Entropic's 3e 2013 Creations!

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.
Entropicurity
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Entropic's 3e 2013 Creations!

Postby Entropicurity » Tue Jul 12, 2011 12:32 pm

Hello all and welcome to my little corner of the MnM 3e Heroscape!

Listed below will be a collection of Heroes and NPC's I have put together for various campaign settings. Most of these characters are for games that will likely never come to pass or ones I have had the pleasure of playing already. I will be using this thread as a creative outlet, so feel free to use these characters for reference or inspiration.

Credits to where they are owed
:arrow: Most character sheets generated and checked with HeroLab, which I then modify in each post. Later posts use a custom format and spreadsheet checking (Due to limited support for HeroLab on Linux).
:arrow: Any Image posted with character sheets are typically used without permission, and will be removed or credited as appropriate in accordance to artist request.
:arrow: No disrespect is intended in any event, and is souly intended to help visualize the character's apperance or general concept.

:idea: Key:
Archetypes are listed first (This is the general concept that people can reference from the core book)
Special Traits Second (Determines general flavor of character)
Theme Last (Divided between Paragon, Investigator, Specialist)

Emerald and Freedom City Heroes
Treu - PL 10, 150pp - Mystic, Chakra Aura Super-Senses and Manipulation, Investigator
Vegana - PL 10, 150pp - Powerhouse, Immortal Super Vegan, Paragon
The Gemini Twins - PL 10, 150pp - Speedster, Liberated Military Experimental Soldiers, Specialist
Neutrino Star - PL 10, 150pp - Speedster, Rebellious Pop-Star Icon and radioactive flying speedster, Specialist

DCA Heroes
Hammerhead - PL 10, 150pp - Paragon, Atlantean raised Kryptonian, Paragon
Knightfall - PL 10, 150pp - Element Controller, Dark Magic, Specialist

Generic Heroes
Prymal - PL 10, 150pp - Shapeshifter, Animal Mimicry, Specialist
Sol-Lar - PL 10, 150pp - Battlesuit, Space-themed force control, Paragon
Kaishang - PL 10, 150pp - Warrior, Enlightened Shaolin Monk, Specialist
Guyson V1 - PL 10, 150pp - Martial Artist, Intimidating Capoeiran Street Fighter, Specialist
Guyson V2 - PL 10, 150pp - Capoeiran Martial Artist Investigator, Investigator

Generic NPC Villains
Trollsta - PL 13, 194pp - Savage, Drugged-up Street Fighter looking for a Cure, Specialist

As always, if you have any requests, let me know!
Last edited by Entropicurity on Tue Nov 19, 2013 10:29 pm, edited 17 times in total.
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Entropic's 3e 2013 Creations!

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Entropicurity
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Re: Entropic's Creations!

Postby Entropicurity » Tue Jul 12, 2011 1:14 pm

[Placeholder Post]
Muses Dice, your Open and Inspirational RPG/Techno-Savy Blog!
Entropic's 3e 2013 Creations!

"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

Entropicurity
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Re: Entropic's Creations!

Postby Entropicurity » Tue Jul 12, 2011 1:36 pm

Image
(original Image: http://readman.deviantart.com/art/Dark-mage-48478327

Niah "Knightfall" Sabrina Fisk - PL 10
Strength -1, Stamina 0, Agility 2, Dexterity 2, Fighting 2, Intellect 4, Awareness 3, Presence 3

Advantages
All-out Attack, Contacts, Improved Critical 2: Keen Edge, Improved Initiative, Inspire 2, Power Attack, Precise Attack (Ranged, Cover), Skill Mastery: Intimidation, Startle

Skills
Expertise: Streetwise 5 (+9), Insight 4 (+7), Intimidation 10 (+13), Investigation 5 (+9), Perception 4 (+7), Ranged Combat: Knight Slash: Blast 12 6 (+8)

Powers
Ancient's Embrace: Regeneration 10 (Every 1 round)
Immunity: Immunity 8 (Aging, Damage Effect: Magic, Disease, Poison)
Knight Slash: Blast 12 (chaos, magical, mutant, slashing, DC 27, Advantages: Improved Critical 2; Affects Insubstantial 2: full rank)
:arrow: Dark Gaze: Cumulative Cone Area Affliction 8 (Alternate; chaos, magical, mutant, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Affects Insubstantial 2: full rank, Cone Area: 60 feet cone, Cumulative)
:arrow: Knight Chains: Weaken 8 (Alternate; chaos, magical, mutant, Affects: Agility, Resisted by: Fortitude, DC 18; Affects Insubstantial 2: full rank, Increased Range 2: perception)
:arrow: Stunning Slash: Cone Area Affliction 8 (Alternate; chaos, magical, mutant, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 18; Affects Insubstantial 2: full rank, Cone Area: 60 feet cone, Cumulative)
Knightfall Field: Force Field 12 (+12 Toughness)
Leaping: Leaping 3 (Leap 60 feet at 16 miles/hour)
Movement: Movement 2 (Safe Fall, Wall-crawling 1: -1 speed rank)
Senses: Senses 2 (mutant, Darkvision)
Speed: Speed 3 (mutant, Speed: 16 miles/hour, 250 feet/round)

Offense
Initiative +6
Dark Gaze: Cumulative Cone Area Affliction 8 (DC Will 18)
Grab, +2 (DC Spec 9)
Knight Chains: Weaken 8 (DC Fort 18)
Knight Slash: Blast 12, +8 (DC 27)
Stunning Slash: Cone Area Affliction 1 (DC Fort 11)
Throw, +2 (DC 14)
Unarmed, +2 (DC 14)

Languages
Native Language

Defense
Dodge 8, Parry 6, Fortitude 6, Toughness 12/0, Will 8

Power Points
Abilities 30 + Powers 73 + Advantages 9 + Skills 17 (34 ranks) + Defenses 21 = 150

Character Details:
Name: Niah Sabrina Fisk Alternate Identity: “Knightfall”
Features: Asian Ethnicity, Black hair, Eyes are light blue with mild brown edges, Fair Caucasian skin.
Age: 21, Weight and Height: 120lbs and 5’6”


Motivations
Justice and Responsibility: Niah has lost her trustworthy father in a run by shooting during her teenage years while he was on a police patrol of their local neighborhood, and her mother even earlier due to the Big Bang. When her father died, he left her with little money and she had to fend for herself, spending most of her nights on the streets. Despite these dark times, she still has fought to uphold the good her father had taught her to do for so long.

Enemies
Over the past several years and the past year in Florida, Knightfall has aquired a small group of enemies that will do whatever they can to cause trouble and make some profit.

:!: Trollsta - Trollsta was the result of drug experiments from the company AMG (American Military & General) Pharmaceuticals. In an unexpected accident, Trollsta broke out of the confines of his AMG facility, and has been rampaging across Florida ever since. Trollsta is a typical Gangsta who has a very bad temper, and the drug he’s taken gives him immense strength and speed as well as a very sound toughness. Knightfall has been able to target his weakness to electricity and paralysis in order to keep him in check, but even with that weakness, the drugs keep so it takes a bit of a delay before any result can be seen.
:!: AMG Pharmaceuticals - One of the leading researchers of medicine in the United States, Knightfall has found that the company has been underhandedly selling designer drugs to street thugs in the hopes of getting money and research material for their various drugs. Knightfall will stop at nothing to bring them to justice, and to stop their drug trade and corruption of the states youth.
:!: Glock - Once one of the most notorious gangsters in Dakota, Glock has been summoned by Trollsta from time to time in order to pull a fast one on Knightfall. He’s a speedster who has mastered the art of using dual pistols, and is very hard to get a hold of. His impulsiveness often gets the better of him, though, and Knightfall isn’t afraid one bit to take advantage of this. Glock is often accompanied by a small group of thug minions who try to distract Knightfall long enough for Glock to get the upper hand.

Relationships
With her secret identity, she has a number of friends on the streets who see Niah as a close friend. These include:

:!: DJ and Rave Dancing partner Jordan, aka DJ Bombsta - Having taken time on the streets, Niah has come to know Jordan as a close friend and also a general good source for any of the drug activity in the area.
Her sister from another mother Venicia - One of her closest friends who convinced Knightfall to come to Florida with her as she attends Florida State College. She is going to school to become a Doctor with a focus on helping people recover from Drug Addictions.
:!: Officer Thomas Victory - Thomas is a very respectable cop who has a specialty in the gangs of the local state of Florida. He goes to all the key scenes where gang activity has taken place, and if things get out of hand has called Knightfall for a bit of backup. The two work with each other on a frequent basis and share notes on any of the activity.

Background:
One thing that Niah didn't know, was that her father had been affected by the Big Bang, and somehow it also affected her as well. Her father has likely survived the run by shooting and likely holds a secret power that nobody really knew, though it is not yet known what his motives could be, even if he has survived.

This come into clarity when one day when she was on her way home from a small job she was working, one of the Bang Babies named “Glock” and his gang banger members tried to steal from her. When she proved capable of defending herself against the smaller thugs, Glock pulled out his glock and shot her.

The shot knocked her to the ground, she found herself determined and stood back up to all of their amazement despite the wound the gunshot had given her. As she did so, her skin changed color and her hair seemed to age dramatically. The wound quickly healed, and would-be gang and Glock ran off seeing that the odds had changed dramatically.

Both amused and amazed, Niah found that she could channel her energy to give her enhanced speed and movement, project waves of chaotic energy, and push her energy out in the way of a force field. Through experimentation and practice she was able to more accurately control her special abilities. Armed with her enhanced regeneration and new knowledge, she has become one of Dakota’s greatest heroes.

When she had the opportunity to move to another state, she took it in an instant, knowing that Dakota already had a lot of people taking care of it who were just as capable as herself. Now in the hopes of broadening her horizons, she now fights for the betterment of anybody she can, but also is doing her best to hunt out drug lords and bring justice to them once and for all.

Now in Florida, Niah has a strong sense of Responsibility to both the people of florida and to her close contacts. She will do anything she needs in order to protect those who are dedicated to her cause.
Last edited by Entropicurity on Wed Jul 13, 2011 3:27 pm, edited 4 times in total.
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Entropic's 3e 2013 Creations!

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Re: Entropic's Creations!

Postby Entropicurity » Wed Jul 13, 2011 8:10 am

Hammerhead - PL 10
Strength 10, Stamina 12, Agility 2, Dexterity 0, Fighting 6, Intellect 0, Awareness 1, Presence 2

Advantages
All-out Attack, Animal Empathy, Interpose, Languages (Atlantean), Move-by Action, Power Attack

Skills
Close Combat: Unarmed 4 (+10), Deception 5 (+7), Expertise: Atlantean Lore 6 (+6), Insight 4 (+5), Perception 4 (+5), Persuasion 5 (+7), Ranged Combat: Blue Pulse Eye Beam: Blast 6 10 (+10)

Powers
Alien Vitality
:arrow: Kryptonian Integrity: Defense Effect 12 (Saving Throw: Toughness; Impervious)
:arrow: Kryptonian Stamina: Enhanced Stamina 10 (+10 STA)
:arrow: Kryptonian Immunity: Immunity 10 (Life Support)
:arrow: Magi Blessing: Force Field 2
Atlantean Adaptation
:arrow: Flight: Flight 7 (Speed: 250 miles/hour, 0.5 miles/round; Aquatic)
:arrow: Movement: Movement 1 (Environmental Adaptation: Aquatic)
Kryptonian Array
:arrow: Blue Pulse Eye Beam: Blast 6 (Alternate; DC 21; Accurate 2: +4, Multiattack)
:arrow: Enhanced Ability: Enhanced Strength 10 (+10 STR)
Super-Senses: Senses 6 (Acurate: Auditory, Extended: Auditory 1: x10, Ultra-hearing)

Offense
Initiative +2
Blue Pulse Eye Beam: Blast 6, +14 (DC 21)
Grab, +10 (DC Spec 20)
Throw, +0 (DC 25)
Unarmed, +10 (DC 25)

Defense
Dodge 6, Parry 6, Fortitude 12, Toughness 14 (12 Impervious), Will 8

Power Points
Abilities 26 + Powers 88 + Advantages 6 + Skills 19 (38 ranks) + Defenses 11 = 150

Character Details:
Name: Hammerhead aka "Hammie"
Features: Kryptonian, dark brown hair, golden eyes, Caucasian skin
Age: Unknown, Weight and Height: 184lbs and 5'11"
Languages: Native Language, Atlantean

Complications
:!: Enemy: Blue Ray: Blue Ray is Hammerheads evil duplicate, and the two are both potent enemies. Blue Ray will stop at nothing to prove he is better than Hammerhead.
:!: Motivation: Patriotism: Hammerhead places Atlantis before all else, and if anything threatens its people he will likely be one of the first to respond.
:!: Motivation: Thrills: Whenever Hammerhead isn't tied to specific duties in Atlantis, Hammerhead loves to travel and explore the world at large, challenging himself by facing off and wrestling with the worlds most powerful creatures and animals.
:!: Responsibility: Elite Guard of Atlantis: From time to time, Aquaman will call on Hammerhead to perform tasks and duties that are specific to Atlantis and/or Sub Diego.
:!: Weakness: Although his weakness to Kryptonite isn't as deadly as it is with Superman's, Hammerhead still has to keep an eye out for Black and Blue Krytponite as both of them are able to penetrate the magical wards that have been infused into Hammies blood.
:!: Blue Kryptonite: This is likely to be Hammerheads most significant weakness, leaving his toughness Hindered, Disabled, and potentially incapacitated as his body is wracked with pain.
:!: Black Kryptonite: Only used once in his lifetime, this has caused for the creation of Blueray, Hammerhead's evil duplicate.

Personality:
Hammerhead is an easy going thrill seeker. He absolutely loves a challenge and will often times get himself into trouble trying to find the next big thrill. Despite this, Hammer head is extremely devoted to those he considers family, which can include any of his friends. Since he has no idea about his true family, he makes do with what friends he has and his adopted family in Atlantis.

Hammerhead has had many opportunities to learn more about Kryptonian history and to discover his bloodline, but he fears that his bloodline may have been for some darker purpose, and has avoided the opportunities. Instead, he spends most of his time learning what he can about Atlantis, and how he may better himself protecting his new home.


Powers and Abilities
Hammerhead has a combination of magical abilities and sudo-kryptonian traits. Given his history with Atlantis, Aquaman has insured that Hammerhead has been protected by a unique spell that keeps him protected while both in and out of water in the form of a blue aura force field. This helps to augment his already very sound Kryptonian strength and stamina, allowing him to travel just about anywhere on the planet and handle even the most abusive of encounters.

Unlike most other Kryptonians, Hammerhead is able to use his eye beams using only the smallest amount of sunlight, and is able to use them on a high frequency lightwave that pulses in quick succession. This enables him to blast multiple targets, or "pulse" at a single target for increased effect and with deadly accuracy. In the event that his eye beams are unable to penetrate a target, he isn't afraid to use his enhanced strength to get his point across.

Given his experiences under water, his experimental Kryptonian DNA has adpated to the underwater environment and have given him enhanced senses and underwater environmental adaptation. Mysteriously, his exposure to sunlight only excites Hammerhead and makes him more energetic, but the lack of sunlight doesn't do anything negative to his abilities. Additionally, only blue and black kryptonite have been known to affect Hammerhead, and both have been used on him over the time he has spent on the surface world. Although he is still somewhat of the belief that he isn't a true Kryptonian, he has done what he can to adapt to the potential use of the material in his encounters.


Enemies:
Hammerhead once encountered a drug cartel that had been working under the table for Lex Luthor. Teamed up with a handful of other heroes, he was baited into a trap where he was blasted with a focused ray of energy from a black piece of kyrptonite. The result of the attack left Hammerhead incapacitated, and out from the machine Blue Ray was born. Blue Ray quickly overwhelmed Hammerheads comrades, who took Hammerhead and escaped from the encounter.

Although it is not yet known who Blue Ray now allies himself with, it is known that he has the same interest in thrills as Hammerhead. Unfortunately, the thrills involve putting pain on others and taking the joys away from other people, and more specifically, destroying everything that Hammerhead holds dear. Now, Hammerhead and his comrades do what they can to hunt down and defeat Blue Ray before he gets completely out of control, all while trying to defeat Lex Luthor and stop his war on Kryptonians.


History:
Hammerhead was an experimental test tube baby, who had been sent out to orbit a blue pulsar in space. Some unknown entity had been testing to see how Kryptonians behaved around different solar systems in order to find the most efficient means of using Kryptonians as weapons.

During this experiment, something went horribly wrong, and caused Hammerheads capsule to move off course. It is not yet known as to the cause of this incident and what had enough power to move his capsule so far off course. After some time, Hammerhead's capsule found its way to Earth, where it crash landed in Atlantean waters. The resulting crash into the waters resulted in the death of an evil Homo-Magi who had been enslaving a number of Atlanteans.

Freed from their entrapment, many of the Atlanteans fled into the neighboring waters, but one family found the remains of Hammerhead's capsule and brought him back home to Aquaman to tell him of the child's involvement.

From this day on, the child was honored as a hero of the Atlantean people, and Aquaman had placed Hammerhead into the family binds of these Atlantean people.

As Hammerhead aged, he learned to accept his heritage as the hero of Atlantis, and gained a strong connection with the sea creatures of the ocean, something that Aquaman respected greatly. After some 20 years of living in the oceans, Aquaman charged Hammerhead with the protection of the city and made him an honorary Guard if Atlantis, placing him as added help to the Justice League.

Once Hammerhead gained this title, he quickly learned about his Kryptonian background, but despite this, Hammerhead still considers himself a true Atlantean and will never dishonor this fact.
Last edited by Entropicurity on Thu Sep 01, 2011 7:55 am, edited 1 time in total.
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Entropic's 3e 2013 Creations!

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Entropicurity
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Re: Entropic's Creations!

Postby Entropicurity » Sun Jul 17, 2011 11:55 am

Sandal "Prymal" Cruz - PL 10
Strength 1, Stamina 2, Agility 5, Dexterity 2, Fighting 8, Intellect 0, Awareness 2, Presence 2

Advantages
Animal Empathy, Defensive Roll 3, Diehard, Improved Initiative, Move-by Action, Power Attack, Teamwork

Skills
Expertise: Zoology 6 (+6), Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Persuasion 6 (+8), Stealth 6 (+11)

Powers
Animal Mimicry: Variable 8 (Action: move; Limited: Mimic Living Things, Animal Traits Only)
Animal Senses: Senses 5 (Analytical (Type): Olfactory, Danger Sense: Olfactory, Low-light Vision, Tracking: Olfactory 1: -1 speed rank)
Enhanced Recovery: Regeneration 5 (Every 2 rounds)
Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)

Power Settings
:arrow: Ape (Powers: Fur: Protection 1, Movement: Movement 1, Strength +7 (+8), Stamina +4 (+6), Fighting +2 (+10), Agility +2 (+7), Athletics +8 (+9), Advantages: Grabbing Finesse, Improved Disarm, Improved Hold)
:arrow: Bear (Powers: Growth: Growth 4, Immunity: Immunity 8, Power-lifting: Power-lifting 2, Thick Fur: Protection 2, Strength +5 (+6), Stamina +4 (+6), Advantages: All-out Attack, Close Attack 2, Great Endurance, Improved Hold, Startle)
:arrow: Dolphin (Powers: Aquatic: Movement 1, Immunity: Immunity 2, Senses: Senses 2, Swimming: Swimming 4, Awareness +3 (+5), Agility +4 (+9), Athletics +6 (+7), Fighting +3 (+11), Stamina +2 (+4), Strength +2 (+3))
:arrow: Raptor (Powers: Flight: Flight 6, Senses: Senses 1, Shrinking: Shrinking 4, Talons: Strength-based Strike 3, Agility +5 (+10), Fighting +4 (+12), Strength +2 (+3), Close Combat +2 (+10), Advantages: Evasion, Improved Critical)
:arrow: Shark (Powers: Bite: Strength-based Strike 2, Immunity: Immunity 2, Swimming: Swimming 4, Athletics +6 (+7), Stamina +5 (+7), Strength +7 (+8), Fighting +2 (+10), Advantages: All-out Attack)
:arrow: Stalion (Powers: Quickness: Quickness 5, Speed: Speed 6, Strength Effect 4, Fighting +5 (+13), Stamina +2 (+4), Strength +3 (+4), Advantages: Close Attack 3, Improved Initiative 2)
:arrow: Wolf (Attuned) (Powers: Regeneration: Regeneration 5, Teeth and Claws: Strength-based Strike 2, Agility +5 (+10), Fighting +5 (+13), Stamina +2 (+4), Strength +4 (+5), Advantages: Improved Trip)

Offense
Initiative +9
Bite: Strength-based Strike 2, +8 (DC 18)
Grab, +8 (DC Spec 11)
Talons: Strength-based Strike 3, +8 (DC 19)
Teeth and Claws: Strength-based Strike 2, +8 (DC 18)
Throw, +2 (DC 16)
Unarmed, +8 (DC 16)

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 5/2, Will 7

Power Points
Abilities 44 + Powers 68 + Advantages 9 + Skills 18 (36 ranks) + Defenses 11 = 150

Character Details:
Name: Sandal "Prymal" Cruz
Features: Native American and Mexican racial background, dark brown hair, yellow eyes, tanned skin.
Age: 18, Weight and Height: 160lbs and 5'6"
Languages: English

Complications
:!: Enemy: Terrorist Group: Once thought to have been killed by experimental gene enhancements in a terrorist compound after having been kidnapped on the streets, Prymal escaped the confines of the terrorist compound. Now the terrorists are trying to get to Primal before the US Military gets to him, or eliminate him all together.
:!: Fugitive: Wanted by the US Government: His origins as a terrorists experiment for gene testing, the US Military sees Prymal not only a threat, but also as a potential asset. His specific mutation would pose a great benefit to the US Military, and Prymal's knowledge of what has happened will give the US Military what they need to fight both internal and external affairs where terrorism is concerned.
:!: Motivation: Acceptance: Primal just wants to be human, but he knows his unique background makes his hard to be accepted. He'll fight to bring a good name to his actions and hopefully shed some light into the terrorist activites.
:!: Motivation: Justice: Having been thrown out on the streets at a young age, Prymal got to know a lot of the people who were in the same boat as himself. When abducted by the terrorist group along with others like himself, he watched in horror as they experimented on his friends. Now he seeks to bring justice to any who would take advantage of the homeless and those in poverty.
:!: Obsession: Finding his Mother: Seperated at a young age from his mother Prymal has been making attempts to get back in touch with his mother at whatever costs. If his mother is in danger or he finds that she is in ill hands, there is no telling what might happen.

Background:
Sandal has grown up in a very harsh life, where him and his mother ended up on the streets after his mother had run away from their home and his physically abusive father. The two of them did the best they could to survive with what they had available to them, and Sandal learned quickly what was necessary to survive and stay together.

Around the age of 14, Sandal and his mother was separated when a terrorist group abducted them for use in experiments. Sandal got to watch as her mother tried to reach out to him, screaming for the terrorists to let him go. He tried fighting but couldn't get past the men who were holding him down.

Over the following years, Sandal was put in a large number of experiments where he was infused with substance that altered his very makeup. One experiment went horribly wrong, and had almost killed Sandal, but when the terrorists went to dispose of his body, he had miraculously recovered and had gained the ability to take on aspects of different animals. At this point he was able to escape, but unfortunately he was not able to find his mother.

Now, he clings onto hope, desperately doing what he can to hold onto the thought that his mother is still alive, and fights to prevent further kidnappings by any organization who dares to take advantage of the poor and homeless.
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Entropic's 3e 2013 Creations!

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Re: Entropic's Creations!

Postby Gregster1968 » Tue Jul 19, 2011 1:03 am

Loving the character backgrounds :-)

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Re: Entropic's Creations!

Postby Emerald Flame » Wed Jul 20, 2011 5:56 pm

I like your builds... I really think that Prymal is a cool build.

I do have one question though.... Why not use Shapeshift for Prymal??

Keep up the great work.
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Entropicurity
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Re: Entropic's Creations!

Postby Entropicurity » Sun Aug 28, 2011 1:42 pm

Sorry for the delayed replies you two! I was in a middle of a move to Florida and am now officially here! Now to get back to the character backgrounds, and I have some fun one's planned out!

@Gregster1968 Thanks for the kudos! I often times enjoy making character builds, and am always trying to find ways to improve on them!

@Emerald Flame Shapeshift fits the idea of fitting into any shape, rather than exclusively animals. I wanted him to have access to his regenerative abilities, which isn't exactly tied to shape. I wanted to make sure he could at least have some traits outside of just shape, and tied more to "Super" animal traits.

Next up I had a moment of inspiration when reading over Aquamarine from Emerald City. His battlesuit's name is Sol-Lar, I'll be posting it shortly! :mrgreen:
Muses Dice, your Open and Inspirational RPG/Techno-Savy Blog!
Entropic's 3e 2013 Creations!

"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

Entropicurity
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Re: Entropic's Creations!

Postby Entropicurity » Sun Aug 28, 2011 2:02 pm

[PC] Sol-Lar - PL 10, 150pp

Stat Block
STR 0, STA 8, AGL 2, DEX 2, FGT 2, INT 6, AWE 2, PRE 0

Powers:
Astronaut Training 1 (Environmental Adaptation: Zero Gravity)
Sol-Lar Battlesuit (Removable)
:arrow: Astronautic Sensors 10 (Analytical: Radar, Direction Sense, Distance Sense, Extended: Radar 3: x1k, Infravision, Radio, Time Sense, Ultravision)
:arrow: Astronautic Support System, Immunity 9 (Disease, Enviromental Conditions (All), Poison, Suffocation (All))
:arrow: Astronautical Integrity, Force Reflector 8 (Saving Throw: Toughness; Impervious), Life Support System 4 (+4 STA), Reinforced Shielding 4 (+4 Toughness)
:arrow: Astronomical Thrusters, Atmospheric Thrusters 8 (Speed: 500 miles/hour, 1 mile/round), Space Thrusters 1 (Space Travel 1: within solar system)
:arrow: Feature: Conceals Identity 1
:arrow: Force Generation Array, Dual Force Drills 10 (DC 25; Cone Area 2: 120 feet cone, Split: 2 targets; Unreliable (5 uses)), Force Deflection 8 (Cone Area 2: 120 feet cone, Selective; Reduced Range: close), Projected Force 8 (6 tons, DC 23; Damaging), Yellow Particle Force Blast 12 (DC 27)
:arrow: Tactical Computer 14, (Traits: Dodge +6 (+8), Parry +4 (+6), Advantages: Ranged Attack 4).

Advantages: Attractive, Benefit, Wealth 3 (millionare), Contacts, Inventor, Ranged Attack 2, Ranged Attack 4, Well-informed.

Skills: Deception 4 (+4), Expertise: Business 2 (+8), Expertise: Mid West US 1 (+7), Expertise: Science 2 (+8), Insight 3 (+5), Investigation 3 (+9), Perception 2 (+4), Persuasion 5 (+5), Technology 7 (+13), Vehicles 3 (+5)

Offense: Init +2, Dual Force Drills: Cone Area Damage 10 (DC 25), Grab +2 (DC Spec 10), Projected Force: Move Object 8 +8 (DC 23), Throw +8 (DC 15), Unarmed +2 (DC 15), Yellow Particle Force Blast: Blast 12 +8 (DC 27)

Defense: Dodge 8/2, Parry 6/2, Fort 8, Tou 12, Will 10.

Totals: Abilities 36 + Powers 81 + Advantages 9 + Skills 16 (32 ranks) + Defenses 8 = 150

Character Details:
Real Name: Brent Wellworth
Occupation: Business Owner of StarReach Enterprises
Base: StarReach Enterprises HQ, New Mexico

Complications:
:!: Enemy - The theiving, manipulating, and masterminding Eclipse is actually Brent's former business partner. The two despise each other in every way, and any encounter they have usually ends horribly.
:!: Identity - Sol-Lar keeps his identity a secret, and has designed his armor to conceal both his voice and face.
:!: Motivation: Doing Good - Brent wants to live up to the dreams of his father, a former astronaught who believed that one should do everything they can to better the world.
:!: Relationship - Brent has a large collection of Friends and Business Contacts who provide him with a significant amount of information about anything he could ever need, as well as a number of old friends of his father from his Astronaut years.
:!: Responsibility - Brent is the founder and owner of StarReach Enterprises, which can put some signficant strains on his efforts to work as Sol-Lar.

Personality:
Sol-Lar is often times a sarcastic but otherwise a very pleasant person to be around. He is always thinking about any problems he may encounter, how to improve his business, and who to add to his already wide range of contacts. He does what he can to improve on his Father's legacy as an Astronaut, while striving to make space travel a reality for as many people he can. The majority of his time is spent either acting as the Face for his Company, or working behind closed doors on Sol-Lar or whatever other gadget.


Powers and Abilities:
Sol-Lar's powers all come from the Force Manipulating battlesuit which was designed and refined over the lifespan of StarReach Enterprises. The suit is capable of manipulating yellow particle energy force fields for a number of unique benefits. The suit can create force blasts that can damage and deflect damaging attacks at range. It can also manipulate force to move heavy objects. All these benefits were designed with space mining in mind, but was later enhanced for field use in combat situations. The suit's most powerful use of this energy is a drill attack that drains a seperate reserve of energy that recharges when exposed to solar energy for 4 hours, and is capable of drilling through even the toughest of materials.

The suit's other functions were designed to make it so that a person could independently travel to and from space and land in a light weight yet sustain the rigorous extremes of outer space. It has been equiped with the latest radar technologies that enables Sol-Lar to see in multiple frequencies of light wavelengths at extended ranges enabling sight in even the darkest places of space. Powerful engines have been installed into the battlesuit to enable extreme speeds in atmospheric flight as well as space flight, allowing for travel between the planets of outer space. Brent currently plans to improve on the sensory array and thruster technology to allow for even faster and farther space travel and research.

The Sol-Lar battlesuit has a combination of Black and White markings similar to a space craft with a silver faced helmet and Yellow Particle energy outlets in the chest, back, feet, and hands. All force energy and propulsion effects have a yellow particle energy display.


Enemies:
Brent's former business partner Jackeline Heart is the armored villain Eclipse. Jackeline was Brent's close business partner until Brent discovered that she was going to sell their technology to a militant organization planning to use their technology for ill gains. The two are now bitter enemies using two vastly different technologies. Brent will stop at nothing to get Jackeline behind bars, where as Jackeline now works in every way to become the new pilot of Sol-Lar.


History:
The History of Sol-Lar begins in a young man's dream to eventually go into space where his father traveled in his own job as an astronaut for NASA. When his father retired and Brent was breezing through college, the two started to work together to put together a business that made space travel affordable to everybody and pushing the boundaries of space.

When a business plane was established and tax breaks made in the State of New Mexico for space travel, the two jumped at the opportunity and founded StarReach Enterprises. The two quickly established a very cost effective propulsion technology for getting from land to space that made them quick millionaires and the business growing dramatically, allowing for the two to focus on their dream space suit.

Then one day, Brent's father died from a mysterious heart attack, leaving Brent as the soul founder of StarReach Enterprises. Not wanting to let his father's dream die with him, he hired an old college friend, Jackeline Heart, to help lead his efforts to make a space traveling power suit. The two became very close friends and the business boomed.

Unfortunately, Jackeline had different plans for the suit that the two were working on and began to work behind Brent's back to make a name for herself and take over StarReach Enterprises. Brent learned of her efforts quickly, though, and terminated her from the company. Before Jackeline could be arrested for company manipulation, she disapeared, along with a number of documents pertaining to the StarReach Enterprises propulsion technology.

Not too long after, a battlesuit started appearing at various military sites across the United States, as well as at some of StarReach Enterprise facilities. Brent recognized the propulsion technology on the suit as his own, and he then focused his attention putting together his own battlesuit to counteract the new threat. Taking an experimental force field manipulation technology designed for mining efforts in space, Brent created the battlesuit Sol-Lar. Brent was determined to do what he could to protect everybody from the foriegn battlesuit, now known as Eclipse, and any other threats that could come from his stolen technology. Above all else, Brent wanted to live up to his Father's ideals and dreams of making the world, and space, a better place to live in.
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Entropic's 3e 2013 Creations!

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Entropicurity
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Re: Entropic's Creations!

Postby Entropicurity » Wed Aug 31, 2011 1:08 pm

[PC] Kaishang - PL 10, 150pp

Stat Block
STR 8, STA 6, AGL 12, DEX 0, FGT 12, INT 0, AWE 6, PRE 4

Powers:
:arrow: Chi Focus: Chi Step 4 (Leap 120 feet at 30 miles/hour), Chi Stride 2 (Speed: 8 miles/hour, 120 feet/round)
:arrow: Lasting Youth Immunity 1 (Aging)
:arrow: Spiritual Healing 2 (Every 5 rounds; Persistent; Limited: Only in Trance)

Advantages: Agile Feint, Assessment, Defensive Attack, Defensive Roll 2, Fast Grab, Fearless, Grabbing Finesse, Improved Hold, Improved Trip, Languages 1 (Chinese (Mandarin), English), Precise Attack (Close, Concealment), Trance, Uncanny Dodge

Skills: Acrobatics 4 (+16), Athletics 4 (+12), Expertise: Martial Arts 7 (+7), Expertise: Philosophy 4 (+4), Insight 6 (+12), Intimidation 4 (+8), Perception 6 (+12), Persuasion 4 (+8), Sleight of Hand 7 (+7).

Offense: Init +12, Grab +12 (DC Spec 10), Throw +0 (DC 23), Unarmed +12 (DC 23).

Defense: Dodge 12, Parry 12, Fort 8, Tou 8/6, Will 12.

Totals: Abilities 96 + Powers 9 + Advantages 14 + Skills 23 (46 ranks) + Defenses 8 = 150

Character Details:
Real Name: Shai Kang
Occupation: Traveling Shaolin Teacher
Base: Shaolin Monastery, China

Complications:
:!: Enemy - Kaishang's former student Jason "Jaishing" Smith tries to sway Kaishang to use the forbiden art, and if anything, prove that his forbiden use of martial arts is superior to Kaishang's.
:!: Honor - Shai Kang will only use the full only use the full extent of his powers when necessary, and will never take advantage of an opponent. He will always aim to disable his opponent and attempt talking before taking lethal action.
:!: Motivation: Responsibility - Shai Kang holds the secret for one of the most ancient Judo martial art forms. He knows the importance behind this, and only uses the full extent of his power to defend those who are incapable of defending themselves.
:!: Power Loss - Shai Kang must spend at least an hour each day in meditation or physical training, or risk losing the benefit of his Chi Focus. Additionally, if Shai Kang doesn't take the time to meditate for an hour, he will acquire the Impaired condition until he takes the time to do so.

Personality:
Kaishang is a kind hearted, patient, and understanding hero. He genuinely enjoys helping others, especially those who show interest in learning martial arts and the phylisophical practices learned through them. Since his enlightenment, he has gained a wealthy amount of wisdom that is hard to match, though despite this he is still the young at heart, charming Shai Kang, Dojo Master.


Powers and Abilities:
Kaishang's abilities stem from a mastery of both mental and spiritual meditation and physical training. Having mastered his family's secret Judo art, he has been able to gain super human strength and stamina, otherworldly agility and fighting ability, and near limitless wisdom that compliments his already potent mastery of Judo.

In combat he will often times size up his opponent first, and he will then use this knowledge to his advantage and hopefully disable his opponent through either grapples or forcing his opponent to act irrationally and exploit their poor reactions.

Additionally, as long as he is in meditation, he will be able to quickly recover from any condition placed upon him. Though if he fails to meditate or train for an hour at least once every 24 hours, he will lose the benefit of his martial arts and suffer from cramps and troubled breathing, in the form of loss of his running and leaping and having the the impaired condition, each lasting until he takes the time to meditate for an hour.


Allies:
Shai Kang is a highly respected individual in the Martial Arts world. His visits to various Judo dojos are always welcome and people come to him for advise on a regular basis.


Enemies:
Jason "Jaishing" Smith was once a very promising student that excelled in many of Shai Kang's classes. Though when he started focusing more on lethal uses of his martial art, Shai Kang disaproved, and after a stern discussion, Jason was asked to leave the Dojo. Now Jason uses a forbiden martial art in order to defeat Shai Kang, and somehow gain access to the secret art that Shai Kang has mastered.


History:
Shai Kang has lived a life of dedication to the Martial Arts, acting as both student and teacher to many who train in the use of Judo. At the age of 29, Shai Kang was on a plane trip to the United States to learn of how the Americans used Judo in their martial arts when the plane crashed.

Mysteriously, Shai Kang was found at the scene of the crash uninjured and meditating amidst the rubble of the plain crash. Paramedics saw his survival as a miracle, though Shai Kang knew better. During the plain crash he had began to meditate, knowing full well what was to come.

As Shai Kang meditated, he was able to remove himself from his body and had found full spiritual enlightenment. He was able to see the world in a flash of images before him, realizing the pain and suffering of the world. When he came out of his meditative trance, he found himself amidst the wreckage of the plane unharmed, and so he began to work to help others out of the wreckage, doing so with unearthly grace, strength, and precision.

From this point on, Shai Kang continued his efforts as a Martial Arts teacher by day, and a paragon by night. It was during this time that a skilled student by the name of Jason Smith began moving through the ranks of his dojo, determined to find enlightenment himself. Though Shai Kang knew that he couldn't achieve it as long as he had harmful intentions in mind, and denied Jason the information he demanded.

Enraged, Jason traveled to China where he learned of a forbiden Martial Art that involved working with demonic spirits in order to gain an advantage in combat. Once he was granted access to the forbiden art, he challenged Kaishang to a duel under the persona of Jaishing. Knowing there was no other way to resolve the conflict, Kaishang agreed to the duel.

The combat ensued and Jaishing was unable to land a hit on Kaishang. Kaishang continued the struggle until Jaishing was too tired to fight any more. Jaihsing swore that he would defeat Kaishang one day, and that he would return, at which point he mysteriously disapeared.

Since this day, Jaishing has made a number of appearances attacking dojos and shrines alike across the world. Kaishang now works where he can to find his troubled student and hopefully bring some peace to his troubled soul, hopefully before it is too late.


Character History:
Shai Kang has been a long running character of mine. He was my first attempt at a character in Second Edition MnM, and eventually has gone through different iterations over the years. He isn't one to really use ranged attacks, and instead focuses on melee combat.

Archetype wise, Shai Kang is a warrior with a martial arts focus on Judo. He is a defensive combatant who isn't afraid to utilize both kind words and intimidation to sway the emotions of his opponents.

All in all he is just an all around good guy, and fairly straight forward to play in just about any setting.
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Entropic's 3e 2013 Creations!

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Entropicurity
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Re: Entropic's Creations!

Postby Entropicurity » Thu Sep 01, 2011 7:58 am

I have revised Hammerhead to fit in line with my new format style, as well as to give him more accurate auditory senses, added Atlantean as a language (was strange that I didn't have it there to begin with) and fleshed out his flavor text a bit more.

Planning on getting some more NPC stat blocks up next, debating on which one I should do first though. Thoughts?

Ones I'm most interested in doing: Blue Ray (Hammerhead's nemesis), Glock (Niah's nemesis), or Eclipse (Sol-Lar's nemesis).
Muses Dice, your Open and Inspirational RPG/Techno-Savy Blog!
Entropic's 3e 2013 Creations!

"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

Entropicurity
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Re: Entropic's Creations! (Small now, WIP)

Postby Entropicurity » Mon Jan 14, 2013 12:15 pm

Just recently signed up for a one shot game, and had an opportunity to get my mind gears working. I will likely share this for this upcoming post on my blog, though for those interested for the sheet as I have it now, here you go!

Image

Guyson - PL 10 (150pp)
Occupation: Street Fighter
Base: Orange City
Theme Song: "Crush" by Pendulum
Languages: English
Hair/Eyes/Skin: Long Brown flowing hair, Brown Eyes, Tanned skin.
Height/Weight: 5'9", 157 lbs.
Age: 29

Personality:
Guyson has a very rough exterior, though those who get on his good side realize he is a very kindhearted and loving person. He isn't afraid to stand up to the "Big Bad Guy" in order to defend those unable to protect themselves.

Guyson will also stop at nothing in order to prevent the slavery and intoxication of others, in any form. This has been his primary driving factor, in the hopes of freeing his brother from the grips of the Troll Serum by which his brother is addicted to.

Also, after the short defeat by his intoxicated brother, Guyson now is striving to further his martial skill, in the hopes of one day defeating his brother, who is constantly seeking for another source of the Troll Serum.


Powers and Abilities:
Guyson is a highly trained Capoeira martial artists who has mastered the ability to focus his willpower in order to make him a fearless fighting machine. Couple this with his extensive endurance training, Guyson is capable of pushing his body past human limitations and enduring even the worst that his body can be put through.

Guyson's Capoeira martial arts style focuses strongly on kicks, punches, grabs, feints, and using his focused willpower in order to bide his time in combat long enough to find that one moment to take his opponent down!


History:
After having been kicked out of a very violent home, Guyson and his brother Mike lived a homeless life in their early teens. The two learned to rely on each other, though it wasn't long before the two were ubducted and forced to fight in a series of Street Fighting competitions. Amazingly, the two found that they were naturals, despite the fact that the two refused to injure an opponent further when they both felt that they were defeated.

Angered by this, their "owners" posed the two against each other, and when the two refused to fight, they forced Mike to take the Troll Serum, an illegal drug used to put people into a crazed frenzy while giving them superhuman strength and vitality. The biggest side affect to this was the fact that it was a very addicting drug, and each time it was taken, it took away from the person's sanity.

Once the drug took it's effect, Mike unleashed his full fury on his brother, the serum taking it's toll on his mind. Forced up against a wall, Guyson tapped into his inner mind, allowing him to see the big picture, not just his brother. Using his brother's anger to his advantage, he was able to direct his brother's anger against his masters, causing enough chaos and destruction to allow other trapped fighters a chance to run free.

Though, when Guyson realised his brother wasn't losing strength, but was actually getting stronger, he turned his full attention to his brother. The battle that followed left the hidden fighting arena in ruin, though Guyson was left defeated just long enough to allow his drug-crazed brother to escape.

Now Guyson seeks to prove himself a worthy fighter capable of taking on the brunt of his brother's monsterous strength, and hopefully find a cure for his growing addiction for the Troll Serum.


Ability Scores
Strength 6, Stamina 4, Agility 8, Dexterity 2, Fighting 14, Intellect 0, Awareness 6, Presence 2

Advantages
Agile Feint, All-out Attack, Assessment, Defensive Attack, Defensive Roll 2, Evasion, Fearless, Great Endurance, Improved Critical 1 (Forceful Kicks), Improved Grab, Improved Initiative, Improved Trip, Power Attack, Precise Attack (Close, Concealment), Setup, Takedown 2 (Full Move or until Miss), Trance, Uncanny Dodge

Skills
Acrobatics 8 (+16), Athletics 4 (+10), Expertise: Streetwise 6 (+6), Insight 4 (+10), Intimidation 6 (+8), Notice 4 (+10), Persuasion 4 (+6)

Powers
Concentrated Willpower
. . Enhanced Trait: Enhanced Trait 6 (Traits: Will +4 (+12), Advantages: Fearless, Precise Attack (Close, Concealment); Activation: move action)
. . Regeneration: Regeneration 5 (Every 2 rounds)
Endurance Training (Advantages: Great Endurance)
. . Enhanced Ability: Enhanced Strength 2 (+2 STR)
. . Power-lifting: Power-lifting 2 (+2 STR for lifting)
Urban Movement
. . Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Movement: Movement 1 (Safe Fall)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round)

Offense
Initiative +12
Grab, +14 (DC Spec 16)
Unarmed, +14 (DC 21, Crit 19-20)

Complications
:arrow: Honor: Guyson prefers a fair fight, prefering to fight his foes when they have a better footing to prove that he is indeed a better fighter.
:arrow: Motivation (Justice): Guyson will stop at nothing to prevent the corruption of slavery and drug dealing, bringing justice to those who think otherwise.
:arrow: Obsession: Guyson takes every opportunity to take on foes that he feels would help him become a better fighter, and trains whenever possible to master his martial art.
:arrow: Rivalry: Guyson hopes to free his brother, Mike AKA "Trollsta", from the grips of the Troll Serum, treating him more as a rival and challenge than a true enemy.

Defense
Dodge 12, Parry 14, Fortitude 6, Toughness 6/4, Will 12/8

Power Points
Abilities 80 + Powers 27 + Advantages 17 + Skills 18 (36 ranks) + Defenses 8 = 150

My post will detail a bit more about how to use Guyson as Villain, or even possibly toss up a character sheet for his brother: Trollsta!

Hope you all enjoy this tidbit, I will be updating my thread to include Vegana as well as Treu from my blog. Cheers!

Update: Including a picture of Guy from Street Fighter, who was the original inspiration. His Brother, Trollsta, will be themed after Blanka from the same series, though likely without the electric stuffs. More to come soon!
Last edited by Entropicurity on Thu Jan 17, 2013 10:01 am, edited 4 times in total.
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Entropic's 3e 2013 Creations!

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Entropicurity
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Entropic's 3e 2013 Creations!

Postby Entropicurity » Mon Jan 14, 2013 12:29 pm

Treu, the Chakra Mystic - PL 10

Real Name: Felix Treu Webber
Occupation: Student of Magic
Base: Freedom City
Languages: English, German

Personality
Treu is a young outspoken youth who many considered to be both out of place and out of time. Chivalrous, determined, and strong willed, True is considered a close friend to many. He enjoys helping out others, especially those who are considered the "minority" and those who suffer from prejudice. Despite his temperment, there is a wealth of wisdom hidden behind his warm lit eyes.


Powers & Abilities
Treu was born with the innate ability to detect the auras of those around him, something he had learned to call Treu Sight. In addition to this, Treu often times finds that his personal chakra takes the form of flaming wolves, and has from time to time allowed him to surprisingly calm disturbed animals.

Treu uses these senses in order to manipulate chakra by means of mystical arts taught to him by a collective of mysterious mystics. This magic that he learned to call Chakra Mystical Manipulation, allowed him to mold the auras of those around him and himself in order to fabricate powerful spells with a theme revolving around fire, spirits, healing, and protection.

Treu is also a skilled ritualist, and thanks to his dedicated study of Chakra, he can spend a hero point to gain a different alternate effect for his Chakra Manipulation as well as come up with unique spells on the fly.


Allies
In addtion to the Master Mage Adrian Eldrich and the Freedom League, Treu has gathered quite the collection of connections over the past few years. These connections include some of the most prominent minority groups across Freedom City, gaining the respect of the likes of Johnny Rocket and Lady Liberty.


Enemies
Treu's efforts to eliminate prejudice in Freedom City has gained him quite the reputation from the likes of Nacht-Krieger, Weißer Ritter (aka the White Knight), and the Übermensch known as Mastermind. As a side note, there are many evil spirits who wouldn't mind making things troublesome for Treu who has a lot of spells that specifically affect incorporeal creatures, making things very difficult for their selfish schemes.


History
Treu started his life during a time of war when the German powers continued their invasion of US soil. It isn't fully well known of who Treu's parents were other than the fact that the boy was born with the Eyes of Ember. Even to this day, Treu is unsure if his original parents were even human, given his unique abilities and mystical eyesight.

For whatever reason, Treu was handed over to a group of mysterious Mystics who saw the child as a treasure. Growing up, Treu was very familiar with the manied differences of those in the world, as well as the harsh truths that came from living in a world filled with powerful Military Extremists. During his time with the mystics, he learned the arts of magic, learning how to purge evil spirits, heal, and provide simple magic tricks for shows.

Little did he know he was being prepared for what he would soon learn to be what would be the end of Erde, his native planet. When the Terminus Invasion happened, the planet itself was quickly overwhelmed, Omega's superior power and forces quickly overwhelming the planet. The Mystics had told Treu that they had been saving him for something greater.

It wasn't long before the German leadership in this world realized what was going on, and during an attack from some German military soldiers, the Mystics that Treu called his only family forced him through a mirror using some strange spell that he had not quite mastered yet. The mirror transported him into what he can only guess is the modern world where the Germans hadn't even made it to United States soil.

Now, Treu lives each day trying to live up to the ideals that the mystics had raised him up to believe in, hoping that he would someday be able to make their sacrifice to have not been in vein, and has although he has mastered the arts of mirror projection, he hasn't quite found a way to get back home.


Using Treu as a Villain
As a youth, Treu was recovered from an abandoned home and taken into the custody of the German authorities where the youth was quickly taken to a secret lab. Here, Der Führer himself saw it fit to train the child for his own means, calling him "Meine Rätsel", or for for those so unfortunate enough to face his bitter wrath: "Der Rote Rätsel." When gaining enough power, the powerful Mystic destroyed his master and proceeded to test his skill, hoping to find a worthy challenge. Now, he has traveled to Freedom City and is hoping to test his new found skills against the forces of both good and evil.

When using Der Rote Rätsel, he will do what he can to use his skill in intimidation and manipulation in order to put the players and villains against each other. Making sure to study his potential foes, he will use his spells to trap those not strong willed enough to face his powers in a coma while he focuses on more worthy and stronger willed opponents, often times trapping heroes and villains alike in distorted and twisted ideal choices of good and evil.

:idea: Changes: Flip the values of both Intimidate and Persuasion.

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

Advantages
Accurate Attack, Animal Empathy, Assessment, Connected, Improved Critical: Shattering Crit, Languages 1, Power Attack, Ranged Attack 6, Ritualist, Trance

Skills
Expertise: Magic 10 (+13), Insight 4 (+10), Intimidation 4 (+7), Investigation 4 (+7), Perception 4 (+10), Persuasion 6 (+9)

Powers
Chakra Crown
. . Chakra Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round; Check Required 5: DC 15 - Expertise (Magic))
. . Heart of Flame Aura: Protection 10 (+10 Toughness; Sustained)
. . Reflective Projection: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Extended: 8 miles in 2 move actions; Check Required 5: DC 15 - Expertise (Magic), Medium: Mirrors)
. . Sight of Inner Reflection: Remote Sensing 10 (Affects: Visual Senses - Chakra Sense, Range: 4 miles; Subtle 2: looks normal; Check Required 5: DC 15 - Expertise (Magic), Feedback, Medium: Reflective Surfaces)
Chakra Sight (Selfless or Selfish): Senses 8 (Acute: Chakra (Visual), Counters Illusion: Chakra (Visual), Danger Sense: Chakra (Special), Detect: Chakra (Visual) 2: ranged, Infravision, Tracking: Chakra (Visual) 1: -1 speed rank)
Emberweave Manipulation Array
. . Aura Projection: Create 7 (Volume: 125 cft., DC 17; Affects Insubstantial 2: full rank, Increased Duration: continuous, Precise, Subtle: look natural)
. . Helle Kugel!: Blast 10 (DC 25, Advantages: Improved Critical; Accurate: +2, Affects Insubstantial 2: full rank, Incurable, Reversible)
. . Helle Nova: Burst Area Damage 6 (DC 21; Burst Area 2: 60 feet radius sphere, Contagious, Incurable, Reversible, Selective; Fades)
. . Helle Smite: Blast 7 (DC 22; Accurate 2: +4, Affects Insubstantial 2: full rank, Reversible, Secondary Effect)
. . Last von Gier: Progressive Cone Area Affliction 8 (1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, Resisted by: Will, DC 18; Affects Insubstantial 2: full rank, Cone Area: 60 feet cone, Extra Condition, Progressive, Secondary Effect; Distracting, Limited Degree, Unreliable (5 uses))
. . Mend the Weave: Healing 6 (Energizing, Persistent, Restorative, Stabilize)
. . Sanctuary
. . . . Concealment: Concealment 10 (All Senses; Passive)
. . . . Insubstantial: Insubstantial 4 (Incorporeal; Limited: Passive)
Master Mentalist: Quickness 4 (Perform routine tasks in -4 time ranks; Limited to One Type: Mental)

Offense
Initiative +2
Grab, +4 (DC Spec 10)
Helle Kugel!: Blast 10, +10 (DC 25)
Helle Nova: Burst Area Damage 6 (DC 21)
Helle Smite: Blast 7, +12 (DC 22)
Last von Gier: Progressive Cone Area Affliction 8 (DC Will 18)
Throw, +8 (DC 15)
Unarmed, +4 (DC 15)

Complications
:arrow: Motivation (Doing Good): Having known what true evil was capable of, the Treu will do whatever it takes to insure the good of mankind is upheld.
:arrow: Power Loss: Ember Mage's spells do not work if he is blinded, as he requires the ability to see the Emberweave in order to manipulate it.
:arrow: Relationship: There are many people that Treu considers his close friends, and those same people often end up in harm's way.
:arrow: Temper: Treu is always out to protect the underdog, lashing out at any offenders regardless if it is directed to stranger or friend.

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

Power Points
Abilities 44 + Powers 56 + Advantages 14 + Skills 16 (32 ranks) + Defenses 20 = 150
Muses Dice, your Open and Inspirational RPG/Techno-Savy Blog!
Entropic's 3e 2013 Creations!

"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

Entropicurity
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Re: Entropic's 3e 2013 Creations!

Postby Entropicurity » Mon Jan 14, 2013 12:40 pm

Vegana - PL 10

Real Name: Alicia Milagros Juarez
Occupation: Esoteric Herbalist and Dietary Specialist
Base: Freedom City
Languages: English, Spanish

Personality
Vegana is a very youthful and pleasant woman who isn't afraid to share her thoughts on one's personal health. Her sincerity makes it very difficult for many people to get angry at her, and there are many times when she uses this to her advantage if things aren't going her way.

Although very diplomatic, Vegana's experience with her Crime Lord father's business efforts, she knows that many times some tongue and cheek and fast talking can take one's self many places.

Though when it comes down to it, Vegana has absolutely no patience for anyone who abuses the gift of the earth, putting her at ends with many Business and Religious Orginizations.


Powers & Abilities
Vegana's abilities stem from a Forbiden Fruit that she consumed in her youth. Intended as a curse, her selfless essence has provided her the ability to increase her mass dramatically, move at amazing speeds, and give her superior vitality and strength capable of withstanding even the worst of attacks.

Due to her strength and devotion to a selfless Vegan lifestyle, she has acquired the ability to shatter anything that she applies enough strength to, and extremely healthy lungs capable of utilizing strong breaths of air in order to move large groups of people around with a single breath.

Though, despite this fact, the forbiden fruit has "cursed" her with immortality and unaging, keeping her relatively trapped in her late teens despite having lived since the late 1700's.


History
Vegana, the daughter of a trafficker of young children, women, and drugs, was a very pleasant girl who seemed to not have a worry in the world. Her father saw her as his sacred gift, doing his best ot hide her, though often times surprised and angered by her curiosity and apt ability to reckognize the pain and suffering in many living things.

At the age of 12, Vegana had been given a fruit by a poor woman in a crowded marketplace in Guadalajara, Mexico. The fruit itself was intended to curse her father, though Vegana could not resist a delicious looking fruit, and given the beauty behind the fruit itself she paid the woman with an amount that would have easily angered her father. Though instead of killing her, the fruit seemed to have no effect.

At the age of 19, when Vegana discovered her father's true intentions during one of her curios adventures, she attempted stopping the trafficing and quickly came under fire despite her father calling a cease fire. The bullets had no affect, quickly causing the situation to escelate.

Many of the children and women were threatened to be killed if she did not back down, and angered by this, Vegana then discovered the full potential of her powers, quickly picking up her fathers limo and creating a wall between the men with guns and those they were threatening.

Taunting the men to surrender, many of them retreated and her fauther quickly disapeared, taking with him all the monetary wealth she had grown accostumed to. This didn't bother her any, and she set it upon herself to fight for the preservation of all life, and hopefully find her father and put an end to his ways.

Now some two hundred years later, Vegana had found his father's cartel had killed him due to his refusal to try to stop his own daughter. She has recently found herself among Freedom City in the hopes of putting an end to the problem at it's source, which she believes is in the city itself.


Using Princess as a Villain
Glutona was a much more bitter woman in her youth, taking everything she could from her father and trapping and guilting him into anything she wanted. When a fruit was given to her father she demanded she have it, and once consumed, she quickly discovered that her hunger and desire for things were never fulfilled, causing her to live a life of undless hunger and the curse of immortality to back it.

Now, Glutona seeks to consume are take anything she can get her hands on that remotely comes close to sasiating her, and destroying anything in her path to get to it. Once she has consumed enough, she tends to go into a long hibernation before her hunger gets too much for her to take any more which typically happens once every 12 years, the age that she was when she first ate the cursed fruit.

:idea: Changes: To make things more interesting, raise her power level appropriately or change her Stamina to simply being immune to damage to make her a force that the players have to think to get around!

Ability Scores
Strength 12, Stamina 12, Agility 1, Dexterity 0, Fighting 6, Intellect 1, Awareness 0, Presence 2

Advantages
Animal Empathy, Attractive, Connected, Diehard, Interpose, Languages 1, Power Attack, Taunt

Skills
Athletics 4 (+16), Close Combat: Vegan Power 2 (+8), Deception 6 (+8), Expertise: Esoteric Medicine 4 (+5), Insight 6 (+6), Perception 6 (+6), Persuasion 6 (+8), Treatment 4 (+5)

Powers
Nature's Grace
. . Leaping: Leaping 5 (Leap 250 feet at 60 miles/hour)
. . Movement: Movement 1 (Trackless)
. . Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)
Vegan Power
. . Powerful Breath
. . . . Damage: Cone Area Damage 6 (DC 21; Cone Area: 60 feet cone, Linked: Move Object: Cone Area Move Object 6; Unreliable (roll))
. . . . Move Object: Cone Area Move Object 6 (3200 lbs.; Cone Area: 60 feet cone; Limited Direction: Toward or Away only, Reduced Range: close)
. . Shatering Fist (Penetrating 12, Notes: Applies to Unarmed Strength attacks)
Vegan Vitality
. . Immortality: Immortality 5 (Return after 1 day; Limited: See Notes, Notes: Must be layed upon or burried within sacredly planted soil, or be within contact of raw vegan materials for 1 day.)
. . Immovable: Density Growth 8 (+8 STR, +8 STA, -4 active defenses; Density)
. . Immunity: Immunity 6 (Aging, Critical Hits, Disease, Poison, Starvation & Thirst)
. . Protection: Protection 4 (+4 Toughness)
. . Regeneration: Regeneration 5 (Every 2 rounds)
. . Unstopable (Saving Throw: Toughness; Impervious)

Offense
Initiative +1
Damage: Cone Area Damage 6 (DC 21)
Grab, +6 (DC Spec 22)
Move Object: Cone Area Move Object 6 (DC 16)
Throw, +0 (DC 27)
Unarmed, +6 (DC 27)

Complications
:arrow: Motivation (Acceptance): A life among prejudice and descrimination has lead Vegana to fight for equality for all, and the acceptance of all regardless of their differences.
:arrow: Motivation (Doing Good): Vegana has a pure heart and a kind soul, seeking out to protect the world from evil, and hopefully promote the benefits of a vegan lifestyle to all.
:arrow: Obsession: Vegana has a strong passion to protect all living life forms, regardless of their "development," and she will protect any animal life at any costs.
:arrow: Prejudice: Despite her pleasant presence, Vegana is negatively looked down upon by many religious groups, as her Bisexual and eating preferences are often times in conflict with them.

Defense
Dodge 3, Parry 4, Fortitude 12, Toughness 16, Will 6

Power Points
Abilities 36 + Powers 73 + Advantages 8 + Skills 19 (38 ranks) + Defenses 14 = 150
Muses Dice, your Open and Inspirational RPG/Techno-Savy Blog!
Entropic's 3e 2013 Creations!

"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

Entropicurity
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Re: Entropic's 3e 2013 Creations!

Postby Entropicurity » Sun Jan 27, 2013 9:47 pm

The Gemini Twins!

Real Name: Unknown
Occupation: Former Trained Soldier, Unemployed
Base: Freedom City
Native Language: English

Personality:
Eve is a very cautious young woman who who has learned how to read people over the years. Between the two, Eve is the most untrusting though once someone has gained her trust, she becomes a very pleasant and loyal person to be around.

Psyche has a very trusting and naive mindset, putting her faith in people who she feels she can trust, even in the slightest amount. Once she has found that her sister can trust those she helps fight for, she becomes a very loyal and pleasant companion to have around. In addition to this, Psyche is very impatient and curious, often times putting her at ends with her patient and cautious sister.

Given there history as an escaped trained weapon, the twins understand the worth of a family and friends as well as the enjoyment of freedom. Now the two fight to forge friendships as well as to protect themselves from the evil forces that wish to use their other half against the other.


Powers and Abilities:
The Cosmic Twins are able to amplify their powers when they are actively close to each other. As long as they are close to each other, they are capable of moving at insanely fast speeds, regenerate even the worst of wounds over a short period of time.

Their combat training has also allowed them the ability to act as a single person, using a combination of feints and cosmic combo moves to devistating effect, and using athletic training to push their speeds to mind-numbing levels.

Add in the fact that both of them work as a team and they work to help motivate and protect those they fight with.


History:
The Cosmic twins were very potent speedsters as far as they can remember. Capable of learning to walk and move at a very early age, the two children were immediately moved to a facility for "gifted humans" where they were trained to become superhuman soldiers.

Over the course of time, Eve and Psyche had learned to rely on each other despite the fact that the military compound knew how to limit their powers by keeping them separated.

When there was an attack by Fallout that allowed them to escape the compound, but not until the two of them reached their full potential. It didn't take much more time before the two were able to outthink the oponent and allow many of their fellow children to escape and get to safe locations.


:twisted: Using the Cosmic Twins as a pair of Villains:
The Gemini Twins were completely brainwashed over their lifespan, and became a completely devoted to their missions, as it was the only thing they both know.

The two now work for the evil forces, sometimes acting as a distraction or being hired to acquire intel or specific artifacts in very short order. They live for the Mission, and will do whatever it takes to insure success.


Gemini Twins (Eve) - PL 10 (Effective 8)

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

Advantages
Assessment, Defensive Roll 2, Improved Initiative 2, Leadership, Move-by Action, Set-up, Teamwork

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

Powers
Cosmic Combo Array
. . Cosmic Finish: Strength-based Damage 5 (DC 21; Accurate 2: +4, Penetrating 5, Secondary Effect; Limited: Requires successful Cosmic Flurry (From Twin or self))
. . Cosmic Flurry: Damage 3 (DC 18; Accurate 4: +8, Multiattack, Selective)
Cosmic Defense: Enhanced Trait 20 (Traits: Dodge +8 (+12), Parry +8 (+12), Advantages: Defensive Roll 2, Improved Initiative 2)
Cosmic Twin Speed
. . Immunity: Immunity 1 (Poison)
. . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks; Limited: Must have been within 30ft of twin within past hour [3 ranks only])
. . Regeneration: Regeneration 5 (Every 2 rounds; Persistent; Limited: Must have be within 30ft of Twin within past hour)
. . Speed: Speed 12 (Speed: 8000 miles/hour, 16 miles/round; Fades [6 ranks only], Notes: Returns at a rate of 1 per 10 minutes, or once a round while within 30ft of her sister. If not close to her sister starting after an hour, it does not regenerate!)
Younger Twin: Summon 8 (Heroic, Innate, Mental Link; Feedback, Permanent)

Offense
Initiative +12
Cosmic Finish: Strength-based Damage 5, +8 (DC 21)
Cosmic Flurry: Damage 3, +12 (DC 18)
Grab, +4 (DC Spec 11)
Throw, +4 (DC 16)
Unarmed, +4 (DC 16)

Complications
Motivation: Recognition: Eve and Psyche now fight in the hopes of gaining reckognition that they have missed from having a family in their youth.
Quirk: Eve will always try to think out and assess a situation before moving in for an attack, often causing a complication with impulsive sister Psyche.
Relationship: Given the twin's weaknes, Eve and Psyche do what they can to take care of and watch out over each other and what family they have acquired.
Weakness: If after 24 hours Eve or Psyche are away from themselves, they face a Rank 10 progressive Affliction (Impared, Disabled, Transformed (no powers)) every hour. Moving within 30ft of their twin instantly allows recovery.

Defense
Dodge 12/4, Parry 12/4, Fortitude 6, Toughness 3/1, Will 9

Power Points
Abilities 38 + Powers 79 + Advantages 5 + Skills 16 (32 ranks) + Defenses 12 = 150

Gemini Twins (Psyche) - PL 10 (Effective 8)

Strength 0, Stamina 1, Agility 4, Dexterity 4, Fighting 4, Intellect 0, Awareness 2, Presence 2

Advantages
Attractive, Defensive Roll 2, Improved Critical 2: Cosmic Finish: Cumulative Affliction 8, Improved Initiative 2, Move-by Action, Set-up, Taunt, Teamwork

Skills
Acrobatics 4 (+8), Athletics 6 (+6), Deception 10 (+12), Insight 4 (+6), Perception 4 (+6), Persuasion 6 (+8)

Powers
Cosmic Combo Array
. . Cosmic Finish: Cumulative Affliction 8 (1st degree: Hindered, Vulnerable, 2nd degree: Immobile, Defenseless, Resisted by: Fortitude, DC 18, Advantages: Improved Critical 2; Accurate 2: +4, Cumulative, Extra Condition, Incurable; Limited: Requires successful Cosmic Flurry (From Twin or self), Limited Degree)
. . Cosmic Flurry: Damage 3 (DC 18; Accurate 4: +8, Multiattack, Selective)
Cosmic Twin Speed
. . Immunity: Immunity 1 (Poison)
. . Quickness: Quickness 6 (Perform routine tasks in -6 time ranks; Limited: Must have been within 30ft of twin within past hour. [3 ranks only])
. . Regeneration: Regeneration 5 (Every 2 rounds; Persistent; Limited: Must have been within 30ft of twin within past hour.)
. . Speed: Speed 12 (Speed: 8000 miles/hour, 16 miles/round; Fades [6 ranks only], Notes: Returns at a rate of 1 per 10 minutes, or once a round while within 30ft of her sister. If not close to her sister starting after an hour, it does not regenerate!)
Enhanced Trait: Enhanced Trait 20 (Traits: Dodge +8 (+12), Parry +8 (+12), Advantages: Defensive Roll 2, Improved Initiative 2)

Offense
Initiative +12
Cosmic Finish: Cumulative Affliction 8, +8 (DC Fort 18)
Cosmic Flurry: Damage 3, +12 (DC 18)
Grab, +4 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +4 (DC 15)

Complications
Motivation: Recognition: Eve and Psyche now fight in the hopes of gaining reckognition that they have missed from having a family in their youth.
Quirk: Psyche is very impulsive, often times coming in conflict with her sister's patient nature.
Relationship: Given the twin's weaknes, Eve and Psyche do what they can to take care of and watch out over each other and what family they have acquired.
Weakness: If after 24 hours Eve or Psyche are away from themselves, they face a Rank 10 progressive Affliction (Impared, Disabled, Transformed (no powers)) every hour. Moving within 30ft of their twin instantly allows recovery.

Defense
Dodge 12/4, Parry 12/4, Fortitude 6, Toughness 3/1, Will 8

Power Points
Abilities 34 + Powers 53 + Advantages 5 + Skills 17 (34 ranks) + Defenses 11 = 120
Muses Dice, your Open and Inspirational RPG/Techno-Savy Blog!
Entropic's 3e 2013 Creations!

"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb


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