poodles creations 2e

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poodles creations 2e

Post by poodle » Thu Oct 07, 2010 8:14 pm

I thought I would put my builds in one place for ease of reference. They are currently involved in games at the moment. Feel free to post praise or criticism as you wish.

The GOLEM class insurgency agent is a combination of selection, extensive training, gene-tailoring and high-tech creating a fast adaptable agent with some control over their now mutable bodies. Their brief was that each unit was designed to be dropped anywhere and adapt to their conditions before taking out their targets.
Each agent has a small powerful computer inside their head that combines an extensive database with other clasified functions. Pablo's strategy has been to look like someone harmless to get close to the target before creating maximum carnage, usually a streetkid, depending on location. Pablo is currently unaware of any other GOLEMs still out there and operative. His programming renders him completely unable to talk about the GOLEM operation. Pablo is also aware that there may be an explosive device included in the computer should he go rogue.

GOLEM 3 (Pablo)

Str 20 +5
Dex 20 +5
Con 20 +5
Int 10 +0
Wisdom 20 +5
Charisma 10 +0
[pp 40]

Toughness +5, Fortitude +5, Reflex +5, Will +5

Attack +10, Defence +10
[40pp]

Skills: Acrobatics +13, Climb +13, Computers +8, Concentration +13, Craft chemical +15, Disable device +15, Notice +20, Search +8, Sense motive+13, Stealth +20
[25pp]

Feats: Assessment, Chokehold, Beginners Luck, Die Hard, Eidetic Memory, Evasion 2 ranks, Fearless, Hide in plain sight, Improved Grab, Jack of all trades, Luck 2 ranks, Power Attack, Seize Initiative, Stunning Attack, Uncanny Dodge
[17pp]

Powers: Shapechange Rank 7 (limitations humanoids only-1, requires full action-2, requires concentration check DC 15-1) [28pp]

40+40+25+17+28=150
Last edited by poodle on Thu Oct 07, 2010 8:20 pm, edited 1 time in total.
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Re: poodles creations 2e

Post by poodle » Thu Oct 07, 2010 8:17 pm

He was handcuffed to an operating table in the prison hospital while some meatball surgeon tried to extract a piece of filed metal from his guts. He figured he had died when he felt himself lifted into a golden light and a glowing figure asked him, "is this what you want to die for, some coke and a chance to prove you are the fiercest dog in the yard? If you want to die so bad do it for me instead. My shepherds are busy protecting their lambs but no-one is protecting the shepherds?"
"Why the ***deleted*** you want me? I'm nothing. I'm just some piece of shit too dumb to duck."
He could feel the gentle humour when the being spoke "that's why they call me the Redeemer. Make your choice."
The glowing being slowly faded away. When he opened his eyes it was to see the face of an unfamiliar orderly above him pushing his bed. "You are one tough son of a gun. Everyone thought you were a goner for sure when your heart stopped. You can't get far without any heart." The orderly smiled at him and for a moment there was a sense of HIM in the smile.

Nicky Toth was a con, as vicious and nasty as any, but now he is a man looking for redemption. He doesn't know how to be a preacher but maybe some of the people outside this nightclub would listen to his story and start to take their first steps towards their own redemption.
Background. Nicky's life was everything a sociologist would expect. Nick's dad ws in the big house doing hard time. His mom Angela, was a single mom making end's meet any way she knew how. With too many mouths in the house to feed Nicky graduated to the streets pretty quick. Nickel and dime stuff at first mainly, B an E, carjacking, Assault and battery before getting involved with gangs and drugs. He was getting a reputation as someone not to be messed with when he made a rookie mistake and got pinched by a narc. It was halfway through a 2 year stretch that someone decided to ventilate him. Those days are behind him, he hopes but still has friends in the old neighbourhood. He knows the local wino's, whores, bums and street people by name. Father Simon down at the mission is trying to teach him about the bible but it is hard going. Nicky has always struggled with turning the other cheek. He likes the old testament though.
Nicky is a hard looking italian guy. Under his ordinary clothes he has the scars and tats of a dozen different institutions. He is about 5'10" with a wiry build and a certain rough charm

Str 16 +3
Dex 14 +2
Con 14 +2
Int 12 +1
Wis 16+3
Char 14 +2 [26pp]
Attack 8 melee/4ranged [12pp]
Defence 5 [10pp]
Dam +3
Toughness +11 (con+2, protection+9 {trade-off for defence})
Fort +6 [4pp]
Will +7 [4pp]
Reflex +6 [4pp]
Bluff:8+3=11, Climb:6+3=9, Concentration:6+3=9, Craft:Chemical12+1=13 (mainly drugs), Craft:mechanical 4+1=5 (friday night specials), Diplomacy:4+3=7, Disable Device:12+1=13, Drive:4+2=6,Escape artist: 4+2=6, GatherInformation:8+3=11, Intimidate:12+3=15, Knowledge:Civics 4+1=5, Knowledge:Streetwise 8+1=9, Knowledge:Theology 4+1=5 Language=Italian, English and Latin, Notice 12+3=15, Search 4+1=5, Sense Motive 8+3=11, Sleight of hand: 4+2=6 Stealth 6+2=8 (34pp)
Feats: fearless, connected, contacts, diehard, power attack. (5pp

Power of faith array rank8 (flaw: only while praying out loud )cost [8pp] 16pp to apply to powers
primary power: "and with a furious vengeance" strike rank 5(penetrating)PF:Mighty, PF:affects insubstantial,PF:Incurable, PF: Sedation
AP: "laying on of hands" Heal rank4 extra:ressurection and extra:total
AP:"and the truth shall set you free" as per "the light of truth" Light of Truth: A beam of blazing light radiates from the magician’s
outstretched hand, nullifying any Concealment, Illusion, or Obscure
effects it touches (roll d20 + Magic rank vs. d20 + power rank)under magic Power check D20+faith rank8 vs conceal, illusion and obscure.
AP:"and the highest shall be laid low" nullify rank4 field(25ft): all powers. Extra: selective
Regeneration: Ressurection(on holy ground only) [1pp]
26pp + 12pp + 10pp + 9pp +4pp +4pp +4pp + 34pp + 5pp +11pp +1pp= 120pp
Complication: tries to live by moral code.
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Re: poodles creations 2e

Post by poodle » Thu Oct 07, 2010 8:18 pm

Caelitus Mihi Vires (gargoyle, holy construct) pl 8
Image
For an age Caelitus has performed his task, crouched upon a cathedral watching and guarding against the fallen and their followers... to let no evil within the church. He always knew, he could smell a demon or a vampire a mile off (literally). However his orders were to never leave the boundary of the church land. He was watching, as always, when he saw the familiar figure of the priest approaching, and the dark figure looming up behind him. His voice, unused for too long, failed him when he needed it most and the warning he tried to shout came out as a hoarse rasp. In a moment the priest was dead and Caelitus was powerless to do anything about it. It had happened outside church land. Maybe the church alchemists who had created him had made him imperfect, perhaps the bindings on him were too weak but at that moment the Gargoyle decided to avenge the fallen priest and find evil instead of waiting for it to visit. Step by step wrapped in some old clothing the gargoyle scaled the walls of the church and set off to find the killer, leaving his stone brothers behind.
Caelitus has seen the violence of humans many, many times. He prefers to lurk in the rooftops. Despite his appearance he is shy and only speaks when he has no choice and avoids direct interactions when possible.

Str 10 (+20 from density) +10
Con -
Dex 8 -1
Int 8 -2
Wis 12 +1
Char -8
[-14pp]

Attack +6 (tradeoff attack for DC)
Defence +6 (tradeoff defence for toughness)
[+24pp]

Toughness 10/ impervious (5 ablative)
Fortitude -
Reflex +4 (he is made of stone)
Will +6
[+10]

Skills Climb 5-1=4; Notice 12+1=13; Search 11-2=9; Stealth 12-1=11
[10pp]

Feats: Chokehold; Diehard; Improved Pin; Interpose; Luck 1 rank; Power Attack,
[+6pp]

Powers:
Density 10 ranks; continuous 31pp innate
-+20 to strength
-3 ranks immovable (unstoppable 3pp)
-3 ranks superstrength PF Groundstrike; PF Shockwave; 2pp
-5 ranks protection/impervious
[36pp]

Protection 5/impervious/ablative 5pp
Immunity: fortitude saves 30pp
Enhanced sense of smell, acute, Detect Supernatural (scent) extended radius 2=x1000, tracking. 6pp
wall climbing 2pp
low light vision 1pp
regeneration 6 ranks, regeneration saves at +0, ressurection (limited holy ground) 3pp
burrowing 2pp
[49pp]

complications
-illiterate
-shy
-technologically illiterate
-naiive
Major Weakness must be on holy ground once a day -1pp
-14 + (24 +10 +10 +6)=36 + 36 +48 -1=120 (I think)

he has some old robes with a cowl that he stashes on the rooftops and only wears when he has to go out to hide his appearance.
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Re: poodles creations 2e

Post by poodle » Sat Oct 16, 2010 6:27 pm

Background Travis Meeks/Doctor Demented
Unbeknownst to Travis his dad the ex-Diabolicus, virally inserted the lucky gene into his unborn son. It didn't work out the way he thought it would. Shortly after Travis was born his Dad's secret lab and all his lab notes burned down, the IRS audited him, the local council sued him for building violations and a twister dropped a cow through their roof. They were living in Portland. Without his lab and notes and plagued by bad luck Diabolicus retired from the criminal business but always hoped his son would take up the mantle of criminal super-genius.
Travis was unaware of his Dad's past and would rather play WoW. However after high school his dad managed to get a job for him with Dr Demented as lab assistant and general minion, lackey, dogsbody. The pay sucked, Dr Demented was an arrogant megalomaniac but the toys were reeeaaallly cool.
When the aliens came Dr Demented swore that 'No dammed aliens are taking over my planet' andheaded out in his dementobile. Unfortunately the aliens assumed it was a rocket and blew it out of the sky.
Poor Travis was left with a lab full of experimental junk and some old Dr Demented costumes.
A lightbulb went off in Travis's head; a cool costume (black and silver with a darth vader voice synthesiser), loads of cool stuff, and a world to loot while everyone is kept busy by the aliens.He would become Dr Demented. A brilliant plan, what could possibly go wrong?

Image


DOCTOR DEMENTED PL 9 (110 points)

Str 8 (-1)
Dex 14 (+2)
Con 10 (+0)
Int 18 (+4)
Wis 8 (-1)
Char 8 (-1) [6 pp]

Attack 4 save, ranged 7, DC trade-off 11
Defence 11 Toughness tradeoff 7 [30 pp]

Saves: Fort 3, Reflex 7+2=9, Will 2-1=1, Toughness 7 [19 pp]

Feats: Beginners Luck, Eidetic Memory, Evasion 2, Luck 4, Quickdraw, Seize initiative, Ultimate Aim, Uncanny Dodge, attack focus 3 (ranged), Power attack [16]

Skills: Computers 8+4=12, Electronics 8+4=12 Knowledge:8+4=12Technology [6 pp]

Luck Power Array:24pp +7AP=31pp
Lucky you...Luck Power rank 2, give HP to someone else, and force lowest roll. Linked to emotion control rank 3, extra:perception range and reaction action.24pp
AP-Lucky I had that...Gadget power 20pp of power, cost 24pp
AP-Look out for that...Rank 11 blast, extra:perception range, flaw:sense dependent (aural) PF:split attack1, PF:variable descriptor. He shouts like slap-stick "look out for that [insert item]" as the person looks for it they get hit by whatever they were meant to be looking out for, grand piano, runaway car, falling airplane toilet. 24pp
AP-That was close...Deflect all ranged attacks 3pp/rank rank 6, extra:Automatic=deflect surprise attacks as well. 3pp+1/rank=4pp/rank 4x6=24pp
AP-Banana Peel!...Trip Rank 11. Extra:knockback. linked to improved trip +4 to roll, improved throw choose strength or dex, whichever is lowest. 24pp
AP-That could have been worse...regen +4 to regen, recover from bruised, injured, staggered, unconscious once per round with no rest. PF: persistent, PF:regrowth 24pp
AP-butter fingers...Drain dexterity rank 7, extra:range extra:area (burst). PF:subtle 1, PF:slow fade 2. radius 35' 24pp
AP-they left it in gear...Telekinesis rank 11 PF:precise, PF:subtle. 24pp
AP-Don't think about it not working...Nullify rank 6, all powers. Extra: power resistance. 24 pp
AP-My God he's falling...Nullify all powers Rank 8.[24pp+9pp=33pp]

Complications: Hatred of Athletes (no more wedgies in the locker room now), Afraid of women (after that nasty incident with the Dr's 'Love potion'), Fear of crowds (after the riot caused by the nasty incident with the Dr's 'Love Potion.', Fear of Public Transport (after those 14 incidents where the brakes failed in the bus/train/plane he was in), Responsibility to Family Satania a.k.a. Mom and Diabolicus a.k.a Dad., Secret Identity doesn't want Mom and Dad to know he is DR Demented.
Last edited by poodle on Mon Oct 18, 2010 11:52 pm, edited 1 time in total.
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Re: poodles creations 2e

Post by Jraven56 » Sun Oct 17, 2010 10:45 am

I like Dr. Demented.
Someone told me to write a blog about movies and RPGs...So here it is

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Re: poodles creations 2e

Post by poodle » Mon Nov 01, 2010 12:13 am

Technomancer (Travis Meekins) Lucky Nerdboy Gadgeteer

Travis is a geek, a total geek and unashamed of it, much to his dad's embarrassment. Although his dad is now Ralph Meekins (TV repairman) in his day he was Dr Demento, scourge of Toledo, mad scientist and petty criminal. Although playing with some of his dad's old stuff was cool Travis couldn't be bothered. Most of hisdad's stuff went wrong anyway. He remembered when his Dad gave him some "quantum probability modulation retrovirus elixir" or luck juice his life just got worse. Everybody around him had accidents. The girl who turned him down at the prom had a whale fall on her roof! That jerk-off quarterback got hit by a falling airplane toilet. He would show them all though that he was more than a nerd, he was a hero (possibly for all the wrong reasons). He did discover that he had his dad's knack for inventing stuff and being able to use his dad's lab sure helped. He has managed to convince his dad that he is only pretending to be a good guy to infiltrate the system from within.

He has a shiny silver costume with a long metallic trench coat over the top and a silver mask with an electronic voice modulator, with goggles on over the top and is determined, as long as there is not too much work involved, to be a true hero (and maybe get laid).
Str 8 (-1)
Dex 14 (+2)
Con 10 (+0)
Int 18 (+4)
Wis 8 (-1)
Char 8 (-1) [6 pp]

Attack 4 save, ranged 7, DC trade-off 11
Defence 11 Toughness tradeoff 7 [30 pp]

Saves: Fort 3, Reflex 7+2=9, Will 2-1=1, Toughness 7 [19 pp]

Feats: Beginners Luck, Eidetic Memory, Evasion 2, Luck 3, Ultimate Aim, Uncanny Dodge, attack focus 3 (ranged), Power attack, Inventor, Quickdraw 2 [16]

Skills: Computers 12+4=16, Craft:Electronics 12+4=16, Craft:Chemicals 8+4=12, Disable Device 12+4=16, Knowledge:Technology 8+4=12, Knowledge:Pop Culture (Limited online gaming) 8+4=12 1pp, Knowledge:Physical Sciences 8+4=12, . [16 pp]

Luck power array
Probability control rank 12 48pp
AP-"Look out for that..." As a standard action, you can cause a damaging
“accident” to befall someone: a load of bricks falls on them,
they’re hit by a car, or by a bolt of lightning out of the blue;
anything you can reasonably justify to the GM as possible (if
highly improbable). This is a Perception Range Penetrating
Damage effect with rank 11
AP-"That was close" Attacks just seem to miss you. This is Deflect (all attacks), Free Action, with a rank equal to your Probability Control.
AP-"it was in gear." The forces of chance help you out from time to
time, moving things out of your way (or into someone else’s
way), creating a Move Action Perception Range Move Object
effect at your Probability Control rank.
AP-"Lucky I had that." gadget power rank 9 45pp of gadgets. Limitation: requires pockets.
AP-"Not as bad as it looks" heal rank 14 extras:total PF:persistent, regrowth.
AP-"you lucky sonovagun" Luck power rank 3
AP-"bad time for that to happen" Nullify all powers.rank 11 duration=concentration
AP-"banana peel" trip rank 11 extra: knockback, flaw:range=touch extra:area. PF:selective linked to drain rank 11 (dexterity only) extra:area PF:selective

6pp+30pp+19pp+16pp+16pp=85 +56pp powers=143

Complications: Hatred of Athletes (no more wedgies in the locker room now), Fear of Public Transport (after those 14 incidents where the brakes failed in the bus/train/plane he was in), Responsibility to Family a.k.a. Mom and a.k.a Dad., Secret Identity doesn't want Mom and Dad to know he was DR Demented.
Last edited by poodle on Mon Dec 27, 2010 3:17 pm, edited 1 time in total.
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Re: poodles creations 2e

Post by poodle » Sat Nov 20, 2010 12:50 am

Carrsonjenkins a.k.a. Cheshire

background
These days Snapper Carr was a tired old man, living on the glories of the past, telling stories to those kids at the headquarters about being a blaster and his encounters with aliens. They wanted to hear about thebattles and the bloodshed, they never wanted to hear about the good things like him and Churl. She was probably off saving the universe one planet at a time at light speed. Hell, it only seems like yesterday. He never did understand why she had left him so suddenly. Dames, who could figure 'em, especially gorgeous green cat-like ones. Oh well, better head home. he 'snapped' home and popped into his living room. Although the lights were off his old instincts kicked in, there was someone in there with him. He rolled behind the couch and grabbed for a blaster he no longer wore. "give me one good reason, not to blast you where you stand" he called out, bluffing wildly. A slender figure called out hesitantly from the other side of the room " Hi Dad"...

Carrson Jenkins is an alien hybrid. His mother Churl took him around the universe with her, teaching him to survive, fight, steal and pilot a plane better than anyone he knew (except her). After a while though they began to argue, mainly about his father, until his mother relented and told him how to find the man.
He expected a little more than an overweight old human who smelled of ethyl alcohol and a scent he would come to know as "old spice". Snapper had a lot of stories to tell and a few tricks up his sleeve, including a little bit of magic. Carson is very slim and blessed with a very flexible skeletal structure, making him fast, agile and resistant to blunt trauma. He also is felinoid in appearance with red hair, a subtle green tinge to his skin, large golden eyes and cat-like ears. He also comes from a twilight world and finds Earth smelly, loud, bright and confusing. At night he goes prowling and sees the dark side of humanity. To stop his Dad from getting into trouble he wears a mask and goes by the name of Cheshire. From his father he inherited the ability to 'snap' and teleport a little although he is still learning how to control it.


Str 8 -1
Dexterity 24 +7
Con 10
Intelligence 14 +2
Wisdom 10
Char 10
[pp 16]

Toughness +8 (impervious vs blunt)
Fortitude +4
Reflex +10
Will +6
[pp 21]

Attack +4 (claws +12)
Defence +12 (flatfooted +2)
[pp 16]

Feats
Acrobatic bluff, All-out attack, attack specialisation 4 (claws), Connected, Dodge Focus 8, Elusive target, Equipment, Evasion 2, Grappling finesse, improved initiative ,Inventor, Jack-of-all-trades, Luck2, Move-by-action, power Attack, Ritualist, Seize initiative, Skill Mastery: acrobatics, computers, disable device, stealth, takedown attack 2, Uncanny dodge (smell),
[pp 33]

Skills
Acrobatics 15+7=22, Computers 12+2=14, Craft Electronic 12+2=14, Disable Device 15+7=22, Knowledge:Arcane Lore 6+2=6, History 4+2=6, Current events 4+2=6, Popular culture 4+2=6, Technology 12+2=14, Languages: Alien+English, Notice+15, Pilot:13+7=20, Search 8+2=10, Sense Motive 8+0=8, Stealth 15+7=22.
[pp 36]

Powers
leaping 3 80/40/20 pf: ricochet 2 5pp
Super hearing-accurate 2pp
Acute smell-extended, tracking, danger sense (smell) 5pp
low-light 1pp
speed 2 25mph 250ft/500ft/1000ft 2pp
Strike 8 (claws) extra-autofire 16pp
-ap: wall-clinger 2 ranks, slow-fall (within 5' of a wall), sure footed
-ap:paralyse rank 8
-ap: fatigue rank 8
Protection rank 8 extra impervious: flaw limited:blunt trauma only 2pp
Teleport 3 flaw:unreliable power loss: needs hands free to snap fingers-1pp 1pp
tail 1pp [pp 39]

Equipment:
Flash goggles
Laptop
Urban Camo
Multi-tool
lock-gun

moderate vulnerability to loud noises very common. -4pp
moderate vulnerability to bright lights very common -4pp
moderate vulnerability to gas uncommon -2
weakness: must shower daily, minor -1 [-11pp]
Drawback:prejudice alien appearance (catlike)
Drawback: dirt-phobic
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Re: poodles creations 2e

Post by poodle » Thu Jan 06, 2011 12:16 am

Technomancer (Travis Meekins) Nerdboy Gadgeteer 4pp to spend

Image
Travis is a geek, a total geek and unashamed of it, much to his dad's embarrassment. Although his dad is now Ralph Meekins (TV repairman) in his day he was Dr Demento, scourge of Toledo, mad scientist and petty criminal. Although playing with some of his dad's old stuff was cool Travis couldn't be bothered. Most of hisdad's stuff went wrong anyway. His stupid quantum flux modulation elixir didn't do anything at all! He would show them all though that he was more than a nerd, he was a hero (possibly for all the wrong reasons). He did discover that he had his dad's knack for inventing stuff and being able to use his dad's lab sure helped. He has managed to convince his dad that he is only pretending to be a good guy to infiltrate the system from within.

He has a dark metallic-looking costume with a long trench coat over the top and a dark-metallic mask with an electronic voice modulator, on over the top and is determined, as long as there is not too much heavy lifting involved, to be a true hero (and maybe get laid).

Str 8 (-1)
Dex 14 (+2)
Con 10 (+0)
Int 18 (+4)
Wis 8 (-1)
Char 8 (-1) [6 pp]

Attack 4 save, ranged 7, DC trade-off 11
Defence 11 Toughness tradeoff 7 [30 pp]

Saves: Fort 5, Reflex 7+2=9, Will 8-1=7, Toughness 7 [20 pp]

Feats:Accurate Attack, Beginners Luck, Eidetic Memory, Evasion 2, Luck 4, Ultimate Aim, Uncanny Dodge (visual), attack focus 3 (ranged), Power attack, Inventor, Quickdraw 2, Jack-of-all-trades[19]

Skills: Computers 12+4=16, Craft:Electronics 12+4=16, Craft:Chemicals 8+4=12, Disable Device 12+4=16, Knowledge:Technology 8+4=12, Knowledge:Pop Culture (Limited online gaming) 8+4=12 1pp, Knowledge:Physical Sciences 8+4=12, . [16 pp]

Powers:


equipment-standard load up
Device: Hard-to-lose. Technomantic Supersuit.
protection +7 7pp
dimensional pocket 2(100lbs)
Equipment1
-Laptop
-Flash goggles
-Gas mask
-Night Vision Goggles
-Electronics tools[8pp]

Image
Device: Easy to lose. variable charge blaster Electrozap Blast -electrical descriptor rank 11
AP-flashray-visual dazzle rank 11
AP-gravity wide beam (area effect: cone) rank 9, as per gravity control PF=selective, PF=progression:area. , Area=rank x 20ft extra=linked to slowfall, extra affects others (basically if I turn it off I want the victims to drift back to earth, unless I choose for them to fall like a stone).
AP-Confusion Ray-range=perception rank 9
[15pp]


Gadget Power rank 5: Easy to lose 6pp/rank. Providing 24pp for powers.
Drawback: Power loss: requires technological raw material. -1pp
[30pp]

Items that may be used.
Gizmatronic apparatus: datalink 4 pf: machine control [5pp]
6pp+30pp+20pp+18pp+16pp=90 +52pp powers=143
Thinkatronic 3000 enhanced int+20 [20pp]


Responsibility to Family a.k.a. Mom and a.k.a Dad.,
Secret Identity doesn't want Mom and Dad to know he was really a hero.
Last edited by poodle on Fri Mar 09, 2012 3:19 pm, edited 15 times in total.
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Re: poodles creations 2e

Post by poodle » Fri Jan 21, 2011 1:39 pm

Killshot

20 years ago little Stevie Olson was going on his first hunting trip with his dad. His dad had the big ol' model 70 and he had the .22 varmint rifle. They were gonna 'bag some mulies'. They had been walking for what seemed like hours when his Dad waved them to stop. Stevie could see a couple of deer a couple of hundred yards off and while his dad was getting into a better position Stevie emptied his .22 in their direction. After his dad stopped shouting and cussing about wasting ammo and having to chase wounded deer they went to check where the deer were, stalking closer in case they were wounded. Stevie was a little confused by the whole stalking stuff, he knew they were dead. He knew from the moment he pulled the trigger that they were dead. Sure enough, 2 dead mule deer, 3 bullets in the heart of each of them. His dad didn't say anything for a while then carefully gutted the deer and they carried them home. "Son, I'm real proud of you. I reckon you are a natural but no-one will ever believe you about this." After the first couple of hidings he got for being a liar it became much easier to take his dad's advice.

He has a gift, a feel for guns like you wouldn't believe. He understands how they work instinctively, how to do the most damage. He struggled with high-school physics until he thought of atoms as small bullets travelling in elliptical orbits. Only guns though, he failed at basketball, darts, archery but put a gun in his hand and look out.

Hunting became his life. The big four in Africa, bear hunting with a handgun, guiding tourists on the veldt. After a while it got too easy and he was looking for a bigger challenge. When one of his customers offered him a job in a small african war for a large ammount of cash he took it. The thrill was far more than going after any animals. He got the worst jobs, counter-sniper, delaying convoys etc and he loved it all. That was ten years ago and now he's retired. He runs a small gun shop and for excitement goes out at night to deliver his brand of justice to the local hoodlums who think that having a gun is all it takes to be a killer. Nowadays he has a code. No unarmed civilians, never kill a cop, don't kill anything that can't fight back and only kill if it is your life on the line.

Killshot pl 10, pp 150.

Str 12 +1
Dex 16 +3
Con 14 +2
Int 12 +1
Wis14
Char 12 +1
[20 pp]

Attack +4 (+8 guns) Defence +10
[28pp]

Toughness +10
Fort +8
Reflex +8
Will +7
[24 pp]

Skills Acrobatics 8 +3=11, Craft: Chemical 8+1=9, Craft: Mechanical 8 +1=9, Knowledge:Technology 8+1=9, notice 12+2=14, Profession (gunsmith) 4+1=5, Sleight of hand 12+3=15, Stealth 12+3=15.
[18pp]

Feats Accurate Attack, All-out attack, Attack specialisation 2(guns), Beginner's Luck, Benefit/ Alternate identity, Connected, Defensive attack, Equipment9, Evasion2, Hide in plain sight, Improved aim, Inventor, jack-of-all-trades, Luck 3,Master Plan, Power attack, Precise shot2, prone fighting, Quick Draw 2, Seize initiative, Ultimate Aim, Uncanny dodge (Aural).
[36pp]

Powers
Gun Fu: Gun Mastery (as throwing mastery +6) with Autofire 3.
[24pp]

Equipment:
Battle Harness contains-
paired heavy pistols with teflon coated penetrator rounds(HK USP.40 silenced) accurate, subtle PF:split attack, stun ammo, dam +4 (penetrating), crit 20, incr 40ft.[16ep]
gas mask/night vision 2ep
teargas grenade 1ep
Saiga 12 shortbarrel Shotgun +6 (slug ammo) crit 20 range 40 ft 1ep
Ap-dragonsbreath ammo, dam +4, blast=line 5ft wide by 100ft long descriptor fire.dragon's breath round 1ep
AP-frag-12 shotgun grenade dam +5 blast/explosion radius 5ft 1ep
HK 417 sniper rifle masterwork +1 accuracy, supressed, stun ammo, range incr 500ft, crit 17-20 1ep
underbarrel grenade launcher 1ep
grenade types frag, smoke, flashbang, sleep gas, tear gas. 24ep total]

Gun shop with living quarters, infirmary, workshop (whatever EP cost you decide)
Urban camo trench coat.1ep

He really dilikes the NRA. He doesn't think that any knuckledragging thug should have a gun. Let the people who have proved that they know how to use a gun have one. He also really dislikes people who are brave only when they have a gun in their hand which is why he hates low-life gangbangers with their chromed berretta stuck in their belt. He doesn't see the irony about what he does. He is friendly enough, and mostly keeps to himself. He tries to keep out of the public eye but there are a few people out there who are angry at him for past work he has done and being retired doesn't seem to matter to them. Everyday he makes a few more enemies as he frees mistreated guns from the hands of cruel owners.
His alternative identity is John Jovino a gunshop owner.
Image
Image
Last edited by poodle on Sun Apr 17, 2011 7:29 pm, edited 7 times in total.
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Re: poodles creations 2e

Post by poodle » Thu Jan 27, 2011 12:59 am

Blindspot pl 6/pp 120

When Blindspot was young all he ever dreamed of was a place to hide where no-one would find him, his own special place in the sheltering dark. Maybe then the beatings and 'other' stuff would stop. It was when he was approaching his teenage years that it happened. One evening his Mom came home drunk again and looking for someone to punish for her life. As he heard her coming upstairs with the old heavy chain jingling in her fist he wished himself away. He found himself somewhere else, in a small pocket of safety. He opened the pocket slightly and saw Mom looking around confused, then leaving. "Where is that lazy boy...I'll teach him to hide from me" she muttered as she left.

20 years on he has been putting his power and skills to use and picked up a few more along the way. He can blend in with any crowd to get close to his target. There is no airport detector in the world he can't get weapons past, no wall he can't go through, no drug-dog he can't get 10 kilo's of columbian nose-candy past. Killing for money makes more sense to him than working as a dentist for 30 years like his dad, that pathetic weakling.

He is long past caring what job he is asked to do. Apparently this makes him a sociopath. They can call him what they like so long as he gets paid.

If he had a motto it would be "if you fail to plan then you are planning to fail"

Blindspot pl 6/ pp 120
Str 14 +2
Dex 16 +3
Con 12 +1
Int 12 +1
Wis 16 +3
Char 18 +4
[28pp]

Attack +6 / Defence +6
[24pp]

Fort +6
Reflex +6
Will +6
Toughness +3
[11pp]

Skills
Acrobatics 8 (+11), Craft Chemical 8 (+9), Diplomacy 8 (+12), Disable Device 8 (+9), Disguise 10 (+14), Gather info 8 (+12), Knowledge streetwise 8 (+9), Medicine 8 (+11), Notice 8 (+11), Search 8 (+9) Sense motive 8 (+11), Stealth 8 (+11).
[27pp]
Feats
Connected, Contacts, Distract, Hide in plain sight, Precise shot 2, Quickchange 2, Quickdraw 2, Redirect, Seize initiative, Uncanny dodge (aural), Well-informed.
[14pp]

Dimensional Pocket rank 1. PF progression 2 (500lbs) extra: action, trap someone=move action, take something out=free action.
ap-permeate rank 2

Equipment 50ep (to be decided on)




28+24+11+27+14+16=120pp
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Re: poodles creations 2e

Post by poodle » Fri Feb 18, 2011 3:57 pm

Dogboy PL 10

The coalition thought that they were the only ones to experiment with cross-species hybrids. They were wrong. When the Pan-African states acquired the tech they didn't waste time with domestic breeds or wolves. Instead they used the genestock of Africa's most successful predator, the African wild dog. Although the African Wild dog is not the largest predator it uses sharp senses and teamwork to bring down prey far larger that itself. It is a fiercely loyal creature that will sacrifice itself to save other pack members. These were all attributes that were enhanced to create a fast, mobile border patrol capable of living off the land and running opponents into the ground. Enhanced in the same way as an ordinary dogboy, these canine soldiers are sensitive to paranormal and supernatural threats.
When Hwange's pack was destroyed in an ambush by coalition forces Hwange wanted only two things. Revenge and a pack to do it with.

Str 10
Dex 16
Con 20
Int 8
Char 8
Wis 18
Stats=[24pp]

Initiative +11
HP 3
Attack 8 (trade-off)Def 10
Att/Def=[38pp]

Toughness +10/+5 impervious.
Fort +5
Reflex +3
Will +4
Saves=[0pp]

Skills: Acrobatics 12+3=15, Craft Mechanical 12+(-1)=11, Medicine 12+4=16, Notice 15+4=19, Profession Soldier 4+4=18, Search12+(-1)=11, Stealth 12+3=15, Survival 13+4=17,
Skills=[23pp]

Feats: Acrobatic Bluff, Acrobatic distract, Grappling finesse, Improved grab, Improved initiative2 (+8), Improved pin, Improved trip, Luck 2, move-by-attack, power attack, prone fighting, set-up, Sneak Attack+4, teamwork +3 (+5 to aid)
UncannyDodge, Ultimate Save (will),
Feats=[24pp]

Powers:
immunity to fatigue
5pp
Enhanced senses
Acute Psi awareness,
Acute Magic Awareness
4pp
Scent extendedx1, radius, tracking.
-ap Ranged Detect Supernatural, radius, tracking,
-ap Ranged Detect D-Bees, radius, tracking.
6pp
Low-light vision
1pp
Enhanced Hearing: Ultra-hearing, Accurate, Acute, Extendedx1 (x100) radius' Dangersense (hearing).
7pp
Drawbacks: limited colour perception. uncommon but minor -1pp
moderate vulnerability to auditory dazzle effects (common) -3pp,
moderate vulnerability to olfactory dazzle effects (uncommon)-2pp
moderate vulnerability to sonic weapons (uncommon) -2pp
{-8}
speed 2
-ap Burrowing 4
3pp,
Strike 6 (Bite)
6pp
Powers=[24pp]

Device:body armour: hard to lose enhanced protection +5/ impervious +5
[8pp]

Equipment:
Rocket launcher: dam 12 extra:area explosion
-ap blessed rocket dam 12 extra:area explosion descriptor fire
-ap EMP rocket nullify Technology 12 extra:area explosion
-ap stun rocket rank 9 extra:burst
-anti-tank rocket dam 12 extra:penetrating.
communicator ultrasonic,
multitool,
rebreather,
GPS,
camo clothing.
Equipment=[9pp]
Stats=[24pp]+Att/Def=[38pp]+Skills=[23pp]+Feats=[24pp]+Powers=[24] Device=[8pp]pp+Equipment=[9pp]=150 (I hope)
Complications
Phobic of being without a pack.
Hates the coalition
Duty (to pack)
Prejudice: minority group(non-human afican-dog crossbreeds).
Hates felinoids
Difficulty with human customs.
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Re: poodles creations 2e

Post by poodle » Mon Apr 04, 2011 9:31 pm

One man gang

One-Man-Gang was a typical lower class boy. He loved his Foo'ball (MIlllwaaaaallllll), his mum (look wa' I go' fer ya) and adventures (Run, it's the rozzers). He left school early to start a promising career as a minor thug and petty criminal stealing from council flats, a ram-raid or two, a stolen car here and there and the odd punch-up. His moment happened at an away game for Millwall. He was in the middle of a brilliant punch-up with another team's supporters and a little outnumbered when with a strange tearing sensation he suddenly discovered he had a twin. It didn't take too long for him and his 'twin' to deal to the opposition. Now when he gets into a fight he can feel the energy building until him and himself and himself lay into whoever is in front of him. It was pretty soon after this that he got into enforcing for local gangs. The money was better and so was the respect. He discovered that you could get what you want by scaring people into doing things not just giving them a kick in the goolies.
It happened by chance really. He was walking home late at night when he saw some posh bird being harrassed by a bunch of the local skinheads. Brilliant. He waded in and soon they had all been thumped or were scarpering. The tasty bint wot was having the troubles gushed praise. 'You are some sort of hero. You saved me. What's your name?'
Awkward moment."you can call me One-man-gang." He didn't realise she was a bleeding reporter n all.
Next thing he knows is his face plastered all over the local rags 'good samaritan. local hero keeping the streets safe. etc etc etc.' At first it p***ed him off. It didn't help his reputation none if people thought he was some sappy good guy. Something weird happened though. People smiled at him in the street. Cops gave him a respectful nod. People started inviting him to stuff. It felt pretty good. The funny thing was that he was doing the stuff that he was doing before, giving people the bash, but now he was allowed and encouraged to do it because everyone thought he was a hero.
Although he hasn't shaken off his roots and is a bit rough around the edges he reckons he'll give this bleedin' hero thing a bit of go, just for a larf n all.
Image
Stats
Strength 18 +4
Dex=12 +1
Con=16 +3
Int=10 +0
Wis=14 +2
Char=12 +1
[Stats=22pp]

Combat
Attack:melee=5(+5 melee specialisation)=10 /ranged=5 Defence=5
Initiative +1
[Combat=20pp]

Saves
Toughness=10 3+7(from protection)
Fortitude=7 3+4
Reflex=6 1+5
Will=5 2+3
[Saves=12pp]

Skills
Acrobatics 8+1=9, Climb 8+3=11, Disable Device 12+0=12, Drive 8+1=9, Gather Information 12+1=13, Intimidate 12+1=13, Notice 8+2=10, Search 8+0=8, Sense Motive 8+1=9, Sleight of hand 8+1=9, Stealth 8+1=9
[Skills=25pp]

Feats
Attack Focus5 melee+5, Chokehold, Diehard, Fearsome Presence 6, Improved grab, Improved Pin, Improved Trip, Power Attack, Prone Fighting, Startle, teamwork3 (+5 to aid)
[Feats=22pp]

Powers
Absorption rank 5: extra=(both types), extra=energy storage (50pp) 6pp per rank PF: slowfade (1pp per 10rnds).
Boost: duplication. rank 10, extra=heroic, flaw=real. PF=progression 1 (2 duplicates)20pp per duplicate.
-AP heal rank 5.
total cost. 31pp
Mirror Image: 4pp
Protection+7 7pp
Mighty Strike 6 7pp
[powers=49pp]
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Re: poodles creations 2e

Post by poodle » Fri Apr 08, 2011 9:29 pm

Archie Brewer. Chunk.PL9 /135 points.

He wasn't the coolest kid in the class, or the fittest kid, or the smartest kid but he did have some awesome powers (or so he thought). He was raised in a small farming community enjoying a pretty ordinary life until the day it happened. He had been told to wash-up before dinner. When he went to check his face in the mirror he saw that he had gotten more dirty not less. As he watched dirt seemed to be magnetized to him with more being attracted even as he watched. Soon gravel and stones were sticking to him as well until he found himself completely surrounded. "Mom, helllp." When she came rushing in she saw a stone behemoth looming in the doorway. "Hmmm, just like Aunt Cathy, ceptin she always turned into sand. I hoped it mighta missed a generation or two, and my Grandpa melted on really hot days. I wuz gonna tell ya but I didn't think it mattered iffen you didn't have no powers." After the shock wore off though he lstarted learning to control his powers. His family had thought that they had kept it pretty quiet until the day the jet landed in the front yard. That was the day when Archie's world changed.

St 8
Dex 12
Con 10
Int 14
Wis 10
Char 8
[stats=2pp]

Image
Combat Attack+9/Defence+7
[combat=32pp]

Toughness=+0/+11(impervious) forcefield.
Fort+9=9 Earthpowers have altered him making him more resistant to poison and drain.
Reflex+1+4=5
Will=4
[saves=17pp]

Skills; Computers 4+2=6, Concentration 8+0=8, Craft mechanical 4+2=6 Disable device 4+2=6, Handle Animal 4-1=3, Drive 4+1=5, Knowledge Earth Sciences 8+2=10 (he's been there), Medicine 4+2=6, Notice 4+0=4,Profession: farming 8+2=10, Ride 4-1=3, Survival 4+0=4 (bless the scouts).
[skills 15pp]

Feats
Luck, Power Attack/all out-attack
[3pp]

Powers:
Stoneskin Armour: Forcefield9. Exra=impervious. Flaw=ablative 11pp
Earth control rank 9. 26pp
-AP Blast. rank 9
-AP Create Object rank 9
--AP Snare rank 9
-AP Burrow rank 18
Boost:Strength(+20) + superstrength(+9)PF: Groundstrike, PF: Shockwave flaw: limitation=personal only.PF=slow fade2 (1 every 5 mins) 24pp
Tremorsense 3pp
Direction sense
Distance Sense
Immunity: heat/pressure/ 2pp
[Powers=66pp]
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Re: poodles creations 2e

Post by poodle » Sun Apr 10, 2011 7:43 pm

Brick pl 10/ pp 150

Brick doesn't remember a before. All he remembers is awakening in his masters lab, surrounded by alchemical symbols and arcane apparatus, magefire glimmering around him.
"It worked, I have created you, the perfect minion, tireless, obedient, strong. Wait till those other nay-sayers see you."
"M-master what is your wish?"
A slow amalevolent smile crossed his masters face."Whatever I wish."
That is what Brick did. His master was not a good person. Brick was made to do horrible things. Stealing, murdering, and worse. His master made one tiny mistake though. He assumed that because Brick was a little slow that he was unable to learn or think for himself. When his master left the lab Brick would try to read the books. It was when he found an old comic that a light seemed to turn on in his head. Here were people who were good and strong and tried not to hurt people. The bad guys looked like his master. These heroes chose to fight against cruelty and evil. Brick thought hard about this. If Mickey Mouse and Alphaman could be heroes then maybe he could as well.

The next time his master asked him to get someone for a ritual he thought about what Alphaman would do and he turned to his master and said, "NO MORE"
His master master grew anrier and angrier until the veins on his forehead were writhing like worms.
"You THING, you you you soulless automaton. How dare you refuse me! The one who made you. I'll I'll..."
Brick never found out what his master would do. His master clutched his chest foaming and gasping, his face turning redder.He watched his master fall to the floor and waited for him to get up again. He never did.
Brick left that same day. He walked out of his master's old mansion and kept on walking until someone phoned in and the police were called in. After the police a special unit that dealt with Super-threats was called in. He was captured, questioned and detained and then placed into the custody of the group. They are trying to teach him about power and responsibility. He gets confused though. The team tells him that justice must be served but on the Tel-ee-vizh-un he sees stories about people with Loy-yerz doing stuff that is wrong and not being punished. It doesn't seem right. He spends most of his days watching disney movies, the news, C.A.P.E.S (bad-boy, bad-boy whatcha gonna do...) professional sports and WWF. He has been shown the internet. He is slowly learning about the world and trying to find his place in it. One day perhaps the team will trust him enough to take them with him so he can be a hero too.

Image

Strength 40 +15 Light load 32 tons. Heavy Load 100 tons.
Dex 14 +2
Con 26 +8
Int 6 -2
Wis 14+2
Char 10
[18 pp]

Att+5 (DC tradeoff) / Defence +5 (toughness trade off)
[20pp]
Toughness Impervious Protection 15
Fortitude 8+2=10
Reflex 2+4=6
Will 2+4=6
[18pp]

Skills: Knowledge: Arcane Lore 12-2=10, Knowledge: Professional Sports 12-2=10, Knowledge: Popular Culture 12-2=10, Notice 12+2=14, Search12-2=10, Sense Motive:8+2=10
[17pp]

Feats: All-out attack, Assessment, Chokehold, Diehard, Eidetic memory, Fast overrun, Fearless, interpose, Improved grab, Improved Grapple, Improved Overrun, Improved Pin, Improved trip, Power Attack, Stunning Attack, Weapon Break,
[17pp]

Powers: density15 PF:innate 46pp
Strength+30
Impervious Protection+7
Super Strength+5
Immovable+5
Weight 10000lbs
Immunity: Aging, Life support, Sleep.Critical Hits.
Tremorsense
Speed 3 50mph.
[62pp]
Disability:minor no sense of smell. 1pp
Disability:minor no sense of taste. 1pp

total cost 150pp
Last edited by poodle on Sun Apr 17, 2011 11:52 pm, edited 5 times in total.
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Re: poodles creations 2e

Post by poodle » Fri Apr 15, 2011 6:46 pm

Huntsman PL10/150pp 2E

Huntsman comes from a long line of bounty hunters. Knowledge has been passed down over the years on how to do it. They train hard knowing whoever they face will usually be more desperate than they are. They fight back by being nastier and smarter than whoever they are up against. Deep in the Ozarks where they are from the family has kept the old knowledge alive as they can while learning new skills and new tricks to help them in their job. Sometimes it is just a psycho on the run. The bounty helps them to pay for their lifestyle. Sometimes it is something worse, and they will stop it, a dangerous thankless job but it is what they do. When Supers appeared on the scene the family adapted the knowledge they had to deal with Rogue Powers. Hell, for them it's just another day at the office.

Mathias Wheeler is the latest generation to take up the family business. He trains hard and tries to be the best at what he does but is still a little inexperienced. He is learning as he goes and has his family to fall back on for help and advice.

Image

Strength 20
Dex 20
Con 18
Int 14
Wis 20
Char 16
[pp 46]

Attack 12/DC trade-off /Defence 10
[46pp]

Toughness +4 +6 (defensive roll)
Fort +4+2
Reflex +5 +5=10
Will +5 +5=8
[10pp]

Skills: Acrobatics +4+5=9, Bluff +8+3=15, Craft: Artistic +8+2=10, Craft: Mechanical 8+2=10, Diplomacy +4+3=7, Disable Device 8+5=13, Drive +4+5=9, Gather Information +8+3=11, Intimidate +4+3=7, Investigate +8+3=11, Knowedge Arcane +12+2=14, Notice 12+5=17, Search +4+2=6, Stealth 8+5=13,
[25pp]

Feats: Artificer,* Ritualist,* Beginners Luck, Contacts,* Defensive Roll+6, Die Hard, Eidetic Memory, Elusive target, Equipment 4, Luck1, Precise Shot, Quick Draw, Ranged Pin, Seize Initiative, Well-Informed,*
[23pp]

Equipment:
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