Celt's Builds - Phantom Spider, Joan Arcanum and 6ix

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CelticREI
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Build 44 - Madame Mirage

Post by CelticREI » Sun Mar 06, 2011 2:20 pm

Image
"Madame Mirage" and her controller, Harper

Madame Mirage - PL 10

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

Advantages
Accurate Attack, Attractive, Close Attack 3, Defensive Roll 2, Eidetic Memory, Equipment 6, Evasion, Improvised Tools, Inventor, Ranged Attack 4, Skill Mastery (Technology), Takedown

Skills
Acrobatics 2 (+3), Deception 10 (+10), Stealth 2 (+3), Technology 8 (+10), Treatment 1 (+3), Vehicles 1 (+2)

Powers
M-Band (Removable)
. . 'Angela' AI: Feature 1 (Notes: Has a scan of brain impulses and Harper's memories of her in an advanced AI program, allowing an Angela 'image' to talk and act much like the real Angela would have.)
. . Hard Light Force-Fields
. . . . Force-Field Blast: Damage 10 (DC 25; Increased Range (ranged), Penetrating 10, Accurate 2 (+4))
. . . . Forcefield Duplicates
. . . . . . AI Driven 'Helpers': Quickness 6 ([0 active, 0/42 PP, 1/2r], Perform routine tasks in -6 time ranks; Limited to One Type (Physical))
. . . . . . Pinpoin Forcefield: Move Object 8 ([0 active, 0/42 PP, 4/r], 6 tons, DC 23; Damaging, Increased Range (perception), Precise, Split 4 (5 targets), Subtle 2 (undetectable); Noticeable (Must have a forcefield Illusion there to move or damage something))
. . . . Hard Light Protection
. . . . . . Hard Light Armor: Protection 12 ([0 active, 0/42 PP, 1/r], +12 Toughness)
. . . . . . Hard Light Misdirection: Enhanced Trait 24 ([0 active, 0/42 PP, 1/r], Dodge +12 (+16), Parry +12 (+16))
. . . . Solid-Form Duplicate: Damage 7 ([0 active, 0/42 PP, 6/r], DC 22; Reaction 3 (reaction), Increased Range 2 (perception), Notes: Reaction: When hit with a Slam attack or unarmed Melee)
. . Illusion Caster
. . . . Illusion Disguise: Morph 4 ([0 active, 0/51 PP, 6/r], +20 Deception checks to disguise; Any form; Affects Others, Feature (Aural Mimicry), Precise; Quirk (Must 'scan' someone/something to have access to its form))
. . . . Illusion Field: Illusion 10 ([0 active, 0/51 PP, 5/r], Affects: Four Sense Types, Area: 1000 cft., DC 20; Independent, Precise, Notes: Effects Visual, Aural and Tactile senses)
. . . . Negative Refraction Matrix: Concealment 6 ([0 active, 0/51 PP, 2/r], All Aural Senses, All Visual Senses)
. . Senses: Senses 2 (Analytical: 'Sight' (via scan), Radius: Sight)

Equipment
Gadgets Array (Audio Recorder, Binoculars, Camera, Computer, Multi-tool, Toolkit (Basic), Video Camera), Weapon Array (Custom Sniper Rifle, Flash Grenade, Flash-bang, Knife, Light Pistol, Smoke Grenade, Sword)

Offense
Initiative +1
Custom Sniper Rifle, +6 (DC 20)
Flash Grenade, +5 (DC Dog/Fort 14)
Flash-bang, +5 (DC Dog/Fort 14)
Force-Field Blast: Damage 10, +9 (DC 25)
Grab, +4 (DC Spec 10)
Knife, +4 (DC 16)
Light Pistol, +5 (DC 18)
Pinpoin Forcefield: Move Object 8 (DC 23)
Smoke Grenade, +5 (DC 19)
Solid-Form Duplicate: Damage 7 (DC 22)
Sword, +4 (DC 18)
Throw, +5 (DC 15)
Unarmed, +4 (DC 15)

Complications
Identity: No one knows that Harper is still alive, much less that -she- is Madame Mirage!
Secret

Languages
Native Language

Defense
Dodge 4, Parry 4, Fortitude 6, Toughness 3/1, Will 6

Power Points
Abilities 12 + Powers 86 + Advantages 23 + Skills 12 (24 ranks) + Defenses 17 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

Quick note for folks looking over the build and thinking "Why does she have Protection 12 and Enhanced Traits (Dodge/Parry) 12?" as they are both Dynamic it allows her to shift around her Dodge/Parry and Toughness from being a tricky agile fighter into being more of a tank as she shows to do in the comics (Having the huge "Rhino" rip off guy just pass through while Harper is off to the side a good example of upping her Dodge/Parry, making her dup have an iron hand and the speedster running into it while fighting the Big Four just a bit after that is her shifting to Protection [And the reaction Damage])
Last edited by CelticREI on Sun Jun 05, 2011 6:43 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Build 45 - Helping Someone

Post by CelticREI » Thu Mar 24, 2011 8:00 pm

Unnamed Hero - PL 10

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

Advantages
All-out Attack, Close Attack 2, Fast Grab, Power Attack

Powers
Paragon Form (Activation: Standard Action)
. . Cosmic Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . . . Speed Up Neutrinos
. . . . . . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks)
. . . . . . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Cosmic Strength: Enhanced Strength 10 (+10 STR)
. . . . Collect Stardust: Create 8 (Alternate; Volume: 250 cft., DC 18; Innate, Subtle: look natural, Increased Duration: continuous, Precise; Proportional)
. . . . Galaxy Punch: Strength-based Damage 10 (Alternate; DC 27; Penetrating 10)
. . . . Healing Heat: Healing 9 (Alternate; Persistent, Stabilize)
. . Flow with the Universe: Enhanced Trait 15 (Traits: Dodge +7 (+7), Fighting +3 (+5), Parry +2 (+4))
. . Weight of the World
. . . . Enhanced Ability: Enhanced Stamina 5 (Linked; +5 STA)
. . . . Protection: Protection 6 (Linked; +6 Toughness)

Offense
Initiative +0
Galaxy Punch: Strength-based Damage 10, +4 (DC 27)
Grab, +4 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +4 (DC 17)

Languages
English

Defense
Dodge 0, Parry 2, Fortitude 0, Toughness 0, Will 0

Power Points
Abilities 12 + Powers 65 + Advantages 5 + Skills 0 (0 ranks) + Defenses 0 = 82

Validation: Complications: At least 2 Complications are required


Created With Hero Lab® - try it for free at http://www.wolflair.com!
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
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CelticREI
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Build 46 - Havok

Post by CelticREI » Tue Mar 29, 2011 6:46 am

Image

Havok - PL 10

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

Advantages
Agile Feint, Close Attack 3, Defensive Roll 3, Equipment 1, Favored Environment: In full sunlight, Leadership, Power Attack, Teamwork

Skills
Acrobatics 6 (+7), Deception 2 (+2), Expertise: Geophysical Science 4 (+5), Insight 7 (+8), Intimidation 5 (+5), Perception 9 (+10), Technology 2 (+3), Vehicles 1 (+3)

Powers
Ambient Energy Conversion
. . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . Immunity: Immunity 12 (Common Descriptor: Radiation, Environmental Condition: Heat, Environmental Condition: Radiation)
. . Plasma Emanation: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, Incurable, Penetrating 10)
. . . . Heatstroke Blast: Cumulative Affliction 12 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Accurate 3: +6, Increased Range: ranged)
. . . . Plasma Beam: Line Area Damage 10 (Alternate; DC 25; Line Area: 5 feet wide by 30 feet long, Incurable, Penetrating 10)
. . . . Plasma Dart: Damage 10 (Alternate; DC 25; Accurate 4: +8, Increased Range: ranged, Incurable, Penetrating 10, Split: 2 targets)
Containment Suit Armor: Protection 4 (+4 Toughness)
Regulate Energy Absorption & Discharge: Feature 1 (Notes: As long as Havok is wearing his Containment Suit he isn't affected by his "Power Suck" Complication.)
Summers Family Immunity: Immunity 1 (Rare Descriptor: His Own and Cyclops Powers)

Equipment
Containment Suit [Containment Suit Armor: Protection 4, +4 Toughness; Regulate Energy Absorption & Discharge: Feature 1, Notes: As long as Havok is wearing his Containment Suit he isn't affected by his "Power Suck" Complication.]

Offense
Initiative +1
Grab, +5 (DC Spec 12)
Heatstroke Blast: Cumulative Affliction 12, +8 (DC Fort 22)
Plasma Beam: Line Area Damage 10 (DC 25)
Plasma Dart: Damage 10, +10 (DC 25)
Plasma Emanation: Burst Area Damage 10 (DC 25)
Throw, +2 (DC 17)
Unarmed, +5 (DC 17)

Complications
Motivation: Doing Good: Alex wants to help people, it's why he became an X-Man and why he has stayed on the side of good (most of the time)
Power Loss: If away from a sun or other forms of Cosmic Radiation, Alex loses access to his "Ambient Energy Conversion" powers.
Power Suck: Without his Containment Suit, Alex has difficulty regulating his absorbing and discharging of energy. He will build power uncontrollably (Becoming Vulnerable while doing so) for 3 turns before unleashing the energy with his "Plasma Emanation" attack only to start to build energy all over again.
Relationship: Alex has an on-again/off-again relationship with Lorna Dane

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 10/3, Will 9

Power Points
Abilities 24 + Powers 63 + Advantages 12 + Skills 18 (36 ranks) + Defenses 33 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!

A big thank ye goes out to husker075 for asking me to both update my Blink build (coming up after this post) and to build a Havok for his brother so they can play one of the greatest RPGs on this Earth ^_^

I built this Havok as a pure Blaster with some different ways to blast. I'm not very familiar with Havok beyond seeing him from time to time being a cameo in another comic so most of his build was based off marvel wikia.
It says that his 'default' way of letting out energy is in an Omni-directional wave, thus I choose Burst, raising it to Burst 2 and giving it Incurable and Penetrating 10 to show that he means business when that puppy is unleashed. It stated that it is exhausting for Havok to direct it in any other way when not wearing his suit so I debated about putting in Tiring on the other blasts and give the suit a Feature that negates the Tiring but if anything it would come up as a complication.
He's a well rounded character defensively, 10's across the board for Dodge/Parry/Toughness and his Fort is just a smudge above Will as he has been mind controlled a few times before and that's a small nod to the fact.
The only thing I might change is taking out Penetrating 10 from his Plasma Dart and adding in MultiAttack instead, just to give the big guy some options.
Last edited by CelticREI on Mon Jun 06, 2011 5:59 am, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Blink Update

Post by CelticREI » Tue Mar 29, 2011 7:32 am


Image
Blink - PL 10

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

Advantages
Accurate Attack, Agile Feint, Defensive Roll 3, Equipment 1, Leadership, Power Attack, Ranged Attack 3, Redirect, Set-up, Skill Mastery: Acrobatics, Taunt, Uncanny Dodge

Skills
Acrobatics 8 (+10), Athletics 5 (+6), Deception 6 (+7), Insight 5 (+7), Perception 5 (+7), Persuasion 3 (+4), Stealth 2 (+4)

Powers
Javelin *Blink* Array
. . Create Javelin: Feature 1 (Notes: Using a Standard Action, refill 1 Use of the Javelin *Blink* Array)
. . Javelin *Blink*: Teleport Attack 3 (250 feet in a move action, carrying 800 lbs., DC 13; Accurate, Attack: Dodge, Increased Range 2: perception, Increased Mass 4; Unreliable (5 uses))
. . Javelin Dagger: Strength-based Damage 9 (DC 25; Penetrating 9, Accurate 4: +8; Quirk: Unable to use if 0 uses left on other Javelin Powers)
. . Javelin Stun: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Alternate Resistance (Dodge), Increased Range: ranged, Accurate 2: +4; Unreliable (5 uses), Diminished Range 2)
. . Javelin Throw: Blast 10 (DC 25; Accurate 2: +4; Unreliable (5 uses))
Teleport *Blink* Array
. . *Blink*: Teleport 5 ([0 active, 0/28 PP, 5/r], 900 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Easy, Extended: 30 miles in 2 move actions, Turnabout)
. . Deflect *Blink*: Deflect 10 (Redirection, Reflect, Indirect 4: any point, any direction; Limited: Only Ranged Attacks)
. . Dodge *Blink*: Teleport 4 ([0 active, 0/28 PP, 5/r], 500 feet in a move action, carrying 50 lbs.; Change Direction, Reaction 3: reaction, Reversible; Check Required 6: DC 16 - Dodge or Parry, Notes: Reaction: Upon being attacked. Check Required (Dodge or Parry) means if you are attacked in Melee you need to roll DC16 Parry, if attacked by Ranged you need to roll DC16 Dodge)
. . Portal *Blink*: Teleport 4 (500 feet in a move action, carrying 50 lbs.; Accurate, Easy, Extended: 16 miles in 2 move actions, Portal)
. . Rabbit Hunt: Burst Area Teleport 3 (250 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Easy, Extended: 8 miles in 2 move actions, Burst Area 2: 60 feet radius sphere, Selective)
Protection: Protection 3 (+3 Toughness; Subtle 2: undetectable)

Equipment
Uniform [Protection: Protection 3, +3 Toughness; Subtle 2: undetectable]

Offense
Initiative +2
Grab, +2 (DC Spec 11)
Javelin *Blink*: Teleport Attack 3 (DC Dog 13)
Javelin Dagger: Strength-based Damage 9, +10 (DC 25)
Javelin Stun: Cumulative Affliction 10, +10 (DC Dog/Fort 20)
Javelin Throw: Blast 10, +10 (DC 25)
Throw, +6 (DC 16)
Unarmed, +2 (DC 16)

Complications
AoA Weirdness: (Blink will act awkward around people she knew in AoA, especially if they died or were enemies)
Leadership Guilt: (Blink has not forgotten, nor forgiven herself for, all the members of her team that have died)

Languages
English

Defense
Dodge 13, Parry 13, Fortitude 5, Toughness 7/1, Will 6

Power Points
Abilities 28 + Powers 59 + Advantages 16 + Skills 17 (34 ranks) + Defenses 30 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Blink gets an update!
Now with the errata out her Deflect was over PL and she turned out to be 7pp over the 150 mark!
I changed a few things around, made most of her *Blink* Array into non-Dynamic (because ye really don't need a ton of teleport powers on at the same time) and I updated her Dodge *Blink* from being Triggered (having to set an action toward putting it up) into Reaction based upon a DC16 Dodge or Parry roll when she is attacked (It basically gives her two chances to dodge out of the way, first the enemy has to roll over her Dodge/Parry of 13 and then she has a very good chance of *blink* ing away as long as she can roll a 4 or better on the Dodge/Parry Check (I honestly want to increase the Check Required to not make it auto-dodge but I first want to test it to make sure it really is as broken as I think it is)
Last edited by CelticREI on Mon Jun 06, 2011 10:57 pm, edited 2 times in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Location: Charlotte, NC

Re: Build 23 - Frost

Post by CelticREI » Wed Apr 13, 2011 10:52 am

Frost - PL 10

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

Advantages
Agile Feint, All-out Attack, Close Attack 2, Power Attack, Skill Mastery: Stealth, Tracking

Skills
Acrobatics 6 (+8), Athletics 5 (+6), Deception 4 (+4), Insight 4 (+6), Intimidation 4 (+4), Investigation 4 (+5), Perception 8 (+10), Sleight of Hand 2 (+4), Stealth 8 (+10), Treatment 1 (+2)

Powers
Form FrostBurn: Feature 1 (Notes: When both Flame and Frost take a Standard Action and spend an HP they can combine into PL16 Frostburn)
Frost Form (Activation: Move Action)
. . Freeze: Transform 10 (Affects: Broad > Broad - Liquid to Solid, Transforms: 800 lbs., DC 20; Increased Range: ranged; Diminished Range 2)
. . . . Cold Shoulder: Concentration Cumulative Affliction 10 (Alternate; 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Alternate Resistance (Dodge), Accurate 3: +6, Concentration, Cumulative)
. . . . Flashfreeze
. . . . . . Encase in Ice: Cumulative Affliction 10 (Linked; 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged, Accurate 4: +8; Instant Recovery, Distracting)
. . . . . . Hypothermia: Damage 8 (Linked; DC 23; Reaction 3: reaction)
. . . . Ice Beam: Line Area Damage 10 (Alternate; DC 25; Line Area: 5 feet wide by 30 feet long)
. . . . Ice Shapes: Create 10 (Alternate; Volume: 1000 cft., DC 20; Innate, Subtle: look natural, Precise; Permanent)
. . Ice Armor: Protection 10 (+10 Toughness)
. . Ice Slide: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Platform)
Immune: Ice/Cold: Immunity 10 (Common Descriptor: Choose Descriptor)
Twin-Thoughts: Senses 1 (Communication Link: Mental, Notes: Linked with Flame)

Offense
Initiative +2
Cold Shoulder: Concentration Cumulative Affliction 10, +10 (DC Dog/Fort 20)
Encase in Ice: Cumulative Affliction 10, +10 (DC Fort 20)
Freeze: Transform 10, +2 (DC Dog 20)
Grab, +4 (DC Spec 11)
Hypothermia: Damage 8, +4 (DC 23)
Ice Beam: Line Area Damage 10 (DC 25)
Throw, +2 (DC 16)
Unarmed, +4 (DC 16)

Complications
Motivation: Responsibility
Obsession: The outdoors, slightly linked to a fear of being enclosed in a building
Prejudice: Frost and his brother Flame are very obviously not 'human', Frost with his light blue hair that slightly steams when in heat, ice blue eyes and slightly blue-ish skin color almost like suffering from hypothermia

Languages
English

Defense
Dodge 9, Parry 9, Fortitude 7, Toughness 11, Will 5

Power Points
Abilities 22 + Powers 75 + Advantages 7 + Skills 23 (46 ranks) + Defenses 23 = 150

Background:
Frost, part of a dynamic duo with Flame. Twin brothers that were born with the abilities already active (something that didn't ever really happen in the universe they were in), Flame burned the hospital room they were delivered in followed by Frost freezing the flames to form a beautiful frozen flame ice-works.
Growing up they were seen being able to communicate as early as 2 months, one crying until the other looked at him, they would look to each other for a while and then the one that was crying would go back to sleeping/eating/whatever they were doing. As they grew up it was clear they had some connection but they also formed their own identities; Frost went more outside and learned to be a tracker and survivalist, he is the second best tracker in Se7en with only Wing being his better (and that is only because of Wing's abilities, during an event where all powers were disabled on the earth it was Frost that could track and hunt better).


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Frost gets an Update!
I rearranged some of his points to bring him to caps (except for his Will and Fort, I kinda like the twins not having caps with those abilities, maybe I'll change, maybe not)
I put all of his Powers under a "Form" so now he needs a Move Action to power-up, took off the old 2e stuff from his Armor, made his Flashfreeze even more deadly in that now it automatically deals damage as he continues to use it on someone and I changed his Cold Shoulder to be Concentration and Cumulative; so now as long as he hits ye once (a Melee attack) he can keep pouring on the cold until ye pass out.
I changed the way the twins did their Mind-Link, instead of Mental Communication I gave them Communication Link under Senses as it's 1) -Far- cheaper and 2) they only can communicate with each other anyways.
Last edited by CelticREI on Tue May 10, 2011 9:42 pm, edited 2 times in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Luminary
Posts: 2691
Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Re: Build 22 - Flame

Post by CelticREI » Wed Apr 13, 2011 10:54 am

Flame - PL 10

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

Advantages
Defensive Roll 3, Eidetic Memory, Equipment 1, Inventor, Skill Mastery: Technology, Well-informed

Skills
Acrobatics 3 (+5), Athletics 4 (+4), Expertise: Current Events 1 (+4), Expertise: Science 3 (+6), Perception 7 (+9), Technology 7 (+10), Treatment 1 (+4), Vehicles 4 (+6)

Powers
Flame Form (Activation: Move Action)
. . Fire Armor: Protection 5 (+5 Toughness)
. . Fire Bomb: Cloud Area Damage 10 (DC 25; Cloud Area: 15 feet radius sphere, Secondary Effect, Increased Range: ranged)
. . . . Fire Control: Move Object 10 (Alternate; 25 tons, DC 25; Damaging, Increased Range: perception; Limited Material: Fire)
. . . . Fire-Rush: Damage 9 (Alternate; DC 24; Multiattack, Accurate 5: +10)
. . . . Flame Aura: Damage 8 (Alternate; DC 23; Reaction 3: reaction, Secondary Effect)
. . . . Flame Spear: Line Area Damage 10 (Alternate; DC 25; Line Area: 5 feet wide by 30 feet long)
. . . . Flamethrower: Cone Area Damage 10 (Alternate; DC 25; Cone Area: 60 feet cone, Secondary Effect)
. . Flame-Trails: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . Heat Aura: Damage 2 (DC 17; Reaction 3: reaction, Selective, Stacks with: Flame Aura: Damage 8)
Form FrostBurn: Feature 1 (Notes: When both Flame and Frost take a Standard Action and spend an HP they can combine into PL16 Frostburn)
Immune: Fire/Heat: Immunity 10 (Common Descriptor: Fire/Heat)
Twin-Thoughts: Senses 1 (Communication Link: Mental, Notes: Linked to Frost)

Equipment
Cell Phone (Smartphone), Computer, Mini-tracer, Multi-tool

Offense
Initiative +2
Fire Bomb: Cloud Area Damage 10 (DC 25)
Fire Control: Move Object 10 (DC 25)
Fire-Rush: Damage 9, +11 (DC 24)
Flame Aura: Damage 8, +1 (DC 23)
Flame Spear: Line Area Damage 10 (DC 25)
Flamethrower: Cone Area Damage 10 (DC 25)
Grab, +1 (DC Spec 10)
Heat Aura: Damage 2, +1 (DC 17)
Throw, +2 (DC 15)
Unarmed, +1 (DC 15)

Complications
Motivation: Responsibility
Obsession: Technology
Prejudice: Flame and his brother Frost are very obviously not 'human', Flame with his hair that looks like it is a blaze of fire, red eyes and slightly red-ish skin color almost like always having a sunburn

Languages
English

Defense
Dodge 11, Parry 11, Fortitude 5, Toughness 9/6, Will 7

Power Points
Abilities 22 + Powers 77 + Advantages 8 + Skills 15 (30 ranks) + Defenses 28 = 150

Background:
Flame, part of a dynamic duo with Frost. Twin brothers that were born with the abilities already active (something that didn't ever really happen in the universe they were in), Flame burned the hospital room they were delivered in followed by Frost freezing the flames to form a beautiful frozen flame ice-works.
Growing up they were seen being able to communicate as early as 2 months, one crying until the other looked at him, they would look to each other for a while and then the one that was crying would go back to sleeping/eating/whatever they were doing. As they grew up it was clear they had some connection but they also formed their own identities; Flame took very readily to technology and the advanced age, learning and nearly mastering computers by the age of 10 as well as studying advanced science theory when he was 16. Flame is Se7en's 'techie' that made the computer for The Junkyard and can be found helping Wing design new cars (normally wanting to put things like GPS, Nitro and other add-ons to the car).


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Flame, like his brother, gets an Update!
I rearranged some points to help bring him to caps (except for his Will and Fort, I kinda like the twins not having caps with those abilities, maybe I'll change, maybe not)
I put all of his Powers under a "Form" so now he needs a Move Action to power-up, I took out the 'has to keep moving' quirk from his Flight, gave him an Aura power (well two actually, a rank 2 that is always active [with selective] while he is powered-up and a rank 8 [with Secondary Effect] that stacks in his Array so if he wants he can have a rank 10 Aura that 8 of it hits the person a turn after they get out of range.
I changed the way the twins did their Mind-Link, instead of Mental Communication I gave them Communication Link under Senses as it's 1) -Far- cheaper and 2) they only can communicate with each other anyways.
Last edited by CelticREI on Tue May 10, 2011 9:42 pm, edited 2 times in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Re: Build 24 - FrostBurn (PL11)

Post by CelticREI » Wed Apr 13, 2011 2:57 pm

FrostBurn - PL 11

Strength 4, Stamina 4, Agility 4, Dexterity 4, Fighting 4, Intellect 4, Awareness 4, Presence 4

Advantages
Assessment, Close Attack 4, Eidetic Memory, Equipment 1, Ranged Attack 4, Skill Mastery: Stealth, Skill Mastery: Technology, Tracking, Well-informed

Skills
Acrobatics 1 (+5), Athletics 1 (+5), Close Combat: Cold Shoulder 1 (+5), Close Combat: Fire-Rush 1 (+5), Deception 1 (+5), Expertise: Current Events 1 (+5), Expertise: Science 1 (+5), Insight 1 (+5), Intimidation 1 (+5), Investigation 1 (+5), Perception 1 (+5), Persuasion 1 (+5), Ranged Combat: Encase in Ice 1 (+5), Sleight of Hand 1 (+5), Stealth 1 (+5), Technology 1 (+5), Treatment 1 (+5), Vehicles 1 (+5)

Powers
Fire and Ice Armor: Protection 7 (+7 Toughness; Impervious [4 extra ranks])
Flame-Trails: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . Ice Slide: Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Platform)
FrostBurn
. . Cold Shoulder: Concentration Cumulative Affliction 11 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Concentration, Alternate Resistance (Dodge), Cumulative, Accurate: +2)
. . Fire Bomb: Cloud Area Damage 11 (DC 26; Cloud Area: 15 feet radius sphere, Increased Range: ranged, Secondary Effect)
. . Fire-Rush: Strength-based Damage 7 (DC 26; Accurate: +2, Multiattack, Secondary Effect)
. . Flame Blast: Damage 11 (DC 26; Increased Range 2: perception, Secondary Effect, Split: 2 targets)
. . Flame Spear: Line Area Damage 11 (DC 26; Line Area: 5 feet wide by 30 feet long, Secondary Effect)
. . Flamethrower: Cone Area Damage 11 (DC 26; Cone Area: 60 feet cone, Secondary Effect)
. . Flashfreeze
. . . . Encase in Ice: Cumulative Affliction 11 (1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 21; Alternate Resistance (Dodge), Cumulative, Accurate: +2, Increased Range: ranged; Instant Recovery, Distracting)
. . . . Hypothermia: Damage 8 (DC 23; Reaction 3: reaction)
. . Freeze: Transform 10 (Affects: Broad > Broad - Liquids to Solids, Transforms: 800 lbs., DC 20; Increased Range: ranged; Diminished Range 3)
. . Ice Beam: Line Area Damage 11 (DC 26; Line Area: 5 feet wide by 30 feet long)
. . Ice Shapes: Create 11 (Volume: 2000 cft., DC 21; Innate, Movable, Subtle: look natural, Increased Range: perception, Precise; Permanent)
Immune: Hot and Cold: Immunity 20 (Common Descriptor: Fire/Heat, Common Descriptor: Ice/Cold)
Worldly Knowledge: Variable 2 (Advantages: Assessment, Eidetic Memory, Well-informed; Action 2: free; Limited: Skills and Advantages)
. . Worldly Communication: Mental Communication 4 (Alternate; Subtle 2: undetectable)

Equipment
Cell Phone (Smartphone), Computer, Mini-tracer, Multi-tool

Offense
Initiative +4
Cold Shoulder: Concentration Cumulative Affliction 11, +11 (DC Dog/Fort 21)
Encase in Ice: Cumulative Affliction 11, +11 (DC Dog/Fort 21)
Fire Bomb: Cloud Area Damage 11 (DC 26)
Fire-Rush: Strength-based Damage 7, +11 (DC 26)
Flame Blast: Damage 11 (DC 26)
Flame Spear: Line Area Damage 11 (DC 26)
Flamethrower: Cone Area Damage 11 (DC 26)
Freeze: Transform 10, +8 (DC Dog 20)
Grab, +8 (DC Spec 14)
Hypothermia: Damage 8, +8 (DC 23)
Ice Beam: Line Area Damage 11 (DC 26)
Throw, +8 (DC 19)
Unarmed, +8 (DC 19)

Complications
Motivation: Responsibility
Obsession: Technology and the Outdoors
Prejudice: FrostBurn is very obviously not 'human', with ice blue hair that moves like fire, a ce blue left eye, fire red right eye, and ice blue skin with red tribal like markings across his body
Quirk: Two Minds, One Body: Both Flame and Frost are inside FrostBurn and they both have to work together to have him do anything, otherwise FrostBurn stands there motionless

Languages
English

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

Power Points
Abilities 64 + Powers 125 + Advantages 12 + Skills 9 (18 ranks) + Defenses 28 = 238

Background:
Unlike many 'combining' heroes, FrostBurn doesn't get any bigger then Flame or Frost, he actually looks like he could be a long lost triplet of the two and it was theorized that Flame and Frost actually *did* have a triplet but it was absorbed into the two of them just a week or two after they formed into three embryo's (and it was the absorbed one that gave Frost and Flame their powers, they would have been normal humans had the third survived). I explored that theory in a story arc where FrostBurn was hit by a 'magical lightning' by an enemy and when the flash faded away there was three standing there, Flame, Frost and FrostBurn; though Flame and Frost were 'normal' besides keeping the same looks (red hair, blue hair, etc etc). They eventually were able to get things back to normal and bid FrostBurn goodbye. Since then Flame and Frost considered themselves part of a triplet birth, as FrostBurn had a very different personality then Flame or Frost.


Created With Hero Lab® - try it for free at http://www.wolflair.com!
FrostBurn gets an Update!
I nearly -completely- redid FrostBurn, as I was thinking about it and said to myself "Self, What is FrostBurn really? It's a chance for two guys to combine themselves into an awesome form and be able to rip shite up, aye?" So with that in mind I threw out the rule I had before of FrostBurn being everything of Flame and Frost just combined and I made him a balanced PL11 (Instead of way under-capped PL16 that he used to be).
I made him 'middle of the road' on all his caps, 11 on each defense, 11 on damage, 11 on accuracy. I gave him 1 point into every skill and 4 into every trait. He still has every power that Flame and Frost does plus he has Worldly Knowledge (Variable 2 limited to Skills and Advantages) kinda like he is able to tap into some kind of collective unconscious as well as Worldly Communication which is Mental Communication able to reach anyone on the same planet.
Last edited by CelticREI on Tue May 10, 2011 9:43 pm, edited 2 times in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Re: Build 20 - Repel

Post by CelticREI » Wed Apr 13, 2011 3:27 pm

Repel - PL 10

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

Advantages
Daze (Deception), Daze (Intimidation), Instant Up, Precise Attack (Ranged, Cover)

Skills
Acrobatics 2 (+3), Athletics 1 (+2), Deception 14 (+15), Expertise: Magic 3 (+3), Insight 13 (+14), Intimidation 13 (+14), Perception 10 (+11), Ranged Combat: Repel Ball 2 (+4), Technology 4 (+4), Vehicles 2 (+4)

Powers
Repel
. . Repel Ball: Damage 10 (DC 25; Increased Range: ranged, Accurate 3: +6, Multiattack, Indirect 4: any point, any direction)
. . Repel Burst: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, Indirect 4: any point, any direction, Secondary Effect, Selective)
. . Repel Field: Deflect 12 (Redirection, Reflect)
. . Repel: Move Object 10 (25 tons, DC 25; Damaging, Increased Range: perception, Indirect 4: any point, any direction; Limited: Can only move in One Direction per use)
Repel Field: Protection 7 (+7 Toughness; Sustained, Advantages: Instant Up)
Repel Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +1
Grab, +1 (DC Spec 11)
Repel Ball: Damage 10, +10 (DC 25)
Repel Burst: Burst Area Damage 10 (DC 25)
Repel: Move Object 10 (DC 25)
Throw, +2 (DC 16)
Unarmed, +1 (DC 16)

Complications
Hatred: Criminals
Motivation: Justice
Motivation: Thrills

Languages
Native Language

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

Power Points
Abilities 16 + Powers 59 + Advantages 3 + Skills 32 (64 ranks) + Defenses 40 = 150

Background:
Ah Repel. She is my Batman in Se7en really. Her parents were killed in a mugging gone wrong and she would have been killed as well if a police officer hadn't been around the corner and heard the shots that took Repel's parents away from her. To say the least, she hates criminals.
Her powers are the ability to form these large (later she learns to make them smaller, picking up a point of Subtle) sphere's of energy she calls her Repel Balls (sometimes taunting that someone was taken down by one of her 'balls') They are able to transfer momentum to whatever object they hit in whatever direction Repel is wanting. They are very limited though, they can only make the object travel in one direction per ball she throws in a straight line, so anything requiring delicacy is best left to others (like 'Shield' who is forthcoming) She can throw out a good 30 of these at a time ("Repel Balls") that can bounce around until hitting their target and she seems to be able to unconsciously single out people to not activate the ball. She would normally power stunt things like Nullify: Move Object (repelling in the opposite direction) or she once did Perception ranged Damage [subtle, penetrating] as she created a Repel Ball inside someone.


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Repel gets an Update!
I changed around her array, finding out that I had accidentally made her "Repel Balls" Ranged Burst damage when they should have been Close Burst damage saved me a ton of points (especially since Homing can't be on Close effects, even if they are effected by an Area mod... I wonder if that is how it should be or an oversight?...) Instead of Ricochet I put on Indirect 4, as she doesn't really bounce them around corners so much as have them bounce off a wall, floor or ceiling and then nail someone from behind, below or above. She's no longer a glass cannon! I upped her Defenses and now she hits caps nicely.
Also someone asked if I what inspired me to make a girl that throws out sphere's that force someone to fly in a direction, and I say to ye to take note of the date I created her, in the mid 1990's, not too long after Mortal Kombat II came out... aye, her ability was inspired by the Force Balls that Reptile uses ;)
Last edited by CelticREI on Tue May 10, 2011 9:43 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
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CelticREI
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Re: Build 21 - Shield

Post by CelticREI » Wed Apr 13, 2011 4:09 pm

Shield - PL 10

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

Advantages
Accurate Attack, All-out Attack, Chokehold, Fast Grab, Improved Hold, Interpose, Languages 3, Teamwork

Skills
Athletics 9 (+10), Close Combat: Unarmed 9 (+12), Insight 1 (+5), Perception 6 (+10), Treatment 13 (+14)

Powers
Force Field
. . Enhanced Fortitude: Enhanced Trait 7 (Traits: Fortitude +7 (+12))
. . Field Strength: Enhanced Strength 5 (+5 STR)
. . . . Bear-hug: Concentration Cumulative Affliction 11 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Cumulative, Alternate Resistance (Dodge), Concentration, Accurate 3: +6; Instant Recovery, Grab-based, Distracting)
. . . . Elongation: Elongation 3 (Alternate; Elongation: 60 feet; Custom: Projection (It is only his Force Field, not his actual body))
. . . . Power-Lifting: Enhanced Strength 10 (Alternate; +10 STR; Limited to Lifting)
. . Filter Air and Protect Vital Areas: Immunity 6 (Critical Hits, Disease, Poison, Suffocation (All))
. . Protection: Protection 8 (+8 Toughness; Noticeable: Has a slight glow always, flares up when in combat)
. . Untouchable: Immunity 80 (Toughness Effects; Limited - Half Effect)

Offense
Initiative +2
Bear-hug: Concentration Cumulative Affliction 11, +9 (DC Dog/Fort 21)
Grab, +3 (DC Spec 11)
Throw, +2 (DC 16)
Unarmed, +12 (DC 16)

Complications
Accident: Sometimes a bullet or blast can ricochet from his shield and hurt someone nearby
Martyr: Shield is nearly invincible, as such he has adapted a fighting style where he tries to protect his team more then fight.
Motivation: Doing Good
Motivation: Responsibility

Languages
English, French, Latin, Spanish

Defense
Dodge 7, Parry 7, Fortitude 12/5, Toughness 10, Will 8

Power Points
Abilities 32 + Powers 73 + Advantages 10 + Skills 19 (38 ranks) + Defenses 16 = 150

Background:
Shield. If Shield met the Juggernaut it would be an interesting fight to say the least. Both just slamming away at each other until someone comes along and stops them heh.
Shield has a permanent thin energy field around his body that protects him completely from physical harm and stops most energy attacks, against anything else it doesn't seem to work (though it does seem to filter his air, even filtering things like water or space into breathable air, and keeps him from being poisoned and diseased.). In the beginning he just had that, he was an untouchable guy ever since he could remember. Later on he starts learning things he can do with that field, such as extend it so he can attack and manipulate objects up to 60 feet away and he even found a way to brace himself and use it to lift very heavy loads.
Because he couldn't be hurt, Shield took it upon himself to learn medical training so he could tend to hurt members if need be and he has taken many different forms of martial arts to help out in combat.
Should Shield ever find himself without his handy force field, he loses all his powers, his toughness drops to 2, his strength to 1 and his Fortitude to 5.


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Shield gets an Update!
I went over Shield and was seeing things -way- too complicated... Immune to Physical Damage? High Toughness toward Energy Damage? bah, I just threw in Immunity to Toughness effects limited to half effect and he has 10 Toughness to try and soak anything else that is left after that. I lowered his skills a bit and raised his Dodge/Parry by 2 (to 7) and lowered his Fort and raised his Will (I don't want him being mind controlled -all- the time, just more often than others would be). I'm debating giving him another AE off his Strength mini-array that gives him Impervious Toughness 10 to show that if he focuses -all- his attention on his field it's damn near impossible to hurt him. But the above in his background holds true, he is a meat shield that normally ends up being the last one standing of the team and makes a deal with the enemy to call it quits (I really should give him a higher Persuasion to show that...)
... given the bi7ching I am doing about his build I'd expect me to go over it again sometime real soon... lol
Last edited by CelticREI on Tue May 10, 2011 9:43 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Re: Build 19 - Shriek [Se7en]

Post by CelticREI » Wed Apr 13, 2011 9:39 pm

Shriek - PL 10

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

Advantages
Agile Feint, Attractive, Defensive Roll 4, Evasion 2, Fascinate (Persuasion), Second Chance: Insight Roll, Skill Mastery: Acrobatics, Skill Mastery: Deception, Skill Mastery: Persuasion, Taunt

Skills
Acrobatics 9 (+12), Athletics 10 (+10), Deception 7 (+9), Insight 8 (+9), Perception 8 (+9), Persuasion 9 (+11), Technology 1 (+2), Treatment 3 (+4), Vehicles 1 (+3)

Powers
Banshee: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
Immune: Sound: Immunity 10 (Common Descriptor: Sound/Sonic)
Sonic Scream
. . Deafen: Cumulative Affliction 10 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Alternate Resistance (Dodge), Cumulative, Accurate 4: +8, Increased Range: ranged; Limited: to Hearing)
. . Motor Mouth: Auditory Communication 1 (Rapid, Subtle 2: undetectable, Selective)
. . Scream: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, Affects Insubstantial 2: full rank, Penetrating 10; Distracting)
. . Screaming Banshee: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Stacks with: Banshee: Flight 1)
. . Shriek: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, Affects Insubstantial 2: full rank, Penetrating 10; Distracting)
. . Vocal Lashing: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Increased Range 2: perception, Cumulative; Limited Degree)
. . Yell: Damage 8 (DC 23; Affects Insubstantial 2: full rank, Increased Range: ranged, Penetrating 8, Accurate 5: +10; Diminished Range)
Sonic Shield: Protection 6 (+6 Toughness; Sustained)

Offense
Initiative +3
Deafen: Cumulative Affliction 10, +10 (DC Dog/Fort 20)
Grab, +0 (DC Spec 10)
Scream: Burst Area Damage 10 (DC 25)
Shriek: Cone Area Damage 10 (DC 25)
Throw, +2 (DC 15)
Unarmed, +0 (DC 15)
Vocal Lashing: Cumulative Affliction 10 (DC Fort 20)
Yell: Damage 8, +12 (DC 23)

Complications
Power Loss: Shriek needs her voice to use any of her powers except her Immune: Sound
Relationship: With Wing

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 10/0, Will 11

Power Points
Abilities 18 + Powers 54 + Advantages 14 + Skills 28 (56 ranks) + Defenses 36 = 150

Background:
Shriek is the team's Banshee/Siryn, able to produce sonic blasts that can affect incorporeal targets as well as solid ones and is killer when around wine glass shops ;)
Her Banshee flight is produced by her 'humming' under her breath unless she wants to *really* fly using Screaming Banshee (putting her to rank 5 flight at the cost of offense). Her Vocal Lashing is her streaming out a long list of curse words and other obscene remarks while putting a bit of her power behind it to push and nudge them to keep them distracted. Her Motor Mouth ability is she can either make her speech rapid, or make it subtle, only allowing those she wants to hear able to make out what she is saying (she also is good at not moving her mouth so many don't even know they are missing something), she can also use this to throw her voice up to 100 feet away. She power stunts a few different sonic abilities, the largest and most painful being her close range screaming at someone and shattering bones inside them (Subtle Damage with Fort save instead of toughness) or her using the same to hit internal organs (much the same just -subtle +insidious). Nasty stuff.
Her backstory was that she was a kid gymnast, becoming a top student in her class and having a chance at going to the Olympics but her drunken father ruined it for her by taking a metal bar to her foot, injuring her enough so she could not go. She has fully healed and recovered, but the memory is still a painful one so she is shy about doing anything really acrobatic unless something big is on the line. She met up with the others in Se7en when a jewelry shop was being robbed and everyone went into a hero mentality and saved the day from the criminal group. They met up after wards to get their stories straight for the police and decided to become a crime fighting group.
Shriek later falls for Wing, she always had a thing for the 'bad boys' (ones that aren't drunk, that is. And she has made Wing promise to not take drinking up)


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Shriek gets an Update!
Moving along with Se7en being updated is our favorite goth sonic-controller Shriek! I shifted around her powers, figuring out that I had her Area attacks also Ranged saved a -ton- of points, as did lowering her 'normal' flight from 2 to 1 and just upping the one in the array, I also moved Motor Mouth into the array as it isn't something she did while using her other abilities and that saved some points too. I lowered her skills -hardcore- (what was up with me giving PL10 characters 20's into a skill? o_O)
I gave most of her 'Area' Screams the Distracting mod, as she has to focus on her voice for her larger stuff and I lowered Yell from being rank 10 to being rank 8 to give her one that is a bit better at hitting.
Last edited by CelticREI on Tue May 10, 2011 9:44 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Re: Build 18 - Trisity

Post by CelticREI » Thu Apr 14, 2011 2:08 pm

Trisity - PL 10

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

Advantages
Attractive, Benefit, Status: Mayor's Son, Benefit, Wealth (well-off), Connected, Contacts, Improved Aim, Improved Critical 2: Shock Welder: Damage 8, Improved Critical: Lightning Blast: Damage 8, Improved Critical: Shock Punch: Strength-based Damage 8, Improved Critical: System Shock: Damage 8, Improved Initiative 2, Inspire, Leadership, Ranged Attack 2, Teamwork

Skills
Acrobatics 2 (+4), Athletics 9 (+10), Close Combat: Grab 9 (+10), Deception 7 (+9), Expertise: Business 3 (+4), Expertise: Current Events 4 (+5), Expertise: Politics 3 (+4), Expertise: Popular Culture 4 (+5), Insight 8 (+9), Intimidation 1 (+3), Perception 9 (+10), Persuasion 8 (+10), Stealth 2 (+4), Technology 3 (+4), Treatment 1 (+2), Vehicles 1 (+3)

Powers
Quickened Pace: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Shock Array
. . Amp
. . . . Run up the Wall: Movement 2 (Wall-crawling 2: full speed; Limited: on while Running)
. . . . Turbo: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Stacks with: Quickened Pace: Speed 1)
. . Electrified Flight
. . . . Electrified Sphere: Damage 4 (DC 19; Reach (melee) 3: 15 ft., Reaction 3: reaction; Permanent)
. . . . Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round; Limited: Ceiling: Can only fly up to around 15 feet above an object/surface, not any higher)
. . Grounded: Immunity 10 (Common Descriptor: Electricity; Reflect)
. . Lightning Blast: Damage 8 (DC 23, Advantages: Improved Critical; Increased Range: ranged, Split: 2 targets, Accurate 4: +8)
. . Lightning Web: Shapeable Area Damage 10 (DC 25; Shapeable Area: 30 feet, cubic)
. . Shock Punch: Strength-based Damage 8 (DC 24, Advantages: Improved Critical; Secondary Effect, Accurate 5: +10)
. . Shock Therapy: Cumulative Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Secondary Effect; Grab-based)
. . Shock Welder: Damage 8 (DC 23, Advantages: Improved Aim, Improved Critical 2; Accurate 4: +8, Precise, Penetrating 8, Increased Range: ranged; Diminished Range 2, Activation: move action)
. . System Shock: Damage 8 (DC 23, Advantages: Improved Critical; Accurate 4: +8, Contagious, Increased Range: ranged; Diminished Range 2)
Shock Field: Protection 11 (+11 Toughness; Sustained)

Offense
Initiative +10
Electrified Sphere: Damage 4, +1 (DC 19)
Grab, +10 (DC Spec 11)
Lightning Blast: Damage 8, +12 (DC 23)
Lightning Web: Shapeable Area Damage 10 (DC 25)
Shock Punch: Strength-based Damage 8, +11 (DC 24)
Shock Therapy: Cumulative Affliction 10, +1 (DC Fort 20)
Shock Welder: Damage 8, +12 (DC 23)
System Shock: Damage 8, +12 (DC 23)
Throw, +4 (DC 16)
Unarmed, +1 (DC 16)

Complications
Identity
Motivation: Recognition
Responsibility

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 11, Toughness 12, Will 8

Power Points
Abilities 22 + Powers 49 + Advantages 12 + Skills 37 (74 ranks) + Defenses 30 = 150

Background:
Trisity is the leader of Se7en, being the one that gets them stuff and has contacts everywhere thanks to his father being the mayor. He was the first to suggest they wore masks/costumes so that people would not recognize him although he really wants to be known and held as the hero he is, so it is a tough time for him, wanting to be unknown for fear of some enemy/gang going after someone he loves and at the same time wanting to be known that it is him that is this big hero.


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Trisity gets an Update!
Second to last on the Se7en team's updates is their de-facto leader, he gets some upped defenses bringing them to caps, his Immunity is moved into his Array (and given Reflect) saying that he has to concentrate on directing electricity through his body to not harm him. I put the Improved Critical's into the array slots instead of being on him to save a little bit of points and while doing so I changed his focus from being a 'middle-of-the-road' into being an accuracy shifted character, though he is sneaky, as most of his attacks have Secondary Effect so he really does a decent amount of damage.
I changed his method of transportation around, now instead of being like Cole from Infamous he is a mini electric powered Flash, having Speed 1 all the time and when he switches to a part of his Array Speed 5 and Wall-Crawling (limited to while running). I also am trying something out with his Flight, it's Flight 2 with Reaction Damage 4 that has Reach 3 (15 ft), -if- I am correct in how I made that it should amount to a Sphere 15 ft on any side (so like Burst except one lower on the scale) and I limited his flight to him having to be 15 feet from an object or surface to be able to fly, so he is always doing damage to stuff he flies over.
Last edited by CelticREI on Tue May 10, 2011 9:44 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Re: Build 8 - Wing

Post by CelticREI » Fri Apr 22, 2011 12:03 pm

Wing - PL 10

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

Advantages
Accurate Attack, Agile Feint, Diehard, Equipment 3, Improved Grab, Power Attack, Skill Mastery: Acrobatics, Skill Mastery: Perception, Takedown, Tracking, Uncanny Dodge

Skills
Acrobatics 8 (+10), Athletics 1 (+9), Close Combat: Unarmed 7 (+12), Insight 5 (+8), Intimidation 10 (+10), Perception 7 (+10), Stealth 5 (+7), Technology 2 (+4), Vehicles 3 (+4)

Powers
Demon Traits (Advantages: Skill Mastery, Skill Mastery, Tracking)
. . Demonic Smell: Senses 3 (Acute: Smell, Analytical: Smell, Ranged: Smell; Innate)
. . Demonic Vision: Senses 4 (Darkvision, Extended: Vision 1: x10, Infravision; Innate; Noticeable: Eyes are pure Black)
Demon-Form (Activation: Standard Action)
. . Claw-Climbing: Movement 2 (Safe Fall, Wall-crawling 1: -1 speed rank; Limited: Safe Fall only when near a Surface [1 rank only])
. . . . Dash: Speed 3 (Alternate; Speed: 16 miles/hour, 250 feet/round)
. . . . Powerful Legs: Leaping 3 (Alternate; Leap 60 feet at 16 miles/hour)
. . . . Wings: Flight 4 (Alternate; Speed: 30 miles/hour, 500 feet/round; Gliding, Wings)
. . Claws and Teeth (Penetrating 7)
. . Demonic Endurance: Enhanced Stamina 8 (+8 STA; Permanent)
. . Demonic Reactions: Enhanced Trait 6 (Traits: Dodge +3 (+12), Parry +3 (+12))
. . Demonic Regeneration: Regeneration 5 (Every 2 rounds, Advantages: Diehard; Persistent)
. . Demonic Strength: Enhanced Strength 8 (+8 STR; Permanent)
. . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)

Equipment
Flash Goggles, The Junkyard

Offense
Initiative +2
Grab, +5 (DC Spec 18)
Throw, +1 (DC 23)
Unarmed, +12 (DC 23)

Complications
Relationship: (Wing and Shriek, fighting crime and making sure the other doesn't get hurt)
Responsibility: (Shriek is doing this 'hero' stuff, and Wing would hate himself if she got hurt because he wasn't around)

Languages
English

Defense
Dodge 12/9, Parry 12/9, Fortitude 12, Toughness 8, Will 8

Power Points
Abilities 26 + Powers 72 + Advantages 8 + Skills 24 (48 ranks) + Defenses 20 = 150


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Wing gets an Update!
Not too much has changed about Wing, I have learned a few tricks on making him more cost effective and I was able to raise him to caps, I made some of his Defenses part of his Alt Form now, and the only thing I might do later on is change him so instead of Enhanced Strength he has Damage with AE: Enhanced Strength limited to lifting as I see Wing not being able to use his Strength that fully yet (maybe even having them as a Dynamic AE *shrugs*)
Last edited by CelticREI on Tue May 10, 2011 9:44 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Re: Celt's Builds - Havok, Madame Mirage, CelticREI and Mika

Post by CelticREI » Fri Apr 22, 2011 2:54 pm

Now that I have Se7en updated I'm going to work on the builds I had done in the excel generator, followed by updating my Marvel builds (mainly New Warriors) and then I'll get to work on doing some more DC/Image/Marvel builds ^_^

Any requests for when I get to the comics?
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
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Posts: 2691
Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Build 47 - Chimera (2E, PL9)

Post by CelticREI » Mon May 09, 2011 8:00 pm

Jon "Chimera" Kinnes

Image
(I'm using the same picture from back when it was Trish/Jon because I love this guy)

Power Level: 9; Power Points Spent: 135/138

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

Tough: +2/+8, Fort: +6, Ref: +6, Will: +6

Skills: Acrobatics 3 (+3), Bluff 10 (+10), Climb 2 (+2), Diplomacy 4 (+4), Disable Device 1 (+2), Drive 1 (+1), Escape Artist 1 (+1), Gather Information 4 (+4), Handle Animal 10 (+10), Intimidate 3 (+3), Investigate 3 (+4), Knowledge (behavioral science) 3 (+4), Knowledge (streetwise) 5 (+6), Medicine 3 (+4), Notice 11 (+12), Search 7 (+8), Sense Motive 9 (+10), Sleight of Hand 1 (+1), Stealth 8 (+8), Survival 7 (+8)

Feats: Animal Empathy, Assessment, Attack Focus (melee) 7, Connected, Contacts, Defensive Roll 6, Dodge Focus 5, Quick Change 2, Skill Mastery (Handle Animal, Search, Sense Motive, Survival)

Powers:
ClothingShift (Enhanced Trait 2) (Feats: Quick Change 2)
Hidden Compartment (Features 1) (Precise, Notes: Able to hide something small inside his body by shifting around organs and creating a 'hollow spot', all the while keeping them dry (he makes it clean and dry inside) He can create a hollow spot big enough to fit about a cubic foot of something.)
ShapeShift 6 (Action (free); Limited (Animal Traits); Precise, Selective)
. . HumanShift AP (Linked)
. . . . Minor ShapeShift (Shapeshift 2) (Linked; Action (free); Limited (Animal Traits); Precise, Selective)
. . . . SkinShift (Morph 4) (Linked; morph: broad group - humanoids, +20 Disguise, Feats: Attractive 2; Duration (continuous); Precise, Selective)

ShapeShift Power Settings:
Cobra Venom (Power Setting) (Powers: Super-Movement 1, Venom Spit (Linked), Feats: Accurate Attack)
. . . . Super-Movement 1 (slithering)
. . . . Venom Spit (Linked)
. . . . . . Blast 6 (Linked; DC 21; Alternate Save (Fortitude); Accurate 6 (+12), Precise; Reduced Range 2 (max range 150 ft.))
. . . . . . Dazzle 6 (Linked; affects: 1 sense type - vision, DC 16; Reduced Range 2 (max range 150 ft.))

Feline Grace (Power Setting) (Powers: Leaping 3, Super-Movement 5, Super-Senses 1, Acrobatics +6 (+12), Dexterity +6 (16, +3), Reflex +2 (+11), Sleight of Hand +2 (+6), Feats: Acrobatic Bluff, Evasion 2, Grappling Finesse, Instant Up)
. . . . Leaping 3 (Jumping distance: x10)
. . . . . . Speed 2 (Alternate; Speed: 25 mph, 220 ft./rnd)
. . . . Super-Movement 5 (slow fall, sure-footed 3 (75% penalty reduction), trackless)
. . . . Super-Senses 1 (low-light vision)

Lizard's Blessing (Power Setting) (Powers: Basilisk's Speed (Linked), Chameleon Skin (Concealment 2), Gecko Feet (Super-Movement 1), Heat-Pits (Super-Senses 1), Long Tongue (Linked), Urodele Healing (Regeneration 14), Climb +4 (+6))
. . . . Basilisk's Speed (Linked)
. . . . . . Speed 1 (Linked; Speed: 10 mph, 88 ft./rnd)
. . . . . . Super-Movement 1 (Linked; water walking)
. . . . Chameleon Skin (Concealment 2) (sense - sight; Blending; Close Range)
. . . . Gecko Feet (Super-Movement 1) (wall-crawling 1 (half speed))
. . . . Heat-Pits (Super-Senses 1) (infravision)
. . . . Long Tongue (Linked)
. . . . . . Additional Limbs 1 (Linked; 1 extra limb; +1 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)
. . . . . . Elongation 3 (Linked; Elongation: 25 ft., range incr 30 ft., +3 Escape & Grapple; Limited (to Additional Limb))
. . . . Urodele Healing (Regeneration 14) (recovery bonus 9 (+9 to recover), recovery rate (bruised) 1 (recover 1 / round), recovery rate (disabled) 1 (recover 1 / 5 hours), recovery rate (injured) 3 (recover 1 / minute), DC 24; Regrowth, Persistent, Diehard)

Spider's Stride (Power Setting) (Powers: Additional Limbs 3, Paralyze 6, Super-Movement 3, Super-Senses 4, Climb +6 (+8), Stealth +2 (+12), Attack Focus (melee) 7 +2 (+9), Dexterity +4 (14, +2), Feats: Grappling Finesse, Improved Pin, Improved Throw)
. . . . Additional Limbs 3 (4 extra limbs; +3 to Grapple when not using Imp. Grapple, Feats: Improved Grapple)
. . . . Paralyze 6 (DC 16; Alternate Save (Fortitude); Requires Grapple)
. . . . Super-Movement 3 (swinging, wall-crawling 2 (full speed))
. . . . Super-Senses 4 (radius (type): Vision, tremorsense)

Ursine Power (Power Setting) (Powers: Enhanced Strength 4, Growth 4, Tooth & Claw ((Strength Bonus) Strike 6), Defensive Roll 5 -1 (+5), Attack Focus (melee) 7 +4 (+11), Intimidate +4 (+9), Feats: Fearsome Presence 4)
. . . . Enhanced Strength 4 (+4 STR)
. . . . Growth 4 (+8 STR, +4 CON, +1 size category)
. . . . Tooth & Claw ((Strength Bonus) Strike 6) (Penetrating)

Wolf's Fury (Power Setting) (Powers: Quick Claws ((Strength Bonus) Strike 5), Super-Senses 5, Strength +10 (20, +5), Feats: All-Out Attack, Attack Focus (melee) 3, Improved Critical 2 (Unarmed Attack), Move-by Action, Uncanny Dodge 3 (Hearing, Scent, Sight))
. . . . Quick Claws ((Strength Bonus) Strike 5) (Autofire (interval 2, max +5))
. . . . Super-Senses 5 (analytical: Scent, danger sense: Hearing, extended: Hearing 1 (x10), extended: Scent 1 (x10), tracking: Scent 1 (half speed))

Attack Bonus: +0 (Ranged: +0, Melee: +7, Grapple: +7)

Attacks: Blast 6, +12 (DC Fort 21), Dazzle 6, +0 (DC Fort/Ref 16), Paralyze 6, +7 (DC Fort/Staged 16), Unarmed Attack, +7 (DC 15)

Defense: +10 (Flat-footed: +3), Knockback: -4

Initiative: +0

Languages: English

Background:
Jon was born just outside of the Gullies (South Gullies to be exact) in Old Town, an area where it paid to be weary of most people. This was changed around the time that Jon was 7 as Thunder and Viator began to help the police clean up the area he lived in and Jon was mystified by how just two people could do so much, so mystified that he decided he would become a super-hero himself!
After a few failed attempts at flying and stopping dodge-balls with his mind he decided to learn how to fight so at least he could help someone against a mugger, he taught himself how to land a punch and how to avoid one though not in any formal way, Jon's was much more primitive and back-alley way of fighting.
It was during his first 'hero' moment, stopping a young man from mugging an older lady, that Jon was shot in the shoulder. Jon staggered back while clutching his shoulder, blood leaking from around his fingers, when he let out a low growl... his face pushed forward, ripping his make-shift hero mask to reveal a wolf's head, his fingers elongating into vicious claws, and most importantly his wounded shoulder closed within seconds. The werewolf that used to be a kid tilted its head back and let out a primal howl that echoed into the night, when it looked back to the mugger he only saw the purse on the ground and the old lady against a wall afraid she would become kibble. Jon slowly picked up her purse and held it out to the lady, lowering his head as if to say he would not attack her. Once he felt the purse lifted from his paws he backed away slowly for a good 5 to 10 feet then turned and took off. Jon kept his new found powers to himself, only going out on patrol a few times a week, trying to make sure he kept up his secret identity.
A year past since his first change; Jon learning he could take different traits from any animal he could think of, mesh them together in any way he wanted, and he could even change his looks into another human and form clothes (normal clothing tended to rip or fall off when he changed, so this was a -very- good thing). He had become somewhat of a local legend, a young man that could turn into different 'monsters' that helped those in need. Jon had just saved a young lady from a perverted older man when a woman slowly walked toward him, holding her hands forward like one would do to an unknown dog. Jon chuckled to himself but then was struck by a sense of deja-vu... this woman, she was the one that was there when he first changed! Jon shifted his size down, to be less intimidating, but kept his 'werewolf' look so his identity was safe. The woman began to tell him about how she had thanked him every day since he saved her that day about a year ago and told Jon that should he ever need anything to only ask which was followed by the young lady he had -just- saved saying the same thing... thus began Jon's long list of connections and contacts.
Shortly after Jon's 18th birthday he set out from his parents home to some distant state, at least so his parents thought, in reality he moved out to the wild because he now felt more 'home' than in any building. With no need to pay rent, buy food (he ate what the land provided him) or any other bill he never needed a job, he now became a full time hero and as he puts it a full time liver of life.
Jon is now 23, 5 years on his own has taught him many things, thankfully his instincts helping him with staying alive. A wind is changing, something about new criminals and crime is trickling through the pipeline and Shifter knows he is needed...

Complications:
Animal Instincts: If Jon gets really riled up it might take him a bit to calm down. He has yet to totally lose it, but if pushed enough it is possible.
No Place like Home: Except Jon doesn't have one, at least a formal one. He lives in the back alleys and the forests that surround Toledo, which can make getting a hold of him difficult sometimes.

Totals: Abilities 8 + Skills 24 (96 ranks) + Feats 23 + Powers 55 + Combat 10 + Saves 15 + Drawbacks 0 = 135


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Last edited by CelticREI on Mon Jun 06, 2011 11:00 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

CelticREI
Luminary
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Posts: 2691
Joined: Thu Jul 15, 2010 11:24 am
Location: Charlotte, NC

Build 48 - Jenni Star (PL3/PL11)

Post by CelticREI » Tue May 10, 2011 4:39 am

Jenni "Asia" Star - PL 3

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

Advantages
Attractive, Close Attack, Defensive Roll, Equipment 2

Skills
Acrobatics 4 (+5), Athletics 3 (+4), Deception 5 (+8), Insight 4 (+6), Perception 6 (+8), Persuasion 5 (+8), Sleight of Hand 1 (+2), Stealth 1 (+2), Technology 1 (+3), Vehicles 1 (+2)

Equipment
Motorcycle

Offense
Initiative +1
Grab, +1 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +1 (DC 16)

Complications
(See PL11 build for full Complications)

Languages
English

Defense
Dodge 3, Parry 2, Fortitude 0, Toughness 1/0, Will 2

Power Points
Abilities 20 + Powers 0 + Advantages 5 + Skills 16 (31 ranks) + Defenses 4 = 45

Background:
(See PL11 build for full background)

Created With Hero Lab® - try it for free at http://www.wolflair.com!
Jenni "Asia" Star - PL 11

Strength 3, Stamina 5, Agility 5, Dexterity 5, Fighting 5/1, Intellect 4, Awareness 4, Presence 4

Advantages
Accurate Attack, Assessment, Attractive, Close Attack 7, Defensive Attack, Defensive Roll 3, Eidetic Memory, Equipment 9, Improvised Weapon 5, Power Attack, Precise Attack (All) 4, Quick Draw, Ranged Attack 7, Skill Mastery: Perception, Throwing Mastery 5

Advantages without Powers
Attractive, Close Attack 2, Defensive Roll 1, Equipment 9, Ranged Attack 2

Skills
Acrobatics 5 (+10), Athletics 5 (+8), Deception 9 (+13), Insight 10 (+14), Perception 10 (+14), Persuasion 8 (+12), Sleight of Hand 8 (+13), Stealth 9 (+14), Technology 1 (+5), Vehicles 1 (+6)

Powers
Great Leap: Leaping 3 (Leap 60 feet at 16 miles/hour; Innate)

Intuitive Fighting Knowledge: Enhanced Trait 47 (Traits: Fighting +4 (+5), Dodge +5 (+14), Parry +5 (+14), Close Attack 7 +5 (+7), Ranged Attack 7 +5 (+7), Defensive Roll 3 +2 (+3), Advantages: Accurate Attack, Defensive Attack, Improvised Weapon 5, Power Attack, Precise Attack (All) 4, Throwing Mastery 5)

Intuitive Knowledge: Senses 4 (Acute: Touch, Analytical: Hearing, Analytical: Sight, Analytical: Touch, Advantages: Assessment, Eidetic Memory, Skill Mastery: Perception)


Equipment
Flash Goggles
Grapple-Line [Grapple-Line, Line-Speed]
Motorcycle
Weapon Array (Custom Dual Pistols, Dual Swords, Home-made Explosives)

Grapple-Line
Grapple-Line: Movement 3 (Safe Fall, Swinging, Wall-crawling 1: -1 speed rank)
Line-Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Limited: to while Swinging)

Weapon Array
Custom Dual Pistols: Damage 4 (DC 19; Accurate 2: +4, Increased Range: ranged, Multiattack, Split: 2 targets, Subtle: subtle)
Dual Swords: Strength-based Damage 4 (DC 22; Accurate: +2, Split: 2 targets, Multiattack [3 extra ranks], Penetrating 7)
Home-made Explosives: Burst Area Damage 6 (DC 21; Burst Area: 30 feet radius sphere, Increased Range: ranged, Penetrating 6, Triggered: 2 uses - Immediate, 6 Seconds (1 Turn); Diminished Range)

Offense
Initiative +5
Custom Dual Pistols: Damage 4, +16 (DC 19)
Dual Swords: Strength-based Damage 4, +14 (DC 22)
Grab, +12 (DC Spec 13)
Home-made Explosives: Burst Area Damage 6 (DC 21)
Throw, +12 (DC 23)
Unarmed, +12 (DC 18)

Complications
Addiction: Jenni is addicted to cigarettes and slightly to drinking
Enemy: The Genovese family, for doing their Micky an injustice.
Motivation: Greed: After losing her job as a Stripper... a gal has to do what she has to do... the times that she stops a crime it is normally so that she herself can get the spoils.
Reputation: 'The Stripper of 454' and 'The Stripper who broke Micky Genovese'
Sensory Overload: With her special senses, Jenni sometimes gets overloaded with information, causing her to be Impaired for a round or if the overload is huge, Disabled.

Languages
English

Defense
Dodge 14/9, Parry 14/9, Fortitude 11, Toughness 8/5, Will 11

Power Points
Abilities 62 + Powers 58 + Advantages 16 + Skills 33 (66 ranks) + Defenses 21 = 190

Background:
Jenni has not had an easy life. Born in Melbourne Australia to American (New Yorker) parents while they were on vacation, she would later be told that she 'ruined' their only vacation the family had been able to afford by being born a week and a half early, (never mind the fact that flying while that far along is dangerous to the child, likewise coming back with that young of a newborn, Jenni's dad wouldn't stand for that kind of talk). Sad to say that was the least of her troubles growing up... with a mother who didn't care to a father who cared too much, it was near statistical certainty that Jenni would grow up to be a 'troubled' woman.
It was be sheer fate that during one of Jenni's nightly beatings (this time about she didn't clean out the garage after her mom had asked her dad to do so) her father, in mid-swing, fell to the floor from a heart attack. All the rage and stress he had in his life had created a perfect situation for his heart to give out, all it took was one last burst of rage...
Things were awkward to say the least after the funeral, Jenni and her mother not really having spoken to one another since... well, ever... and it was only a day after the man came to their home stating the father had a large life insurance which now was being signed in the mother's name that Jenni woke to found herself in an empty, and cleared of her parents possessions, home.

Jenni did the best she could, it turns out that the house had nearly paid it's mortgage off and after she got some money from the kids at school she put up a few ads in a paper looking for a room mate or two, they paid the rest of the mortgage while they lived there and she was now a 16 year old that owned her own house!
That is, until social services found out she was a minor living without a parent or guardian... they took her in and put her through the system to be adopted, who she ran away from a short week after moving into the adoptive parents home. After that Jenni lived on the streets, scrapping by for food and shelter until a man offered her a deal, she would get some money from him as long as she did a few... favors. Jenni took to her new life fairly easily and shortly after she turned 19 was approached by a man whom owned a strip club, The Pussycat Lounge off Greenwich and Rector and it was there that she really shined. A bit forward and awkward at first (she wasn't used to -just- teasing guys) she got into the groove of things quick enough, becoming one of their best girls as she built her body from skin and bones to enough strength to hold herself horizontal on the bar for several minutes.

It was a little over 5 years after that when Jenni decided it was time for her to take a vacation. Picking Europe as her destination she booked a flight to Paris to start the month long trip off. Unfortunately like the other passengers of Flight 454 she never made it to Paris.
After coming back she went back to Lou and the Pussycat Lounge, bringing with her a ton of traffic as guys wanted to see 'the stripper from 454' which was a blessing and a curse, she was making -bank- each night but it's also this attention that brought Micky Genovese to looking at her. A minor member of the Genovese mob in New York and he didn't know that no means no... after backhanding her and pulling a gun while they were in the not-so-private private room (seriously, it's a booth near the back, not private at all) Jenni felt this swell of power rush over her and the next thing she knew Micky was laying on his back with 5 broken fingers, a broken wrist and a broken jaw.
Lou not wanting trouble from the Genovese family, asked Jenni to leave the club and look for work somewhere else. Not an easy thing with her 'fight' being spread like wildfire to all the other clubs... she might as well have had AIDS the way no club would touch her.

Image
Jenni when she plans to 'go out'

Image
Image
Random things she'll wear when she's being casual


Created With Hero Lab® - try it for free at http://www.wolflair.com!
Last edited by CelticREI on Tue May 10, 2011 9:45 pm, edited 1 time in total.
*Owl throws down a smoke pellet to cover escape*
*FLUME OF SLEEP GAS*
*THUD*
Owl: "zzzzzzzzzZZZZZzzz"
Batman: *facepalm*

GM - The Organization On Hold
Celt's Builds, and characters for other games

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