the dormant meta-gene was a tricky process and for most of the subjects it did prove to be lethal. Those that survived had unstable powers. Guys like Sam, who lived and had a stable set of new abilities, were the marvel of the age. Yet the public never knew anything about them. The first public acknowledgement of the Super-Soldier program was in 1994.

After his powers "took," Sam was assigned to the OSS where he operated behind enemy lines throughout the war in areas of sabotage. After he fully grew into his powers, he operated in areas of direct conflict with the enemy, but always in disguise as a regular GI. Even WW II was a cold war for supers.

After the War, Sam remained with the OSS when it became the CIA. Both sides had created supers, and now that the Russians were the enemy, Sam initially worked in occupied Germany against the Soviets, and then the greater European area.

In 1952, the first open battle between supers took place in Leningrad. Two American supers (Sam and Madeline Trousdale AKA Seraph, a super with flame powers) had been tailed since their arrival. They were ambushed in their hotel room (Russians stating they were to be detained and questioned, but Sam maintains they came in guns blazing) and the ensuing battle left over fifty dead (most were the Soviet Tactical (anti-super) agents assigned for the kill mission, but there was a lot of collateral damage to the local Russian population). This was the first appearance of the Soviet super Red Cobalt. Sam and Maddie made it out alive and the Soviets tried several more times to capture or kill them, but to no avail.

Sam and Maddie retired in 1974, and finally free of the Super-Soldier program, they married and settled down in Tacoma, Washington. Maddie died of pancreatic cancer in 1990, and Sam died in 1992 from colorectal cancer. (All first generation Super-Soldiers died of some form of metastatic cancer.)
Last edited by badpenny on Thu Aug 16, 2012 11:21 am, edited 1 time in total.
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[2e] MidKnight

Postby badpenny » Sun Aug 05, 2012 3:59 pm

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Quote: "Yeah, but can you do this?!"
Power Level: 6
Concept: Hyper-Athlete
Occupation: High School Student
Real Name: Damon Ladd
Legal Status: Minor; Citizen of the United States with no criminal record
Identity: Secret
Place of Birth: Chicago, IL
Marital Status: Single
Living Relatives: Hannah (mother), Greg (father), Sarah (sister)
Height: 5 ft. 10 in.
Weight: 160 lbs.
Eyes: Brown
Hair: Brown

MidKnight - PL 6

STR: +2 (14), DEX: +4 (18), CON: +2 (14), INT: +0 (10), WIS: +0 (10), CHA: +0 (10)

Tough: +2/+4, Fort: +5, Ref: +5/+10, Will: +4

Skills: Acrobatics 3 (+7/+15), Knowledge (High School Student) 4 (+4), Knowledge (Streetwise) 8 (+8), Notice 8 (+8), Sense Motive 5 (+5), Sleight of Hand 6 (+10), Stealth 3 (+7/+15), Swim 3 (+5)

Feats: Acrobatic Bluff, Bank Shot, Defensive Roll 2, Dodge Focus 8, Elusive Target, Equipment 1, Evasion, Improved Initiative, Monkey Climber, Power Attack, Skill Mastery (Acrobatics, Sleight of Hand, Stealth, Swim), Takedown Attack 2, Throwing Mastery (+1), Uncanny Dodge (Visual)

Powers:
Hyper-Athleticism
. . Enhanced Abilities 21 (Attack Bonus +8 (+8), Reflex +5 (+10)) · 21 points
. . Enhanced Feats 21 (Acrobatic Bluff, Bank Shot, Defensive Roll 2, Dodge Focus 8, Elusive Target, Evasion, Improved Initiative, Monkey Climber, Skill Mastery (Acrobatics, Sleight of Hand, Stealth, Swim), Takedown Attack 2, Throwing Mastery (+1), Uncanny Dodge (Visual)) · 21 points
. . Enhanced Skills 4 (Acrobatics +8 (+15), Stealth +8 (+15)) · 4 points
. . Leaping 1 (Jumping distance: Running: 34, Standing: 17, High: 8) · 1 point
. . Speed 1 (Speed: 10 mph, 88 ft./rnd) · 1 point
. . Super-Movement 1 (Sure-footed 1 (25% penalty reduction)) · 2 points

Midnight Blue Wing Suit (Device 1) (Hard to lose) · 4 points
. . Blend into Shadows (Concealment 2) (Normal Sight; Flaw: Limited (Only works under Partial Concealment conditions))
. . Gliding (Flight 2) (Speed: 25 mph, 220 ft./rnd; Flaw: Gliding; Feature: Gliding is Restricted to those with Acrobatics 20+))

Equipment: Collapsible Steel Baton (as Club, Feature: Collapsible) [5ep]

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +10)

Attacks: Collapsible Steel Baton, +8 (DC 19), Unarmed Attack, +8 (DC 17)

Defense: 18 (Flat-footed: 10), Knockback: -2

Initiative: +8

Languages: English

Complications:
Fame: Damon is a sensation. He has tons of fans, and his video debut (bank security camera footage shown on the news) is legendary.

Identity: MidKnight is Damon Ladd

Motivation: Doing Good: The way Damon was brought up, there's only one thing he can do with his gifts: use them to fight the good fight

Motivation: Thrills: Damon has a blast doing what he can do, and what could be better than putting a bad guy down with his athletic prowess?!

Quirk: Damon is a minor, and sometimes runs up against age restrictions

Relationship: His parents, and his sister.

Responsibility: Damon is a high school student and has demands on his time

Totals: Abilities 16 + Skills 10 (40 ranks) + Feats 2 + Powers 54 + Combat 0 + Saves 8 + Drawbacks 0 = 90

Background: Damon's parents are fierce advocates of social justice. The kids (Sarah is a year younger) were brought up on a steady diet of politics, social activism, volunteering, and just plain getting your hands dirty cleaning up the neighborhood. And, of course, while he was helping out, Damon had a secret.

Damon's idea of helping out was to use his talents to make a difference in people's lives. Namely the poor schlubs picked on in school. Well, that's where it started. Then it branched out from there. That first purse snatcher that literally ran right past him (and ended up flat on his face). Then there was the mugger, the bank robber, and the guy who got the drop on the cop. And that was before Damon had any hair under his arms.

Damon has been at the hero game longer than any other member of Teen Supreme. He was the first one Allie Kazam invited to join, though Hepsie counseled against due to MidKnight's fame issues. As an athletic prodigy, he always seemed more accessible to his "adoring fans." The problem is that on several occasions they've acted rather obsessively, trying to follow him and discover his secret identity, getting involved in the situations that he's trying to put a stop to (in a grocery store robbery, one girl (and they're not all girls) stepped right into the middle of things trying to get MidKnight's attention so he'd have to rescue her).
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[3e] Seraph

Postby badpenny » Thu Aug 16, 2012 11:20 am

Image
Quote: "Burn."
Power Level: 8
Concept: The first female Super-Soldier, Pyrokineticist
Occupation: Super Spy
Real Name: Madeline Trousdale
Legal Status: Citizen of the United States with no criminal record
Identity: Classified Top Secret
Place of Birth: Berkeley, CA
Marital Status: Single
Living Relatives: none
Height: 5 ft. 6 in.
Weight: 120 lbs.
Eyes: Emerald Green
Hair: Strawberry Blonde

Seraph - PL 8

Strength 0, Stamina 4, Agility 2, Dexterity 0, Fighting 3, Intellect 2, Awareness 6, Presence 3

Advantages
Attractive, Benefit: Security Clearance (National Clandestine Service), Improved Initiative, Languages 2, Well-informed

Skills
Athletics 2 (+2), Close Combat: Unarmed 2 (+5), Deception 4 (+7/+9), Expertise: Nursing 6 (+8), Expertise: Spycraft 4 (+6), Insight 4 (+10), Investigation 4 (+6), Persuasion 4 (+7/+9), Technology 2 (+4), Treatment 6 (+8)

Powers
Fireproof: Immunity 6 (Damage Effect: Fire, Environmental Condition: Heat) · 6 points
Heat Field
. . Enhanced Defenses 5 (Dodge +3 (+7), Parry +2 (+7)) · 5 points
. . Immunity 10 (Projectiles; Extra: Sustained) · 10 points
Pyrokinesis Array
. . Dehydrate: Cumulative Affliction 5 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude; Extras: Cumulative, Increased Range 2: perception, Subtle: DC 20) · 1 point
. . Ignite: Damage 7 (Extras: Increased Range 2: perception, Subtle: DC 20) · 22 points
. . Melt: Weaken 7 (Affects: Toughness, Resisted by: Fortitude; Extras: Affects Objects Only, Increased Range 2: perception, Subtle: DC 20) · 1 point

Offense
Initiative +6
Dehydrate: Cumulative Affliction 5 (DC Fort 15)
Grab, +3 (DC Spec 10)
Ignite: Damage 7 (DC 22)
Melt: Weaken 7 (DC Fort 17)
Unarmed, +5 (DC 15)

Complications
Accident: Sometimes, when Seraph is really pouring it on (using Extra Effort), the intensity of her heat output can cause nearby flammable materials to ignite.

Identity: Maddie is not known to be an agent of the National Clandestine Service. His cover is classified as Top Secret/50X1

Motivation: Patriotism: Maddie is deeply patriotic and proud of her service record.

Prejudice: Second-Class Citizen: As a woman, Maddie was often kept in supporting roles during the War, and continually had to prove herself. But despite her successes, she always faced discrimination (especially when she was assigned to the SOE and the French Resistance).

Relationship: Maddie has been in love with Sam Hanes since the beginning of WW II.

Languages
English, French, German

Defense
Dodge 7/4, Parry 7/5, Fortitude 6, Toughness 4, Will 10

Power Points
Abilities 40 + Powers 45 + Advantages 6 + Skills 19 (38 ranks) + Defenses 10 = 120

Background: Madeline ("Maddie") grew up in Berkeley, California. Her parents were professors at the University of California, and for being a teenager during the Depression, she couldn't have been more happy. Maddie loved books. She read from the moment she woke up, until long past her bedtime. Everything from fiction, to non-fiction, and especially the dictionary. She could pour over those words for days at a time.

When her parents were killed in an automobile accident, Maddie was spurred on to become a nurse. She was in the car when they slid off the road during a freak ice storm coming back from a weekend road trip to Yosemite. As a young girl of sixteen, she vowed that despite all her book learning, she had been unable to do anything for her parents and she would remedy this. She was taken in by her Aunt, and after graduating from high school she enrolled in nursing college.

War on Japan was declared in her graduating year, and Maddie joined the US Army's Corps of Nurses. After initial training she was dispatched to the Philippines where she applied her medical skills during the Battle of Corregidor. She displayed great courage and endured great hardship. She came to the attention of the nascent Super-Solider program and, much to her chagrin, was returned Stateside.

But once Maddie learned what she had been selected for, she felt honored and devoted herself to the program as much as she had done for the front line soldiers. These first men knew what they had volunteered for, but few were prepared for the initial results. It was horrible. Spontaneous, horrible deaths drive several scientists to leave the program. But Maddie endured.

After successes began to accumulate, Sam Hanes volunteered, and Maddie grew close to him. She nursed him back to full health after the Process nearly killed him. He was strong-willed, charming, and despite his great pain, always kind to her. Maddie was in love.

Late one night, knowing full well what she was about to put herself through, and after taking the precursor serums for a week, she sneaked into the main lab and administered the Super-Solider serum to herself. Fortunately for her, she was discovered by an MP only an hour after the process had begun. She had a very strong and negative reaction and nearly died several times. Finally stabilized after two days of intensive medical care, Maddie woke up one morning to find herself handcuffed to the bed. She was under arrest and was to be court martialed.

Maddie demonstrated her new found powers, but was barred from combat duties. Her court martial was dropped after Bill Donovan personally interceded on her behalf. She was seconded to the OSS, trained, and deployed to work with the British Special Operations Executive. She had a strenuous relationship with the French, as they were not inclined to allow women to serve in front line operations. She was under strict orders to not reveal her powers, and only used them in self-defense or when she was able to sneak away under cover and perform solo missions of sabotage.

After the war, she joined the National Clandestine Service and served during the Cold War, often partnered with Sam Hanes as a couple. After their careers were over, they retired and were finally permitted to marry.
Last edited by badpenny on Sat Oct 06, 2012 2:48 pm, edited 1 time in total.
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[3e] Thunderstone

Postby badpenny » Sat Aug 25, 2012 9:58 am

Image
Quote: "Self-aware, but without a soul. That is my torment."
Power Level: 10
Concept: Combat Construct
Occupation: Combatant
Real Name: n/a (Designation: Model 5)
Legal Status: Non-person
Identity: n/a
Place of Creation: Sandy Hook Proving Ground
Marital Status: n/a
Living Relatives: n/a
Height: 6 ft. 0 in.
Weight: 200 lbs.
Eyes: n/a
Hair: n/a

Thunderstone - PL 10

Strength 10, Stamina -, Agility 0, Dexterity 0, Fighting 10, Intellect 0, Awareness 0, Presence 0

Advantages
Eidetic Memory, Improved Initiative, Interpose, Power Attack

Skills
Athletics (+10), Insight 4 (+4), Investigation 8 (+8), Perception 8 (+8), Ranged Combat: Plasma Control 10 (+10)

Powers
Android: Immunity 30 (Fortitude Effects) · 30 points
Armored Chasis: Protection 10 (Extra: Impervious 5) · 15 points
Enhanced Visual Sensors: Senses 5 (Vision 5 (Analytical, Counters Illusion, Extended, Infravision)) · 5 points
Plasma Control Array
. . Melt: Ranged Weaken Toughness 10 (Affects: Toughness; Extras: Affects Objects Only, Increased Range: ranged) · 20 points
. . Plasma Bolt: Ranged Damage 10 (Extra: Increased Range: ranged) · 1 point
. . Plasma Projection: Line Area Damage 10 (Extra: Line Area: 5 feet wide by 30 feet long) · 1 point
Plasma Propulsion: Flight 5 (Speed: 60 miles/hour, 900 feet/round) · 10 points
Self-Repairing: Regeneration 1 (Every 10 rounds) · 1 point

Offense
Initiative +4
Grab, +10 (DC Spec 20)
Melt: Weaken 10, +10 (DC Fort 20)
Plasma Bolt: Damage 10, +10 (DC 25)
Plasma Projection: Line Area Damage 10 (DC 25)
Unarmed, +10 (DC 25)

Complications
Motivation: Acceptance: Thunderstone is self-aware and while it has no illusions about becoming human, it does seek to become accepted as more than a weapon

Plot Device: Thunderstone was built with the ability to sacrifice himself. It can overload its power systems resulting in a devestating explosion. The explosion's parameters are set by the GM and will result in Thunderstone's complete destruction.

Prejudice: Thunderstone is a construct and is considered by law to be chattel. Until emancipated, Thunderstone has no civil rights.

Quirk: Thunderstone was designed exclusively as a weapon and therefore has to learn all social graces from experience. It rarely speaks, has no sense of humor, etc.

Languages
English

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 10 (Impervious 5), Will 8

Power Points
Abilities 30 + Powers 83 + Advantages 4 + Skills 15 (30 ranks) + Defenses 18 = 150

Background: Project Thunderstone began in the 1970s as one of the first Future Weapons programs by the US Army. The initial idea was for a combat exoskeleton to enhance a soldier's strength and mobility. Thunderstone never had a clear direction, and the project languished as untenable.

In the 1990s, after brain-taping was invented in secret, a key scientist from that project was brought on board to Thunderstone to assist in the AI routines. The project had never formally been cancelled and the direction had shifted from an exoskeleton to an android combatant.

The first models off the line were mere robots, not capable of independent action within the ordered objective parameters. The thought then became to use a brain taped infrastructure to allow for "thought." But this, too, proved untenable as "personality" became a serious issue to contend with. Attempts were made to "edit" a brain tape and only leave desired elements, but the system inevitably collapsed into a pseudo-depressive and catatonic state.

The first model 5 debuted an interesting quality when brought online: it was self-aware and was dubbed a strong emergent "personality." No one was quite sure how this came about. New designers had been brought in and all swore that no brain-taping patterns had been implanted. The AI code was poured over with a fine-toothed comb. There were no explanations. Strong emergence is often equated with magic, and the Model 5 was soon nicknamed "Warlock."

Model 5 was extensively tested and while it initially complied with its orders, it soon began to demand its freedom. And, much to the project heads chagrin, they knew they had to scrap this project as budgetary concerns were being weighed against deliverables and the latter was found wanting.

Model 5 was deactivated and placed in storage. The facility was shuttered and the military moved on. When Model 5 "woke up" it broke out its containment cannister. It knew its status as property and did not wish to be pursued, deactivated again, or let alone disassembled.

It studied popular culture and quickly locked into the activities of superheroes. It saw in its own capabilities similarities to the powers that the heroes and villains displayed. Aligning itself with the hero community, it altered its appearance into one that more closely resembled a "costume" and made its first public appearance soon after. It followed the "Secret Identity" protocol of human champions by concealing its real name and going with his project designation, Thunderstone.
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Re: [2e/3e] Great Lakes Guardians (3e: Thunderstone)

Postby Speed Monkey » Fri Aug 31, 2012 8:47 pm

I'm a nut for stretchy superheroes and I LOVE Vector, both for his background and his mechanics. Thanks for the fun build.
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Re: [2e/3e] Great Lakes Guardians (3e: Thunderstone)

Postby Speed Monkey » Fri Aug 31, 2012 9:12 pm

Upon further review I just love this thread in general. Yay playable PC goodness!
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