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Tinkerbell's Hollow

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.

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Re: Tinkerbell's Hollow

Postby Tinkerbell » Sun Dec 25, 2011 1:13 pm

Halogen II
PL10, 160pp

:arrow: For Freedom League: West Coast

:arrow: Was chosen

Image
(This is her in her normal form. Her costume is a white spandex bodysuit that covers her from from her toes up to her neck and her face is covered by a white mask that covers the front of her face [think Vega/Claw from Street Fighter]. Incidentally, do not search "white spandex bodysuit" in an image search unless you looking for... well, I'd not advise it at work :o)

Name: Serafina Pastore
Age: 26 (Born November 1985)
Height: 5'7"
Weight: 145 pounds

History: Serafina is first generation Italian-American. While being born in Italy, her parents moved to America within her first year. She grew up in a small Italian-American neighborhood in San Francisco. That's not to say she didn't enjoy American life, she absolutely loved it. What really interested her was the justice system. She wanted to be a cop growing up, just like her father. Though when her father died in the line of duty she had a change of heart. No, she did not give up on the justice system, she just set her sights in a different direction. She would help those who had been wronged, she would become a lawyer. Her obsession with justice burned bright to the point of an obsession. The spirit of the Lightbearer saw this and was dismayed. Her heart was in the right place but her head was going somewhere else. It needed a new host and it would do it's best to teach her to stay on the side of angels. When the Lightbearer entered her, it made her think of peace and understanding to temper her zealotry. She tried to understand the best she could, the spirit had calmed her, but she still felt a burning need for justice. With these powers, she took the name of the former Lightbearer. Well, not really. She had heard stories about the second Lightbearer being a lady in the Silver Age being named Halogen. She heroicly sacrificed herself to save another. She called herself Halogen II. And with that name she would avenge what she couldn't do during her day job. The spirit has it's work cut out for it.

Complications

Responsibility (she works as a lawyer)

Obsession (Justice)

Secret Identity

Mistaken (Halogen wasn't a Lightbearer, this could lead to an embarassing situation if she meets people connected to the former Lightbearers or Halogen)

Abilities
Str 14 (+2)
Dex 14 (+2)
Con 26 (+8)
Int 14 (+2)
Wis 14 (+2)
Cha 14 (+2)

Skills
Bluff 8 (+10)
Concentration 8 (+10)
Diplomacy 8 (+10)
Investigate 8 (+10)
Knowledge (behavioral sciences) 8 (+10)
Knowledge (civics) 8 (+10)
Languages 4 (English, French, Italian [native], Latin, Spanish)
Notice 8 (+10)
Search 8 (+10)
Sense Motive 8 (+10)

Feats
Attack Specialization (light control) 2
Distract (Bluff)
Dodge Focus 5
Fascinate (Diplomacy)
Move-By Action
Luck 2
Precise Shot
Quick Change
Skill Mastery (Bluff, Notice, Search, Sense Motive)
Taunt
Uncanny Dodge (visual)

Powers

Flight 3

Impervious Toughness 8

Light Control
  • Blast 10 (Extras: Autofire)
  • Create Object 10 (Extras: Duration [Continuous])
  • Dazzle 10 (visual; Extras: Linked) and Confuse 10 (Extras: Linked)
  • Environmental Control 15 (sunlight)
  • Healing 10 (Extra: Total)
  • Teleport 9 (Extras: Accurate; Power Feats: Easy, Change Direction, Change Velocity)

Combat
Attack +6, +10 light control
Grapple +8
Damage +2 (unarmed), +10 (blast)
Defense +12 (+4 flat-footed)
Knockback -8
Initiative +2

Saving Throws: Toughness +8, Fortitude +12, Reflex +6, Will +6

Abilities 36 + Skills 19 + Feats 17 + Powers 50 + Combat 26 + Saves 12 = Total 160
Last edited by Tinkerbell on Sun Mar 18, 2012 1:18 pm, edited 2 times in total.
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Sun Dec 25, 2011 1:18 pm

Marcia Duvall
The Word
PL12, 180pp

:arrow: For A Brave New World: Santa Barbara

:arrow: Was chosen

Image

Age: 23 (Born May 1988)
Height: 5'0"
Weight: 95 pounds

Marcia was always a quiet person. Ever since childhood she wouldn't speak unless spoken to, and even then she would get away with as few words as possible. She just wasn't a speaker. She channeled her energy into something she loved very much, gymnastics. She was very good at it. And with movement she showed her true self. Enough so that she was chosen to the American Olympic Gymnastics team on her 16th birthday. In 2004 she won bronze in singles but in 2008 she won gold. She was very happy with where she was in life. She got endorsements left and right, but didn't sign many of them as they had her in a speaking role. She made a little bit of bank there. Unfortunately it would all come to an end in a car crash on her 21st birthday. She and a few friends were out partying (something she didn't do often) and she got behind the wheel intoxicated. The other four cameout with minor scrapes and bruises, she on the other hand, got the worst of it. She would need a hip replacement and wouldn't be able to walk for a while. She'd also have to get use to a walking cane if she wanted to go anywhere anymore. So she settled down in Santa Barbara. Her funds dwindled over the year and she eventually had to take up a job as an at home telemarketer. This was not the most ideal situation for her. Though as in a quirk of luck, she found her voice doing so. It was awkward ralkingto people at first, but she quickly got the hang of it. It was over the phone and they seemed to eat up everything she said. Almost too well, She had to see if this worked without a phone. She called a friend and told her to meet her that they were going out tonight and she was going to try and talk this time. Her friend was shocked but did as she said. In fact everything she said. It was really awkward. They didn't go out that night, Marcia swore her friend to secrecy, a secret that friend keep to this day. Marcia was going to use this power for good (and maybe to help herself out, but always for good). She became a police negotiator and a public speaker. And it would of worked too if not for those Paragon hunters figuring her subtle plan out. She was called out on it when they found her out with some piece of technology. So she had to step down, disgraced. And she was made to register with Akira. They put a microchip in her so they could track her at all times. Or at least that's what she thought. She was approached by other Paragons and told the truth that the registry was an autokill switch. Marcia was mortified. They took her to see a Paragon doctor who removed the chip from her. Now she's a defector working with the underground railroad A subject she has to keep quiet about. Which is not very easy knowing her. The railroad saw use of her for missions when they saw her powers in action, but they saw one glaring weakness, she couldn't protect herself against the things that didn't respond to mental patterns. Working with the technician of the group, they analyzed her powers and made a small chip that could be pressed against her throat to amplify the mental patterns into vibration patterns. It was put in a black silk choker to hide it and have it always next to her.

Complications
Hip (if attempting a maneuver that requires movement, she may experience clumsiness or even pain at the GM's whim)

Outspoken (sometimes she doesn't know when to shut up)

Powers Not Fully Under Control (Every time she says something she has a chance to trigger a random power at the GM's whim)

Defector (she was once forced to register. now she has escaped it. Who knows what beehive that might of kicked)

Fame (her time with the Olympic gymnastic team have made her somewhat of a known figure)

Abilities
Str 10 (+0)
Dex 18 (+4)
Con 18 (+4)
Int 10 (+0)
Wis 18 (+4)
Cha 18 (+4)

Skills
Acrobatics 16 (+20)
Bluff 16 (+20)
Concentration 16 (+20)
Diplomacy 16 (+20)
Gather Information 16 (+20)
Language 4 (English [native], French, Italian, Japanese, Spanish)
Notice 16 (+20)
Sense Motive 16 (+20)

Feats
Acrobatic Bluff
Benefit 2 (Attractive 2*)
Challenge 4 (Fast Acrobatic Bluff, Fast Distract, Fast Feint, Fast Taunt)
Defensive Roll 3
Dodge Focus 3
Distract (Bluff)
Equipment 1 (undercover vest)
Fascinate (Diplomacy)
Inspire 5
Luck 3
Setup
Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive)
Taunt
Well Informed

Powers

  • Drain All Ability Scores 12 (Extras: Alternate Save [Will], Area [Perception (auditory)], Selective Attack; Flaws: Limited [Mental])
  • Emotion Control 12 (Extras: Area [Perception (auditory)], Selective Attack; Flaws: Range 2 [Touch])
  • Mental Transform 12 (memories; Extras: Area [Perception (auditory)], Duration [Continuous], Selective Attack; Flaws: Range [Touch])
  • Mind Control 12 (Extras: Area [Perception (auditory)], Conscious, Duration [Sustained], Selective Attack; Flaws: Range 2 [Touch])

Device 1 (voice modulator; hard-to lose)
Enhanced Feats 4 (Alternate Power 4)
  • Damage 12 (Extras: Area [Perception (auditory)], Secondary Effect, Selective Attack)
  • Drain Toughness 12 (Extras: Affects Objects, Area [Perception (auditory)], Selective Attack)
  • Nauseate 12 (Extras: Area [Perception (auditory)], Selective Attack)
  • Stun 12 (Extras: Area [Perception (auditory)], Selective Attack)

Feature 1 (Voice Mimicry)


Super-Senses 6 (Auditory [Accurate], Danger Sense [Auditory], Uncanny Dodge [Auditory])

Combat
Attack +0
Grapple +0
Damage +0 (unarmed), +12 (voice powers)
Defense +12 (+5 flat-footed)
Knockback -5, -3 if no vest or flat-footed, -2 if both
Initiative +4

Saving Throws: Toughness +10 (+7 without vest, +7 flat-footed, +4 if both), Fortitude +8, Reflex +8, Will +8

Abilities 32 + Skills 29 + Feats 28 + Powers 61 + Combat 18 + Saves 12 = Total 180

:arrow: Benefit (Attractive 2) works like a Feature, but it's not a power. It give +5 to any social roll to those who would find her attractive.
Last edited by Tinkerbell on Sun Mar 18, 2012 1:20 pm, edited 2 times in total.
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Sun Feb 26, 2012 10:54 pm

La Belle Dame sans Merci
PL10, 150pp

:arrow: For Iron Age: Bad Medicine

:arrow: Was chosen

Image

Real Name: Heather Morgenstern
Age: 21 (February 1964)
Height: 5'8"
Weight: 125 pounds

History: Heather was a child of the Bronze Age, born in the mid-sixties, she never really got to experience the vaunted Golden or Silver Ages personally. They were just bed time stories. Though stories of the Centurion and The Scarab were her favorite. She wanted to believe heroes were like that. Yet the world outside showed her a different pictures. Several scary and non-glamrous things happened, but she held on to her faith in the goodness of all people due to her parents bedside stories.

By the time she was a teenager, the so-called heroes had left a bad taste in her mouth. She could care less about them anymore. It was all about her guitar and boys. Par for the course for young girls her age, she fell head over heels for both. Influenced by southern rock, she thought she was going to drop out of school, head to the south and cut a record deal. Well, she was stupid enough to get the first part done (she currently has about a 9th gade education), but fate stopped her on her way out of the door. Well, technically on the road.

She and her then boyfriend were on the road out of Freedom City when they saw a meteor shower in the sky. They stopped to watch it. Little did they know this no common metoer shower. This was shards of The Unspeakable One! By the time they noticed that the rocks were headed directly for them it was too late! instead of dying horribly when hit they absorbed the rocks.both of them exploded into balls of wrtithing tentacles that tried to eat each other, fortunately for Heather, she was the vitor. Now a giant thrall to The Unspeakable One, she assumed her human form again, but it was not over yet.

The girl formerly known as Heather made her way to Pyramid Plaza and exposed he new true form. Adrian Eldrich happened to be there at the time and knew exactly what was happening While this was not a rank and file demon, he had to exorcize this star being from the girl before anymore people got hurt. The chaotic beast becan to climb the sky scraper with about a dozen people in hand to make it worse. Eldrich steeled his mind and began to split the two. Aliens are much harder to excize than demons, but it was done. Eldrich made the people forget with his Fog of Forgetfulness, but took the girl away to watch her closely.

He told her the truth, that he couldn't totally remove the shard without killing her and he would not have the blood of the young on his hands. so he decided to teach Heather how to control what was inside of her. Oh, he assured her, never again would she do the writhing tentacle beast thing again, but there were trace amount of evil power still in her. Heather accepted the help. It was either that or die. So Eldrich taught her over the next few years, even giving her a name and a costume. She was Star Lass, Eldrich's faithful companion (she loathed the word sidekick). That was all well and good until Moor got elected.

They had to hang up the tights if they wanted to stay within the lines of the law. Seeing as the supernatural was not bound by the law, this was not a problem at all. They just had to lie low. No, what drove Heather away was that she had more than just a professional interest in Eldrich. This was not meant to be. Eldrich had other things to deal with than an enamoured pupil. She saw that she would never be anything to him, so she left and hasn't spoke with him since a few days after her 21st bithday.

Recently, she has taken up a new moniker, after the name of an old poem she happened to enjoy.

Complications

Enemies (The Brotherhood of the Yellow Sign. They know she has shards of The Unspeakable One's power in her. Oh what they would do to get them out of her...)

MADNESS?! (due to her predicament, she sometimes has to fight the chaos inside of her. Some times it's harmless silliness, other times it devolves into 'comedic sociopathy'.)

Old Flame (Adrian Eldrich. Not that he was ever interested in her past partner/friend, she has feeling for him that run deeper than that.)

Str 10 (+0)
Dex 20 (+5)
Con 20 (+5)
Int 10 (+0)
Wis 20 (+5)
Cha 20 (+5)

Skills
Acrobatics 15 (+20)
Concentration 15 (+20)
Intimidate 15 (+20)
Notice 15 (+20)
Perform (stringed instruments) 5 (+10)
Sense Motive 15 (+20)

Feats
Acrobatic Bluff
Attack Specialization (alien powers) 2
Distract (Intimidate)
Dodge Focus 1
Fearless
Precise Shot
Skill Mastery (Acrobatics, Intimidate, Notice, Sense Motive)
Startle

Powers

Alien Powers 18 (Feats: Alternate Power 6)
  • Blast 12 (Extras: Alternate Save [Will])
  • Damage 9 (Extras: Aura, Duration 2 [Sustained])
  • Emotion Control 10 (Feats: Insidious, Mind Blank, Subtle)
  • Nauseate 12 (Extras: Range [Ranged])
  • Obscure 9 (all senses; Extras: Selective Attack; Flaws: Range [Touch])
  • Snare 12 (Extras: Suffocating)
  • Teleport 9 (Extras: Accurate, Affects Others)

Feature 1 (No one can tell Heather and La Belle Dame are the same person)

Protection 7

Combat
Attack +4, +8 alien powers
Grapple +4
Damage +0 (unarmed), +9 (soul aura), +12 (soul blast)
Defense +8 (+4 flat-footed)
Knockback -6
Initiative +5

Saving Throws
Toughness +12
Fortitude +6
Reflex +6
Will +12

Abilities 40 + Skills 20 + Feats 9 + Powers 50 + Combat 22 + Saves 9 = Total 150
Last edited by Tinkerbell on Sun Mar 18, 2012 1:21 pm, edited 2 times in total.
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Tue Feb 28, 2012 7:54 pm

Edith Cole
PL8, 120pp

:arrow: For Viking Bay

:arrow: Was not chosen

Image

Age: 16 (Born October 1995)
Height 5'5"
Weight: 125 pounds

Abilities
Str 0
Sta 0
Agi 0
Dex 4
Fgt 0
Int 5
Awe 5
Pre 5

Skills
Deception 5 (+10)
Expertise (DJ) 5 (+10)
Expertise (current events) 5 (+10)
Expertise (music) 5 (+10)
Expertise (popular culture) 5 (+10)
Insight 5 (+10)
Perception 5 (+10)
Persuasion 5 (+10)
Ranged Combat (Music Control) 2 (+6)

Advantages
Fascinate (Expertise [DJ])
Inspire 3

Powers
Force Field 10

Music Control (Extras: Alternate Power 4)
  • Blast 10
  • Comprehend 10 (speak all languages, understand all languages, speak to and understand animals, speak to and understand machines, speak to and understand plants, objects)
  • Concealment 10 (auditory, Extras: Attack, Increased Range [Range])
  • Dazzle 10 (auditory)
  • Teleport 6 (Extras: Accurate, Progression 2 [200 pounds])

Defenses
Dodge 6
Parry 6
Fortitude 6
Toughness 10
Will 10

Costs
Abilities 38
Skills 21
Advantages 4
Powers 34
Defenses 23
Total 120

Complication
Genki (Edith is "always on". It's like she ate a bowl full of sugar flavored sugar. She can't slow down or shut up. Sometimes it gets annoying.)

Medium (Edith's powers need some type of music around to work. The Music in question will affect how the power looks and is played out. Luckily she has an iPod full of all kids of music)

History

Before Edith was born, her parents shared a love of music. They were a smalltime local musical act in Las Vegas. He was the back up piano to her singing, though they both could play a wide variety of instruments. When they found out they were going to conceive a child, they decided to move away from Vegas and go somewhere safe. The Northeast seemed like that Victory City? Who wouldn't want to live there? Unfortunately they didn'y have the cash flow, so they hunkered down in Viking Bay.

Edith, so they say, was born musically inclined from an early age she listened to all sorts of music. Snoop Dogg to Johnny Cash. Bach to Madonna. Nothing escaped her ear. It was to her misfortune that she couldn't carry a tune in a bucket. Not that she didn't try. She HAD the rythm, she just didn't have the chords. It wasn't until her father picked up a job as a DJ that she found her true calling. While he was off work, he'd sat up a workstation in his home.It wasn't much, just two turn tables and a microphone. Edith messed around with it a bit one day. Much to her and her father's surprise, she was good at it!

This also had positive effects on her. Beforehand, she was just the wallflower kid. Now that she had found her niche, she had to show everyone. Word got around and she got invited to a few parties. More and more knew her name around school. She was the Music Kid. This whole new outgoing attitude ramped up over the next couple of years until she developed hr persona as the kid with TOO MUCH ENERGY. Some liked that, others didn't.

The meteor was a blessing in diguise. It turned her love of music into POWER. Every time she listened to music, something weird would happen. At first she hid this. While she had a love for comic books, she was levelheaded enough to know that people wouldn't take to powered people that quickly. The real world would be much like Heroes than Superman. So now she searches for others like herself. Only showing her powers to them. Unfortunately (fortunately?) she hasn't found anyone... yet.
Last edited by Tinkerbell on Sun Mar 18, 2012 1:22 pm, edited 2 times in total.
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Re: Tinkerbell's Hollow

Postby Earth-Two_Kenn » Tue Feb 28, 2012 10:11 pm

Tinkerbell wrote:Samara

Image
(This is Aishwarya Rai. I would suggest you look for more pictures of her to get what Samara looks like. Don't worry, she hasn't done anything naked!)


You say that as if it would have been a bad thing if she had.
"There's only one God, ma'am, and I don't think he dresses like THAT" - Captain America, "the Avengers"
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Re: Tinkerbell's Hollow

Postby Woodclaw » Wed Feb 29, 2012 1:32 am

These are really great character Tinkerbell. I especially like Edith, nice idea and funny characterization.

If I have to point out one problem, you should include the character PL in the description, just to make thing more clear.
"Yes, it's a bloody flying alligator setting fire to my city!"

Sam Vimes (Guards! Guards!)


From a dark corner of my mind (my build's thread)
From another dark corner of my mind (my Deviantart page)
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Wed Feb 29, 2012 5:12 am

Thanks, Woodclaw. I know some of these are quite old, but I'd still like to hear what people think of them :)

Also, I went through and PL#, #pp on each of the profiles, under the names.
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Fri Mar 16, 2012 10:38 pm

COLOUR
PL10, 150pp

:arrow: For Teen Heroes

:arrow: Originally for A League of Your Own

:arrow: There are a few slight changes from the original incarnation. She originally was a heroic type, now she's very much not.

Image

Birth Name: Amanda Summers
Age: 18 (Born September 1986)
Height: 5'0"
Weight: 90 pounds
Hair: Variable (originally dark brown)
Eyes: Variable (originally dark brown)
Skin: Variable (originally white)

History
Amanda Summers comes from a long line of witches. They have magic in their blood. It always manifests itself in a different way for each generation. Amanda, while being a smart attentive girl, was not interested in tomes of magic. She was more interested in music and dance. While her family did encourage her her other pursuits, they really wished she would study harder on her magic. This all came to a head in her teen rebellion stage. She and a few friends ran away from home to basically live their life as listless wanderers, following raves and living off of the hospitality of the scene.

It was all well and good for a while. Nights of pure bliss, days of sleeping off the aftereffects. Life was a great big hang. And then her powers manifested. Which would have been totally awesome if she knew how to control them. There were random effects happening everywhere. The friends she had were all gone now. No one was permanently hurt, but they got the hell out of Dodge. She called her parents to come get her. They taught her the ways of magic and how to control it. Still, she missed the rave scene and hospitality.

Her parents told her that she had responsibilities now. Having powers meant walking the line of hero or villain and that everything she did would reflect on that. Selfish people were villains and got beat up by heroes. Good people helped out their fellow man. Amanda didn't care, all she wanted to do was get back to having fun. And after that, that's exactly what she did. It was a year or so later. She had gotten back into the scene quite easily. A forgiving bunch they were, seeing as none of them were dead. The good old days were back!

She had the best of both worlds. She could come home during the day. She had reconnected with her parents during the teaching time. They didn't particularly approve of her lifestyle, but anything that didn't have her sleeping on the street. That all changed one morning. She stumbled in as she did time and time before, ready to crash as usual, but something was different. At least her mom was usually there, now it seemed deserted. Walking into the kitch she found her mother mysically bound to the wall. When Amanda touched the bars, her mother fell to the floor. with tears in her eyes, she stood up and slapped her. Amanda had no idea what was going on. Her mother informed her that she had broken in last night and wrecked everything. She spared her, but her father was disentergrated. She knew it wasn't her own fault, it was demonic influence. Her mother told her to pack her things and leave. She wouldn't be able to come back there anymore. Once the demons had gotten to her it was only a spiral into hell before long. She didn't want to watch her daughter slowly waste away on two fronts. She hugged and kissed her mother goodbye and left. She had other friends, but she had no more family.

After she left her mother sent her a mental sending of the whole thing. Everything she saw. It was before she even got to the house that the rampage started. The whole neighborhood felt her wrath busting up property with her powers. Bonding people to walls. The police were called but there was nothing they could do. Her mother knew it wasn't her actions. She did the best to keep everyone out of Amanda's way, going so far as to wipe the memories from some people. But when she got to the house is when things started to get dark. Slurred demonic words were thrown. Her father tackled her to the ground but it was no use. He was consumed in a black ray when her mother picked her up and tried to excise the demon from her, it didn't work. The demon was prepared. The next scene faded out. A blocked memory. Amanda had no idea what happened there. It reopened with her mother pinned to the wall and Amanda heading to the door. She then sent for Amanda to come back with no success it wasn't until the morning when she walked in. Her mother was mentally shielding the whole neighborhood until she could talk to Amanda. After she left, the shield was gone. Everyone remembered and the cops came down in droves. A few days later while watching the news, she saw a report. Mutant rampage in a small neighborhood. The picture was of her, but altered a bit, enough to get her confused. Great. Criminal AND mutant, she would have her hands full for a while

Complications

Framed ((she didn't commit any crime. It was a demon posing as her. Though the damage is done)

Funseeker (she's driven by her impulses, not her inhibitions.)

Habits (she not addicted to anything as much as you aren't addicted to coffee and chocolate, but she does partake in some drugs [the ones she knows that won't kill her] recreationally.)

Mistaken Identity (she's not a mutant, yet people who know of her recent exploits from other sources think otherwise)

Reputation (she looks like a raver. Most people won't think highly of that.)

Abilities
Str 0
Sta 4
Agi 4
Dex 4
Fgt 0
Int 4
Awe 4
Pre 4

Skills
Acrobatics 6 (+10)
Deception 6 (+10)
Expertise (dance) 6 (+10)
Expertise (magic) 6 (+10)
Expertise (streetwise) 6 (+10)
Insight 6 (+10)
Perception 6 (+10)
Persuasion 6 (+10)
Ranged Combat (Taste The Rainbow!) 4 (+8)

Advantages
Agile Feint
Defensive Roll 4
Fascinate (Expertise [dance])
Precise Attack 2 (ranged cover, ranged concealment)
Taunt

Powers

Taste the Rainbow!
  • Blast 12 "rainbow"
  • Affliction 12 (will save, controlled, Extras: Cumulative. Ranged, Flaws: Limited Degree) "red" (mind control ray)
  • Affliction 12 (fortitude save, transformed, Extras: Cumulative. Ranged, Flaws: Limited Degree) "orange" (warp body ray)
  • Affliction 12 (fortitude save, unaware, Extras: Cumulative. Ranged, Flaws: Limited Degree) "yellow" (dazzle ray)
  • Affliction 12 (fortitude save, incapacitated, Extras: Cumulative. Ranged, Flaws: Limited Degree) "green" (sickening ray)
  • Affliction 12 (will save, asleep, Extras: Cumulative. Ranged, Flaws: Limited Degree) "blue" (sleep ray)
  • Affliction 12 (will save, transformed, Extras: Cumulative. Ranged, Flaws: Limited Degree) "indigo" (warp mind ray)
  • Affliction 12 (fortitude save, paralyzed, Extras: Cumulative. Ranged, Flaws: Limited Degree) "violet" (petrification ray)
  • Weaken Stamina 12 (Extras: Ranged) "black" (ray of death)
  • Healing 12 "white" (ray of life)

Feature (can scribble in midair)

Feature (can change her own body and clothing colors)

Defenses
Dodge 12
Parry 12
Fortitude 8
Toughness 8
Will 12

Costs
Abilities 48
Skills 26
Advantages 9
Powers 35
Defenses 32
Total 150
Last edited by Tinkerbell on Tue Apr 03, 2012 7:13 am, edited 2 times in total.
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Thu Mar 22, 2012 5:39 pm

Carmen Chase
PL6, 90pp

:arrow: For Being Human

:arrow: Was originally a recurring character, but got main character duty after a while :D

Image

History
Carmen is a sad story indeed. She was born in a time when women were considered property. The better you looked, the better you were treated. Fortunately(?) for her she flopped the good hand in that department, but in the brains department, well, she lacked. She was just a pretty little trophy. She wasn't happy with her stock in life though. Trying to speak when other people around was a chore. So she bottled her depression up, day by day, year after year until one day she snapped and couldn't take it anymore. She ate a bottle of pills and went to sleep. She didn't expect to wake up, but she did. While she was happy she wasn't dead, she quickly found out she was dead. No one noticed her ad when she tried to touch someone to tell them she fell right through them. This was a big burden off her back, sort of. No morewas she someone's bitch. She could do whatever she wanted whenever she wanted. For a few decades she was content doing nothing, but she got lonely. She had to seek out companionship of like souls.

Complications

Ditzy (She's not that smart and is gullible as the word on the ceiling. Most likely to get her in to trouble)

Spotty Memory (The whole being dead thing has not helped her memory at all. She forgets things quite easily and has no perception of time)

Str 10 (+0)
Dex 10 (+0)
Con -- (+0)
Int 10 (+0)
Wis 10 (+0)
Cha 22 (+6)

Skills
Bluff 11 (+17)
Diplomacy 11 (+17)
Language 2 (English [native], Japanese, Spanish)

Feats
Beautiful Voice (Diplomacy)
Beginner's Luck
Benefit 1 (Ditz)
Bishoujo
Distract (Bluff)
Distracting Looks
Eidetic Memory
Fascinate (Diplomacy)
Luck 2
Taunt

Powers
Ghost Body 12 (Feats: Innate)
  • Concealment 8 (all but mental; Extras: Continuous, Flaws: Not vs supernatural, Permanent) (8pp)
  • Immunity 30 (Fortitude Effects) (30pp)
  • Insubstantial 4 (Extras: Continuous, Flaws: Permanent) (20pp)
  • Super-senses 2 (Darkvision)

Combat
Attack +0
Grapple +0
Damage +0 (unarmed)
Defense +0
Knockback -0
Initiative +0

Saving Throws
Toughness +0
Fortitude Immune
Reflex +3
Will +11

Drawbacks: Disability [Can't cross salt barrier; Common, Moderate; 3pp]

Abilities 2 + Skills 6 + Feats 11 + Powers 61 + Combat 0 + Saves 14 - Drawbacks 3 = Total 90

:arrow: Benefit (Ditz) means she does dumb things but can get off the hook some times because people know she can't be that smart.
Last edited by Tinkerbell on Fri Apr 06, 2012 6:37 pm, edited 1 time in total.
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Wed Apr 04, 2012 6:36 pm

The White Witch
PL10, 155pp

:arrow: For Heroes Unlimited

:arrow: I've signed up for this game twice :o

:arrow: Wasn't chosen as a main character. May guest star later on!

Image

Real Name: Kelly Conner
Age: 112 (Born March 15, 1900)
Apparent Age: mid twenties
Height: 5'8"
Weight: 140 pounds
Hair: Red
Eyes: White (originally green)

History
Kelly's family were immigrants looking for a new life in America with their new baby girl. What they found was cheap living and work and not much else. They struggled to survive in the new world. Kelly lived a pretty normal childhood, kids don't see your ethnicity, they thought her accent was funny, but other than that it was good. By the time she got to high school age was when she started feeling the nationalistic barbs. She retreated much of the time and eventually would have dropped out if she didn't find a few friends that liked her as a person and not a predetermined stat. Of course, they were pretty weird themselves. They told her of the old pagan ways of magic. She was weirded out until they said she could get back at her tormentors. Then she started listening. After high school, she left home and moved in to a commune with her friends where they taught her everything they knew. Kelly was and adept learner. When she was done she went out into the world a new person. She was not Kelly anymore, she was the Black Witch, protector of the downtrodden. Though the news portrayed her as a noble demon, they still slung barbs at her, even as she helped them. It wasn't until the Age of Heroes when they identified her as a villain. She finally snapped and embraced the dark side. If they didn't want her help, she would lash out at them. She didn't do anything permanently harmful to the heroes of the time. She was just a vengeful nusance. That was until the mid eighties when heroes started being unheroic. It was an unfortunate switch, but she have to protect herself from grevious harm more than once. She then became the Red Witch. During this time, she met a fellow in a black costume with no powers, but could read people like a book. It helped that he was a psychologist like that, and that he didn't try to kill her. She and him had a "professional relationship", basically he was the hero that showed up everytime she showed up and vice versa. They eventually revealed to each other their identities and settled down in the early nineties. She was no longer the Black Witch or the Red Witch, she was Kelly Connor again. They married and had two children. And she was happy doing normal everyday tedious things. She raised their children. Unfortunately her husband was no spring chicken when they married and his age was getting to him. He died on her 100th birthday (a few days after his 50th) and there was no magic she could use to save him or bring him back. She kept the ring he gave her and has it to this day. After the kids were grown and gone, she began to see the boom of superheroes again. This peaked something in her memory. She wanted to be a hero again, not a villain. She came back to the scene as the White Witch. Destined to make her world a better place.

Complications

Checkered Past (During the Pulp and Golden Age she was a dark hero. From the Silver Age on she was a villain of varying degrees. People with long memories and/or legacies might remember these exploits.)

Secret (she has to keep her heroic persona and her personal life separate.)

Noticeable (she seemingly has no pupils or iris. An easy identifier. There's a reason she wears a very large hood)

Abilities
Str 10 (+0)
Dex 14 (+2)
Con 14/34 (+2/+12)
Int 16 (+3)
Wis 16 (+3)
Cha 16 (+3)

Skills
Bluff 12 (+15)
Concentration 12 (+15)
Craft (chemical) 12 (+15)
Diplomacy 12 (+15)
Gather Information 12 (+15)
Knowledge (arcane lore) 12 (+15)
Knowledge (life sciences) 12 (+15)
Medicine 12 (+15)
Notice 12 (+15)
Sense Motive 12 (+15)

Feats
Artificer
Attack Specialization (swords) 1
Challenge (Fast Feint)
Dodge Focus 1
Equipment 2 (masterwork sword, Basement [Size Tiny (-1), Toughness 10 (+1), Library (+1), Security System (+1), Secret (+1), Workshop (+1)])
Ritualist
Skill Mastery (Bluff, Medicine, Notice, Sense Motive)
Taunt
Well-Informed

Powers
Enhanced Constitution 20

Immunity 7 (aging, disease, poison, sleep, starvation/thirst, suffocation)

Life Control (Drawbacks: Power Loss [Must be able to chant and gesture to cast a spell, uncommon, major] -3)
  • Damage 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception])
  • Drain Any One Ability Score 10 (Extras: Range 2 [Perception])
  • Emotion Control 10 (Extras: Alternate Save [Fortitude]) and Confuse 10 (Extras: Alternate Save [Fortitude], Range [Perception])
  • Fatigue 10 (Extras: Range 2 [Perception])
  • Healing 12 (Extras: Total, Feats: Persistent, Regrowth, Split, Stabilize)
  • Nauseate 10 (Extras: Range 2 [Perception])
  • Paralyze 10 (Extras: Alternate Save [Fortitude], Range 2 [Perception])
  • Stun 10 (Extras: Range 2 [Perception])
  • Suffocate 10 (Extras: Range 2 [Perception])

Combat
Attack +0, +2 (swords), +3 (masterwork sword)
Grapple +0
Damage +0 (unarmed), +3 (masterwork sword)
Defense +8 (+4 flat-footed)
Knockback -6
Initiative +2

Saving Throws
Toughness +12
Fortitude +12
Reflex +6
Will +6

Abilities 26 + Skills 30 + Feats 10 + Powers 72 + Combat 14 + Saves 3 = Total 155
Last edited by Tinkerbell on Fri Apr 06, 2012 6:04 pm, edited 1 time in total.
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Re: Tinkerbell's Hollow

Postby catsi563 » Fri Apr 06, 2012 5:58 pm

Shes actually a darned good character. Heck she still might show up in HU theres some advetures coming up that have a decidedly mystic bent to them, and I love a good guest star :D
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

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Re: Tinkerbell's Hollow

Postby Tinkerbell » Fri Apr 06, 2012 6:02 pm

Awesome. Thank you :)
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Re: Tinkerbell's Hollow

Postby kenseido » Fri Apr 06, 2012 8:30 pm

Yeah, I definitely liked White Witch too.

Of course, if Kris keeps rolling below 10, HU may need a mystic sooner than expected. :roll:
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Sun Aug 05, 2012 7:22 pm

Sharpshooter
PL9, 150pp

:arrow: For Kenseido's Force Ops

:arrow: Was chosen

Image

Real name: Clover Chance
Age: 35 (born July 7, 1977)
Height: 5'7"
Weight: 135 lbs
Hair: blonde (real) black (in costume)
Eyes: green (real) black (in costume)

History
Clover was born the seventh daughter of the seventh daughter on the seventh day of the seventh moth of the seventy-seventh year. Her mother always doted on her as her lucky child. Which was not far from the truth. When Clover was born, unknown to anyone, she was chosen as the new Spirit of Luck. Rarely did she ever get sick or late or passed up for anything. On top of that she was lucky to be around. Living a charmed life was not without it's little downsides. She was easily bored and had to keep pushing herself to do something exciting. On top of all the blessed moments there were weird ones too. Living in a superhero world there's no shortness of weird things, but she seemed to be in the center of it all when the heroes broke in and cleaned things up. They sort of expected her to be there, like an easter egg.

When she was sixteen, she discovered what would be a career for her in the very near future. She lied about her age to get in a casino (complete with fake ID). Nothing really caught her eye, but when it came to poker and blackjack, she was entranced. Taking to the games like a fish out of water, she won a healthy sum that night and she would have gotten away with it too if some crazy villains didn't try to rob the casino that night! So over the next few years she flew under the radar, doing things "legally" with home games. When she was 19 she was blessed with two twin girls and had to put a stomp in her would be professional career. She didn't mind. The girls put everything in perspective. She HAD to do this now! By the time she was 21 she had enough money to get her a seat at the World Poker Tour.

It wasn't her win, or the next one that made people take notice. By the time she had won her fourth championship in a row, she was somewhat of a minor celebrity. She "retired" after that. Meaning she would only play if she needed money, but she and her children were set for life.

So you're asking yourself, where does she become a hero? Well, it started during an alien invasion of Earth about seven years ago. She was bound and determined to get her children to safety. On a bus out of the city, she, them and the passengers were accosted by an alien squad. Clover was the only one to stand up to the aliens. She began throwing things at them and it seemed everything she threw at them hit a vital spot. Everyone looked on in awe as she defended the bus full of people. As the aliens fled, she picked up a dropped blaster and told the bus driver to keep driving. She had a bit of a hero realization there. That her skills could be used elsewhere. For the good of mankind. Shortly after the invasion was over, she moved to Freedom City. The girls would attend the highly prestigious Claremont Academy and she would take on the moniker Sharpshooter as a nightly activity.

Complications
Addiction (attractive people)

Fame (as Clover)

Hatred/Temper (overly violent people)

Responsibility (her children)

Secret Identity

Thrillseeker

Weirdness Magnet

Abilities
Str 12 (+1)
Dex 16 (+3)
Con 16 (+3)
Int 10 (+0)
Wis 16 (+3)
Cha 16 (+3)

Skills
Bluff 12 (+15)
Diplomacy 12 (+15)
Language 2 (English [native], French, Spanish)
Notice 12 (+15)
Perform (keyboards) 2 (+5)
Profession (gambler) 12 (+15)
Sense Motive 12 (+15)
Sleight of Hand 12 (+15)

Feats
Attack Focus (ranged) 5
Attack Specialization (thrown) 1
Benefit 5 (Attractive, Fame, Wealth 3 [+20])
Beginner's Luck
Challenge 3 (Fast Distract, Fast Feint, Fast Taunt)
Connected
Contacts
Dodge Focus 1
Distract (Bluff)
Elusive Target
Equipment 1 (Throwing Orbs [Blast 2 (Power Feats: Mighty)])
Evasion 2
Fascinate (Bluff)
Fearless
Precise Shot 2
Ranged Pin
Redirect
Seize Initiative
Setup
Skill Mastery 1 (Bluff, Notice, Sense Motive, Sleight of Hand)
Taunt
Throwing Mastery 5
Ultimate Skill (Profession [gambler])

Powers
Device 5 (blaster, easy to lose)
Blast 10 (Power Feats: Precise)
Drain Toughness 10 (Extras: Affects Objects, Range [Ranged], Flaws: Limited [Objects])
Snare 10
Stun 10 (Extras: Range [Ranged], Flaws: Action [Full])
Trip 10 (Extras: Knockback, Power Feats: Improved Trip)


Luck Control 3 (bestow HP, force reroll, spend for another, Extras: Luck 4)

Protection 7

Combat
Attack +3 (melee), +8 (ranged), +10 (thrown)
Grapple +3
Damage +1 (unarmed), +6 (thrown), +8 (throwing orbs), +10 (blaster)
Defense +8
Knockback -5
Initiative +3

Saving Throws
Toughness +10
Fortitude +7
Reflex +7
Will +7

Abilities 26 + Skills 19 + Feats 41 + Powers 32 + Combat 20 + Saves 12 = Total 150
Last edited by Tinkerbell on Sun Aug 12, 2012 6:05 pm, edited 1 time in total.
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Re: Tinkerbell's Hollow

Postby Tinkerbell » Sun Aug 12, 2012 4:26 pm

Loroth Undkeng
PL8, 120pp

:arrow: For Heroic Fantasy

:arrow: Was chosen

Image

Concept: Half-Elf Mystic Theurge
Age: 187
Height: 5'8"
Weight: 125 lbs.

History
Loroth was born and grew up on a travelling wagon. Her mother was a priestess and her father was a mage. They, of course, sold their services to the highest bidder in order to pay their way around the world. It was found out early on that Loroth was not fully human. She was conceived after her parents and an elven man who they traveled with for a short time got liquored up on the road one night. Both still loved her, but they treated her less as their child and more as a student. They taught her everything they knew about magic from the time she could understand. Day in and day out, strictures and scriptures, formulas and occultism. She would eventually out live them both. That was nearly 200 years ago. She has taken their lessons and combined them into a magical synthesis of both arcane and divine. She too has become a travelling sellspell. Thus is her life, looking for groups and treasure. Though her real reason is to show off her magical prowess and learn more styles. Really, it's more interesting to her than the treasure and companionship. Those things are just in the way.

Complications
Addiction/Obsession (She loves magic. She's easily swayed into talking about it, participating in it, learning about it and all other things involving it.)

Blase (Her immortal life and "short" upbringing has not afforded ther the best of impressions of people in general. She may act uninterested in the affairs of the shorter lived races.)

Half-Breed (Humans see her as an elf. Elves see her as a human. It can be a bit awkward when they find out neither is true.)

Abilities
Str 10 (+0)
Dex 16 (+3)
Con 16 (+3)
Int 14 (+2)
Wis 16 (+3)
Cha 10 (+0)

Skills
Concentration 12 (+15)
Knowledge (arcane lore) 8 (+10)
Knowledge (theology and philosophy) 8 (+10)
Language 6 (Abyssal, Celestial, Draconic, Elven, Dwarven, Infernal)
Notice 12 (+15)
Search 8 (+10)
Sense Motive 12 (+15)
Sleight of Hand 2 (+5)

Feats
Attack Specialization (magic) 2
Dodge Focus 3
Luck 1
Precise Shot 2

Powers
Device 1 (magical armor, hard to lose)
Protection 5


Immunity 2 (aging, need for sleep)

Magic (Drawbacks: Power Loss [if unable to speak or chant, minor, very common, -3])
  • Blast 10 (Extras: Secondary Effect, Power Feats: Accurate Attack, Improved Critical, Variable Descriptor [arcane/divine])
  • Boost 10 (any one ability score; Extras: Total Fade, Power Feats: Slow Fade [1 minute], Something, Variable Descritor [arcane/divine])
  • Create Object 10 (Extras Duration [Continuous], Power Feats: Precise, Subtle, Variable Descriptor [arcane/divine])
  • Drain 10 (any one ability score, Extras: Affects Objects, Power Feats: Precise, Slow Fade [1 minute], Variable Descriptor [arcane/divine])
  • Healing 10 (Extras: Restoration, Power Feats: Persistent, Regrowth, Variable Descriptor [arcane/divine])
  • Mind Control 8 (Extras: Conscious, Duration [Sustained], Variable Descriptor [arcane/divine])
  • Move Object 10 (Power Feats: Precise, Subtle, Variable Descriptor [arcane/divine])
  • Snare 10 (Extras: Backlash, Power Feats: Chokehold, Tether, Variable Descriptor [arcane/divine])

Super-Senses 7 (Detect Magic [accurate, acute, ranged], Low-Light Vision)

Combat
Attack +2, +6 (Magic)
Grapple +2
Damage +0 (unarmed), +10 (Magic)
Defense +5/+8
Knockback -1/-4
Initiative +3

Saving Throws
Tou +3/+8
Fort +4
Ref +4
Will +10

Abilities 22 + Skills 17 + Feats 8 + Powers 50 + Combat 14 + Saves 9 = Total 120
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