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H4H's PCs

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H4H's PCs

Postby hero4hire » Fri May 13, 2011 6:47 pm

Getting all my PC's for various Games in one Place!
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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 6:47 pm

Image
Greyhound
Karl Moore

ABILITIES [58 points]
Strength 2, Stamina 2, Agility 7, Dexterity 2, Fighting 9, Intellect 0, Awareness 5, Presence 0

POWERS [26 points]
Super-Speed Stunts: 8 point Array
Fast Attack: Burst Area Strength Effect 2 (Selective) linked to Strength-Based Burst Area Damage 2 (Selective, Easily Removable) • 8 points
Rapidstrike: Multiattack Strength Effect 2 (Penetrating 2) linked to Strength-Based Multiattack Damage 2 (Penetrating 2, Easily Removable) • 1 point
Terminal Velocity: Enhanced Throwing Mastery 8 • 1 point
Move like the Devil: Movement 4 (Safe Fall, Sure-footed 1, Wall-crawling 2) • 1 point

Super-Speed: Quickness 5, Speed 5 (Improved Initiative 5) • 15 points

SKILLS [16 points]
Acrobatics 3 (+10), Athletics 3 (+5), Close Combat-Super-Speed Array 1 (+10), Expertise-Streetwise 10 (+10), Intimidation 8 (+8), Ranged Combat-Thrown 4 (+6), Stealth 3 (+10)


ADVANTAGES [15 points]
Equipment 2, Evasion 2, Favored Foe-Drug Dealers, Fearless, Hide in Plain Sight, Improved Defense, Improved Initiative 5, Move-by Action, Power Attack, Quickdraw, Takedown 2, Uncanny Dodge, Weapon Bind

EQUIPMENT
"Crash-suit" (+3 toughness, Urban Camo Clothing) 4ep
Weapon-Array
• Stun-Gun (Affliction 5) 5ep
• 2 Escrima Sticks (as Club; +2 Str-Based Damage) 1ep

OFFENSE
Initiative +27
Unarmed +9 [Close Damage DC17, Toughness]
Fast Attack [Burst Area Damage DC19, Toughness]
Rapidstrike +10 [Close Multiattack Damage DC19, Toughness]
Stun-Gun +9 [Close Affliction (Daze, Stun, Incapacitate), DC 20, Fortitude]
Thrown +6 [Ranged Damage DC23, Toughness]

DEFENSES [9 points]
Dodge 19, Parry 19
Toughness 5, Will 7, Fort 7

Abilities 54 + Powers 26 + Skills 16 + Advantages 15 + Defenses 9 = 120

Complications:
Secret: Karl is a recovering drug addict and doesn't really like to talk about it.
Obsession: Since his awakening Greyhound is obsessed with finding the reincarnation of his lost love Morgause.
Hatred: Due to his past (and origin) Greyhound has a particular dislike of Drug Dealers.
Enemy: Modred murdered Sir Lamorak. Karl would definitely call his reincarnation an enemy.
Relationship: Gawaine, Gaheris & Agravaine were complicit in Sir Lamorak's death. Though a fellow knights, Greyhound would have trouble trusting those reincarnated Knights if he came across them.



HISTORY
Karl Moore was a recovering drug addict and martial arts instructor operating a dojo in an area called Hell’s Corner. Like many innocents who lived there, Karl wanted to help clean up the neighborhood from gangs and drug-dealers. Going so far as to offer free self-defense classes to woman and organizing a neighborhood watch group not unlike the Guardian Angels.
After his efforts started to bear fruit the local criminal element staged an immediate reprisal; burning down his dojo and shooting Moore up with enough speed to OD and left him for dead in a nearby Bus Station. At the brink of death the reincarnated spirit of Sir Lamorak; third greatest knight of Camelot awoke in him, burning the poison from his veins and granting him speed unheard of.
Knowing now that any retaliation against the drug dealers would endanger those around him; Moore donned the masked identity of Greyhound and began a knight’s crusade against the scum of Hub City.
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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 6:49 pm

White Dwarf - PL 8
Image

Strength 0, Stamina 0, Agility 4, Dexterity 4, Fighting 4, Intellect 4, Awareness 1, Presence 0

Advantages
All-out Attack, Defensive Roll 3, Hide in Plain Sight, Improvised Tools, Move-by Action, Power Attack, Redirect, Uncanny Dodge

Skills
Acrobatics 6 (+10), Deception 10 (+10), Expertise: Science 6 (+10), Investigation 1 (+5), Perception 9 (+10), Sleight of Hand 4 (+8), Technology 6 (+10), Treatment 1 (+5), Vehicles 1 (+5)

Powers
Dwarf Star Powers
. . Mass Control: Dynamic Density Growth 12 ([0 active, 0/24 PP, 2/r], +12 STR, +12 STA, -6 active defenses; Density)
. . Size Control: Dynamic Shrinking 12 ([0 active, 0/24 PP, 2/r], -3 STR, -6 Intimidate, +12 Stealth, +6 active defenses, -3 size categories, -1 speed ranks)
. . Stellar Blast: Blast 12 (DC 27)
Gravity Boost: Leaping 5 (Leap 250 feet at 60 miles/hour)
Personal Gravity: Immunity 2 (Uncommon Descriptor: Gravitic)
Spatial Awareness: Senses 5 (Accurate: Mental Sense, Awareness: Cosmic, Radius: Mental , Ranged: Mental, Advantages: Benefit: Directed Inspiration)
Temporal Inertia: Feature 1
Tiny Tactics: Enhanced Trait 6 (Traits: Close Combat +12 (+16); Limited: Limit +1 Bonus per Rank of Shrinking Active)

Equipment
Universal Translator (free)
Personal Data Server (free)

Offense
Initiative +4
Grab, +4 (DC Spec 10)
Stellar Blast: Blast 12, +4 (DC 27)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 0, Toughness 3/0, Will 4

Power Points
Abilities 34 + Powers 45 + Advantages 10 + Skills 22 (44 ranks) + Defenses 9 = 120

Complications:
Quirk: Since his connection to the Dwarf Star, Tim now is plugged into the Cosmos. Sometimes he gets lost in the vastness of it all.
Relationship: Tim has a checkered past and hung out with a bad crowd prior to his accident. Occasionally these 'friends' can show up to call in a favor.

Background:
Timothy Sirius aka White Dwarf is the son of renowned Astrophysicist Dr. Anthony Sirius. His mother died while he was young leaving him to be raised by a man driven by his research. Tim spent most of his youth in cold laboratories, somewhat ignored by his father; who was driven to create a system of 'Star Gates' that would enable rapid intergalactic travel.
By the time he was a teenager Tim was bright, picking up many technical and scientific skills, but also troubled. He fell in with a wrong crowd and began using his technical skills to pull off minor burglaries.
It seemed harmless enough, stealing from big companies that barely knew anything was missing. It wasn't until his 'friends' found out who his father was, and how valuable certain equipment in his Father's Lab was.
Tim was strong-armed into giving the gang access to the Lab. However, Dr. Sirius, who was supposed to be out of town was on the verge of a breakthrough and was at the lab working. Things turned violent and in attempting to save his father Tim was thrust into an tenuously formed wormhole, which was no bigger than a fist. Tim's body was turned inside out and back again, somehow 'fusing' with the gate.
Inexorably Tim's entire molecular structure was linked to the White Dwarf Star that the wormhole was connected to giving him strange and fantastic powers.
He and his father never spoke of the incident. But a disapproving and disappointed look from his father spoke volumes. Tim gave up his larcenous cries for attention and used his newfound powers to become something he could be proud of...A Hero.



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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 6:50 pm

CAPTAIN AVALON
Image
Character Name: Arthur Pendragon
GM's Name: Epic
Age: physically 38
Height: 6'1"
Weight: 200
Hair: Auburn
Eyes: Blue


----------Background---------
The Story of Arthur is well known and documented. What is not widely known is that Arthur did not die in his battle against Modred. Instead he was taken to the Isle of Avalon and gifted with Immortality. Arthur's messianic return to the world of man was Heralded by the theft of Excalibur from the Lady of the Lake by his son Modred; who also was granted immortality by his mother; Morgaine le Fey. Modred sought to use the power of Excalibur to release his mother from her Extra-Dimensional prison that Merlin had banished her to long ago. In doing so Modred caused a rift that threatened time/space itself. Arthur managed to seal the rift with Excalibur but the sword had to remain as lock & key to the rift. It was during this Arthur met <fill in super-team>. So like the Knights of the Round Table, these warriors impressed Arthur with their courage and honor. He decided to stay in the World of Man and joined the ranks of <fill in super-team> as Captain Avalon.

Captain Avalon - PL 12

Strength 7, Stamina 7, Agility 7, Dexterity 7, Fighting 7, Intellect 7, Awareness 7, Presence 7

Advantages
All-out Attack, Attractive, Benefit, Status (Once & Future King), Benefit (Wealth), Close Attack 7, Daze (Intimidation), Defensive Attack, Defensive Roll, Equipment 7, Fascinate (Persuasion), Fearless, Great Endurance, Improved Defense, Improved Disarm, Inspire, Interpose, Jack-of-all-trades, Languages 3, Leadership, Luck, Power Attack, Quick Draw, Startle, Takedown 2, Weapon Bind

Skills
Athletics 8 (+15), Close Combat (Unarmed) 3 (+10), Expertise (Knight) 13 (+20), Insight 1 (+8), Intimidation 8 (+15), Perception 8 (+15), Persuasion 13 (+20)

Powers
Blessing of the Grail
. . Eternal Youth: Immunity 1 (Aging)
. . Immortal: Immortality 1 (Return after 2 weeks)
Llamrei the Ghost Mare
. . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Affects Others; Platform, Activation 2 (standard action))

Equipment
Full Plate [Protection 6; 6ep],
Large Shield [Dodge +3, Parry +3; 6ep],
New Camelot (as per Stately Manor) [Size: Huge Toughness: 10 Features: Communications, Computer, Concealed, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop; 19ep]
Sword [Strength-Based Damage 3, Crit 19-20; 4ep]

Offense
Initiative +7
Grab, +14 (DC Spec 17)
Sword, +14 (DC 25)
Throw, +7 (DC 22)
Unarmed, +17 (DC 22)

Complications
Enemy: Arthur's greatest enemies are his Half-Sister Moran Le Fey and her son Modred.
Fame: He is King Arthur
Honor: Follows the Chivalric Code.
Quirk: Man out of Time.

Languages
Brythonic, English, French, Gaelic, Latin

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 14/7, Will 12

Power Points
Abilities 112 + Powers 11 + Advantages 40 + Skills 27 (54 ranks) + Defenses 10 = 200


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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 6:53 pm

Blue Wolf - PL 12
Image
Strength 4, Stamina 6, Agility 7, Dexterity 1, Fighting 12, Intellect 3, Awareness 12, Presence 1

Advantages
Agile Feint, Animal Empathy, Beginner's Luck, Close Attack 2, Defensive Roll 2, Jack-of-all-trades, Luck, Power Attack, Takedown, Trance

Skills
Acrobatics 8 (+15), Athletics 11 (+15), Expertise: Anthropology 7 (+10), Perception 3 (+15), Persuasion 9 (+10)

Powers
Animal Affinity: Comprehend 2 (Animals - Speak To, Animals - Understand, Advantages: Animal Empathy)
Animal Mimicry: Variable 6 (Action: move, Affects Insubstantial: half ranks; Noticeable: Totemic Animus)
. . Totemic Manifestation: Mental Blast 12 (Alternate; DC 27)
Polylingual: Comprehend 2 (Languages - Speak All, Languages - Understand All)

Offense
Initiative +7
Grab, +14 (DC Spec 14)
Throw, +1 (DC 19)
Totemic Manifestation: Mental Blast 12 (DC Will 27)
Unarmed, +14 (DC 19)

Complications
Honor: Honorable Opponent
Reputation: Animal-Based Hero
Secret: Location of Shamballah Vale

Languages
Native Language

Defense
Dodge 7, Parry 12, Fortitude 6, Toughness 8/6, Will 12

Power Points
Abilities 92 + Powers 58 + Advantages 11 + Skills 19 (38 ranks) + Defenses 0 = 180

Notes
Needs Variable to fill Power level Caps. Templates to come.

Background
Since his early days Anthony Blackwell was exposed to a variety of Cultures. His parents; Hippies who travelled the world in their VW Bus. When he was five he was playing in the Jungles of South America. His tenth birthday was celebrated by helping African Villagers rebuild their huts after a Storm.
His teens were spent wooing the hearts of girls from Alaska to Zimbabwe.
He received an Early Doctorate in Humanities from Dartmouth in their "Study Abroad" program and continued to be a Global Vagabond. Hunting for...well..."something". He just didn't know what that something was.
During his travels he noticed and underlying similarity to all religions and their use of Animals in their teachings and mythos'. Piecing together notes from his journals he began writing a Book Animism and the Anthroplogy of Religion and became obsessed with finding the origins of Animism where primal man first formed an organized religion.
His Hunt led him to Shamballah Vale; nestled in the Himalayan Mountains a secret valley not marked on any map. The sole passage was hidden behind a towering waterfall, deep in a narrow canyon where the mighty Tsangpo River plunges down to the rocks below.
Located on a mountainside overlooking the green and fertile valley below, the Shambala Temple stood. The oldest Temple and Place of Learning on Earth.
There he met a man who claimed to hail from Atlantis before the Great Cataclysm. He began to teach Tony the tenets of Animism and most importantly to find and know your own Anima or inner self.
Blackwell was surprised to learn that his anima wasin constant flux. Unprecendented Tony had affinity to all animals equally.
Once he found how to reach his Anima he could project it outward, forming a luminescent animal effigy around him. He could now strike with the strength and speed of a Bengal or use the strength and durability of a white rhino and even project his effigy a short distance away from him. Also as an Animist he now had an understanding of the spritual connectivity of all things, especially animals.
When Anthony left the Temple he was shocked to find years had passed. Shamballah was a timeless place and his studies there had not aged him at all.
It wasn't long before Blackwell put his abilities to good use, aiding some Villagers from Mountain Bandits. He decided then to become the Blue Wolf.


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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 6:55 pm

Mister White - PL 10
Image

Strength 1, Stamina 1, Agility 2, Dexterity 2, Fighting 1, Intellect 3, Awareness 6, Presence 2

Advantages
Inspire 2, Teamwork

Skills
Acrobatics 4 (+6), Deception 4 (+6), Perception 8 (+14), Stealth 8 (+10)

Powers
Psionic Blast: Damage 6 (DC 21; Alternate Resistance: Will, Increased Range 2: perception)
. . Psionic Invisibility: Concealment 10 (Alternate; All Senses; Affects Others, Precise, Reach (melee) 3: 15 ft.; Limited: Only vs. beings with brains)
. . Psyblade: Strength-based Damage 8 (Alternate; DC 24; Alternate Resistance: Will, Accurate 5: +10, Penetrating 3)
Telepathy
. . Communication: Mental Area Communication 3 (Linked; Area)
. . Mind Reading: Mind Reading 5 (Linked; DC 15)
TK Movement: Flight 4 (Speed: 30 miles/hour, 500 feet/round; Subtle: subtle; Distracting)
TK Shield: Protection 10 (+10 Toughness; Sustained, Impervious)

Offense
Initiative +2
Grab, +1 (DC Spec 11)
Mind Reading: Mind Reading 5 (DC Will 15)
Psionic Blast: Damage 6 (DC Will 21)
Psyblade: Strength-based Damage 8, +11 (DC Will 24)
Throw, +2 (DC 16)
Unarmed, +1 (DC 16)

Languages
English

Defense
Dodge 8, Parry 5, Fortitude 6, Toughness 11, Will 14

Power Points
Abilities 36 + Powers 76 + Advantages 3 + Skills 12 (24 ranks) + Defenses 23 = 150

Complications:
Obsession: Secretive
Reputation: CIA "Spook"


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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 6:56 pm

"----------Character Details---------
Player Name: H4H
Character Name: Jackson Sinclair
Character Alias: Hybrid
GM's Name: Crinos
Age: Teenager
Height: varies
Weight: varies
Hair: varies
Eyes: varies
Power Level: 10
Power Points: 150
Appearance:
Hybrid form
Image

Human form
Image
--------------------------------------

----------Background---------

That something crashed in the desert near Roswell, New Mexico in 1947 is well known, but most are unaware it was a Grue scout ship.
One or more Grue survived the crash, assuming other forms to hide on Earth, becoming rogues. One such Rogue was Jackson's father who has been on Earth for decades, leading the life of an ordinary human.
Recently Jackson discovered his powers and and is still trying to come to grips with the true nature of his heritage. He currently is going to Emerald City University on a scholarship and moonlights as a "costumed" crimefighter. He would love to sit down with Pseudo of the Freedom League sometime to talk about his heritage if the damned alien would ever come down from the Lighthouse.
--------------------------------------
*Maximum Density
----------Ability Scores---------
Strength: 30*/18 (+10/+4)
Dexterity: 14 (+2)
Constitution: 24 (+7)
Intelligence: 14 (+2)
Wisdom: 14 (+2)
Charisma: 14 (+2)
--------------------------------------

----------Saves---------

Toughness: +10*/+7 [Impervious 3*]
Fortitude: +7
Reflex: +5
Willpower: +10
--------------------------------------

----------Combat---------

Attack Bonus: +10
Damage Bonus: Unarmed +10*/+4
Grapple: +22*/+14
Defense Bonus: +10 (+5 flat footed)
Initiative: +2
--------------------------------------

----------Lifting Capacity---------

Light Load: 1.1 tons*/100 lbs
Medium Load: 2.1 tons*/200 lbs
Heavy Load: 3.2 tons*/300 lbs
Max Load: 6.4 tons*/600 lbs
Push/Drag: 16.0 tons*/1500 lbs
--------------------------------------

----------Movement Rate---------

Base Speed: 30 ft/r / 60 ft/r / 120 ft/r
Leap: 20 ft / 10 ft / 5 ft
Flight: 1000 ft/r
--------------------------------------

----------Skills---------


Acrobatics - 0 (+2)

Bluff - 0 (+2)

Climb - 0 (+4)

Computers - 0 (+2)

Concentration - 0 (+2)

Diplomacy - 0 (+2)

Disable Device - 0 (+2)

Disguise - 0 (+2)

Drive - 0 (+2)

Escape Artist - 0 (+2)

Gather Info - 0 (+2)

Handle Animal - 0 (+2)

Intimidate - 0 (+2)

Investigate - 0 (+2)

Knowledge: Popular Culture - 8 (+10)

Medicine - 0 (+2)

Notice - 0 (+2)

Pilot - 0 (+2)

Ride - 0 (+2)

Search - 0 (+2)

Sense Motive - 0 (+2)

Sleight of Hand - 0 (+2)

Stealth - 0 (+2)

Survival - 0 (+2)

Swim - 0 (+4)


--------------------------------------

----------Feats---------

Eidetic Memory: Perfect recall of everything you've experienced

Jack-of-All-Trades: Use any skill untrained

Power Attack: Reduce attack bonus to increase damage bonus

--------------------------------------

----------Powers---------

Flight - Power Rank 4 - Cost 8 (2 * 4)

Immunity: Life Support - Power Rank 9 - Cost 9 (1 * 9)

Morph: Any Humanoid - Power Rank 10 - Cost 21 (2 * 10 + 1)
Power Feats: Metamorph [Human Form with Traits]

AP: Insubstantial - Power Rank 4 - Cost 1 (0 * 4 + 1)
Power Feats: Subtle


AP: Density - Power Rank 6 - Cost 1 (0 * 6 + 1)
Power Feats: Affects Insubstantial 2, Subtle


Comprehend: Languages - Power Rank 2 - Cost 4 (2 * 2)

Telepathy - Power Rank 6 - Cost 12 (2 * 6)
--------------------------------------


----------Cost Summary---------

Abilities: 38
Combat: 40
Saves: 11
Skills: 2
Feats: 3
Powers: 56
Total Cost: 150
--------------------------------------"

Complications:
Secret: Jax fears if it came out about his alien heritage it would ruin his 'human' life.
Prejudice: Grue are generally viewed as enemies of mankind and there may be those untrusting of Hybrid due to his heritage.
Enemy: The Grue Collective
Obsession: Jax's father disappeared years ago and Jax would go far to find out what happened.

Notes:
Essentially this is Martian Archetype from Instant Hero
7/13/11 Updated for Crinosverse Avengers game.
Last edited by hero4hire on Wed Jul 13, 2011 5:47 am, edited 1 time in total.
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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 7:06 pm

DENIZEN
Image
Dennis Elton
PL: 9 (135 pp)

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

SKILLS: Bluff 4 (+4), Climb 4 (+5), Computers 3 (+5), Concentration 8 (+10), Craft: Structural 8 (+10), Disable Device 8 (+10), Drive 4 (+4), Intimidate 12 (+12), Streetwise 3 (+5), Notice 3 (+5), Search 3 (+5), Sense Motive (+2), Stealth 4 (+4), Survival (+2), Swim (+1)

FEATS: Attack Focus (Melee) (4), Dodge Focus (5), Equipment (1), Hide in Plain Sight, Improved Grab, Improved Grapple, Improved Pin, Sneak Attack (1), Startle

POWERS:
Possession (Affects Objects Only) [9],
Animate Objects (Linked to Possession, Touch) [9],
Comprehend Objects [2],
AP: Super-Senses (Detect Object; Acute, Analytical, Ranged) [4],
AP: Super-Movement (Permeate 2) [2]

COMBAT: Attack 5 [Unarmed +1 (Bruise)] Defense 21 (13 flat-footed) Init 0

SAVES: Toughness 5/2 (2 flat-footed) Fortitude 5 Reflex 5 Will 10

DRAWBACKS: None

EQUIPMENT:
Cell-Phone (1ep)
Under Cover Vest (+3 toughness, subtle; 4ep)


Abilities 14 + Skills 16 (64 ranks) + Feats 16 + Powers 51 + Combat 22 + Saves 16 – Drawbacks 0 = 135 / 135
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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 7:09 pm

PARAGON THE PERFECT MAN
PL 10

Image

Abilities
Strength 5, Stamina 7, Agility 7, Dexterity 7, Fighting 7, Intellect 7, Awareness 7, Presence 7

Powers
Physical Perfection: Enhanced Advantages 3 (Attractive 2, Great Endurance); Leaping 1; Speed 1 (4 MPH) • 5 points
Mental Perfection: Enhanced Advantages 7 (Beginner's Luck, Eidetic Memory, Jack of All Trades, Luck 4); Variable (Enhanced Feats & Skills) 1 • 14 points

Equipment
Armored Jumpsuit: Subtle Protection 3 • 4 points
Cellphone1 point

Advantages
Attractive 2, Beginner's Luck, Connected, Eidetic Memory, Equipment 1, Great Endurance, Jack of All Trades, Luck 4, Power Attack, Takedown 2, Trance, Uncanny Dodge

Skills
Close Combat (Unarmed) 8 (+15)

Offense
Initiative +7

Unarmed +15, Close, Damage 5

Defense
Dodge 10, Parry 10
Toughness 10 / 7**, Fortitude 10, Will 10
**Without Armor bonus.

Power Points
Abilities 108 + Powers 19 + Advantages 7 + Skills 4 + Defenses 12 = Total 150

Complications
Relationship: Paragon is both privately and publicly backed by the Pinnacle Path and its Founder.
Reputation: The Pinnacle Path is often viewed with disdain by the Public as a New Age Cult. As their "poster-child" Paragon also shares their reputation.
Secret Origin?: While following the tenets of the Pinnacle Path often has beneficial effects for its practicer, no one has displayed any of John's talents. It may be possible there is much more behind why Paragon has his "powers".
Motivation: Thrill-seeker. Paragon likes the attention and fame that comes with being a superhero. He's a good guy; but he got in the "Biz" for thrills & accolades.
Identity: Paragon has a very Public Identity.

Real Name: John Common

History:
John Common was once just a normal, ordinary, everyday guy. Normal that is until he picked up the self help book “The Pinnacle Path: Achieving Your Highest Potential” written by Jeremiah Ross; founder of the Pinnacle Path. What many considered “New Age claptrap” began to actually work for John, everyday in every way his life began to improve. His finances, love-life and health all began to drastically improve until; a year later he began to achieve his ultimate potential, physically, mentally. Barely recognizable as the man he once was, he took on the alias "Paragon: The Perfect Man".

Notes:
For info on the Pinnacle Path see Freedom City 2e book pages 54 & 237
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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 7:12 pm

KID KONG
aka ZBaku
Image
PL: 9 (135 pp)

ABILITIES: STR: 22* (+6/+2) DEX: 16 (+3) CON: 16* (+3/+1) INT: 20 (+5/-4) WIS: 20 (+5/+1) CHA: 7 (-2)

SKILLS: Acrobatics 12 (+15), Bluff (-2), Climb (+6), Computers 5 (+10), Concentration 2 (+7), Diplomacy (-2), Disable Device 5 (+10), Disguise (-2), Drive (+3), Escape Artist (+3), Gather Info (-2), Handle Animal (-2), Intimidate 10 (+10*), Investigate (+5), KN: Physical Sciences 5 (+10), KN: Technology 10 (+15), Medicine (+5), Notice 7 (+12), Pilot (+3), Ride (+3), Search (+5), Sense Motive (+5), Sleight of Hand (+3), Stealth (-1*), Survival (+5), Swim (+6)

FEATS: Acrobatic Bluff, Attack Focus (Melee) (6), Beginner's Luck, Benefit (Legion Academy), Dodge Focus (6), Eidetic Memory, Improved Pin, Jack-of-All-Trades, Monkey Climber, Power Attack, Rage (1), Stunning Attack, Takedown Attack (1),

POWERS:
Container (Gorilla) [5]
-Power Feat: Innate [1]
-Feature (Insulating Fur, Prehensile Feet) [2],
-Growth [Ex: Continuous] [Fl: Permanent] [4],
-Protection [3],
-Super-Senses (Low-Light Vision, Scent) [2],
Enhanced Intelligence [18],
Enhanced Wisdom [8],
Psychic Powers Array
[Base]Telepathy [6],
[alt1] Telekinesis [Ex: Perception] [4],
[alt2] Mental Duplication [4]

COMBAT: Base Attack +6* [Melee +12*, Unarmed DC 21] Defense 22* (13* flat-footed) Init +3

SAVES: Toughness 6 (6 flat-footed) Fortitude 7 Reflex 7 Will 8

DRAWBACKS: Disability -Nearsighted [Freq DC 15] [Sev DC 5]

Abilities 3 + Skills 14 (56 ranks) + Feats 23 + Powers 60 + Combat 28 + Saves 11 – Drawbacks -1 = 138 / 135

Notes
:arrow: *Includes Modifiers from Growth
:arrow: Rage uses houserule suggested by Steve Kenson that first rank is "balanced" via PL tradeoffs
:arrow: Monkey Climber feat is from Warlocks & Warriors and allows Acrobatics for Climb checks

History:
ZBaku is a young Simian from Gorilla City; a civilization in the Congo inhabitated by hyper-intelligent apes. A descendent of the Great Betrayer Grodd; ZBaku has left the safety of his home to try to redeem his lineage and become a superhero. Using his budding psychic abilities inherited from his ancestor he applied to become a Legionairre but much to his chagrin he was instead assigned to the Academy. Though extremely intelligent and educated; Kid Kong is still somewhat prone to giving in to his more primitive urges. His classmates have jokingly referred to him occasionally going "Ape$#*t" on someone.
It is said ZBaku has vast psychic potential and could one day be as powerful as his Infamous Ancestor.
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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 7:13 pm

Image

Kid Kong - PL 10

Strength 6, Stamina 6, Agility 3, Dexterity 1, Fighting 6, Intellect 5, Awareness 5, Presence -1

Advantages
Agile Feint, Beginner's Luck, Close Attack 8, Eidetic Memory, Improved Hold, Jack-of-all-trades, Power Attack, Takedown

Skills
Acrobatics 12 (+15), Expertise (Science) 5 (+10), Perception 7 (+12), Technology 10 (+15)

Powers
Gorilla
. . 800 pound gorilla: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent)
. . Insulating Fur: Feature 1
. . Jungle Senses: Senses 2 (Acute: Scent, Low-light Vision)
. . Monkey Climber: Movement 3 (Swinging, Wall-crawling 2 (full speed); Check Required 5 (DC 15 - Acrobatics))
. . Monkey Jump: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Prehensile Feet: Feature 1
Psychic Powers Array
. . AE: Mental Duplication: Mimic 4 (DC 14; Resistable (Will), Custom 2 (Memory-Based Skills & Advantages))
. . AE: Mental Probe: Mind Reading 10 (DC 20)
. . AE: Psychokinesis: Move Object 6 (3200 lbs.; Increased Range (perception), Precise, Subtle (subtle))
. . AE: Telelocation: Senses 20 (Acute: Mental, Analytical: Mental, Awareness: Mental, Detect: Mental 2 (ranged), Extended: Mental 15 (x1000tr))
. . AE: Telepathy: Mental Area Communication 3 (Area, Precise, Subtle 2 (undetectable), Rapid 2)
Strength Effect
. . AE: Stunning Attack: Cumulative Affliction 6 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 16; Cumulative; Limited Degree)
Talking Monkey
. . Enhanced Ability: Enhanced Awareness 4 (+4 AWE)
. . Enhanced Ability: Enhanced Intellect 9 (+9 INT)

Offense
Initiative +3
Grab, +14 (DC Spec 16)
Mental Probe: Mind Reading 10 (DC Will 20)
Psychokinesis: Move Object 6 (DC 16)
Stunning Attack: Cumulative Affliction 6, +14 (DC Fort 16)
Throw, +1 (DC 21)
Unarmed, +14 (DC 21)

Complications
Disability: Z'Baku is Nearsighted. While he wears corrective lenses occasionally this poses a problem.
Motivation: Responsibility: KK considers himself an ambassador of Gorilla City and goes to great strides to bridge relations between Human and Simian.
Temper: Though usually calm and quite cultured Kong is still a Gorilla! When angered or hurt he can revert to aggressive primate behavior.

Languages
Interlac

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6, Will 13

Power Points
Abilities 20 + Powers 66 + Advantages 15 + Skills 17 (34 ranks) + Defenses 32 = 150


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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 7:15 pm

RUMBLE
Image
PL: 6 (120 pp)

ABILITIES: STR: 24 (+7/+5) DEX: 24 (+7/+5) CON: 24 (+7/+5) INT: 10 (0) WIS: 10 (0) CHA: 10 (0)

SKILLS: Acrobatics 3 (+8/10), Climb 3 (+8/10), Drive 3 (+8/10), Escape Artist (+5/7), Intimidate 11 (+11), Kn-Streetwise 11 (+11), Notice 10 (+10), Pilot 3 (+8/10), Search 10 (+10), Sense Motive 10 (+10), Stealth 3 (+8/10), Survival 10 (+10), Swim 3 (+8/10)

FEATS: All-out Attack, Chokehold, Diehard, Endurance (1), Equipment (2), Fearless, Grappling Finesse, Improved Grab, Improved Grapple, Improved Pin, Interpose, Power Attack, Prone Fighting, Rage (1), Set-Up, Startle, Stunning Attack, Takedown Attack (2), Ultimate Effort (Toughness) (1)

POWERS:
Max Dosage: Container [Fl: Side Effect (Fatigue Attack DC 20 after One Hour)] [2],
[*] Enhanced Strength [Db: Power Loss(Must Take Max every hour to retain)] [4],
[*] Enhanced Constitution [Db: Power Loss (Must Take Max every hour to retain)] [4],
[*] Enhanced Dexterity [Db: Power Loss (Must Take Max every hour to retain)] [4],
[*] Healing [Ex: Total] [Fl: Personal] [Db: Power Loss(Must Take Max every hour to retain)] [1],
Feel No Pain: Impervious [5], Immunity [Critical Hits, Pain Descriptor] [3]


COMBAT: Base Attack +5 [Unarmed DC 20/22] Defense 15 (13 flat-footed) Init +5/7

SAVES: Toughness 5/7 (5/7 flat-footed) Fortitude 8/10 Reflex 8/10 Will 7

COMPLICATIONS:
Drugstore Cowboy: Jax is hooked on Max; a performance enhancing super-drug and like any addict needs more & more to get his 'fix'.
Have a Heart: The drug Max is putting severe stress on Jax's heart and could be doing irreparable damage. It is a testament to Rumble's physical conditioning he hasn't suffered a massive coronary yet.
Top o' the World Ma!: Jax's Mom is still alive and still lives in the old neighborhood. He sends her money once a month. Despite being a brutal sadist, he loves his mother, which can be used against him.


Abilities 30 + Skills 20 (80 ranks) + Feats 21 + Powers 17 + Combat 20 + Saves 13 – Drawbacks 0 = 120 / 120


History:
Jackson Munroe was born to a single mom in one of the rougher parts of Freedom City. Being one of the few caucasian kids in the neighborhood and therefor a natural target for violence, Jax had to grow up tough. Before the age of ten he learned he had to make an example of one of the other kids or he would constantly be ganged up on and bullied. So during an altercation with a local street-punk, an older boy in his teens, Jax bit the punk's nose off. His rep grew from there; mess with Jax and you would get hurt...permanently hurt.
The kid was a little bit crazy.
Soon Jax was leader of one of the neighborhood gangs and not long after garnered the attention of a local Crime-Boss in a Fight-Club where he brutally defeated all comers. Jax became a leg-breaker for Organized Crime. He quickly worked his way up the ranks with ruthless efficiency. It was then Jax started using the drug 'Max'. Not only did it make him feel invincible but it numbed the pain of his brutal existence.
Recently when SHADOW went looking for the nastiest, most brutal enforcer they could find, they found Jax; now calling himself "Rumble". Offering him more money than he had ever seen and the chance to hurt a whole new weight-class of people Jax became one of SHADOW's 'loyal' henchmen.
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Re: H4H's PCs

Postby hero4hire » Fri May 13, 2011 8:56 pm

PHYSIQUE aka Zeke Phillips

Image

STR 24 +7 DEX 24 +7 CON 24 +7 INT 10 +0 WIS 10 +0 CHA 8 -1
TOUGHNESS +7 FORTITUDE +10 REFLEX +10 WILL +6

Powers: Speed 1
Skills: Acrobatics 8 (+15), Climb 8 (+15)
Feats: Acrobatic Bluff, Attractive 3, Chokehold, Diehard, Endurance, Improved Grab, Improved Grapple, Improved Pin, Power Attack, Takedown Attack 2 (5-foot move)
Combat: Attack +5, Grapple +12, Damage +7 (unarmed), Defense +5, Knockback -3, Initiative +7
Totals: Abilities 40 + Powers 1 + Skills 4 + Feats 13 + Combat 20 + Saves 12 = 90

Background: Ezekiel and Jeremiah were borne fraternal twins; the results of a secret experiment carried out at a genetics laboratory to produce the perfect child, using stem cell genegineering and sperm & ovam harvested from selectively bred donors.
The program was considered a failure and shut down because of the conception of the twins, one inheriting the desirable physical traits but showed only mediocre intellect, and the other, while scoring amazingly high in IQ tests was relatively frail and suffered from numerous maladies.

Both survived and were placed in an orphanage run by nuns in Los Angeles, California. Zeke the "cuter" of the two was soon adopted and moved to Chicago while Jerry was left in the care of the Orphanage.

Zeke led a fairly normal life, though his athletic prowess was evident from the moment he could pick up a ball. By high school he was a star athlete which led to many of his teachers and coaches letting him coast through his schoolwork, making Zeke the typical "Dumb Jock" with a perfect body and not much going on upstairs.

Zeke didn't realize he was abnormally gifted until he started training in mixed martial arts at the local gym where Zeke was able to easily submit a black belt in brazilian juijitsu. As of yet Zeke really doesn't know what to do with this information.
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Re: H4H's PCs

Postby peteyrock » Sat May 14, 2011 8:26 am

Wow, these are great! Thanks for posting them.
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Re: H4H's PCs

Postby hero4hire » Wed Jun 08, 2011 8:44 pm

Character from a 17th century Steampunk Elseworlds Game

Name: Cagliostro
Race: Human
Gender: Male
Description:
Image
Personality: Cagliostro is a bit of the "mad-scientist" type. Sometimes tittering to himself about things both real and imagined. But despite some questionable behavior he remains a driven force of good. His insatiable thirst for knowledge only matched by his hunger to punish the guilty. Brilliant and bizarre, Cagliostro never EVER takes off his mask.


Cagliostro - PL 10

Strength 2, Stamina 7, Agility 2, Dexterity 2, Fighting 2, Intellect 10, Awareness 5, Presence 0

Advantages
Artificer, Beginner's Luck, Close Attack 8, Daze (Intimidation), Equipment 6, Fearless, Great Endurance, Hide in Plain Sight, Improvised Tools, Inventor, Jack-of-all-trades, Set-up, Speed of Thought, Startle, Trance, Ultimate Effort: Fortitude, Well-informed

Skills
Expertise: Magic 5 (+15), Intimidation 15 (+15), Perception 5 (+10), Sleight of Hand 3 (+5), Stealth 8 (+10), Technology 5 (+15), Treatment 5 (+15)

Powers
Alchemy (Easily Removable (indestructible))
. . Philospher's Stone: Transform 10 (Affects: 1 Thing > 1 Thing - Lead to Gold, Transforms: 800 lbs., DC 20)
. . . . Alchemical Glue: Progressive Snare 4 (Alternate; DC 14; Progressive, Reach Melee 4 (20 ft); Reduced Range (close))
. . . . Alkahest
. . . . . . Damage: Damage 10 (Linked; DC 25)
. . . . . . Weaken: Weaken 10 (Linked; Affects: Toughness, Resisted by: Fortitude, DC 20; Affects Objects Only)
. . . . Elixae Vitae: Healing 6 (Alternate; Persistent, Restorative, Stabilize)
Unnatural Vitality
. . Immortal: Immortality 1 (Linked; Return after 2 weeks, Advantages: Great Endurance, Ultimate Effort: Fortitude)
. . Unaging: Immunity 1 (Linked; Aging)

Equipment
Alchemical Weapons Array
Flash-Bang: Burst Area Dazzle 4 (Affects Sense: Sight , Resisted by: Fortitude, DC 14; Burst Area (30 feet radius sphere): 30 feet radius sphere, Extra Sense (Hearing): Hearing)
. . Explosive: Burst Area Blast 5 (Alternate; DC 20; Burst Area (30 feet radius sphere): 30 feet radius sphere)
. . Flame-Thrower1: Line Area Damage 6 (Alternate; DC 21; Line Area (5 feet wide by 30 feet long): 5 feet wide by 30 feet long)
. . Flame-Thrower2: Cone Area Damage 6 (Alternate; DC 21; Cone Area (60 feet cone): 60 feet cone)
. . Sleep Gas: Cloud Area Sleep 4 (Alternate; DC 14; Cloud Area (15 feet radius sphere): 15 feet radius sphere)
. . Smoke: Cloud Area Concealment Attack 4 (Alternate; All Visual Senses, DC 14; Cloud Area (15 feet radius sphere): 15 feet radius sphere, Attack (Fortitude): Fortitude, Increased Range (ranged): ranged)
. . Tear Gas: Cloud Area Affliction 4 (Alternate; 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Incapacitated, Resisted by: Fortitude, DC 14; Cloud Area (15 feet radius sphere): 15 feet radius sphere, Extra Condition, Increased Range (ranged): ranged)

Armored Trenchcoat (+3 toughness), Fire Extinguisher, Multi-tool, Plague Doctor's Mask (Flash Goggles, Gas Mask), Toolkit (Basic)

Offense
Initiative +10
Alchemical Glue: Progressive Snare 4, +10 (DC Dog 14)
Alkahest: Damage 10, +10 (DC 25) linked to Weaken 10 (DC Fort 20)
Explosive: Burst Area Blast 5 (DC 20)
Flame-Thrower1: Line Area Damage 6 (DC 21)
Flame-Thrower2: Cone Area Damage 6 (DC 21)
Flash-Bang: Burst Area Dazzle 4 (DC Fort 14)
Grab, +10 (DC Spec 12)
Philospher's Stone: Transform 10, +10 (DC Dog 20)
Sleep Gas: Cloud Area Sleep 4 (DC Fort 14)
Smoke: Cloud Area Concealment Attack 4 (DC Fort 14)
Tear Gas: Cloud Area Affliction 4 (DC Fort 14)
Throw, +2 (DC 17)
Unarmed, +10 (DC 17)


Languages
Native Language

Defense
Dodge 10, Parry 7, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 60 + Powers 19 + Advantages 27 + Skills 23 (46 ranks) + Defenses 21 = 150

Complications:
Obsession: Intellectual Curiosity Cagliostro has an insatiable thirst for knowledge. The more forbidden the knowledge the better. This has led him to make unwise and questionable decisions.
Prejudice: Hideously Scarred Cagliostro's face was burned in an alchemical experiment gone awry. As a consequence he almost continuously wears his Plague Doctor's mask. Which most still find...unsettling.




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Backstory:

The tragic figure now known as Cagliostro, went by another name over a century ago; Doctor Giuseppe Balsamo. Giuseppe was hard at work to find the cure for a plague that had infected thousands, and had claimed the life of his beloved wife, leaving him alone to raise their son. Obsession with his attempts to find a cure led him into depths of the Dark Arts, including Alchemy which had its roots firmly in the realm of science and medicine. While on the verge of finding a cure, his successes where heard of by some less than reputable individuals. The criminals invaded Balsamo's lab, using his boy as a hostage. Unfortunately this occured in the midst of a dangerous and volatile experiment. A struggle ensued and then...an explosion. The men along with his son's lives were claimed. Giuseppe himself.. hideously scarred. He withdrew from society and some say sanity, and became known as the masked Cagliostro...He spent decades lurking in the shadows, never showing his face to a soul; continuing his experiments and using his skills to punish the wicked.
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