Character Cache

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Tue May 08, 2012 7:20 pm


Gender: Male
Homeworld: Not sure. Suggestion?
Affiliation: Terran Union
Rank: Private?
Age: 19 yr.
Height: 5'9"
Weight: 155 lb.
Hair Color: Black
Eye Color: Black
Handedness: Right

PL: 8 PP: 121


DEFENSES: Dodge 9 Parry 9 Fort 7 Tough 2(7/w Armor, Impervious 5), Will 9

SKILLS: Acrobatics 4(+7), Athletics 5(+7), Expertise[Military] 2(+4), Insight 6(+15), Perception 6(+15), Stealth 9 (+12), Technology 8(+10), Treatment 2(+4)

ENHANCED SKILLS (GETTING IN YOUR HEAD): Deception 8(+17/+19), Intimidation 8(+17), Persuasion 8(+17/+19)

ADVANTAGES: Assessment, Attractive 1, Hide in Plain Sight, Precise Attack 1 [C. Concealment], Range Attack 3, Takedown 1


"Psychic Blade", Damage 7 [Extras: Alternate Resistance "Will" (+1/r), Incurable (+1 pp)] * 15 PP
AE - "Telepathy", Mental Communication 3 [Extras: Subtle 1 (+1 pp), Linked to "Comprehend" (+0/r)], Comprehend 2 [Understand and Understood - Flaws: Limited to "Mental Communication" (-1/r)] * 1 PP
AE - "Mind Probe", Mind Reading 8 [Extras: Cumulative (+1/r), Effortless (+1/r), Insidius (+1 pp), Precise (+1 pp), Subtle 1 (+1 pp) ; Flaws: Distracting (-1/r)] * 1 PP
AE - "Void Mind", Concealment 10 [All Senses - Extras: Precise (+1 pp), Subtle 1 (+1 pp) ; Flaws: Passive (-1/r)] * 1 PP
AE - "Getting in Your Head", Feature 3 [Awareness for Deception, Intimidation, and Persuasion], Enhanced Skills 12 [Deception +8, Intimidation +8, Persuasion +8] * 1 PP
"Psi Sense", Senses 7 [Acute, Psionic Awareness ; Accurate, Ranged Detect Minds ; Mental Danger Sense; Advantages: Uncanny Dodge] * 8 PP

ELITE Equipment Pack
Body Armor (8 points)
Removable, Body Armor: Protection 5- Impervious +5

Communicator (10 point)
Easily Removable, Hyperspace radio: Radio Communication 4

Hand-held Sensor: Senses 10 (10 points)
Technological, Awareness: Detect Life Forms, Counters Concealment; Sonar, Extended: Sight 3 x1k.

Man Portable Rail Gun (17 points)
Easily Removable,
Rail Gun: Blast 7
Range (174/350/700 ft) DC 22; Accurate 3; +6 Multi-attack Penetrating
Alternate: Grenade
Burst Area Blast 7
Range (174/350/700 ft) DC 22; Burst Area 30 feet radius sphere
Alternate : Vibro-bayonet: Strength Based Damage 5
DC 22 Penetrating 10

Initiative +3
Psychic Blade, +9 (DC 22 Will)
Rail Gun, +9 (DC 22 Tough)
Grenade, (DC 17 Dodge, DC 22 Tough)
Vibro-Bayonet, +9 (DC 22 Tough)

"Elite" - The Elite, by their nature, are counter to the Terran Union's ideology of everyone being equeal. This invokes both concern, and high expectations.
"Prejudice: Telepath" - When most people discover you can read minds, they tend to become suspicious and distrustful.

Abilities 54 + Powers 27 + Advantages 10 + Skills 21 + Defenses 11 = 121/121 + Equipment Pack

Simon was much like everyone else. Banal and mundane. He was a quiet daydreamer who watched and listened more than did things. But for the most part he was pushed by loving parents, peers, and authorities figures to fit the Terran Union's archetype of what a person should be. He wasn't exactly happy, but he fell upon no ills. Everything was as would be expected, until his after his thirteenth birthday.

After a check up, which wasn't entirely routine, his doctor invited Simon's parents to let Simon take part in a special program. The Lang family refused, having no desire to submit their son to undue scrutiny. A week later the invitation became a seizure. Simon was taken from his family, and subject to a fresh battery of tests. All because his nervous system was different from most. After the tests came experiments. Painful experiments that left scares.

Simon Lang didn't see much day light during his mid teen years. Mostly he was in doors, locked away safe and out of sight. His awareness expanded as the procedures became more bold. They went beyond the physical and into the ephermal. At some point, the research involving Simon was militarized. The military regium shift was offered more freedom, but the military demanded more of Simon.

He was allowed to visit his family. Received more freedoms. Later on a deal was struck, where they would help Simon develop his psychic which he had grown very fond of. But he would be required to serve a tour in the armed forces, and train for that service. After his tour, he would be released from the government's hold to be his own man. Or so they promised. Not entirely trusting, Simon still went along with the deal. If they weren't true to their word, at least he was out behind walls, with more room to maneuver an escape.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Fri May 25, 2012 12:35 am

This is a personalized "Dark Twilight" version of Wolverine. Made for a campaign remeniscent of Sins of the Future. It has splashes of influence from mrbassman's Wolverine, as well as Thorpocalypses'. Belial666 gave me the idea for the "Canadian Buzzsaw" effect. Thanks to all three for the helpful ideas they spawned.


OPL: 12.5 - 13 DPL: 12.5 - 13/15 PP: 230

ABILITIES: STR 4 [5/6 Rage] STA 8 [9 Rage] AGL 4 DEX 0 FGT 12 AWE 7 INT 3 PRE 2

DEFENSES: Dodge 14 Parry 14 Fort 14 [15 Rage] Tough 11 [12 Rage] Will 12 [15 vs Mental, Rage]

Initiative +8
Claws, +15 (DC 25 Tough/26 Rage, DC 21 Fort), (Crit 18-20) or +15 (DC 25 Dodge/26 Rage)
Grab, +15 (DC 20 Tough/21 Rage)
Firearms, +5
Unarmed, +15 (DC 20 Tough/21 Rage)

SKILLS: Acrobatics 8(+12), Athletics 5(+10/+11 Rage), Deception 4(+6), Expertise[Military] 4(+7), Insight 8(+15), Intimidation 13(+15), Investigation 4(+7), Perception 8(+15), Ranged Combat[Firearms] 5(+5), Stealth 10(+14), Vehicles 5(+5)

ADVANTAGES: All-out Attack, Close Attack 3, Defensive Roll 1, Improved Critical 2 [Claws], Improved Initiative 1, Improved Smash, Move-by Action, Power Attack, Skill Mastery 2 [Intimidation, Perception], Startle, Takedown 2

"Adamantium Bones", Feature 1 [Bones Can't be Broken], Enhanced Strength 1, Immunity 20 [All Bludgeoning - Flaws: Half Effecdt (-1/r)], Protection 2 * 15 PP

"Adamantium Claws", Strength Based Damage 5 [Extras: Linked to "Weaken Toughness" (+0/r)], Weaken Toughness 11 [Resisted by Fortitude - Extras: Affects Objects (+1/r), Linked to "Str based Damage" (+0/r)] * 27 PP
AE - "Canadian Buzzsaw", Strength Based Damage 5 [Extras: Alternate Resistance "Dodge" (+1/r), Multiattack (+1/r)] * 1 PP

"Animal Senses", Senses 10 [Hearing: Extended Hearing 1, Ultrahearing ; Scent: Accurate, Acute, Analytica, Extended 1, Tracking 1 ; Vision: Extended 1, Low-light Vision] * 10 PP

"Healing Factor", Immunity 3 [Aging, Disease (Half Effect [-1/r]), Poison (Half Effect [-1/r])], Regeneration 10 [Extras: Persistent (+1/r)] * 22 PP

"Beserker Rage", Enhanced Strength 1, Enhanced Stamina 1, Enhanced Will 3, Immunity 2 [Critical Hits]; (All Effects - Flaws: Limited [only when Raging], Quirks [Cannot use Awareness based skills, Must make a Will Check each round to stop fighting until incapacitated or exhausted]) * 4 PP


Responsibility Wolverine has become a leader of the underground.
Enemy Sabretooth, Daken, Cyber, Romulus and others ... but especially Sentinels right now.
Prejudice/Outlaw As mutant, he is subject to a lot prejudice. On top of that he, like all the other metahumans, is an outlaw.
Reputation: He's the best he is at what he does, but what he does isn't very nice,
Relationships Jubilee, Jean Grey, the X-students, and members of the various X-groups
Temper He's volcano ready to explode, what with his Berserker Rages and all
Vulnerable Because of his Adamantium skeleton he is vulnerable to Magnetic attacks
Vulnerable He is vulnerable to the Muramasa blade and items made from it that cancel out his healing factor and can kill him

Abilities 80 + Powers 79 + Advantages 16 + Skills 32 + Defenses 23 = 230/230

Wolverine, aka Logan, aka James Howlett has a history that could fill books, even though he couldn't write it himself. What is important is his nature. Wolverine was given his name because of the nature of the creature. When pushed, the wolverine is possibly the fiercest animal on the planet.

Logan saw it all coming. He knew that mutants wouldn't be allowed to exist in peace alongside humans. As a matter of fact, it was an argument he had with the Professor daily. He's never been unhappier to be right. The consummate survivor, Logan evaded capture during the initial ambush of the Sentinals. He ran, hiding, living off the grid, away from humanity. Eventually he decided enough was enough. Wolverine has returned. It's time to fight back. First, build a team. Second, find out how this worldwide purge was kept under wraps. Third, hand leadership to someone more capable.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Fri Jun 15, 2012 5:18 pm

Trainer wrote:ALISTER SMITE

Height: 5 ft. 8 In.
Weight: 140 lb.
Eye Colour: Blue
Hair Colour: Black
Dres Style: Black is a constant. Jeans, t-shirt, and open button down shirt for casual affairs and school. Leather pants and jacket is he's on an outing or planning for some misadventure. Steel toed boots are common, as are black rimmed mirror lensed sunglasses, and studded leather bracers.

PL: 4 PP: 60


DEFENSES: Dodge 5 Parry 5 Fort 4 Tough 3 (1 w/o Leathers) Will 4

Initiative +0
Baseball Bat, +5 (DC 18 Tough)
Unarmed, +5 (DC 16 Tough)
Grap, +5 (DC 11)

SKILLS: Athletics 5(+6), Expertise[Pokemon] 6(+8), Expertise[Tactics] 6(+8), Insight 6(+6), Intimidation 6(+7), Perception 5(+5)

ADVANTAGES: Animal Empathy, Assessment, CLose Attack 1, Set-up 1, Startle, Equipment 3


"Pokemon Trainer", Enhanced Advantages 6 [Inspire 5, Leadership ; Flaws: Limited "to Pokemon" (-1/r) ; Extras: Innate (+1 pp)] * 4 PP

"Baseball Bat", Damage 2 [Strength based] * 2 EP
"Bike", Speed 1 * 1 EP
"Leather Clothes", Protection 2 * 2 EP
"PokeDex", Feature 2 [Library, Small Size] * 2 PP
"PokeGear", Feature 8 [Audio Recorder, Camera, Cellphone (Smartphone), GPS Receiver, Video Camera] * 8 EP

"Tough Guy" - Alister is bigger than a lot of kids his age. He's also known as a bully who picks on the weak. Most people don't understand this isn't done with malice. He's trying to toughen them up.

"Family Buisness" - While it isn't common knowledge, a lot of his family members are criminals. Going back for a couple generations.

Abilities 18 + Powers 4 + Advantages 8 + Skills 17 + Defenses 13 = 60/60

Alister grew up in a large family. He has six brothers, three sisters, and there was plenty of strife between them. He was the runt of the litter, even though he was a middle child. His brothers picked on him and his parents tended to turn a blind eye. The only one of his siblings he got along well with was his youngest sister Moria, who he cherished. Which was good, because he was often put in charge of watching her.

One day they were playing near the woods by their home. Alister was looking for a toy they had lost when he lost sight of Moria. It seemed like only a minute. Maybe two. He heard a scream, his sisters scream. Breaking off his search for the toy he ran towards Moria's screams. He arrived at a clearing in the forest and found some blood on the ground and a black Pokemon running off into the distance. Alister tried to follow, but the Pokemon was too fast.

They never found Moria, alive or dead. Alister blamed himself, and so did his mother. As tension grew in the family revolving around the lose of Moria, Alister's father decided it would be best if Alister just went away. Without ceremony or fan fair he was sent off to the Pokemon academy with his Sneasel as his only companion.
Sneasel wrote:"GRIFTER" the Sneasel

PL: 6 PP: 90


DEFENSES: Dodge 8 Parry 8 Fort 5 Tough 4(1 Flat Footed) Will 7

Initiative +18
Claw Attacks, +8 (DC 19 Tough)
Grab, +6 (DC 9)
Ice Beam, 60 ft., (DC 20 Ref, DC 20 Tough)

SKILLS: Agility 6(+12), Athletics 9(+8), Close Combat[Claw Attacks] 2(+8), Perception 8(+10), Stealth 6(+16)

ADVANTAGES: Agile Feint, Defensive Roll 3, Evasion, Hide in Plain Sight, Improved Disarm, Improved Feint, Improved Initiative 3, Move-by Action, Redirect, Takedown 1

"Dark/Ice Type" * 3 PP
VULNERABLE (+50%): Bug, Steel, Fire, Fighting
RRESISTANT (-50%): Dark, Ice, Ghost
IMMUNE (Immunity): Psychic

"Claw Attacks", Damage 4 [Extras: Multiattack (+1/r), Variable Descriptor[Normal, Steel, Ghost] 2( +2 pp), Linked to "Weaken Parry" (+0/r)], Weaken Parry 4 [Resisted by Will ; Extras: Subtle 1 (+1 pp)]* 15 PP
AE - "Ice Beam", Line Area Damage 5 [Extra: Line Area 2(+2/r)] * 1 PP

"Fast as a Sneasel", Speed 1 * 1 PP

"Nocturnal Sight", Senses 2 [Darkvision ; Extras: Innate (+1 pp)] * 3 PP

"Small Size", Shrinking 4 [Flaws: Permanent (+0/r) ; Extras: Innate (+1 pp)] * 9 PP


"Rudimentary Hands" - Grifter has appendages that are capable of a small degree of manipulation. (-2 pp)

"Limited Speech" - Grifter speaks Sneasel. While other Pokemon understand, human's don't. (-4 pp)

"Bad Reputation" - Sneasels have a, well earned, poor reputation. They're vicious, agressive, thieves ... and a few other not nice things.

Abilities 26 + Powers 31 + Advantages 14 + Skills 16 + Defenses 9 - Disadvantages 6 = 90/90

A while back the Smite family had a rash of missing pokemon. Young or weak ones that were being healed. Alister was given his father's Raticate, and sent to investigate. It turned out a Sneasel was sneaking around their property and killing off the Pokemon that went missing. Not out of malicious intent (alone), but for food. Alister and Raticate battled the Sneasel, and rather and the young trainer decided to keep it since he didn't have a Pokemon of his own at the time. That Sneasel was Grifer.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Thu Jul 12, 2012 4:26 am

WIGHT KNIGHT (Franklin Reed)

Eye Color: Green
Hair Color: Black
Ethnicity: Caucasian
Nationality: US Citizen with no criminal record
Handedness: Right
Height: 6'2"
Weight 195 lb.
Age: 38 yr.
Relatives: Darla Reed (daughter, age 13 yr.)


DEFENSES: Dodge 12 Parry 12 Fort 8 Tough 8 Will 12

Initiative +10
Thunder Mace +12, (DC 23 Tough, Crit 19-20), (DC 18 Fort, Crit 19-20)
Neural Sundering +12, (DC 23 Will, Crit 19-20), (DC 18 Will, Crit 19-20)
Unarmed +12, (DC 20 Tough, Crit 20)
Grab +12, (DC 15)
Throw +6 (DC 20, Crit 20)

SKILLS: Acrobatics 6(+12), Athletics 6(+11), Expertise[History] 6(+9), Insight 4(+10), Perception 6(+12), Persuasion 6(+8)

ADVANTAGES: Agile Feint, All-out Attack, Assessment, Benefit 1 [Inventor Daughter], Evasion 1, Fearless, Improved Critical 1 [Mace], Improved Disarm, Improved Initiative 1, Inspire 5, Jack-of-all-trades, Leadership, Power Attack, Precise Attack 1[C. Concealment], Quick Draw, Redirect, Takedown 2, Tracking


"Tactical Implant", Enhanced Ability 4 [Intellect 2, Awareness 2], Enhanced Advantages 3 [Defensive Roll 2, Uncanny Dodge], Senses 8 [Mental Danger Sense ; Accurate, Acute, Analytical, Ranged Detect Weakness] * 19 PP

"Hover Steed", Flight 5 [Flaws: Platform (-1/r)] * 5 PP

<Device, Easily Removable> "Thunder Mace", Strength Based Damage 3, Weaken Toughness 8 [For based - Extras: Affects Objects (+1/r)] * 12 PP
AE - "Neural Sundering", Strength Based Damage 3 [Extras: Alternate Resistance "Will" (+1/r)], Weaken Will 8 [Will based]


"Relationship: Daughter" - Darla is Franklin's only surviving family. They're pretty close, and the teenager acts as Franklin's tech support.

"Enemy: The Fomori" - A race a ancient aliens stranded on earth, and were integrated into myths. They killed Franklin's wife, and put him in a coma.

<i>Abilities 84 + Powers 36 + Advantages 24 + Skills 17 + Defenses 14 = 175/175</i>

Franklin grew up in an academic family. As a kid he had a keen interest in the past. When he matured, Franklin allowed this interest to shape his education and choice in career. His father was a historical engineer and made replicas of structures, vehicles, inventions, and so forth to test literary accuracy. Franklin's interests were more martial, but his father encouraged the boy when he asked to take fencing in elementary school.

Franklin eventually majored in European and Middle Eastern history. But was military history, weapons, and he spent his post graduate years studying medieval weapons and combat. In the intervening years he competed in professional tournaments, from swordsmanship to jousting and even bare knuckle boxing, around the world to test his theories and study what others in his field had cultivated from their own research.

Even with such an active life Franklin found the time to win over a wonderful woman, Elizabeth, and persuade her to marry him. He was twenty-five when his daughter, Darla, was born and she became his pride and joy. Franklin lived a happy twelve years with his family before an ancient folio came into his possession describing a unique weapon used to fight the mythic figure Balor, and his Fomori. Myths weren't his area of expertise, but a colleague requested his insights on the battles described, and the weapon itself.

His break through came when Darla took a peak at the folio. The girl was nothing sort of a genious, and both Franklin and Elizabeth both had suspicions there might be something beyond the mundane involved with the girl's intellect. In any event, Darla pointed out some disturbing physics formula in the folio. The weapon described was well beyond the technology of the time. Even beyond modern science.

It was shortly after this discovery that Franklin's colleague went missing. When Franklin began to investigate he didn't get far. But he didn't have to. Trouble found him, and his family. One of the Fomori, in human form, a myth made flesh, came to Franklin's home. He walked in on the creature as it loomed over his wife's body and was prepared to kill his daughter. Franklin drew an axe from his mantle and engaged the unearthly being. He put up a good fight, but it was faster and stronger.

During the battle the Fomori told it the tale of it's kind, and what he had stumbled upon. Why he had to die ... and it could tell him these things, because he wouldn't live long enough to do anything about it. The Fomori and their leader Balor, were aliens. Slavers and raiders from a dozen races. They'd crash landed on earth, in Britain, after fleeing a battle that had damaged their ship beyond repair. The weapon described in the folio was one of their own, stolen, and used against them when the a tribal leader fought them back into the shadows.

The conflict didn't last long. Shortly after the Fomori had told it's tale he had dealt Franklin a terrible wound that sent him into a coma for the next year. Thinking him dead, the alien departed. Darla forgetting as the sound of sirens drew near. Franklin only came out of the coma because of his daughter. Somehow Darla managed to sneak him out of the hospital. She removed some damaged brain tissue from her father and replaced it with a neural implant.

Franklin's recovery was surprisingly quick once he came out of the coma and set himself to tracking down the Fomori. Darla was ready, and had some inventions to share with him. But the Fomori were well hidden, and Franklin's question grew when he came into contact with new conflict. He realized he couldn't just fight the Fomori. There were so many other troubles in the city and he had the determination, training, and tools to combat them. It was almost as if all his life he had been preparing for it.
Last edited by Sakuro on Thu Jul 12, 2012 4:34 am, edited 1 time in total.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Thu Jul 12, 2012 4:28 am


ABILITIES: STR n/a DEX 10 CON n/a INT 20 WIS 20 CHA 20

SAVES: Tough +0 Fort Immune Reflex +4 Will +15

COMBAT: Attack Bonus +0, Defense Bonus +4, Initiative +0
Mind Ripping (DC 27 Will)
Suppress Psionics (DC 22 Will)
Sharing the Mortal Coil (DC 22 Will)


KNOWLEDGE: Bluff 9(+14), Concentration 7(+12), Diplomacy 9(+14), Intimidate 8(+13), Knowledge[Behavioral Sciences] 9(+14), Notice 7(+12), Sense Motive 7(+12)

"Unseen Force", Concealment 6 [All Aural Senses, All Visual Senses ; Flaws: Permanent Duration (+0/r) ; Feat: Innate (+1 pp)] * 13 PP

"Without Body", Immunity 30 [Fortitude Saves ; Feats: Innate] * 31 * PP

"Without Form", Insubstantial 4 [Incorporeal ; Flaws: Permanent (+0/r) ; Feats: Innate] * 21 PP

"Sharing the Mortal Coil", Possession 12 [Extra: Continuious Duration (+1/r) ; Feats: Dynamic] * 60 PP

DAE - "Mind Ripping", Mental Blast 12 * 2 PP

DAE - "Speed of Thought", Flight 20, Space Travel 17, Super-Movement 1 [Dimensional Travel 1 (Astral Plane)] Enhanced Feat: 1 [Move-by Action] * 2 PP

DAE - "Psionic Supression", Nullify 12 [All Psionic Powers ; Concentration Duration (+1/r), Perception Range (+1/r)] * 2 PP

DAE - "Telep[athy", Communication 10 [Mental ; Extras: Linked with "Mind Reading" (+0/r)], Mind Reading 12 [Extra: Linked with "Communication" (+0/r)], Comprehend 4 [Speak to and Understand Animals, Understood by and Understand all Languages], Super-Senses 8 [All Sustained ; Dimensional (Real World - Astral Plane) Mental Senses, Accurate and Acute Mental Senses, Mental Detect Life, Mental Psionic Awareness] * 2 PP


"No Body" - Nomin-Rhyne has no body. It cannot interact physically without possessing someone. Likewise, it has no voice to speak with and thus cannot communicate, unless it uses it's mental communication.

"Progenitor of the Xindi Collective" - Nomin-Rhyne is somethng of a father figure to the hive-mind it created, and feels responsible for it.

Abilities 10 + Skills 14 + Powers 134 + Combat 8 + Saves 14 = 180/180

Nomin-Rhyne was born in atrocity. Fade committed mass genocide, killing an entire race. The psychic backlash was so strong it created Nomin-Rhyne. A being of pure mental energy filled with the hate, anger, and desire for revenge of an entire race. All of that was pointed at Fade. But Nomin-Rhyne didn't act impulsively, but over time developed a plan to shake the pillar of Fade's empire.

The psionic entity crossed the boundaries of space and dimension. Whisper into minds. Influencing the actions of Fades follower (whether they were loyal and willing, or coerced). Descent was formed on a wide scale. Thousands of worlds were affected by Nomin-Rhyme's meddling. More, there were organized. They worked in tandem, across dimensional lines. The disruptions grew into full on upheaval. Thousands of worlds across hundreds of dimensions. All organized. All moving with ordered precision, and no one was spared. Even Fade's loyal commanders turned against him.

It was far too coincidental, and beyond mere manipulation. Beyond open lines of communication between formerly unaligned peoples who had no way of knowing of one another. Fade realized, before it was too late, that a psionic plague was at work. Undetectable, but he had seen the signs before ... an inborn quality of a certain race he had once seen exterminated. The plague, a natural occurring quality in the race whose death throes bore Nomin-Rhyne, assimilated outsiders into a hive mind.

Nomin-Ryhne had infected a significant portion of it's power in constructing the plague, with it's mission to bring about the collapse of Fade's dynasty. The first logical step to counter the plague was the use of mechanized forces. But this was, in the end, futile. Somewhere, no matter how far removed, there was a sentient mind writing program, if not building the machines. All it took was one compromised programer, or builder, here and there before the machines too were usurped and used against Fade's forces.

Fade was forced to exterminate entire worlds, wholesale, or risk the psionic plague spreading to his forces. But it had already taken on a life of it's own and could never truly be eradicated. It was undetectable, and until primed by the hivemind's directives the host was essentially a sleeper agent. Eventually the hivemind broke away from Nomin-Rhyne, and asserted itself as the Xindi Collective.

Though the Collective's nature couldn't be detected, and Fade only had his theory, Nomin-Rhyne wasn't so protected. In his paranoia wide scale psionic detection measures were put in place that hadn't been considered until Nomin-Rhyme began to stir the pot. Eventually the psionic entity was caught trying to traverse the dimensional barriers to warn a world Fade was preparing to invade. The name Nomin-Rhyne wasn't unfamiliar to Fade. Even before the birth of the Xindi Collective, he had been a thorn in the conqueror's side. People on many worlds knew his as a demon or trickster spirit.

All of it's efforts earned Nomin-Rhyne a stay in Hellworld.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Mon Aug 13, 2012 9:32 pm

I know the Stamina boost from Light Absorption and the active defense from Deflect/Energy Manipulation clash. But I figure, given the Fade attached to the Stamina, that could instantly burn off to an approperiate level when he uses them both at the same time.

His Illumi-Suit is a simple body suit with lights arraed on the inside to give him a constant supply of light that he can absorb. There's a wrist mounted controll so he can tone it back or amp it up.

There are also a few free floating EP. I'm happy to use those to beef up a team HQ.

ILLUMI-KNIGHT (Kevin Camble)

PL: 10 PP: 150

ABILITIES: STR 2(12) STA 2(8/12) AGL 1 DEX 1 FGT 5 INT 0 AWE 1 PRE 2

DEFENSES: Dodge 8 Parry 8 Fort 2(8/12) Tough 2(8/12) Will 8

Initiative +5
Light Bolt, +8 (DC 27 Tough)
Dazzle, +8 (DC 22 Dodge/Fort)
Unarmed, +8 (DC 17/27 Tough)

SKILLS: Acrobatics 7(+8), Athletics 0(+2/+12), C. Combat[Unarmed] 3(+8), Deception 8(+10), Expertise[Behavioral Sciences] 8(+8), Insight 7(+8), Perception 6(+7), Persuasion 8(+10), R. Combat[Light Control Array] 7(+8)

ADVANTAGES: Accurate Attack, All-out Attack, Equipment 1, Improved Initiative 1, Move-by Action, Power Attack, Precise Attack 2[C. Conceamlent, R. Cover], Takedown 1

LIGHT ABSORPTION * 25 PP Multiple Powers
Enhanced Strength 10 [Flaws: Fades(-1/r)]
Enhanced Stamina 10 [Flaws: Fades(-1/r)]
Immunity 5 [Light Based Damage]

LIGHT CONTROL * 25 PP Array, 4 PP Alternate Effects
"Light Bolt", Ranged Damage 12 [Extras: Variable Descriptor "Light" (+1 pp)]
AE - "Energy Manipulation", Deflect 12 [Extras: Rediret (+1/r), Reflect (+1/r), Variable Descriptor "Light" (+1 pp) ; Flaws: Limited to "Energy" (-1/r)]
AE - "Hard Light Constructs", Create 12 [Extras: Variable Descriptor "Light" (+1 pp)]
AE - "Dazzle", Ranged Affliction 12 [Affects Sight, evaded with Dodge, Resisted with Fortitude: 1st Degree Impaired, 2nd Degree Disabled, 3rd Degree unaware ; Extras: Cummulitive (+1/r), Alternate Resistance "Dodge" (+0/r), Variable Descriptor "Light" (+1 pp)]
AE - "Illumination", Enviroment 12 [Bright Light ; Extras: Variable Descriptor "Light" (+1 pp)]

LIGHT SAIL 14 PP Array, 1 PP Alternate Effects
Flight 7
AE - Teleport 14 [Flaws: Medium "Pressance or conductor of Light"(-1/r)]

"Illumi-Suit" Feature 2 [Provides a consistant and variable degree of internal suit-to skin lighting] * 2 EP

3 EP Unspent

Abilities 28 + Defenses 17 + Skills 27 + Advantages 9 + Powers 69 = 150/150

So not stealthy ... - Given the nature of Kevin's powers, stealth can obviously be compromised from time to time.

Rivarly - Kevin's light based nature makes him a natural opposite to anyone with a darkness based power.

Storm Rider - Kevin's powers originated from the mass empowering Silver Storm event. What long term effects that may have on him are unknown.

Kevin was one of those guys who was always content in his own company. He did good in school, but had a total lack of ambition and motivation. Out of high school he petered out and lived in his mom's garage. Reading a lot into psychology and sociology (because he'd always had an interest in how people worked), maintaining the house and surrounding land but generally going nowhere.

Eventually his mom kicked him out and he got a job selling cars. He had friends too. They did things together. A lot of physical activities, including paint ball and frizz-bee golf. So Kevin was an active young man. It was all very banal, very normal. Kevin wasn't happy, but he was content. He felt like something was missing. But his life was enough.

Then the Silver Storm hit Emerald City and Kevin's life lit up. Literally. His powers surfaced a few minutes after the event and he became embroiled in the ensuing madness. Kevin even went a little mad himself. But while some were totally gripped in it Kevin was able to collect himself, and fight the chaos.
Last edited by Sakuro on Sat Aug 18, 2012 12:55 am, edited 1 time in total.
Roll Call thread: Character Cache

Cosmic Scion
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Re: Character Cache

Post by Sakuro » Fri Aug 17, 2012 5:18 pm

I give you Living-Dead-Man (LMD for short)! He's a flesh and blood man, not a corpse. But he uses a ghoulish guise to his advantage. LMD is skilled in "Scare Tactics". It isn't a power, but a learned talent to play upon people's fear. Thus it is listed as Innate. LMD fits the Crime Fighter Archtype. However, he is a scary profiler, not a detective.

LIVING-DEAD-MAN (Bradley Dent)

PL: 10 PP: 150


SAVES: Tough +4(+7 w/ Vest) Fort +7 Ref +13 WIll +13

COMBAT: Initiative +3 ; Attack Bonus +10 ; Attack (Melee) +11, Battle Baton +13(DC 22 Tough), Unarmed +11 (DC 19) ; Grapple +17 ; Attack (Range) +10, Battle Batton +12 (DC 22 Tough) ; Defense Bonus +13(+5 FF) ; Knockback -3

SKILLS: Acrobatics 5(+8), Bluff 4(+8), Climb 4(+8), Computers 3(+6), Diplomacy 4(+8), Disable Device 3(+6), Intimidate 11(+15/+19 Mask), Knowledge[Behavioral Sciences] 7(+10), Notice 5(+8), Sense Motive 7(+10), Stealth 7(+10)

FEATS: M. Attack Focus 1, Attack Specialization 1 [Battle Baton], Benefit 1 [Intimidate for Gather Information], Contacts, Dodge Focus 3, Equipment 2, Fearless, Power Attack, Redirect, Skill Mastery 1 [Intimidate, Stealth, Sense Motives, K. Behavioral Sciences], Startle, Takedown Attack 1

Emotion Control 10 [Flaws: Limited to "Fear" (-1/r) ; Power Feats: Innate (+1 pp), Subtle 2 (+2 pp)] * 14 PP
AP - Emotion Control 10 [Flaws: Ranged (-1/r), Limited to "Fear" (-1/r) ; Extras: Shapable Area (+1/r) ; Power Feats: Innate (+1 pp), Subtle 2 (+2 pp)] * 1 PP

"Ghoul Mask" Enhanced Skill 1 [+4 Imtimidate] * 1 EP

"Battle Batton" Strike 3 [Mighty, Throw] * 5 EP

"Undercover Vest" Protection 3 [Subtle] * 4 EP

Reputation - Living-Dead-Man may well be the scariest man in the city (the world?). He uses fear as a weapon, and has become a local urban legend.

Seceret Identity - Behind the mask Living-Dead-Man is just a man. Bradly Dent. An identity he does his best to keep seceret.

Abilities 42 + Skills 16 + Feats 15 + Powers 14 + Combat 40 + Saves 23 = 150/150

Bradley was always keen to know how the human mind worked. He loved those shows and books about profilers who could study a person's actions and see their history in them. Or even predict their future actions. So when he graduated high school he took courses in college that would help him expand his knowledge in the field; the various behavioral sciences. He was a good student too, but not so much that he didn't have a life, including a girlfriend.

Her name was Jessica, and she was the best thing that happened to Bradley. She motivated him, inspired him, and built him up. The light of his life. Jessica was also beautiful, popular, and came from a wealthy family. The latter gave reason for some greedy men to abduct her, and hold her for ransom. Even after they got their money the men killed her. This sent Bradley into a very dark place.

The police didn't know who had abducted Jessica, but Bradley was able to work up a psychological profile. One that proved accurate and lead him to the criminals responsible. While fit and healthy, he wasn't exactly Batman. But that didn't stop Bradley from dawning a mask and confronting them. While he succeeded in capturing them men in such a way the police could arrest them on the grounds of Jessica's abduction and murder, Bradley had nearly died.

But that didn't stop him from going out to confront crime again and again. He trained, refined his technique, and equipped himself. In time the Ghoul Faced vigilante was something the entire underworld could fear. Living-Dead-Man was born.
Roll Call thread: Character Cache

Cosmic Scion
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Re: Character Cache

Post by Sakuro » Tue Aug 21, 2012 6:00 pm

This character was made for the "Zero Gene" setting. In it an alien cargo ship has an accident over earth orbit and it's contents, seeds of an alien race, spills out over earth. Creatures called "Phantasms" are the result. They become a blight to humanity.

There are a couple custom Advantages I threw in, as well as a Feature, that will need approvel:

Phantasm Empathy* This is meant to function like Animal Empathy, but for Phantasms.

Phantasm Fetishist* This is meant to function like the Inventor Advantage. But focuses on making things out of Phantasms.

Phantasm Eater This is to reflect an adaptation to eating Phantasms.


PL: 8 PP: 120


DEFENSES: Dodge 8 Parry 8 Fort 7 Tough 8 Will 9

Phantasm Cannons, +8 (DC 23 Tough)
Projectile Explosive Gel, (DC 18 Dodge, DC 23 Tough)
Phantasmal Nerve Agent, +8 (DC 23 Will)
Phantasm Biogenic Gel, +8 (DC 23 Fort)
Phantasmal Surge, (DC 23 Dodge, DC 23 Tough)

SKILLS: Acrobatics 5(+8) Athletics 6(+7), Expertise[Phantasms] 10(+12), Expertise[Survival] 10(+12), Insight 7(+10), Perception 7(+10), Persuasion 5(+6), Ranged Combat[Phantasm Fetish Weaponry] 5(+8), Stealth 5(+8)

ADVANTAGES: Improved Initiative 1, Improvised Tools, Leadership, Phantasm Empathy* , Phantasm Fetishist, Precise Attack 2 [R. Cover, R. Concealment], Tracking

"Phantasm Eater", Feature 1 [May eat most Phantasms without ill effect.] * 1 PP

PHANTASM FETISH SUIT 28 PP, Hard to Remove Device
"Phantasm Gel-Exterior", Protection 7
"Phantasm Cannons", Damage 8 [Extras; Ranged (+1/r), Multiattack (+1/r)]
AE - "Projectile Explosive Gel", Damage 8 [Extras; Ranged (+1/r), Burst Area 1 (+1/r)]
AE - "Phantasmal Nerve Agent", Damage 8 [Extras; Ranged (+1/r), Alternate Save "Will" (+1/r)]
AE - "Phantasm Biogenic Gel", Damage 8 [Extras; Ranged (+1/r), Alternate Save "Fortitude" (+1/r)]
AE - "Phantasmal Surge", Damage 8 [Extras: Shapable Area 2 (+2/r)]


Fetishist Stigma - Some people are bound to have issues with a guy who wears and eats Phantasms. They might even "mistake" him for a Phantasm when he's in his suit.

Aberrant - Wyatt and his family have been eating Phantasms almost as early as they showed up. Who knows what kind of biological or psychological effect with will have on him in the long run.

Extended Family - The Hallows Clan is big, and has their own militant branch including a number of Espers. Fiercly independent they managed to weather a great deal of the troubles brought on by the Skyfall event on their own. Wyatt still maintains close ties to his family too.

Abilities 28 + Powers 29 + Advantages 8 + Skills 30 + Defenses 25

Wyatt lived with his very large family out in Tennessee rural country areas. They were ranchers, survivalists, and all manner of modern cowboy and woodsman; many with military or paramilitary training. When Skyfall hit, he was ten years old. The Hallows, an expended family of well over a hundred people, came together quickly and supported each other during the trials ahead.

When the Phantasms adapted to conventional weaponry, and the military was having trouble with the alien threat, the Hallows drew in their neighbors, and those of neighboring communities. A number of Espers had developed in the family and they became a rallying point for others. During all of this, at some point someone had gotten hungry enough to eat a Phantasm. He didn't die, so the idea slowly spread. Eventually they community decided to treat the Phantasms like an invasive species. They hunted it, and turn it into a resource.

Wyatt was one of those who supported this idea, and he learned a lot about the Phantasms by hunting, tracking, and processing them. He even tried training a few. Such efforts were hit and miss. But Wyatt wasn't really content living at home under the eye of his patriarchal father. Eventually he broke out on his own and started traveling. He'd hitch rides, or just plain walk. Following news reports he tried to be where he was needed. That why he came to Neo York. Call is a hunch, instinct, or a keen eye for Phantasm behavior ... but he had a feeling something big would be going now there sooner or later. If it hadn't already.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
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Re: Character Cache

Post by Sakuro » Wed Sep 05, 2012 7:26 pm

REVENANT (Alex Gooding)

PL: 10 PP: 151

ABILITIES: STR 2(12) STA 2(12) AGL 2 DEX 2 FGT 8 INT 1 AWE 1 PRE 1

DEFENSES: Dodge 8 Parry 8 Fort 12 Tough 12 Will 8

Grab, +8 (DC 22) (Crit 20)
Ground Strike, (DC 20 Dodge/Fort)
Shockwave, (DC 20 Dodge, DC 25 Tough)
Throw, +8 (DC 27 Tough), (Crit 20)
Unarmed, +8 (DC 27 Tough), (Crit 19-20)

SKILLS: Expertise[Gaming] 10(+11), Expertise[Popular Culture] 4(+5), Insight 7(+8), Perception 7(+8), Ranged Combat[Throw] 6(+8), Stealth 6(+8)

ADVANTAGES: All-out Attack, Attractive 1, Chokehold, Fast Grab, Improved Critical 1 [Unarmed], Improved Disarm, Improved Grab, Improved Hold, Improved Initiative 1, Improved Smash, Interpose, Power Attack, Takedown 1


Enhanced Stamina 10
Enhanced Strength 10, Enhanced Strangth 3 [Flaws: Limited to Lifting (-1/r)]
~SUPER-STRENGTH EFFECTS~ 2 (Strength's Damage) Alterante Effects
AE - "Ground Strike", Affliction 10 [Resisted by Dodge, Overcome by Fortitude; 1st Degree Dazed and Hindered, 2nd Degree Stunned and Defenseless ; Extras: Alternate Resisitance "Dodge" (+0/r), Extra Condition (+1/r), Burst Area 1 (+1/r) ; Flaws: Limited Degree (-1/r), Limited "Titanium Dragon and Targets must be on same surface" (-1/r)]
AE - "Shockwave", Damage 10 [Extra: Cone Area (+1/r) ; Flaws: Limited Degree (-1/r), Limited "Titanium Dragon and Targets must be on same surface" (-1/r)]

Immunity 7 [All Enviromental Conditions ; Pioson ; Disease]

LEAPS AND BOUNDS * 7 PP base power, 1 Alternate Effect
Leaping 7
AE - Speed 7

Regeneration 5
Enhanced Advantages 2 [Diehard, Great Endurance]


Temper/Angry/Gender Confusion - Alex doesn't like being a woman, and he's pretty grumpy about this change. He can be touchy about how people treat him too. More than one guy has gotten a knuckle sandwich for trying to flirt with him.

Seceret Identity - Alex's identity as Revernat is something he wants to keep a seceret. At least from the general public.

Professional Gamer - Alex makes his living by winning various gaming tournements (video games, trading card games, and miniaature games). If he misses a one, he doesn't get paid, and they don't hold tournements with prize money everyday.

Relationship, Franklin Durant - Franklin, Alex's brother, is the only person he has trusted with his seceret. He's a lawyer, and generally they don't keep in contact. But he's the only solid Alex has maintained ot his past. Aside from gaming as a profession.

Abilities 38 + Powers 67 + Advantages 13 + Skills 20 + Defenses 13 = 151/151

Originally David Durant, Alex Gooding grew up in a typical middle class family, with both parents working, and an over achieving older brother. Alex was born with some natural physical potential, and good have gone on to be a great athlete. But he discovered video games, Magic the Gathering, and Heroclix. He started going to competitions while he was still in elementary school. Local stuff. But then sponsors took note, and he started earning a money by the time he was in middle school.

He had a mind for games and since he was still active socially, and physically, as well as keeping up with school work ... his parents didn't mind all that much. Actually, it took a lot of weight off of them when it came to his secondary education. At eighteen Alexander still hadn't enrolled in any schools after graduating from highschool, having decided to take a year off. Which was good, because a lot happened in that year.

You'd think rescuing a kid from a burning fire would be a good thing. Done an over with. But that one heroic act changed Alex's life. He had pulled a six year old out of a burning fire when it he realized the firefighters wouldn't show up in time. While he was in the burning building it felt like his skin was melting off, it was so hot. Turned out, it really did. because when he came out of the building with the build, Alex wasn't a he anymore. He was a totally different person physically.

Naturally he was freaked out. He worried about how his friends and family would react. Fearful of this, he did something just as stupid as confronting them with the new Alex, and never spoke to them again. All of them except his brother, who was a now a lawyer. With his brother's help, and some of his brother's contacts, Alex got a new identity and managed to keep his money. During this hassle he discovered other things had changed beside his gender.

After an attempted mugging on his person, and royally thrashing the muggers, Alex got more and more proactive. He even dawned a mask a crime fighting outfit to conceal his identity when he started acting as a vigilante. He's been at it a year now, and has gotten some experience. Life has gotten weird, but he's adjusting, and is even looking into online schools so he can further his education on his own time.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
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Re: Character Cache

Post by Sakuro » Tue Sep 18, 2012 6:50 pm

Here's Takedown, a strong man type. With one only one arm being amped up. But that one arm is nigh indestructable, allowing him to pull some Captain America "block epicly scary attack" manuvers. In classic Cap fashion, it's mostly the ranged stuff he can shrug off, and while he's takign the hit his offense is nowhere to be seen. The strength and durability is magical, so ranged attacks get "sucked towards" the arm and conventional physics don't apply to his lifting ability. Otherwise he'd be squished when he held up his first collapsing building.

TAKEDOWN (Brent Finley)

PL: 11 PP: 170

ABILITIES: STR 4(13/23 Lift) STA 4 AGL 4 DEX 0 FGT 9 INT 1 AWE 2 PRE 3

DEFENSES: Dodge 14(7) Parry 14(7) Fort 11 Tough 8(15) Will 11

Lift 200 ktons (Left Arm)
Initiative +8
Grab, +9 (DC 23)
Unarmed, +9 (Left Arm: DC 28 Tough, DC 23 Fort) (Crit. 19-20)
Ground Strike (DC 20 Dodge, DC 25 Tough - DC 20 Dodge/Fort)

SKILLS: Acrobatics 8(+12), Athletics 8(+12), Deception 5(+8), Insight 10(+12), Intimidation 5(+8), Invedtigation 10(+11), Perception 8(+10), Persuasion 5(+8), R. Combat[Throw] 9, Stealth 8(+12)

ADVANTAGES: Assessment, Defensive Roll 4, Evasion 1, Hide in Plain Sight, Improved Critical 1 [Unarmed], Improved Disarm, Improved Grab, Improved Initiative 1, Improved Smash, Inpterpose, Leadership, Precise Attack 1 [C. Concealment], Takedown 1, Uncanny Dodge, Well-Informed

"Colossul Strength" Enhanced Strength 9 [Flaws: Limited to "Left Arm" (-1/r)], Enhanced Strength 5 [Flaws: Limited to "Left Arm" (-1/r), Limited to "LLifting Only" (-1/r)], Weaken Toughness 13
AE - "Arm Shield", Immunity 80 [Toughness Effects ; Extras: Linked to "Protection" ; Flaws: Limited to "Ranged Attacks" (-1/r), Limited "Occupies Left Arm" (-1/r), Distracting (-1/r), Sustained Duration (-0/r)] Protection 7 [Extras: Linked to "Immunity" (+0/r) ; Flaws: Sustained Duration (-1/r)]

"Ground Strike", Affliction 11 [Res. by Dodge, Recover with Fort ; 1st Degree Dazed and Vulnerable, 2nd Degree Stunned and Defenseless ; Extras: Alternate Resistance "Dodge" (+0/r), Burst Area (+1/r), Extra Condition (+1/r), Linked to "Burst Area Damage" (+0/r) ; Flaws: Limited Degree (-1/r), Limited to "Takedown and Targets must be on same surface" (-1/r)], Burst Area Damage 11 [Extras: Burst Area (+1/r), Linked to "Affliction" (+0/r) ; Flaws: Limited to "Takedown and Targets must be on same surface" (-1/r)]


Relationship, "The Unspeakables" - Though the team disbanded, Takedown maintains ties to the former members of the Outriders.

Rogue Gallery Takedown has made a career of heroic endeavors, and during that career he's garnered the ill will of a lot of villianious types. Some small timers tight might rise of to greater status. Some already established villains.

Power Loss - If the magical shard of metal in his chest were removed, or dispelled, Takedown would loose his power.

Abilities 54 + Powers 29 + Advantages 18 + Skills 38 + Defenses 31 = 170/170

Brent was a fairly normal teenager with no ambitions beyond being good citizen, and working hard. That is until one eventful field trip during middle school. During the class' visit to a museum a battle between meta-humans took place. As if this weren't worrisome enough, their conflict destroyed a suit of enchanted armor once stored at the museum by a mystic who though hiding his foes old armor in plain sight was a good idea. The shards of that armor hit Brent, and while most of it was removed, there was a piece too close to his heart to safely extract.

Shortly after this event Brent realized his left arm was nigh indestructible, and that he possessed immense strength in that limb. With a touch of invulnerability and an arm that could help carry the burdens of his community Brent jumped into the role of would-be hero. After some initial solo exploits he hooked up with a group of other empowered teenagers and together they worked to better the world around them for nearly a decade. They called themselves the "Unspeakables", and Brent became their unofficial leader. But some of their number retired early. Others grew jaded, or began meeting out harsher forms of justice. Eventually the group fell apart.

Brent continued, operating on his own after that. He felt more could be achieved when people presented a united from against the evils of the world. So when the Freedom League looked to fill their dwindling and dispersed ranks, he stepped up to fill the gap.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
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Re: Character Cache

Post by Sakuro » Wed Sep 26, 2012 6:09 pm

ABERRANT (Nathan Walker)

PL: 10 PP: 150

ABILITIES: STR 4(8) STA 4(8) AGL 4(8) DEX 0 FGT 12 INT 0 AWE 4(8) PRE 0

DEFENSES: Dodge 12 Parry 12 Fort 10 Tough 8 Will 10

Initiative +12
Throw, +0 (DC 23 Tough)
Unarmed, +12 (DC 23 Tough) (Crit 19-20)
Grab, +12 (DC 18)

SKILLS: Acrobatics 4 (+12), Athletics 4(+12), Insight 2(+10), Perception 6(+14), Stealth 6(+14)

ENHANCED SKILLS [FERAL EMPATHY]: Persuasion 9(Limited t Animals)

ADVANTAGES: Animal Empathy, Assessment, Diehard, Great Endurance, Hide In Plain Sight, Improved Critical 1 [Unarmed], Improved Disarm, Improved Initiative 1, Move-by Action, Power Attack, Precise Attack 1 [C. Concealment], Skill Mastery 2 [Perception, Stealth], Takedown 2, Tracking

ENHANCED ADVANTAGES [SWIM LIKE A FISH] Favored Enviroment 1 [Underwater]

Enhanced Ability 4
Enhanced Awareness 4
Enhanced Stamina 4
Enhanced Strength 4

ENHANCED SENSES 9 PP Multiple Powers
"Hearing", Senses 4 [Accurante, Extended 1, Ultra-heading ; Flaws: Noticable "Bat Ears" (-1 pp)]
"Scent", Senses 5 [Accurante, Acute, Analytical, Extended 1 ; Flaws: Noticable "Pig/Vampire Bat Nose" (-1 pp)]
"Vision", Senses 3 [Extended 1, Infravision, Ultravision ; Flaws: Noticable "Reptile Eyes/Reflect Light" (-1 pp)]

Immunity 9 [Disease, All Enviromental, Poison, All Suffocation ; Flaws: Noticable "Instantly Evolved Traits [ex. Gills]" (-1 pp)]

EVOLVED MOBILITY 5 PP Array Base Power 2 Alternate Effects
"Dig Like a Mole", Burrow 5
AE - "Fly Like a Bird", Flight 5 [Flaws: Limited "Wings" (-1/r)]
AE - "Swim Like a Fish", Speed 8 [Flaws: Limited to "Swimming" (-1/r)] Enhanced Advantage 1 [Favored Enviroment 1 (Underwater)]

Enhanced Skill 9 [Persuasion ; Flaws: Limited to "Animals" (-1/r)]


Monstrous Apperance - Aberrant possesses a mish-mash of animalistic features that have no right being on the same body ... and he doesn't have the same features all the time. No matter what, he's ugly.

Realtionship, "The Hoodlums" - Aberrant was previous part of a team of freakish super heroes in the past, and still maintains ties with them.

Sensitive - Aberrants enhanced senses are more suseptable to attacks, due to their heightened nature.

Imperfect - Aberrant is in a state of evolutionary flux. Usually his body rapidly evolves traits that will help him. But not always. Sometimes his adaptations fail him. Other times his body gets "confused" and follows a line of evolution that will actually hinder him.

Abilities 56 + Powers 59 + Advantages 16 + Skills 11 + Defenses 8 = 150/150

Nathan wasn't anything special. At least he never thought so. But someone did. An insane scientist calling himself "Dementia" saw something in Nathan, and a number of other kids from across the city. Dimento abducted Nathan and these other youth. He performed a variety of procedures on them involving some bizarre theories he had on evolution. A lot of kids died. Some developed meta-human traits.

Before Dementia could finish doing what he had planned for Nathan, the teenager, now twisted into a horrible monster whose shape was ever changing, staged an escape with other captives. Dementia's lab was destroyed, and the mad man himself died trying to keep his abominations from fleeing. Some hadn't survived with their sanity. Those who Nathan was able to rally into a group stayed together. Most of them anyway. They lived in slums, sewers, and out of the way areas.

When crime spiked they crawled out of hiding as the "Hoodlums"; a group of freakish teenage vigilantes trying to use the curses they had been given. Hoping to turn them into a blessing for someone more fortunate. Eventually a love triangle gone bad resulted in Aberrant separating himself from the Hoodlums, and the freak-hero went his own way.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Mon Oct 22, 2012 9:12 pm

MASSACRE (Aiden Faust)

PL: 12 PP: 180

ABILITIES: STR 4(5) STA 4(5) AGL 4(5) DEX 4(5) FGT 16 INT 0 AWE 2 PRE 0

DEFENSES: Dodge 16 Parry 16 Fort 14 Tough 5(8) Will 10

Initiative +13
Grab, +16 (DC 15)
Mono-Molecular Blade, +16 (DC 18 Fort, DC 23 Tough), (Crit. 20)
ESPer Blade, +16 (DC 18 Will, Will DC 23 Will), (Crit. 18-20)
Unarmed, +16 (DC 20 Tough), (Crit. 20)

SKILLS: Acrobatics 9(+14), Athletics 5(+10), Expertise [Crime] 5(+5), Insight 8(+10), Perception 8(+10), Stealth 9(+14)

ADVANTAGES: Agile Feint, Connected [Misc. Henchmen/Mercs.], Hide in Plain Sight, Improved Inititive 2, Move-by Action, Power Attack, Precise Attack 1[C. Concealment], Quick Draw, Redirect, Skill Mastery 2 [Acrobatics, Stealth], Takedown 1, Tracking, Uncanny Dodge


ALIEN-TECH SWORDS Easily Removable Device, 1 Altrnate Device, 12 PP
"Mono-Molecular Blade", Strength-based Damage 3 [Extras: Linked with "Weaken Toughness" (+0/r)], Weaken Toughness 8 [Res. by Fort - Extras: Affects Objects (+1/r)]

Alt - "ESPer Blade", Strength-based Damage 3 [Extras: Alternate Resistance "Will" (+1/r), Linked with "Weaken Will" (+0/r), Incurable (1 pp) ; Advantages: Improved Critical 2], Weaken Will 8 [Res. by Will - Advantages: Improved Critical 2]

BODY ARMOR Removable Device, 10 PP
"Lifesupport", Immunity 9 [Critical Hits, All Enviromental Conditions, All Suffocation]
"Cermasteel Shell", Protection 3
"Visor" Senses 1 [Infravision]

MAD MOBILITY Multiple Powers, 1 Alternate Effect, 11 PP
"Geko Adhesion", Movement 2 [Wall-crawling 2]
"Faster than Hell", Speed 6
AE - "Great Bounds", Leaping 6

Enhanced Strength 1
Enhanced Stamina 1
Enhanced Agility 1
Enhanced Dextrity 1
Enhances Advantages 2 [Diehard, Great Endurance]
Immunity 3 [Aging, Disease, Poison]


Imperfect - Massacre's physical enhancements were made in less than ideal circomstances, and with little concern for him long term wellbeing. Some flaws may begin to appear.

Complicated Gear - Massacre knows how to use his equipment and maintain it. But for any serious repairs he needs a more tech-savy person to do the work for him.

Just a Henchman - People who don't know what Massacre has been through, and what he's become, aren't likely to take him seriously. Before he was whisked away to fight far off alien threats, he was "just a henchman".

Loyalty - When Massacre manages to form an attachment with someon, he does whatever he can to support them. Even sacrifice himself. The inverse is also true: if he is betrayal, he'll do everything he can to ruin the traitor.

Abilities 68 + Powers 46 + Advantages 16 + Skills 22 + Defenses 28 = 180/180

Aiden was a promising athlete, who happened to make a bad choice in life. A friend, to was in a gang, asked him to watch his back on a job. It went poorly, the police showed up, and Aiden wound up in prison. There he got an education in crime, and even managed to get hooked up with some work when he was released. He wasn't a good burglar, or with many finesse jobs, so Aiden often wound up as en enforcer, grunt, or the like.

He wound up becoming a career henchman. Thrown into dangerous situations, or used as a stall tactic along with dozens of other faceless grunts, Aiden had the surprising fortune of surviving all of these ordeals even with his employers might not have. He saw prison time, but just as often he escaped with the help of the various friends and allies he acquired over the years. Then he jumped back into the life once again. Part of it was the money, but he also had friends, fellow henchmen, who he felt the needed to watch out for. To be honest, Aiden also liked the action.

One day he was in the wrong place at the right time, working for one of the super powered villains that would be abducted so earth could be saved. In the chaos Aiden was taken as well and wound up as one of the few all too normal people caught up in a Terminus level conflict. One of the super-scientists decided it would be a good idea to make Aiden more useful, and took the opportunity to try out some experiments in creating a quick and dirty super soldier.

Enduring the ordeal, Aiden came out alive, and went on to become one of the few survivors of the conflict. He even savaged alien technology to augment his fighting capabilities. Throughout it, he grew in leaps and bounds, as if untapped potential were finally being released. In the survival of the fittest environment, Aiden had to grow in leaps and bounds.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Tue Nov 06, 2012 4:07 am

Titanium Dragon has two powers.The first is a link to his past lives, or if you prefer the universal consciousness, which allows him to access memories and talents. Becoming better at what he's already good at, and having an instantly professional degree of competency in things he has no training in. This is expressed with Beginner's Luck and Jack-of-all-trades.

The second power is a specialized form of matter-energy conversion. This allows him to create equipment he needs: armor that looks like a blending of samurai armor and biker duds, a spiffy motorcycle (crotch rocket) that can ride up walls and over water, and a cool sword that takes on some elemental traits. It takes a little time to manifest each of these. But the motorcycle can pilot itself to him if they get separated, and he can never be disarmed of his sword. He's just that good of a swordsman ... or maybe his bond with it is too strong (it is bought as non-removable).


Age: 31 yr.
Height: 5 ft. 9 in.
Weight: 189 lb.
Hair Color: Black
Eye Color: Brown
Nationality: Japanese American
Legal Status: US citizen with a criminal record

PL: 10 PP: 150


DEFENSES: Dodge 12 Parry 12 Fort 10 Tough 8 Will 8

Initiative +9
Grab, +12 (DC 15), (Crit. 20)
Rainbow Butterfly, +12 (DC 23 Tough), (Crit. 18-20)
Throw, +2 (DC 20 Tough), (Crit. 20)
Unarmed, +12 (DC 20 Tough), (Crit. 20)

SKILLS: Acrobatics 4(+9), Athletics 4(+9), Deception 4(+8), Expertise [Crime] 5(+9), Expertise [Current Events] 5(+9), Expertise [Streetwise] 5(+9), Insight 4(+8), Intimidation 4(+8), Investigation 3(+7), Perception 4(+8), Persuasion 4(+8), Stealth 3(+8)

ADVANTAGES: Connected, Contacts, Improved Disarm, Improved Initiative 1, Language 1 (Japanese), Leadership, Move-by Action, Power Attack, Precise Attack 1 [C. Concealment], Takedown 1, Uncanny Dodge, Well-informed

ENHANCED ADVANTAGES [PAST LIFE EXPERIANCE]: Beginner's Luck, Jack-of-all-trades

Luck Control 1 [Bestow Luck - Extras: Innate (+1 pp) ; Flaws: Increased Action "Move Action" (-2/r), Limited "Requires Social Interaction" (-1/r)]

Protection 3 [Flaws: Activation "Standard Action" (+2 pp)]

Enhanced Advantages 2 [Beginner's Luck, Jack-of-all-trades]

Strength-based Damage 3 [Extras: Affects Insubstantial (+2 pp), Variable Descriptor "Fire, Electricity, Ice, Metal" (+2 pp) ; Advantages: Improved Critical 2 ; Flaws: Activation "Standard Action" (-2 pp)]

Flight 7 [Flaws: Activation "Standard Action" (-2 pp), Limited to "1 ft. from a surface" (-1/r), Platform (-1/r)]


Past Life Flash Backs - Whether Herald is experiancing memories from past lives, tapping into the universal consiousness, or something different altogether, he routinely recieves visions of past events he couldn't have possibly experianced himself. Some of them are pretty intense.

Faces from the Past - Sometimes Herald sees the faces and personalities of individuals he knew from past lives in people today; following the theory that souls follow each other through multiple lifetimes. Past enemies, friends, and lovers are all bound to be reborn and in some way get drawn to Herald again.

Original Gangster - Before Herald became a vigilante he was a founder of a gang called the "Steel Ronins", and is the last of the founding members still alive. While he gets respect from criminals, people are constantly trying to pull him back into the life, and authorities tend to be suspicious of him.

Abilities 82 + POwers 14 + Advantages 12 + Skills 25 + Defenses 18 = 150/150

Herald's family had immigrated to the United States before he was born. They were a poor family, but saved up their money to make it happen. In the states they were still poor, but Herald's birth was taken as a sign that their fortunes were about to change. Their fortunes did indeed change, for the worse. Six months after Herald was born his father died. His mother never remarried, but she had a lot of suitors, and Herald grew up with many nameless uncles until he was old enough to kick them out.

As a kid Herald was scrawny and short. But he was quick to make friends, and held onto those ties. Which was good, because he lived in a rough neighborhood. With the rise of the drug trade, things only got worse, and Herald and his friend relied more and more on one another to watch each other's backs. Fights were a common affair as they took on a territorial bent and fought to protect their neighbor hood from infringing gangs. Eventually being seen as one themselves. The group of teens soon took on the name "Steel Ronins".

The first time a family crisis arose for one of the teens they pulled together. They decided to steal, just once. To hustle, just once. More trouble arose, and it became easier to commit crimes for the sake of family and friends. It became a habit hard to break, especially when they realized that crime did pay. Herald was in and out of jail, but nothing big stuck, and he was only in prison for a few months here and there. Herald grew with the gang, and both prospered, even if friends died over the years. Nothing seemed to be able to stop him for long.

Then the twin towers fell. The world changed and Herald along with it. While the city coped, Herald began suffering visions of the past, lives that felt like his, even if he couldn't have been alive to live them. He was able to tap into a wellspring of talent and ability he'd never known, and excelled greatly because of it. Under his leadership the Steel Ronin became a force to be reckoned with in the criminal community. But the gang got wrapped up in the drug trade, and Herald hated what was happening to them. Half the group seemed to be addicted to their own product ... and then he learned his mother and sister were addicts; his mother eventually dying from an over dose.

That's when Herald left. He put his ambitions aside and put an effort into breaking his sister of her addiction, and keeping her off drugs. Herald took the time to reflect on his past, and realized how much he had hurt his community even if he had started out trying to protect it. After that he turned his life around. Breaking ties with the Steel Ronin Herald worked with drug rehabilitation centers and youth groups who tried to help kids stay out of gangs.

As Herald changed his habits, so too did he change again. A door opened, and more untapped potential surfaced. Herald didn't put it to use right away, but when meta-humans in gangs started causing more trouble in the city, he took on the guise of Titanium Dragon and stepped up to confront them.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Thu Aug 15, 2013 7:49 pm


Real Name: Aiden White
Gender: Male
Eye Color: Black
Hair Color: Brown
Age: 20 yr.
Height: 6 ft.
Weight: 183 lb.
Legal Status: Citizen of [insert country]. No criminal record.
Occupation: Dumpster diver. Junk salesman. Auction hunter. Picker.
Living Relatives: None
Affilitation: None.

PL: 7 PP: 105


DEFENSES: Dodge 8 Parry 8 Fort 7 Tough 2(6) Will 7

Initiative +6
Bow, +9 [DC 20 Tough., Crit. 20]
Sword, +9 [DC 20 Tough., Crit 19-20]
Grab, +9 [DC 12]
Throw, +9 [DC 17 Tough., Crit. 20]
Unarmed, +9 [DC 17 Tough., Crit. 20]

SKILLS: Acrobatics 6(+9), Athletics 7(+9), Insight 5(+8), Intimidation 7(+9), Investigation 6(+8), Perception 5(+8), Persuasion 7(+9), Sleight of Hand 5(+8), Stealth 5(+8)

ADVANTAGES: Benefit [Ghost Friends] 1, Close Attack 1, Equipment 3, Improved Disarm, Power Attack, Precise Attack [R. Cover] 1, Ranged Attack 6, Takedown 1


"Death Sight", Senses 5 [Ranged Detect Ghosts (2pp). Accurate (2pp) and Acute (1pp). ; Extras: Innate (+1pp)] * 6 PP
"Speak with the Dead", Comprehend 1 [Comminicate with Spirits ; Flaws: Limited "to Ghosts" (-1/r) ; Extras: Innate (+1pp)] * 2 PP

Bow [+3 ranged Str. based damage] * 6 EP
Alt - Sword [+3 Str. based damage, Improved Crit. 1] * 1 EP
Bullet Proof Vest [+4 Tough.] * 3 EP
Binoculars [+5 bonus to overcome distance penalties] * 1 EP
Flash Goggles [+5 to resist Dazzle effects involving bright light] * 1 EP
Mini-Tracer * 1 EP
Rebreather [supplies 20 rounds of oxygen] * 1 EP

Abilities 50 + Powers 8 + Advantages 15 + Skills 18 + Defenses 14 = 105/105

"Bridge Between Worlds", Aiden is a bit of a modern shaman, in the sense that he seeks to solve problems between the dead and the living. Likewise ghost frequently approach him for help, such as passing messages along or seeing to the safety of a prized personal item they can no longer touch.

"Relationship: Ghost Friends", There are a number of ghost that Aiden works closely with on a daily basis, such as his mentor "Urban Ranger".

"Secret: I See Dead People", No one knows about Aiden's ability to see ghosts, except for the dead, and he plans to keep it that way. When people see you talking to yourself, its bad enough. A person could be committed for less.

"Secret: Identity", Aiden has no desire to make it known that he is Draugr. Too many complications would arise. Such as angry criminals looking for payback when he's asleep in bed.

"Enemy: Laughing Men", The Urban Ranger and the Jester were ache-enemies, and it appears their legacy's are on the same course.

Death has followed Aiden all his life. Orphaned as an infant he was adopted. His adopted family died when he was six and Aiden became a ward of the state moved from foster home to foster home. One constant during all of this was the ghosts. Some came, some left, but they were always there. Invisiable companions and antagonists are a constant in most children's lives. But Aiden's were real. Even if no one believed it. Eventually he learned it was best not to talk to people about them. That lesson kept Aiden free, and out of a padded room.

Aiden is, and has always been, an adventurious person. Often times his adventures involved some favor asked of him by his ghostly companions. This has given him a great deal of experiance despite his youth. Whether it be reaching out to people, tracking down anwsers, or righting wrongs. Given that his home city was a very dangerious, crime rich enviroment, Aiden's adventures weren't always safe. Especially not for a kid or young adult. But they often did favors for him as well, whether that was offering advice or guiding him toward hidden treasures they had seen or lost.

At one point, after getting on the wrong side of a street gang, he encountered the deceased Urban Ranger. A bow wielding vigilante from another era who'd begun to grow jaded in his unending afterlife. Seeing a spark of something special in Aiden, something beyond his ability to see and speak with the dead, the Urban Ranger offered to teach the youth what he knew. Aiden accepted the offer, and his day became filled with hard training. This set the youth down the course to becoming a vigilante.

Later he would take on the guise of "Draugr", a hard hitting street warrior whose name was inspired by a violent undead creature from Norse myths.
Roll Call thread: Character Cache

Cosmic Scion
Cosmic Scion
Posts: 5112
Joined: Sat Nov 27, 2010 6:47 pm
Location: West Coast of the United States

Re: Character Cache

Post by Sakuro » Thu Aug 15, 2013 7:55 pm


Real Name: Tyler Battle
Age: 20 yr.
Height: 6 ft.
Weight: 175 lb.
Gender: Male
Eye Color: Blue
Hair Color: Black
Relatives: Kyle (father), Sarah (sister), Julia (sister), Beth (sister)
Legal Status: United States citizen with no criminal record.
Occuptaion: Professional Gamer
Affiliation: Starborn (former member)

PL: 10 PP: 160

ABILITIES: STR 12 (36/96 lift) CON 12 (36) DEX 10 INT 12 WIS 12 CHA 14

SAVES: Tough +13(10 Imperv.) Fort +13 Ref +6 Will +7

COMBAT: Attack +7 (Unarmed DC 28 Tough), Grapple +20/+32, Defense +7, Knockback -11, Initiative +0

SKILLS: Diplomacy 5(+7), Notice 6(+7), Profession [Gamer] 7(+8), Sense Motive 6(+7)

FEATS: Accurate Attack, Interpose, Leadership, Move-by Action, Power Attack

Enhanced Constitution 24 * 24 PP
Impervious Toughness 10 * 10 PP
Enhanced Strength 24 * 24 PP
Immunity 9 [Lifesupport] * 9 PP
Flight 12 [Extras: Dynamic] * 25 PP
DAE - Speed 12 Quickness 12 * 2 PP
DAE - Super-Strength 12 * 2 PP
AE - Space Travel 1 * 1PP


Weakness: Antibiotics/Plant Powers, Tyler's powers may be weakened or even nullified from the application of powerful antibiotics. Assuming you can get a needle or pill past him. Likewise, due to the bacterial origin of his powers, he may be suseptable to things that would affect plants/bacteria.

Relationship: Family, While he isn't exactly close to his family, they're still blood.

Relationship: the Starborn, Before joining (this group) Tyler was a member of the now disbanded "Starborn", and continues to maintain contact with his old teammates.

Seceret: Identity, Tyler tries to keep his heroic and civilian identities seperate. All manner of unpleasantness could ensue if the bad guys knew who Bastion really was.

Abilities 12 + SKills 6 + Feats 5 + Powers 97 + Combat 28 + Saves 12 = 160/160

It felt like Tyler was born into a single parent family, because his mother died shortly after his birth. Not long after that his dad, a mechanic, threw himself into his work. It was his three older sisters that took care of him. Julia mainly, who was the oldest. Other than these oddities Tyler had a healthy banal childhood that allowed him to discover a creative outlet in video games, which he didn't just enjoy, he was good at them.

Tyler even made money off his skills. By the age of thirteen he had sponsors and was entering world tournements. On a trip to Tokyo, why on his way home from a party at an arcade, Tyler stopped by a park to chat up some friends he'd made in town. It was there that his life took a turn. A giant green rock fell out of the sky. The teenagers went to investigate. Throwing cauion to the wind Tyler tried to touch it, but the rock blew open, catching the teens in a violent explosion.

Fortuantely no one died. To the contrary, they were beter than alright. Ever one of them developed a different, and in some cases strange, ability. The teenager kept in contact, even after they returned to their various homes. After a few online chats and individual personal experimentation they decided to try and work to gether to try and make the world a better place. Though they didn't all live in the same area, some of them like Tyler could tavel incredibly fast, and this allowed the group to coordinate over their great distances.

The teen heroes called themselves the "Starborn" and would stick together for a little over four years. It wasn't until the Ursurper event that they broke up. Some of them had died in the nigh cataclysmic ordeal. Others were too injured to help out any more. The group decided to disband and Tyler was left to fight the good fight on his own.
Roll Call thread: Character Cache