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Aerlwyn Characters 2e/3e

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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Tue Dec 06, 2011 5:37 pm

Eishexe "Ice Witch"
Alternate Identities: Warden Kennedy, Sarah Kennedy
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Eishexe - PL 12

Strength 1, Stamina 6, Agility 4, Dexterity 4, Fighting 8, Intellect 6, Awareness 10, Presence 6

Advantages
Artificer, Attractive 2, Benefit, Alternate Identity: Sarah Kennedy, Benefit, Wealth 2 (indepently wealthy), Benefit: Warden, Connected, Contacts, Defensive Roll 4, Eidetic Memory, Equipment 7, Favored Environment: Extreme Cold, Favored Foe: Seelie/Unseelie, Languages 4, Minion 5, Ritualist, Skill Mastery: Expertise: Arcane lore, Trance, Ultimate Effort: Expertise Arcane Lore, Well-informed

Skills
Athletics 4 (+5), Close Combat: Unarmed 2 (+10), Deception 2 (+8), Expertise: Alchemy 2 (+8), Expertise: Arcane lore 16 (+22), Expertise: Ice Sculpting 2 (+8), Expertise: Painting Styles 2 (+8), Expertise: Profession classic painter 2 (+8), Expertise: Profession ice sculpting 2 (+8), Expertise: Profession scribe 2 (+8), Expertise: Profession warden 2 (+8), Intimidation 2 (+8), Investigation 4 (+10), Perception 2 (+12), Persuasion 4 (+10), Ranged Combat: Winter Magic 8 (+12), Sleight of Hand 2 (+6), Stealth 2 (+6), Treatment 2 (+8)

Powers
Essence Of Winter: Immunity 10 (Common Descriptor: Cold Effects)

Glacier Ring: Immunity 1 (Environmental Condition: Heat)

History's Panoply: Senses 4 (Postcognition; Limited: Sight And Hearing , Limited: Vague and Unclear, Limited: Only gives a flash of a scene)

Psychometry: Senses 4 (Postcognition; Limited: Only gives a flash of a scene, Limited: Must touch an object)

Quickness: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Type: Mental tasks)

Regeneration: Regeneration 2 (Every 5 rounds; Innate, Persistent, Sustained)

Soul Gaze: Cumulative Mind Reading 4 (DC 14; Cumulative; Activation: move action, Limited: Humans, Limited: Only to read a soul)

Summon Ice Shields: Enhanced Trait 12 (Traits: Dodge +6 (+14), Parry +6 (+14))

Winter Magics: Create 12 (Volume: 4000 cft., DC 22; Custom: Cumulative; Distracting)
AE Blizzard: Environment 4 (Alternate; Cold (Extreme), Impede Movement (2 ranks), Visibility (-5), Radius: 250 feet)
AE Brittle as Ice: Weaken 12 (Alternate; Affects: Objects, Resisted by: Fortitude, DC 22; Affects Objects Only, Increased Range: ranged)
AE Cancel cold: Nullify 10 (Alternate; Counters: Cold, DC 20; Extended Range 3, Precise, Selective)
AE Cold Control: Energy Control 12 (Alternate; DC 27)
AE Encase in Ice: Suffocation 6 (Alternate; DC 16)
AE Feet to ice: Snare 8 (Alternate; DC 18)
AE Gateway: Burst Area Movement 1 (Alternate; Dimensional: Seelie/Unseelie Realm 1: one dimension, 25 ktons; Burst Area: 30 feet radius sphere, Increased Mass 20, Selective)
AE Move Ice: Element Control 12 (Alternate; cold, Element: Water, 100 tons)
AE Ray of Frost: Damage 12 (Alternate; DC 27; Increased Range: ranged)
AE Teleport: Teleport 8 (Alternate; Carry 50 lbs.; Accurate, Extended: 250 miles in 2 move actions; Limited to Extended)
AE Winter's Gale: Cumulative Cone Area Affliction 12 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cone Area: 60 feet cone, Cumulative; Distracting)

Wizard Longevity: Immunity 1 (Aging)

Wizard's Sight: Senses 1 (Detect: Magic 1)

Equipment
Shadowfall House

Offense
Initiative +4
Brittle as Ice: Weaken 12, +4 (DC Fort 22)
Cancel cold: Nullify 10, +4 (DC Will 20)
Cold Control: Energy Control 12, +4 (DC 27)
Encase in Ice: Suffocation 6, +4 (DC Fort 16)
Feet to ice: Snare 8, +4 (DC Dog 18)
Grab, +8 (DC Spec 11)
Ray of Frost: Damage 12, +4 (DC 27)
Soul Gaze: Cumulative Mind Reading 4 (DC Will 14)
Throw, +4 (DC 16)
Unarmed, +10 (DC 16)
Winter's Gale: Cumulative Cone Area Affliction 12 (DC Fort 22)

Complications
Motivation: Physical discomfort above normal room temperature (18-20 degrees Celsius)

- Character starts to sweat at just above normal room temperature, suffering from prickly heat as the temperature rises just a few degrees. Hands will often be shaky and character will fidget considerably if required to stand still.

Motivation: Manic behavior in very warm environments (above 25 degrees Celsius)

- Character becomes hyperactive and uninhibited in very warm environments. Attention span is greatly reduced and she becomes much more impulsive, more inclined to take risks. She is much less inclined to think before acting and puts far more emphasis on how much fun a task will be when making decisions

Languages
Arabic, Hebrew, Latin, Old English, Russian, Spanish, Unseelie

Defense
Dodge 14/8, Parry 14/8, Fortitude 10, Toughness 10/6, Will 14

Power Points
Abilities 90 + Powers 74 + Advantages 37 + Skills 32 (64 ranks) + Defenses 12 = 245



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

Gnome Librian - PL 12

Strength 2, Stamina 0, Agility 0, Dexterity 0, Fighting 0, Intellect 8, Awareness 4, Presence 4

Skills
Expertise: Arcane Lore 4 (+12), Insight 4 (+8), Investigation 4 (+12), Perception 4 (+8), Stealth 4 (+4), Treatment 4 (+12), Vehicles 4 (+4)

Powers
Magic: Magic 4 (DC 19)
Protection: Protection 5 (+5 Toughness)

Offense
Initiative +0
Grab, +0 (DC Spec 12)
Magic: Magic 4, +0 (DC 19)
Throw, +0 (DC 17)
Unarmed, +0 (DC 17)

Complications
Motivation: Responsibility
Relationship: Family

Languages
Unseelie

Defense
Dodge 4, Parry 4, Fortitude 4, Toughness 5, Will 4

Power Points
Abilities 36 + Powers 13 + Advantages 0 + Skills 14 (28 ranks) + Defenses 12 = 75



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

Shadowfall House - PL 12

Toughness 20, Size Gargantuan

Features:
Combat Simulator, Communications, Computer, Concealed 1, Defense System, Dimensional Portal, Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Security System 4, Self-repairing 2, Workshop

Power Points
Abilities 4 + Powers 0 + Advantages 0 + Features 22 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 31


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Third Edition is ©2010-2011 Green Ronin Publishing, LLC. All rights reserved.
Last edited by Aerlwyn on Fri Dec 09, 2011 12:47 am, edited 11 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Tue Dec 06, 2011 5:38 pm

Ash Darke IV
Warden Commander for the West Coast
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Wed Dec 07, 2011 7:51 pm

My take of Rifts zapper with a modern theme.

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Shockwave 2E

Power Level: 10; Power Points Spent: 165

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

Tough: +0/+10, Fort: +10, Ref: +10, Will: +10

Attack Bonus: +8 (Ranged: +10, Melee: +8, Grapple: +8)

Attacks: Dazzle 10 (DC Fort/Ref 20), Drain 5, +10 (DC Fort/Staged 15), Electro-Magnetic (Electrical Control 10), +10 (DC 25), EMP (Nullify 10), +10 (DC Will 20), Stun 6, +10 (DC Fort/Staged 16), Unarmed Attack, +5 (DC 15)

Initiative: +5

Defense: +10 (Flat-footed: +3), Knockback: -10


Skills: Bluff 6 (+8), Computers 8 (+10), Craft (electronic) 6 (+8), Craft (mechanical) 6 (+8), Diplomacy 8 (+10), Drive 1 (+2), Gather Information 8 (+10), Investigate 8 (+10), Knowledge (current events) 6 (+8), Knowledge (history) 6 (+8), Knowledge (popular culture) 5 (+7), Knowledge (streetwise) 5 (+7), Knowledge (technology) 5 (+7), Notice 8 (+8), Pilot 1 (+2), Repair 6 (+8), Research 6 (+8), Search 6 (+8), Sense Motive 7 (+7)

Feats: Attack Focus (ranged) 2, Attractive (+4), Benefit (Wealth), Connected, Contacts, Distracting Looks, Dodge Focus 4, Improved Initiative, Inventor, Jack-of-All-Trades, Well-Informed

Powers:
Electro-magnetic Energy Manipulation (Array 10) (default power: move object)
@ Attract/Repel (Move Object 10) (Default; Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons; Burst Area (50 ft. radius - General); Limited Material (Metals))
AE Dazzle 10 (Array; affects: 1 sense type - auditory, DC 20; Burst Area (50 ft. radius - General))
AE Drain 5 (Array; drains: all traits of type - electro-magnetic energy, DC 15; Range (ranged))
AE Electrical Control 10 (Array; DC 25)
AE Electro-magnetic Shockwave (Blast 9) (Array; DC 24; Variable Descriptor 2 (Broad group - Electro-magnetic))
AE EMP (Nullify 10) (Array; counters: all powers of (type) - technology, DC 20)
AE Machine Animation 10
AE Machine Control (Datalink 10) (Array; sense type: radio; Machine Control, Rapid)
AE Magnetic Control 10
AE Obscure 10 (Array; affects: 1 sense type - radio waves, Radius: 5000 ft.)
AE Stun 6 (Array; DC 16; Range (ranged))

Flight 5 (Speed: 250 mph, 2200 ft./rnd; Platform)

Force Field 10 (+10 Toughness; Impervious)

Languages: English

Totals: Abilities 10 + Skills 28 (112 ranks) + Feats 15 + Powers 55 + Combat 28 + Saves 29 + Drawbacks 0 = 165

Complication
Secret ID
Responsibility (for what she thinks is her fault)
Power loss (Reduced effect in pure water)

Backstory
Amanda O'Connor was on the first day of her new job fresh from journalism at the local university when everything went horribly wrong. Her first assign me was doing an interview with an engineer from the power company about a new kind of transformer substation opening.

Her and her camera man Allen Wats had just set up for the interview when several power company workers ran past her, not wanting to miss a scoop she and the camera man kept shooting and recording the action. To their horror they both were hit by several bolts of lightning from the power substation.

Amanda later woke up in hospital to find she had been in a coma for the last 2 months, she was not expect to wake up. She asked about Allen and was told he died at the scene, Amanda broke down in tears, blaming herself for what had happened.
Last edited by Aerlwyn on Sun Apr 29, 2012 11:07 am, edited 13 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Dec 08, 2011 9:08 pm

Lady Death/Lady Demon (character help from Gilliam)

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Hope

Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +1 (12), CON: +1 (12), INT: +1 (12), WIS: +1 (12), CHA: +1 (12)

Tough: +1/+4, Fort: +5, Ref: +5, Will: +5

Skills: Acrobatics 1 (+2), Climb 3 (+4), Computers 4 (+5), Concentration 4 (+5), Craft (mystical) 3 (+4), Diplomacy 1 (+2), Disable Device 3 (+4), Drive 10 (+11), Gather Information 3 (+4), Investigate 3 (+4), Knowledge (arcane Lore) 3 (+4), Language 2 (+2), Navigate 10 (+11), Notice 5 (+6), Pilot 10 (+11), Search 5 (+6), Sense Motive 5 (+6), Stealth 3 (+4), Survival 3 (+4), Swim 3 (+4)

Feats: Combat Driver (ground) 3, Combat Pilot (air) 3, Connected, Contacts, Defensive Roll 3, Dodge Focus 3, Equipment 2, Well-Informed

Powers:
Lady Death (Battle Form 25) (Action (full))
AP Lady Demon (Battle Form 25) (Alternate; Action (full))

Power Settings:
Swordswoman (Battle Form) (Powers: Regeneration 20, Super-Speed 7, Strength +10 (22, +6), Dexterity +10 (22, +6), Constitution +10 (22, +6), Attack Bonus +5 (+10), Defense Bonus +5 (+11), Will +5 (+10), Combat Driver (ground) 3 +1 (+4), Combat Pilot (air) 3 +1 (+4), Drive +2 (+13), Pilot +2 (+13), Feats: Accurate Attack, All-Out Attack, Combat Awareness, Defensive Attack, Elusive Target, Evasive Retreat, Fighting Style: Sword-fighting, Flurry of Blows/Rain of Steel/Rain of Arrows, Improved Block, Improved Disarm, Improved Initiative, Power Attack, Taunt)
Sorceress (Battle Form) (Powers: Concealment 4, Flight 4, Force Field 4, Mystical Powers (Array 22), Quickness 4, Craft (mystical) +12 (+16), Knowledge (arcane Lore) +12 (+16), Reflex +5 (+10), Fortitude +5 (+10), Will +5 (+10), Dodge Focus 3 +5 (+8), Charisma +6 (18, +4), Intelligence +6 (18, +4), Bluff +4 (+5), Diplomacy +4 (+6), Feats: Artificer, Attack Focus (ranged) 5, Attractive 2 (+8), Eidetic Memory, Quick Study 2, Ritualist)

Equipment: Cell Phone, Commlink, GPS Receiver, Katana, PDA

Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +6)

Attacks: Banish 10, +5 (DC Will 20), Dazzle 10, +5 (DC Fort/Ref 20), Death Touch 10, +5 (DC Fort 20), Electrical Control 10, +5 (DC 25), Katana, +5 (DC 19), Nullify 10, +5 (DC Will 20), Sleep 10, +5 (DC Fort 20), Unarmed Attack, +5 (DC 16)

Defense: +6 (Flat-footed: +2), Knockback: -2

Initiative: +1

Drawbacks: Normal Identity, common

Languages: English, French, German

Totals: Abilities 12 + Skills 21 (84 ranks) + Feats 17 + Powers 76 + Combat 16 + Saves 12 - Drawbacks 4 = 150


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.
Last edited by Aerlwyn on Sat Dec 10, 2011 10:59 pm, edited 13 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Avenger » Thu Dec 08, 2011 11:14 pm

Lovin Snowflake :mrgreen:
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Thu Dec 08, 2011 11:15 pm

One of my favorite characters, her and Genius.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sat Dec 10, 2011 11:05 pm

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Alyssa
Power Level 9/ 135 points

Concept: living vampire
Description: See picture
Age: 22(1299) Sex: Female Height: 5'4" Weight: 128 lbs Hair: Brunette Eyes: Hazel

Abilities: 80 points
Strength: 4 Stamina: 8 Agility: 4 Dexterity: 4
Fighting: 2 Intellect: 10 Awareness: 4 Presence: 4

Advantages: 17 points
artificer, benefit wealth 2, eidetic memory, inventor, jack of all trades, ritualist, skill mastery magic,
skill mastery science, speed of thought, well informed, languages 2(classic english, french, spanish)


equipment 4 (SKYSCRAPER (5 FLOORS)
Size: Large Toughness: 10 Features: Communications,
Computer, Defense System, Fire Prevention System, Gym,
Hangar, Infirmary, Laboratory, Library, Living Space, Power
System, Secret 3, Security System, Workshop • 20 points.



Skills: 8 points
acrobatic 0(+4), Athletics 0(+4), close combat 4(+10/6), deception 0(+4), Expertise magic 5(+15), expertise science 5(+15), expertise business 2(+12), insight 0(+4), intimidate 0(+4), investigate 0(+10), perception 0(+4), persuasion 0(+4), ranged combat 0(+4), sleight of hand 0(+4), stealth 0(+4), technology 0(+10), treatment 0(+10), vehicles 0(+4)

Powers: 15 points
Vampire Regeneration: 10, source(blood), 1per round 5
Vampire immortality: immunity aging 1
Vampire bite: damage 2, strength based, innate, grab based, quirk fangs 1

Devilish Speed: 4 points
~Enhanced Advantages: 4, Close Attack(+12 total) 4, Improved Initiative 2

Vampire Senses: 4 points
~Senses: 4, darkvision, olfactory(acute, tracking)

Defenses: 15 points
Dodge: 9, Parry: 7, Fortitude: 8, Toughness: 8, Will: 9

Offense:
Initiative: +18
Unarmed: + 10/6 attack
grapple +4 attack
throw +4 attack


Complications:
Motivation- Acceptance
Power Loss- Toughness(against holy or magic weapons)
Prejudice- Vampire
Weakness- Sunlight(impaired)

Personality
Alyssa is a classic scholar in nature, little matters to her but the knowledge of her books. She will stop to read a new volume or observe a new spell.

Back story
Alyssa grew up as a human in a vampire citadel working first as slave, tolling in slavery until the citadel vampire lord had a falling out with the master of knowledge of the citadel. Seeing as she was the slave assistant to the master of knowledge the citadel lord choose to promote her into the master of knowledges' role. That night was the last day she was human as the citadel lord murdered the master of knowledge and bleed her dry, turning her into the vampire creature she is today.

From that day forward she travelled to other citadels to learn the ancient history and knowledge each possessed. She returned to the citadel of her creation every 50 years to add the knowledge she had obtained from the citadel. Over time her library grew in size until it took most of the hidden chambers below the citadel.
Last edited by Aerlwyn on Sun Apr 22, 2012 5:41 am, edited 3 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sat Dec 10, 2011 11:09 pm

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Mindspike
Anya Steiner
PL 10

Strength 4, Stamina 5, Agility 2, Dexterity 2, Fighting 1, Intellect 1, Awareness 2, Presence 2

Advantages
Equipment 1, Ultimate Effort: Will Defense

Skills
Acrobatics 1 (+3), Deception 1 (+3), Expertise: Humanities 6 (+7), Insight 4 (+6), Perception 4 (+6), Persuasion 4 (+6)

Powers
Flight: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Group Flight: Burst Area Flight 3 (Alternate; Speed: 16 miles/hour, 250 feet/round; Burst Area: 30 feet radius sphere, Selective)
Force Field: Force Field 5 (+5 Toughness; Impervious [5 extra ranks])
Mental Awareness: Senses 5 (Accurate: Mental, Acute: Mental, Detect: Mental 2: ranged)
Mental Wall
. . Enhanced Trait: Enhanced Trait 8 (Traits: Will +8 (+10))
. . Impervious Defense: Impervious Will 10
Telekinesis: Move Object 10 ([0 active, 0/30 PP, 3/r], 25 tons; Increased Range: perception)
. . Mental Blast: Mental Blast 7 (Alternate; [0 active, 0/30 PP, 4/r+2], DC 22; Split 2: 3 targets)
. . Telekinetic Blast: Blast 10 (Alternate; [0 active, 0/30 PP, 3/r], DC 25; Increased Range: perception)
. . Telepathic Illusions: Illusion 6 (Alternate; [0 active, 0/30 PP, 5/r], Affects: All Sense Types, Area: 60 cft., DC 16)
. . Telepathy: Mind Reading 10 (Alternate; [0 active, 0/30 PP, 3/r], DC 20; Sensory Link)
Telepathic Communication: Mental Area Communication 2 (Area)

Equipment
Gladitori Equipment 5
- PDA (Smartphone equivalent) (2 EP)
- Comms. (1 EP)
- Everyone will get Flight Shoes (Flight 4) (8 EP)
- Everyone also gets a translator - not universal, it only works on human languages. (4 EP) Understand all, speak one at a time.
- Rebreather (1 EP)


Offense
Initiative +2
Grab, +1 (DC Spec 14)
Mental Blast: Mental Blast 7 (DC Will 22)
Telekinesis: Move Object 10 (DC 20)
Telekinetic Blast: Blast 10 (DC 25)
Telepathy: Mind Reading 10 (DC Will 20)
Throw, +2 (DC 19)
Unarmed, +1 (DC 19)

Complications
Motivation: Thrills
Reputation: Bad Girl
The Effect: Anya has undergone the process and as a result will die within a year.
Tracked Due to her past, the powers that be are not hedging their bets. They are fully aware that the decision to give someone with a shady and questionable past does not rank up there in terms of Good Ideas. They have placed a bracelet on her that enables them to track her position. If it's tampered with, it goes boom. If it is out of range for too long, it goes boom.


Languages
English

Defense
Dodge 2, Parry 1, Fortitude 5, Toughness 10, Will 10/2

Power Points
Abilities 38 + Powers 100 + Advantages 2 + Skills 10 (20 ranks) + Defenses 0 = 150

Backstory
Anya grew up being passed from one foster family to the next. Not really having a home of her own she acted out the only way she knew how and developed the bad girl image. At age 18 she started running with the wrong crowd she was caught and had to make a choice between jail time or the Gladitori program. She choose the later as jail time did not sound link a meaningful life choice.
Last edited by Aerlwyn on Sat Mar 17, 2012 3:32 pm, edited 1 time in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sun Dec 11, 2011 9:43 pm

Zatanna for DC Real Heroes campaign

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Image

Zatanna
Alternate Identity: Isabella Grey
Identity: Public
Birthplace: Denver
Occupation: Stage Magician
Affiliations: None
Family: None

Description:
Age: 24 (DoB: May 13, 1987)
Apparent Age: early twenties
Gender: Female
Ethnicity: Caucasian
Height: 6'1"
Weight: 141 lbs.
Eyes: green
Hair: red


Isabella Gray

Power Level: 9; Power Points Spent: 140/140

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +5 (20), WIS: +2 (14), CHA: +3 (16)

Tough: +0/+8, Fort: +7, Ref: +7, Will: +9

Skills: Concentration 6 (+8), Craft (mystical) 12 (+17), Knowledge (arcane Lore) 12 (+17), Sleight of Hand 10 (+12)

Feats: Artificer, Attack Focus (ranged) 6, Benefit 2 (Wealth), Connected, Contacts, Dodge Focus 2, Eidetic Memory, Equipment 8, Jack-of-All-Trades, Quick Change 2, Ritualist, Trance, Ultimate Effort (Knowledge Arcane), Well-Informed

Powers:
Super-Senses 1 (communication link: Mental; Progression 3 (10 people), Subtle (subtle))
Cloak of Light (Linked)
...Force Field 8 (Linked; +8 Toughness; Impervious)
...Shield 4 (Linked; +4 dodge bonus)
AP Spectral Form (Linked)
...Insubstantial 4 (Linked; Incorporeal; No Effective Strength)
...Super-Senses 4 (Linked; x-ray vision; Limited (Blocked by cold wrought iron))

Communing with the Beyond (Super-Senses 6) (acute (type): Mystical, awareness: Mystical, detect: Spirits/Ghosts 1, detect magic)

Expanded mind (Quickness 4) (Perform routine tasks at 25x speed; One Type (Mental Tasks))

Sorceress of the Fifth Order (Wizardry 11) (dispel magic; Veteran Caster)
AP Aerokinesis (Air Control 9) (Alternate; Strength: 45, Carry: 4.3k / 4.3 tons / 6.4 tons / 12.8 tons)
AP Apportation (Teleport 9) (Alternate; 900 ft. as move action, 20000 miles as full action; Progression, Mass 4 (carry 2500 lbs))
AP Chlorokinesis (Plant Control 9) (Alternate; Radius: 45 ft., DC 19)
AP Cryokinesis (Cold Control 9) (Alternate; Radius: 2500 ft., DC 19)
AP Elemental Blast (Blast 9) (Alternate; DC 24; Variable Descriptor 2 (Broad group - Elemental))
AP Geokinesis (Earth Control 9) (Alternate; Strength: 45, Carry: 4.3k / 4.3 tons / 6.4 tons / 12.8 tons)
AP Helping hand of light (Healing 10) (Alternate; DC 20; Burst Area (50 ft. radius - General); Limited to Others; Stabilize)
AP Hydrokinesis (Suffocate 9) (Alternate; DC 19; Range (ranged); Limited (Water))
AP Hydrokinesis (Water Control 9) (Alternate; Strength: 45, Carry: 4.3k / 4.3 tons / 6.4 tons / 12.8 tons)
AP Pyrokinesis (Fire Control 11)
AP Thermokinesis (Linked)
...Environmental Control 1 (Linked; heat, Radius: 5 ft.)
...Immunity 5 (Linked; damage type: Cold)

Winds of the Air Spirits (Flight 2) (Speed: 25 mph, 220 ft./rnd)

Equipment: Bowtie [Super-Senses 1, communication link: Mental; Progression 3 (10 people), Subtle (subtle)], Cell Phone, GPS Receiver, Gray Mansion, PDA

Attack Bonus: +2 (Ranged: +8, Melee: +2, Grapple: +2)

Attacks: Chlorokinesis (Plant Control 9) (DC Ref 19), Elemental Blast (Blast 9), +8 (DC 24), Hydrokinesis (Suffocate 9), +8 (DC Fort 19), Unarmed Attack, +2 (DC 15)

Defense: +8 (Flat-footed: +1), Knockback: -8

Initiative: +2

Drawbacks: Geasa, common, moderate, Must Speak Spells Backwards, Power Loss (All Powers), common, minor, gestures and incantation

Languages: English

Background: At the age of 16 Isabella recieved a mysterious package containing a set of 5 books which appeared to be simple childrens' stories. No sender details were enclosed, and nobody was able to trace the sender. While reading them her magical abilities, which - until that point - had lain dormant and undetected, began to reveal themselves. It was some time later that it was apparent that the books were more than just children's books, however, since it was only when she began to be taught by her mentor, her Grandmother, that she realised that the symbols in the book were runes, and that the book contained spells.

After falling in with the wrong crowd caused the untimely death of her parents when she was 17 years old, she moved in with her Grandmother in Boston permanently, where she was free to make full use of her grandmother's enormous library of mystical artifacts and books.

She spent most of her high school years concentrating more on her magical abilities whenever she wasn't doing schoolwork, considering socializing to be low on her priorities. Her group of friends was small, but was made up of the people she considered to be loyal and trustworthy companions. After graduating she briefly attended the top university in Boston, but, after switching classes a number of times, found she had little interest in continuing her education after all, and instead got a job as a stage magician, using her magical skills to create illusions to entertain her audience. To this day she remains in that job, and the only thing that has changed is that she keeps in touch with very few of her small group of friends, prefering her own company.

When she was 24 years old, her grandmother died, willing her extremely large house to Isabella. Due to a combination of her preference for privacy and the tendancy of the house to decide to change its layout from time to time, Isabella chose to remain in the house alone.

Contacted by her agent for an acting job, she took it as well not had work in months. She read through several of the mystical heroes of the DC Universe. She fixed her sights on DrFate as the formost mystical hero from the comics. She did not even research the others in any details.

Isabella arrived not sure what to expect, the photographers assistant starting shouting "wrong, wrong, all wrong". Grabbing Isabella by the hand "look your suppose to be Zatanna. Here take this wig and costume. Stand over there the makeup woman will sort it for you so it look right". Looking around really confused she asked the makeup woman some questions about the character and she handed Isabella a script with some details of the character. Reading through it as they worked on the look.




Totals: Abilities 24 + Skills 10 (40 ranks) + Feats 29 + Powers 55 + Combat 8 + Saves 19 - Drawbacks 5 = 140




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

Gray Mansion

Power Level: 9; Equipment Points Spent: 30

Toughness: +15

Features: Combat Simulator, Communications, Computer, Defense System, Dimensional Portal, Fire Prevention System, Garage, Grounds 1, Gym, Hangar, Holding Cells, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3, Self-Repairing 2, Workshop

Powers:
Teleport 7 (700 ft. as move action, 200 miles as full action; Progression, Mass 4 (carry 2500 lbs))

Size: Gargantuan

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 23 + Powers 1 + Combat 4 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 30
Last edited by Aerlwyn on Tue Feb 21, 2012 6:33 pm, edited 9 times in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sun Dec 11, 2011 11:00 pm

Raven 2
NAME: Raven
Real Name: Myrideth Leigh.

Image

Power Level: 10; Power Points Spent: 150/150

STR: +1 (12), DEX: +4 (18), CON: +2 (14), INT: +9 (28), WIS: +0 (10), CHA: +1 (12)

Tough
Out of costume, its +5, +2 flat-footed.
In costume, its +10, +7 flat-footed.

Fort: +10, Ref: +10, Will: +10

Skills: Acrobatics 2 (+6), Bluff 5 (+6), Climb 3 (+4/+6), Computers 3 (+12/+14), Concentration 4 (+4), Craft (chemical) 3 (+12), Craft (electronic) 3 (+12/+14), Craft (mechanical) 5 (+14), Craft (structural) 3 (+12), Craft (weapon & armorsmithing) 5 (+14), Disable Device 3 (+12), Drive 4 (+8), Escape Artist 2 (+6), Gather Information 11 (+12), Intimidate 7 (+8), Investigate 3 (+12/+14), Knowledge (streetwise) 5 (+14), Knowledge (tactics) 3 (+12), Knowledge (technology) 5 (+14), Language 4 (+4), Medicine 4 (+4), Navigate 1 (+10), Notice 8 (+8), Pilot 4 (+8), Search 5 (+14), Sense Motive 4 (+4), Sleight of Hand 4 (+8), Stealth 8 (+12), Survival 4 (+4), Swim 3 (+4)

Feats: All-Out Attack, Attack Focus (melee) 5, Attractive (+4), Benefit 2 (Wealth), Connected, Contacts, Defensive Roll 3, Dodge Focus 5, Eidetic Memory, Equipment 9, Fighting Style: Muay Thai, Improved Block, Improved Critical (Unarmed Attack), Improved Initiative, Inventor, Jack-of-All-Trades, Power Attack, Skill Mastery (Stealth, Investigate, Acrobatics, Knowledge Technology), Stunning Attack, Takedown Attack, Uncanny Dodge (Visual), Well-Informed

Equipment: Body Armor [Protection 5, +5 Toughness], Burglar's Kit, Camera, Cell Phone, Climber's Kit, Commlink, Computer Kit:, Electronics' Kit, First Aid Kit, Flashlight, GPS Receiver, HQ: Underground Lair, Investigator's Kit, Laptop Computer, Multi-Tool, PDA, Toolkit (Basic)

Attack Bonus: +5 (Ranged: +5, Melee: +10, Grapple: +11)

Attacks: Unarmed Attack, +10 (DC 16)

Defense: +10 (Flat-footed: +3), Knockback: -5

Initiative: +8

Languages: Arabic, English, French, Japanese, Latin

Background: Myri is a Freedomite, born and bred, and a favorite of her flamboyant cousin Thomas Robie, who took the kid in after her parents split and her mum couldn't hack it as a parent. Myri grew up on a steady diet of comics and became a fan of the Raven as well as a closet conspiracy theorist. She trained herself to pick out tiny details where there weren't any obvious ones as well as to be able to take in a situation on the fly. Adventursome to say the least, she was always poking her nose into mysteries and could be found in the local library, pouring over old micro-fiches and newspaper clippings, researching god knows what and why. Because she was so nosy (which also meant getting into lots of trouble), she learned to defend herself and took every class she could in self defense. She attended the same schools as Callie Summers, becoming great friends with her over time.

Eventually, through careful research, she found she could piece together who Raven was. Her equipment, cost mad money, why would she spend night after night beating the snot out of villians and thugs and whatever? She narrowed it down to Callie Summer, whom she discovered witnessed her mothers murder as a young woman. That'd give anyone plenty of motive to hate crooks and scum and plenty of reason to protect the innocent and helpless. With her resources, it'd be natural to become a cape. Plus, that socalite personae.... Well it was just a mask, she figured, she'd have to be smart to maintain her wealth, otherwise, even with good advice, she'd fritter it all away and she knew Raven was smart. Genius level smart. Einstein beyond smart. She fit.

Through that, she managed to figure out who Raven was and managed to narrow down where her hide out was.

Complications
Identity: Secret
Motivation: Justice
Motivation: Responsibility



Totals: Abilities 34 + Skills 32 (128 ranks) + Feats 40 + Powers 0 + Combat 20 + Saves 24 + Drawbacks 0 = 150



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

HQ: Underground Lair

Power Level: 10; Equipment Points Spent: 25

Toughness: +15

Features: Combat Simulator, Communications, Computer, Concealed 1, Defense System, Dock, Fire Prevention System, Garage, Gym, Hangar, Holding Cells, Infirmary, Isolated, Laboratory, Library, Living Space, Pool, Power System, Security System 1, Workshop

Size: Huge

Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 20 + Powers 0 + Combat 3 + Saves 2 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25


Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Wed Dec 14, 2011 2:30 pm

Favorite Green Lantern
Image

Katma Tui

Power Level: 15; Power Points Spent: 297

STR: +1 (12), DEX: +7 (24), CON: +3 (16), INT: +3 (16), WIS: +5 (20), CHA: +3 (16)

Tough: +3/+15, Fort: +15, Ref: +15, Will: +15

Skills: Computers 7 (+10), Concentration 5 (+10), Diplomacy 7 (+10), Disable Device 7 (+10), Disguise 3 (+6), Gather Information 7 (+10), Intimidate 5 (+8), Investigate 9 (+12), Knowledge (behavioral science) 7 (+10), Knowledge (civics) 7 (+10), Knowledge (history) 7 (+10), Knowledge (otherworlds) 12 (+15), Knowledge (tactics) 7 (+10), Medicine 1 (+6), Navigate 7 (+10), Search 7 (+10), Sense Motive 5 (+10), Stealth 1 (+8), Survival 5 (+10)

Feats: Assessment, Attack Focus (ranged) 5, Benefit (military rank) 4 (captain / lieutenant), Combat Awareness, Direction Sense, Distracting Looks, Dodge Focus 5, Elusive Target, Evasive Retreat, Finding the Weak Spot, Inspire 2 (+2), Last Stand, Leadership, Lionheart, Master Plan, Power Attack, Precise Shot 2, Quick Change 2, Ranged Pin, Startle, Teamwork 3, Veteran Fighter

Powers:
Force Manipulation (Array 18) (default power: damage)
- Communication 5 (Array; sense type: radio; Progression, Increase Range 24 (max range x125000000), Selective)
- Force Blast (Damage 15) (Default; DC 30; Range (ranged))
- Force Bubble (Immunity 9) (Array; life support; Affects Others, Burst Area (45 ft. radius - General), Range (ranged))
- Force Constructs 15 (Array; Max Size: 75 cu. ft.)
- Force Lifting (Telekinesis 15) (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons)
- Force minions (Summon 4) (Array; Progression, # Minions (2 minions))
- Moveable Force Constructs (Force Constructs 10) (Array; Max Size: 50 cu. ft.; Movable (Radius: 50 ft., Strength: 50, Force: 12.8 tons))

Skin Tight Force Field (Linked)
- Force Field 12 (Linked; +12 Toughness; Impervious; Air-tight)
- Immunity 9 (Linked; life support)
- Super-Movement 1 (Linked; zero-g)

Travel Powers (Array 14) (default power: flight)
- Flight 14 (Default; Speed: 250000 mph, 2200000 ft./rnd)
- Space Travel 3 (Array; Speed: 5x light speed)

Universal Translator
Feature GL Database

Attack Bonus: +10 (Ranged: +15, Melee: +10, Grapple: +11)

Attacks: Force Blast (Damage 15), +15 (DC Staged/Tou ), Unarmed Attack, +10 (DC 16)

Defense: +15 (Flat-footed: +5), Knockback: -13

Initiative: +7

Languages: Native Language

Totals: Abilities 44 + Skills 29 (116 ranks) + Feats 38 + Powers 116 + Combat 40 + Saves 30 + Drawbacks 0 = 297
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Re: Aerlwyn Characters 2e/3e

Postby Gilliam » Fri Dec 16, 2011 3:33 am

Enjoying these builds, keep them coming.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Fri Dec 16, 2011 1:57 pm

Micheal Edward O'Roke - PL 10

Strength 2, Stamina 6, Agility 6, Dexterity 6/1, Fighting 4, Intellect 1, Awareness 2, Presence 2

Advantages
Defensive Roll 3, Improved Initiative 4, Instant Up, Move-by Action, Power Attack

Skills
Acrobatics 4 (+10), Athletics 8 (+10), Close Combat: Unarmed 10 (+14), Deception 6 (+8), Investigation 1 (+2), Perception 8 (+10), Ranged Combat: Thrown 4 (+10), Sleight of Hand 2 (+8), Stealth 2 (+8), Technology 5 (+6)

Powers
Hyperspeed
- Movement: Movement 2 (Wall-crawling 1: -1 speed rank, Water Walking 1: you sink if stopped; Custom: full speed, sink if stopped, while moving)
- Speed: Speed 15 (Speed: 64000 miles/hour, 120 miles/round)

Hypertime
AE Disrupting Barrage
...Affliction: Affliction 6 (1st degree: Vulnerable, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16)
...Damage: Strength-based Damage 4 (DC 21; Multiattack)
...Weaken: Weaken 6 (Affects: toughness, Resisted by: Fortitude, DC 16; Multiattack)
- Enhanced Trait: Enhanced Trait 14 (Traits: Dexterity +5 (+6), Advantages: Improved Initiative 4)
AE Lightning Strike: Strength-based Burst Area Damage 6 (Alternate; DC 23; Burst Area 4: 250 feet radius sphere; Limited: must pass targets to be affected on a move-by attack)
- Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)
- Superspeed Slam: Strength-based Damage 2 (DC 19; Multiattack [2 extra ranks])
AE Whirlwind: Burst Area Affliction 10 (Alternate; 1st degree: Vulnerable, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, Secondary Effect)

Immunity: Immunity 1 (Own Slam 1)

Offense
Initiative +22
Affliction: Affliction 6, +14 (DC Fort 16)
Damage: Strength-based Damage 4, +14 (DC 21)
Grab, +4 (DC Spec 12)
Lightning Strike: Strength-based Burst Area Damage 6 (DC 23)
Superspeed Slam: Strength-based Damage 2, +14 (DC 19)
Throw, +10 (DC 17)
Unarmed, +14 (DC 17)
Weaken: Weaken 6, +14 (DC Fort 16)
Whirlwind: Burst Area Affliction 10 (DC Fort 20)

Complications
Identity
Motivation: Responsibility

Languages
English

Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 9/6, Will 8

Power Points
Abilities 48 + Powers 51 + Advantages 6 + Skills 25 (50 ranks) + Defenses 20 = 150

Rough Backstory
Micheal grew up being the runt of his family always the smallest. Never doing well in anything even is school. Always last to be picked for any team. After highschool he got a job working as a security guard at a chemical factory.
A group of eco terrorist took it into there hands to deal with the factory planting bombs around the vats of chemicals. One of the terrorist was spotted by Micheal the group cornered him in the security office. They moved several large objects to block him in and left him there. The bombs went off creating a cloud of chemicals that waffed through the building.
Micheal not knowing what to do or having the strength to push his way out was quickly over come by the chemical cloud. Not sure how he survived all her remembers is waking up to the hazmat crews telling him her would be fine. From that day his life changed. The chemicals has warpped his DNA giving him bursts of speed.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Mon Dec 19, 2011 8:43 am

Morgainne Phillips

Power Level: 10; Power Points Spent: 150/150

STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +1 (12), WIS: +0 (10), CHA: +3 (16)

Tough: +0, Fort: +8, Ref: +8, Will: +8

Skills: Bluff 5 (+8), Climb 3 (+3), Escape Artist 1 (+1), Handle Animal 1 (+4), Knowledge (life sciences) 5 (+6), Notice 10 (+10), Ride 2 (+2), Search 7 (+8), Stealth 6 (+6), Survival 8 (+8)

Feats: Animal Empathy, Elusive Target, Quick Change 2

Powers:
Shapeshift 9 (Action (free); Limited (Animal Forms))

Power Settings:
Bite of the Raptor (Power Setting) (Powers: Strike 8, Tail Lash (Trip 6), Attack Bonus +4 (+10), Defense Bonus +1 (+10), Dexterity +4 (14, +2))
Speed of the Puma (Power Setting) (Powers: Speed 4, Super-Senses 4, Dexterity +14 (24, +7), Attack Bonus +2 (+8), Escape Artist +4 (+5), Strength +10 (20, +5), Constitution +4 (14, +2), Feats: Acrobatic Bluff, Attack Focus (melee) 2)
Strength of the Bear (Power Setting) (Powers: Growth 4, Protection 3, Super-Senses 2, Strength +10 (20, +5), Constitution +8 (18, +4), Feats: Attack Focus (melee) 3, Chokehold, Endurance 2 (+8), Rage 2 (+2 Increased Duration x5 rounds))

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +6)

Attacks: Strike 8, +6 (DC 23), Tail Lash (Trip 6), +6 (DC 16), Unarmed Attack, +6 (DC 15)

Defense: +9 (Flat-footed: +5), Knockback: +0

Initiative: +0

Languages: English

Totals: Abilities 8 + Skills 12 (48 ranks) + Feats 4 + Powers 72 + Combat 30 + Saves 24 + Drawbacks 0 = 150


.
Last edited by Aerlwyn on Fri Aug 17, 2012 1:28 pm, edited 1 time in total.
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Re: Aerlwyn Characters 2e/3e

Postby Aerlwyn » Sat Feb 18, 2012 11:18 am

Image

Image




Victoria Windsor

Power Level: 10; Power Points Spent: 167

STR: +0 (10), DEX: +2 (14), CON: +0 (10), INT: +2 (14), WIS: +5 (20), CHA: +5 (20)

Tough: +0, Fort: +8, Ref: +8, Will: +10

Skills: Bluff 5 (+10), Concentration 5 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Investigate 8 (+10), Language 2 (+2), Notice 5 (+10), Sense Motive 5 (+10)

Feats: Attack Focus (ranged) 5, Attractive (+4), Benefit (status, aristocrat), Benefit (Wealth), Connected, Contacts, Distracting Looks, Dodge Focus 5, Eidetic Memory, Improved Initiative 2, Improved Trip, Jack-of-All-Trades, Well-Informed

Powers:
Flight 2 (Speed: 25 mph, 220 ft./rnd; Platform)

Telekinesis (Array 16) (default power: move object)
@ Telekinesis (Move Object 10) (Default; [0 active, 0/32 PP, 3/r+1], Strength: 50, Carry: 4.3 tons / 8.5 tons / 12.8 tons / 25.6 tons, DC 25; Damaging; Precise)
DAP Concussive Blast (Linked)
- Concussive Blast (Damage 10) (Linked; [0 active, 0/32 PP, 2/r], DC 25; Range (ranged))
- Concussive Blast (Trip 10) (Linked; [0 active, 0/32 PP, 1/r+1], Feats: Improved Trip)
DAP Force Field 10 (Array; [0 active, 0/32 PP, 1/r], +10 Toughness)

Telepathy (Array 13) (default power: telepathy)
@ Telepathic Projection (Telepathy 10) (Default; DC 20, Adds: Communication 10, Mind Reading 10; Subtle (subtle))
- Communication 10 (sense type: mental)
- Mind Reading 10 (DC 20)
AP Confuse 10 (Array; DC 20; Range (perception))
AP ESP 6 (Array; affects: all types)
AP Illusion 8 (Array; affects: all sense types, DC 18; Phantasms)
AP Telelocation 10 (Array; DC 20; No Conduit; Subtle 2 (unnoticable))

Attack Bonus: +5 (Ranged: +10, Melee: +5, Grapple: +5)

Attacks: Concussive Blast (Damage 10), +10 (DC Staged/Tou ), Concussive Blast (Trip 10), +10 (DC 20), Confuse 10 (DC Will 20), Mind Reading 10 (DC Will 20), Telekinesis (Move Object 10), +10 (DC 25), Telepathic Projection (Telepathy 10) (DC Will 20), Unarmed Attack, +5 (DC 15)

Defense: +10 (Flat-footed: +3), Knockback: +0

Initiative: +10

Languages: English, French, Latin

Background: During the 1960’s the Ministry Of Powers in Britain employed a group of secret agents known as Brigade Six whom dealt with various superhuman threats. Their activities are still extremely highly classified to this very day and you can count on the fingers of one hand the people still alive who know anything about their activities.

Not unsurprisingly the members of Brigade Six became very close to each other and Betty Munroe also known as Agent Black became romantically involved with her fellow team member Charles Parker also known as Agent White. Captured and subjected to the DNAscent Process Agent White gained telepathic and telekinesis abilities. Rescued by his fellow Brigade Six team mates, Betty and Charles continued their relationship however Betty began to realise that Charles was beginning to lose his grip on reality and in a few short months Agent White went mad and started calling himself Subject Nine.

Subject Nine never learnt that he and Betty Munroe would have a child and Betty would never tell anyone who the father of her son was. As far as Brigade Six was concerned she left the team shortly after Subject Nine made his appearance.

With all her training it was not difficult for Betty to create a new identity and over the years she took great pride as her son Ethan Windsor forged a career as a highly paid consultant and change manager. To Betty’s great relief, Ethan never showed any signs of super human abilities nor his father’s insanity. Betty died a proud Grandmother grateful that none of her family had inherited any abilities however unknown to herself her Granddaughter Victoria did take after her Grandfather.

From an early age Victoria always knew her friends secrets and over time discovered she had other talents with her mind. With the nature of her fathers career Victoria has gotten use to moving around the world as her father takes on new challenges from London to Hong Kong to South Africa and now he has accepted a role as CEO of a company owned by the Molina family in Houston that needs to be turned around.

Victoria has since moved onto college, making new friends and a life of her own.

Totals: Abilities 28 + Skills 10 (40 ranks) + Feats 21 + Powers 69 + Combat 20 + Saves 19 + Drawbacks 0 = 167


COMPLICATIONS

Stand-offish – Victoria comes across as a snob due to the private lessons she has received in the past. She is also reluctant to physically touch people as from time to time her mind reading powers will surge and she will learn more than she ever wanted to.

Phobia – Victoria suffers from aquaphobia, fear of drowning.
Last edited by Aerlwyn on Sat Apr 14, 2012 11:00 am, edited 13 times in total.
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