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The Many Characters of NineOfSpades

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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Wed Dec 21, 2011 3:20 pm

Character Name: Mikiri Hayase
Alternate Identity: Psion

Description:
Age: 19
Gender:Female
Height:5’2”
Weight:108lbs
Eyes:Dark Blue
Hair:Black

Image


History:

The Hayase family was born in a small port town on one of the island chains stretching off of the Japanese mainland. While not especially wealthy, they certainly had enough financial stability to get by without much difficulty, the father providing the family income while the mother stayed at home and tended to the household, and to their two beautiful children. Their daughter, Mikiri, and their son, Kobi, we're a pair of fraternal twins. As they grew, the twins shared most everything with one another, each being the closest friend that the other had. They played together, went to school together, explored the beaches and forests of their hometown together. They were nigh inseparable.

Nobody really suspected that the twins might be mutants, so when Kobi began to manifest his abilities, it certainly came as a surprise. At first, his powers we're met with fear and distrust, the boy was able to move objects around with his mind. Even Mikri was a little afraid, though she tried her best to hide it. However, the concern over the boy rapidly disappeared, and was replaced with terror. His power seemed to be growing geometrically, increasing so fast that soon he could toss around cars without even trying. And he loved it. Kobi changed, his power overwhelming him. While he'd always been a tad more aggressive, it had never been anything unusual from a young boy. But now, he was different. Openly violent, lashing out against anyone or anything which angered him. The police were deployed eventually, knowing the kid needed to be stopped. He tore them apart like they weren't even there. In response for the perceived outrage, he decided to turn his home into his own personal kingdom. With nothing but his own mind, he lifted the entire island up into the sky, where he could rule as a living god.

All the while, Mikiri could do nothing but watch. Her brother was nothing like he'd once been, practically a different person. She was terrified of him, of what he was becoming. After he rose the island, She tried to tell him to stop, to put things back the way they were. She was thrown through a wall for her effort.

Thankfully, the X-men arrived, coming in to put an end to the situation. They battered away, trying to get into the island, the entire thing encased by a barrier of telekinetic force, but to no avail. However, they would get their chance. In the wake of her traumatic encounter with her brother, Mikiri's own mutant gene activated, her mind opening up, able to connect with others, to touch at their thoughts. She turned her abilities on her brother, delving directly into his mind, trying to force him to stop. With Kobi's focus weakened, the X-men were able to finally engage him in combat. While his powers were impressive, he was still a mere child, untrained. With Mikiri continuing to try and defuse her brother, and the assault by the X-men, he was finally defeated, Prof. Xavier himself engaging Kobi's mind and forcing him to put the island back down before telepathically knocking him out.

Mikiri herself felt different in the aftermath. She'd been there, inside the mind of her brother. She felt his thoughts, and felt them resonate inside of her. We're they really that different? How easy would it be for her to end up like he was, a monster who wielded its power like a cudgel? The very prospect filled the young girl with fear.

Mikiri and Kobi we're both brought to the Xavier institution, one to be checked over one as a prisoner. The boy was kept in a sedated state, sealed in a fortified cell where he was to remain, his only contact was with Prof. Xavier, who continued to try and help the boy change his ways, meeting inside the child's mind to act as his therapist. Mikiri herself was examined both physically and mentally, to determin if she held the same potential as her brother did, and to see what the possible repercussions of such a situation would be . Unlike her brother, Mikiri's abilities appeared much more stable and controlled. Perhaps her powers were simply weaker than her brothers. Perhaps it was the fear she had of her power, the fear of what she could become, which created a psychic block in her mind, limiting her ability to access her powers. Who can say.

Haunted by what she had witnessed, Mikiri could not escape one single question. If her powers had developed first, would she have ended up like her brother? She had no answer. However, she wasn't going to take that risk. She resolved to take whatever steps we're needed to keep herself under control. Turning her telepathic power on herself, she began editing her personality. Curbing her impulses, suppressing her darker instincts, reshuffling her priorities. She made herself a good person, one who would put the needs of others over herself, who was humble and kind, and who'd never abuse her impressive abilities.

Personality :

Mikiri is humble, shy, soft spoken and kind. Sweet as a button, caring and warm. Indeed, how could she be anything else? Using her powers, she's altered her own personality to try and become a better person. She fears her powers, and herself, tormented by her own past. She is always hesitant to use her abilities, always checking to ensure that she keeps herself from crossing a line. As suc, she made herself behave in a just and noble manner, outstandingly honest and open with others. She has little faith in herself, and needs others to help keep her in line. Mikiri would never accept credit for her actions, though is all to eager to take the blame. She holds other mutants, ones who use her powers for good, or even just are good people, in the highest regard, though she doesn't consider herself to be one. On the other hand, she hates mutants or other super powered beings who abuse their abilities, though her hate is tempered somewhat by the knowledge of how easy it is to give in to such power. And of course, there is the darker parts of herself, the ones she's pushed to the very bottom of her mind, attempting to expunge entirely. Such things can be supposed and contained, but she hasn't erased them completely, and they may yet come to light.


Complications:
Honest: One of the first alterations that Mikiri made to herself was removing her ability to lie. By doing so, she hopes to prevent herself from deceiving those who would be able to stop her from going to far.

Inner Darkness: Though She's mitigated and suppressed them, Mikiri still has her darker impulses and desires, which may yet still rise up to the surface again.

Prejudice : As a mutant, Mikiri is the victim of fear and hate by many.


Abilities: -2+0+4+4+4+6+0+4 = 20PP
Strength: -1
Stamina: 0
Agility: 2
Dexterity: 2
Fighting: 0
Intelligence: 2
Awareness: 3
Presence: 2


Offence:
Initiative: +6
Attack: +0 Melee, +0 Ranged
Grapple: -1/+10/+7


Defenses: 3+5+5+0+12 = 25PP
Dodge: +5 (+2 Agl, +3)
Fortitude: +5 (+0 Sta, +5)
Parry: +5 (+0 Fig, +5)
Toughness: +15 (+0 Sta, +15)
Will: +15 (+3 Awe, +12)


Skills: 23PP
Expertise (Art) 10 (+12)
Insight 8 (+11)
Investigation 4 (+6)
Perception 6 (+9)
Persuasion 6 (+7)
Stealth 6 (+8)
Technology 2 (+4)
Treatment 2 (+4)
Vehicles 2 (+4)



Advantages: 4PP
Languages (Native Japanese, English)
Improved Initiative
Equipment 2 (Motorcycle)



Powers: 48 + 15 + 15 = 78PP

Psionics (42pp Array Feats: Alternate Effect 6 ) [48PP] (Mutant Psychic Abilities)

    Base Power:Thought-Stream (Mind Reading 10 Extras: Effortless (+1), Cumulative (+1)Feats:Subtle 2) [42PP] (Telepathic Thought Streaming)


  • Alternate Power: Mind Jacking (Affliction (Entranced/Compelled/Controlled) 10Extras: Perception (+2), Cumulative (+1) Feats: Subtle 2) [42PP] (Mental Overriding of an individual’s Thoughts)

  • Alternate Power: Psychosis (Damage 10 Extras:Perception (+2), Resisted By Will (+1) Feats: Subtle 2) [42PP] (Psionic Attack)

  • Alternate Power: Mind Bomb (Damage 10 Extras:Resisted by Will (+1), Burst Area (+1), Selective (+1) Feats: Subtle 2) [42PP] (Blast of Telepathic Force)

  • Alternate Power: Phantasm (Illusion (All Senses) 10 Flaws: Resistible By Will (-1) Feats: Precise) [41PP] (Psionic Induced Hallucinations)

  • Alternate Power: Thought-Casting (Mental Communication 5 (Anywhere) Extras: Linked Mind reading (+2), Area (+1), Selective (+1)Feats: Subtle 2) [42PP] (Direct Thought Broadcasting)

  • Alternate Power: Impulse (Move Object 10 Extras: Perception (+1), Damaging (+1) Feats: Precise 1, Subtle 1) [42PP] (Telekinetic Motion)

Teleshield (Protection 15 Extras: Sustained (+0) ) [15PP] (Bubble Of Psionic Force)

Thought-Search (Detect Minds 2, Accurate 2, Acute 2, Radius 1, Rapid 5, Extended 3 ) [15PP] (Telepathic Awareness of minds)



Totals: Abilities (20) + Defense (25) + Skills (23) + Advantages (4) + Powers (78)= 150 Power Points
Last edited by Nineofspades on Sun Jan 08, 2012 12:36 am, edited 2 times in total.
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sat Dec 24, 2011 1:21 pm

Name: Jaclyn Ryan
Alias: Andreas

Description:
Age: 23
Gender: Female
Height:5’6
Weight:108lbs
Eyes:Blue
Hair:Blond

Image

History:
Jackie grew up in the slums of Santa Babara, her mom in prison for drug trafficking leaving her and her dad to pretty much fend for themselves. He worked as a mechanic, scrapping enough money to get them by, but not a whole lot more than that. He always tried to push her to do better in life than he had, but it was a struggle. Jackie didn't like school, she couldn't bring herself to really 'get into' books or learning. It wasn't like she was dumb, she just couldn't focus on the lessons being taught. Of course, her short attention span was only ever half of the problem. The other half was that Jackie had a spitfire temperament. She'd get into fights over anything, hardly a week went by where she didn't get detention or some other form of punishment. This trend continued through middle school, and into her first few years of high school, before she finally got herself expelled, the educational system pretty much throwing up its hands and giving up on her.

She got a job working at the same auto shop as her dad, and stayed there a few years. She also found a nice profession on the side, Mixed martial arts. Nothing especially legal, but it was decent cash provided you could throw a good punch. While she never told her dad about it, she didn't really go to any lengths to hide it either, and he figured it out on his own at some point, probably having to do with all those unexplained bruises his daughter would show up with.

A few years wen't by, and Jackie managed to get enough cash together to get her own place. It wasn't anything big or fancy. A one room apartment located above a gym owned by her friend Martin, whom was equally good at being a personal trainer as he was drinking buddy. He'd asked Jackie out on a date once. She'd nearly broken his jaw in response (she was drunk at the time), and after that, the issue never came up again.

A year or so ago, a new street gang started gaining some turf in the area around Jackie's home. While they fancied themselves an honest mafia, they were more akin to common thugs. When they came around, starting up a protection racket, Jackie laughed square in their faces. The thugs responded violently, as was preview, and Jackie returned the favor in kind, as was hers. While the grunts were sent packing, Jackie didn't anticipate on them making their move again as fast as they did. Jumped by four guys later that day, the clubbed her upside the head and tied her up, driving her out of town, to and old quarry site a few hours away. Just like the mobsters they thought themselves to be, the thugs were going to burry her alive.

Despite all the tough scrapes Jackie managed to get herself into over the years, she'd never been as scared as she was, lying at the bottom of a hole, tied up, as shovelful after shovelful of rocks and dirt came down on her. In her panic, she triggered her breakout, the ground itself turning against her assailants, crushing them under tons of stone. With her new powers, getting out of the hole was easy, as was getting herself home. While never especially bright, Jackie knew that she had to be careful with this power, since the public opinion of her kind was not especially positive.

She's spent much of the past year rooting out thugs, gangs and drug dealers who populate the slums of her part of Santa Babara, getting rid of them either through her abilities, or through good old fashion ass whooping. While she thinks herself rather sneaky about it, much like when she started doing underground fight rings, the smarter residents have likely put two and two together and figured out Jackie is more than just a tough girl with a strong right hook. However, none of them have outted her yet, likely due to gratitude held for her efforts in cleaning up the streets.

Personality:
Jackie is a tough girl with a spitfire temperament matched only by her vicious tongue. She's gruff, mean, violent and pugnacious. A tomboy to the core, she loves getting into fights, drinking, and running her mouth off. Headstrong and stubborn, though not especially bright, she mostly gets herself into trouble and then has to fight her way back out. While not especially noble, she does look out for her own, keeping her neighborhood safe from the various crime groups that try and move in, looking after the other people down on their luck. She doesn't have many friends, but she is loyal to the few she manages to keep, even if she does tend to go off on them when her anger gets the better of her. Unlike most though, she is genuinely apologetic to her companions after such incidences. While she doesn't give a rats ass about the world at large, or even much for the city, she'll plant her feet in the ground and wont budge an inch when she does set herself on getting something done.



Complications:
Secret: Given the state of the world, and its reaction to paragons, Jackie must keep her powers a secret. She is not very good at doing this

Temper: She can, and will, start a fight at the lightest of provocations, though she dosn't abuse her power and doesn't kick a guy when they are down.

Responsibility:She see's the slums and projects of the city as her responsibility to watch over and keep safe.

Reckless: Jackie seldom, if ever, plans ahead.

Enemy: The various criminal groups that Jackie has pushed out of her turf certainly have a bone to pick with her, most wanting her dead if they can.

Low Budget: Jackie lives on a rather small income and doesn't have much in the way of money to spend at any given time.



Abilities: 6 + 4 + 6 + 0 + 4 + 4 = 24PP
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 16 (+3)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 12 + 16 = 28PP
Initiative: +2
Attack: +6 Melee, +6 Ranged, Unarmed +10
Grapple: +9
Defense: +8 (+8 Base), +4 Flat-Footed
Knockback: -8


Saving Throws: 9 + 5 + 6 = 20PP
Toughness: +16 (+3 Con, +3 Defensive Roll, +10 Earth Shield)
Fortitude: +12 (+3 Con, +9)
Reflex: +7 (+2 Dex, +5)
Will: +8 (+2 Wis, +6)


Skills: 14PP
Acrobatics 4 (+6)
Bluff 4 (+6)
Craft (Mechanical) 4 (+4)
Drive 4 (+6)
Intimidate 6 (+8)
Knowledge (Streetwise) 8 (+8)
Notice 6 (+8)
Profession (Mechanic) 8 (+10)
Search 4 (+4)
Sense motive 4 (+6)
Stealth 4 (+6)





Feats: 19PP
Defensive Roll 3
Attack Specialization (Unarmed) 2
Benefit (Champion of the Downtrodden)
Martial Strike 5
Sweeping Strike
All Out attack
Improved Grab
Chokehold
Power Attack
Equipment 2
Take down Attack


Equipment 10EP wrote:Motorcycle [9EP]
Cell Phone [1EP]



Powers: 48+9+8+10= 75PP

Geokinetic (40pp array Feats: Alternate Power 8 ) [48PP] (Manipulation and control over geological forces)

    Base Power: Geokinesis (Move Object 20 Extras: Perception Range (+1) Flaws: Limited (Earthen Materials) ) [40PP] (Control over Earth, Max load 16k tons)


  • Alternate Power: Quake (Trip 10 Linked Damage 10Extras: Sustained (+2)Selective (+1), Burst Area Trip (+1),Burst Area Damage (+1) Flaws:Touch Range (-1), Limited (Contact with Ground)(-1), Limited damage (Objects)(-1), Full Round Action (-1)Feats:Improved Trip, Progression 9 (5000ft/rank)) [40PP] (Violent shaking of the earth)

  • Alternate Power: Spires (Damage 12Extras:Perception Range (+2), Shapeable area (+1)Flaws: Limited (Contact with ground)(-1) Feats: Progression 4(25 cubes/rank), Indirect (Upwards from the ground) ) [40PP] (Spikes of earth erupt from below)

  • Alternate Power: Masonry (Create Object 10 Extras:Continuous (+1) Feats: Progression 4 (100ft cube/rank), Precise, Innate, Improved range 4 ) [40PP] (Slabs of rock and earth come together to form objects)

  • Alternate Power: Eruption (Damage 12 (Half Rock, Half Magma) Extras: Perception (+2), Area (Cylinder)(+1) Flaws:Limited (Cylinder Must connect to ground)(-1) Feats:Indirect (Upwards from Ground), Progression, Knockback 2 ) [40PP] (Geyser of molten rock)

  • Alternate Power: Spear (Damage 12Extras: Ranged (+1), Penetrating(+1) Feats: Accurate 3, Improved Range ) [40PP] (Spear projectile of granite)

  • Alternate Power: Sculpting (Shape Matter 12 Extras:Continuous (+1)Flaws: Limited (earthen Materials)(-1), Touch Range (-1) Feats: Precise, Progression 3 ) [40PP] (Reforming earth into a desired shape, 25 Tons)

  • Alternate Power: Quicksand (Snare 12 Extras: Shapeable Area (+1), Suffocating (+1) Flaws: Limited (Ground Targets)(-1) Feats: Obscure senses (Visual), reversible, Progression 2 (5 cubes/rank) ) [40PP] (The ground transforms into quicksand)

  • Alternate Power: Scree (Damage 12Extras:Autofire (+1), Targeted Area Cone (+1) Feats: Accurate 3, Progression ) [40PP] (Pelted with dozens of small, sharp rocks)


Earth Mover (8pp array Feats: Alternate Power ) [9PP] (Movement via earth and soil)

    Base Power: Digger (Burrowing 8) [8PP] (Pushing aside earth and soil to make a tunnel, 250mph)


  • Alternate Power: Rock Glide (Flight 8 Flaws: Platform ) [8PP] (Carried on a boulder, 2500 mph)



Tremor sense (Tremorsense (3),Extended 2, Rapid 3 ) [8PP] (Sense of anything in contact with the ground)


Earth Guard (Force Field 10 ) [10PP] (Surrounded by a swirling shield of stones)



Totals: Abilities (24) + Combat (28) + Saving Throws (20) + Skills (14) + Feats (19) + Powers (75) - Drawbacks (0) = 180 Power Points
Last edited by Nineofspades on Tue Jan 03, 2012 12:05 pm, edited 1 time in total.
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sat Dec 31, 2011 5:29 pm

Name:
Alias:

Description:
Age:
Gender:
Height:
Weight:
Eyes:
Hair:

Image


History:


Personality:





Complications:
Name: [Description]



Abilities: 0 + 2 + 4 + 10 + 4 + 4 = 24PP
Strength: 10 (+0)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 20 (+5)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 4 + 8 = 12PP
Initiative: +1
Attack: +2 Melee, +4 Ranged
Grapple: +2
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed
Knockback: -5


Saving Throws: 8 + 8 + 8 = 24PP
Toughness: +10 (+2 Con, +10 Impervious)
Fortitude: +0 (+2 Con, +8)
Reflex: +9 (+1 Dex, +8)
Will: +10 (+2 Wis, +8)


Skills: 17PP

Bluff 2 (+4)
Computers 6 (+11)
Craft (Electronic) 12 (+17)
Craft (Mechanical) 12 (+17)
Knowledge (Physical Science) 12 (+17)
Knowledge (Current events) 4 (+9)
Notice 8 (+10)
Search 4 (+6)
Sense Motive 8 (+10)



Feats: 19PP
Attack Focus (ranged)2
Dodge Focus 6
Inventor
Eidetic memory
Benefit (Wealth) 3
Equipment 6


Powers: 64PP

Nanite Hive (80PP Active Container, Extras: ???, Flaws: Hard-To-Lose Feats: Restricted 2) [72PP] (Wristwatch Sized Nanobot Control Device)

Nanite Swarm (Summon (nanites) 10Extras: Fanatical (+1), Heroic (+1) Feats: Mental Link) [41PP] (Swarm of Nano scale robots)

Reinforced armor (Protection 10) [10PP] (Carbon Nanofiber Armor)

Flight 3 [6PP]

Impulse Blaster (Damage 10Extras: Ranged (+1) Feats: Accurate 3 ) [23PP] (Compressed Energy Bolt)






Totals: Abilities (24) + Combat (12) + Saving Throws (24) + Skills (17) + Feats (19) + Powers (64) - Drawbacks (0) = 160 Power Points

Equiptment
  • Manor Estate(Size: Colossal (5);Toughness: 15 (2);Features:Communication, Computers, Defensive System, Fire Prevention System, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System (DC 30)(3), Workshop)(22)
  • Limousine



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

Nanite Swarm:
Abilities: -10+4-10-4-4-8 = -32PP
Strength: ---
Dexterity: 14 (+2)
Constitution: ---
Intelligence: 6 (-2)
Wisdom: 6 (-2)
Charisma: 2 (-4)


Combat: 0 + 0 = 0PP
Initiative: +2
Attack: -4 Melee, -4 Ranged
Grapple: ---
Defense: +6 (-4 Base, +10 Dodge Focus), -4 Flat-Footed
Knockback: -7


Saving Throws: 0 + 8 + 7 = 15PP
Toughness: +14 (+0 Con, +14 [Other])
Fortitude: Immune
Reflex: +10 (+2 Dex, +8)
Will: +5 (-2 Wis, +7)


Skills: 7PP
Knowledge (Physical Science) 12 (+1)
Intimidate 0 (+2)

Stealth 0 (-12)
Notice 8 (+6)
Search 8 (+6)


Feats: 11PP
Dodge Focus 10
Eidetic Memory




Powers: 13+9+6+40+64+6+14+5 = 157PP

Swarm (Growth 12 Flaws:Dispersal (-2))Feats: Innate) [13PP] (Massive Cloud of Nanites)

Nano-scale (Insubstantial 2 Flaws: Permanent (-1) Feats: Innate ) [9PP]

Flight 3 [6PP]

Immunity 40 (Mental Effects, Fortitude Effects) [40PP] (Machines)

Nano-engineering (62pp array Feats: Alternate Power 2 ) [64PP] (Manipulation of Matter on an atomic scale)

    Base Power: Nano-manipulation (Transform (inanimate) 8 Extras:Area (shapeable)(+1),Continuous (+1), Affects Substantial (+1) Flaws: Touch Range (-1) Feats: Precise, Progression (mass) 5) [62PP] (Restructuring of inorganic matter, 5 tons)


  • Alternate Power: Disassembly (Corrosion 8 Extras:Area (Shapeable)(+2), Affects Substantial (+1), Penetrating (+1)Feats: Reversible, Precise, Slow fade 3 (1/20 minutes), Incurable) [62PP] (Deconstruction of matter, one atom at a time)
  • Alternate Power: Self-Repair (Healing 8 Extras: Total (+1), Area (Shapeable)(+1), Affects Substantial (+1), Affects Objects (+1),Standard Action (+1) Feats:Stabilize, Regrowth, Persistent, Precise) [62PP] (Rebuilding damaged matter from existing materials)

Nanovision (Vision: Analytical(2), Microscopic Vision (4) ) [6PP] (Scanning matter at a molecular Level)

Protection 14 [14PP]

Construction Software (Variable (Any One Skill At a Time) 5pp array Extras: Free Action (+3) Flaws: Limited (Craft Skills Only)(-2)) [5PP] (Large databank of substances and designs)





Drawbacks: (-4) + (-4) = -8PP

Vulnerability (Area Attacks) (Area attacks hit a large number of nanites, +50% DC Frequency: Very Common, Intensity: Moderate) [-4PP]

Disability (Mute) (Frequency: Very Common, Intensity: Moderate) [-4PP]


Totals: Abilities (-32) + Combat (0) + Saving Throws (15) + Skills (7) + Feats (11) + Powers (157) - Drawbacks (8) = 150 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sun Jan 01, 2012 5:46 pm

Character Name:Sophia Mencer


Alternate Identity:Changeling

Description:
Age: 24
Gender:Female
Height:5’8”
Weight:138lbs
Eyes:Blue
Hair:Blond

Image



History: Much of Sophia’s life can be traced back to one very dumb decision she made. Like most such choices, it was made when she was young, only 16 at the time, still in high school. And, as is inevitably the case with such choices, it was made because she thought she was in love. Her high school sweetheart Chris, two years her elder, approached her late one night with an idea. They’d drop out of school, drive down to Miami, and live the dream. He’d finally catch his big break as a pro skateboarder, and with money from sponsors, they’d have more than enough to live happily, with Sophie free to follow her dream of being a musician. It was a dumb idea, but she didn’t care. Not even when her parents warned her that she was throwing away her life, that if she left she wouldn’t have any support from them, all the threats parents use when trying to stop their children from making horrible mistakes. But it didn’t work. Sophie was in love, and she went with him, leaving her old life behind.

Of course, things began falling apart almost immediately. Chris couldn’t seem to stand out from all the other young men looking to be the next world famous sport star, Having to get a job as a mall security guard ‘just to hold them over’ till he got discovered. Just holding them over turned into a few months, then a year, then two years. All the while, they both lived in a crummy little apartment, barely scraping by, debts mounting a little more each month. Sophie worked a little on the side, getting small time gigs in local clubs to perform. So, it wasn’t exactly the dream life they’d hoped for. But, it wasn’t all that bad for her. After all, things could certainly be worse.

That’s what she thought anyway, till Sophie came home early one night, her performance having been canceled due to technical difficulties at the club. She found Chris was at home, despite him saying he had work that evening. And she found another woman with him, one she’d never seen before. It was a hard blow for Sophie to take, finding out that the man she’d given up everything for was cheating on her. She threw Chris out, ending any relationship there and cutting her ties with him.

Well, that was what she intended to do anyway. When she missed her period later that month, and confirmed what she already feared, Sophie had to get in touch with her ex and let him know she was now pregnant with his child. What followed was actually fairly straightforward, at least from a legal standpoint. They hadn’t married, so Sophie had sole custody over the child, with Chris only being expected to send Sophie a check each month. But emotionally, Sophie was a wreck. She was only 18, not nearly ready to raise a child, much less on her own. She cursed herself, her stupidity for letting her life fall apart just because she was in love with a guy who turned out to be a piece of trash.

She did finally catch a lucky break, while playing a club one evening, she started chatting with one of the bartenders, a young redheaded woman named Alison. The two hit it off pretty quickly, becoming fast friends. Within a month or so, they decided to move in together, splitting the rent, but also so Alison could help out Sophie with her pregnancy. Alison was basically a life saver, and it was her help that allowed Sophie to pull herself together.

Time came for Sophie to give birth, and in doing so, brought Lisa Mencer into the world. Having a child around certainly proved to be just as big a challenge as you would expect, Sophie having to get by mostly off of welfare and whatever money Chris managed to send to her, plus a little bit here and there that Alison could spare. After the first few months, when Sophie managed to get back on her feet and start working again, the situation improved a bit, but not by much.

A few years passed with things pretty much staying as they we’re, little Lisa growing up day by day. Sophie managed to catch a break here and there, her music getting something of an underground following. But, all the same, it never really seemed to be enough. She couldn’t shake the feeling that she wasn’t a good mother, she wasn’t providing enough from her child. So, when she was driving home late one evening, having finished up a show a few towns over, and she saw a blinding light fall from the sky, Sophie stopped to investigate. She figured, maybe it was a satellite or a meteor, something she could maybe get a finder’s fee if she got to it. Tramping through the woods, flashlight in hand, she made her way through the brush towards where she figured the crash site had to be. It turned out to be pretty hard to miss, a section of trees, easily 50ft across, had been blown apart by the landing. In the center of the crater was a stone, about the size of a basketball, glowing green, with thick smoke pouring off of it.

More certain now that this meteor thing must be worth a pretty penny in the right hands, Sophie snatched the fallen star up, and started trekking back to her car. As she went, she didn’t really notice how much of the smoke she was breathing in, or how clouded her head seemed to be getting. It all sort of faded to a blur. In this state, the fact the stone was getting lighter and lighter, literally dissolving into vapors, didn’t seem the least bit unusual. She made it to her car, tossed the now baseball sized stone into the passenger seat, and started driving. She didn’t get to far before the evaporating meteor had flooded the entire car with its alien vapors, and she slipped into unconsciousness.

Sophie awoke the following morning, finding that she had slid off the road at some point and crashed. Her car was totaled, but she seemed unharmed, miraculously. Either she’d been flung from the car, or wandered off after the crash, since she was a good twenty or thirty paces away. Heading back to examine the damage, as well as search through it, she recalled the meteor she’d found, and went about trying to locate it. As she touched the wrecked remains of her car, her body underwent an immediate transformation, becoming metal, the same color and type as the framework on the vehicle. She recoiled away in fear and shock, the change quickly reversing.

Trying again, more tentatively this time, she again discovered that touching the metal caused her to become it. However, the change was not distressing, she felt fine. Great in fact. It made her stronger, tougher. She was living metal. Unsure what had caused this change, and knowing it was well outside her ability to explain, she did her best to push the matter aside as she went through the wreckage. There was no sign of the stone, though she did manage to find her cell phone fairly intact. Taking that, she left the wreck behind, making her way out of the woods. She also discovered, as she did, that making contact with the tree’s caused her to become wood, much like the car had turned her into metal.

She made it back to the main road, calling for help with her cell. Paramedics arrived, along with police. She was giving a check up, looking for any signs of concussion or damage, and was found to be unhurt. That was more a mixed blessing in fact, since appearing unhurt, yet combined with her story, convinced the police that the accident was merely the result of drunk driving, and punishment was enforced. Insurance didn’t cover the damages, 6 month suspension of her license. Nothing major, except for the other consequence that nobody told her about till a man in a suit showed up at her home a few days later. Her DUI charge had put her on the radar for Child welfare, who now would be checking in on her and Lisa periodically to confirm that Sophie was raising the child in a suitable home, and take the girl into their care if it was found that Sophie was an unfit parent. That was not something Sophie was prepared to deal with, having that looming shade over her head.

Confiding in her closest friend, Sophie told Alison about her experience, and showed her this power she now had. It was Alison who suggested that Sophie make use of her powers as a superhero, an idea that Sophie was initially against, fearing that such reckless action would only endanger herself and her child, as well as put a tax on her already strained schedule. Alison responded that, if Sophie was a hero, she might be able to get work doing advertisements, public appearances, merchandising. Stuff like that, things which could really start bringing in cash.

It wasn’t something that Sophie was thrilled about, but she didn’t see many other options, unless her music work suddenly skyrocketed, or she managed to get hold of a better paying job, despite the tough economy. So, she decided she’d be a hero, and try and use her power to get her daughter the life she deserved, maybe make up for all the mistakes she’d made in her life.

It took a few months before Sophie really felt ready, getting herself into better shape, scraping enough cash together to buy a new car, and carefully explaining to her child about mommies powers, how she’d be using them, and how very important it was to keep this a secret.


Personality : Sophie is a hard worker, and a good person, who seems to have rotten luck. Once an optimist, tough times and a hard life have somewhat darkened her outlook, though not so much that she doesn’t retain some hope that things will get better, its just a more cautious kind of hope. She cares deeply for her daughter, and wants nothing more than to be a good mother for her, proving for the girls needs and instilling in her the qualities she’ll need to lead a better life than Sophie herself has. To this end, she is willing to use her super heroics as a source of income and publicity, even if there are plenty of people who disapprove of using power for personal gain, and since she can’t exactly explain why she need the money so badly without potentially exposing her daughter, she has to buck up and take it.

Complications:
Single Mother: While Alison is more than happy to help, Sophie still has to work to raise her 6 year old child alone, juggling this with super heroics and her normal job.

Child Welfare: Ever since her accident, child welfare has been keeping its eye on Sophie, making sure she’s a fit and able mother. The looming shadow they present in taking her daughter away is one of the biggest fears Sophie has.

Secret: Aside from Alison and Lisa, nobody else is aware of Sophie’s abilities, and she works hard to keep it that way so as to protect them.

Low Income: Until such a time as she can start getting some cash through her heroics, she’s living mostly from paycheck to paycheck, and even that is just barely.

Greenhorn: Sophie is new to her powers, only having them a few months, and hasn’t really done much superhero work to date.


Bad luck: Despite her best efforts, Sophie just seems to have bad luck, misfortune following her wherever she goes.

Abilities: 0+4+4+4+4+2+2+4 = 24PP
Strength: 0
Stamina: 2
Agility: 2
Dexterity: 2
Fighting: 2
Intelligence: 1
Awareness: 1
Presence: 2


Offence:
Initiative: +2
Attack: +10 Unarmed
Grapple: +0


Defenses: 8+7+6+0+7 = 28PP
Dodge: +10 (+2 Agl, +8)
Fortitude: +9 (+2 Sta, +7)
Parry: +8 (+2 Fig, +6)
Toughness: +6 (+2 Sta, +4)
Will: +8 (+1 Awe, +7)


Skills: 26PP
Acrobatics 4 (+6)
Athletics 4 (+6)
Close combat (unarmed) 8 (+10)
Deception 6 (+8/+13)
Expertise (Pop Culture)4 (+6)
Expertise (Music) 10 (+12)
Insight 6 (+8)
Perception 6 (+7)
Persuasion 4 (+6/+11)



Advantages: 10PP
Attractive 2
Defensive Roll 4
Move By Action
Equipment 3



Equipment 15EP wrote:Car [10EP]
Cell Phone [1EP]
“Home sweet home” (Headquarters: Small apartment; Size: Tiny (-1); Toughness: 6 (0); Features: Fire prevention System, Living Space, Secret 2, Security system (5))[4EP]
Lighter [0EP]





Powers: 62PP

Matter Mimicry (60 point Variable array Extras: Move action (+1) Flaws: Limited (Contact Required)(-1), Limited (Alternate Forms Only)(-1), Limited (One subject at a time)(-1); Feats: Triggered 2 ) [62PP] (Copying the physical properties of anything she touches)



Totals: Abilities (24) + Defense (28) + Skills (26) + Advantages (10) + Powers (62)=150 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sat Jan 14, 2012 1:17 am

Character Name: Delta
Alternate Identity: Courtney Masters

Description:
Age: 18 months (Appears in mid twenties)
Gender: Female
Height: 6’2”
Weight: 177lbs
Eyes: Blue
Hair:Black

Image


History: Johnathan Masters, aka, Marquise, Was a skilled geneticist of great intelligence and few morals. A man for whom survival of the fittest was the one and only law, and a man who took one look at the world and knew that he could do better. To that end, he sought to use his talents to build himself an army of genetically designed soldiers. Dozens of times he came at his project from different angles, always looking to iron out any perceived imperfections. Each time he seemed to be getting close, various self proclaimed hero's and vigilante would stumble onto his work and shut down his operation, as is their idiom. He escaped each time, vowing that 'soon the world shall know of my genius' and similar such ilk.

Of course, breeding armies is not something that paid for itself. At first he had a private investor or two, people looking to raise up in the world, whom figured that if Marquise could ever get his army going and it lived up to expectations, then it'd be a fast train to the top. However, with mounting failures, his investors began to drift off, and money started to get tight. That is when he got in touch with the Consortium, who was not only willing to fund his work, but also provide a plethora of research which would aid him. Sure, they asked for a fairly large amount of interest on their resources, but what concern did he have for such petty things as currency or wealth. He was a man of Science! Agreeing readily, Marquise began work on his ultimate beings.

His efforts yielded eight hyper advanced humans, four male and four female, which would be the first generation of his perfect army. In theory. Beta Went insane almost instantly after having been awoken, killing both Gamma and Lambda before being put down. Epsilon was killed during the groups first field test when a minor defect in his nervous system caused a fatal seizure. Alpha And Omega ended up deciding to rebel against their creator, and departed to use their talents for the good of humanity as a pair of hero's. Sigma Had similar feelings, though was more megalomania in her approach, deciding that she was above her creator and had no need to take orders from Marquise any longer. She moved to kill him, and Delta did her best to incapacitate her sister, but was unable to, proving herself to be inferior to her sibling. She likely would have been killed by her sister as well, had Marquis not activated the fail safe and detonated his lab.

In the aftermath, only Delta was left, though no evidence of Sigma was found at the sight, suggesting that she is still alive and in preparation. As the only remaining asset of Marquis capable of being put to use, she was essentially drafted by the Consortium, whom argued that as he had died before repaying his debts, all his creations were now Consortium property until such a time as those debts were settled in full. Delta didn't really resist, since her brain had been imprinted to accept orders, and as such, she began working with/for the Consortium, hopscotching around the globe, committing crimes and collecting wealth which is then funneled into her handlers pockets.

Personality : Delta's creator had a staunch belief that morality and ethics had no meaning, and that it was the nature of the strong to act as they will towards the weak. That idea was certainly imprinted into his creation, whom has no real concept of morality, seeing the world in purely pragmatic lights. Whatever is needed to be done to reach her goal is acceptable, while failure is just the opposite. However, she is also a soldier, designed to take orders. So, while she is excellent at reaching a task once given to her, she difficulty making her own choices about such things, and fumbles when she has to make personal choices of any real weight. While emotionally and mentally an adult, she is still very young. Her creation imprinted her with a working base of information, something which she's expanded upon since she was first awakened, but there are still many things which are new to her. When encountering something unfamiliar, her youth shows itself and she exhibits childlike wonderment. As a final note, she often comes across as remarkably personable and indeed, likable. Despite having no need for ethics, she still understands that alienating others gains her nothing, where as kindness, even if it isn't genuine, is an easy way to gaining trust and a potential means to an end.



Complications:
Collateral: Due to the nature of her creation, a much larger portion of Delta’s income goes towards paying back her creators debts to the Consortium.

Criminal: She is a criminal, and is wanted by law enforcement in dozens of countries.

Newborn: Imprinted information and programming Give her a working base of information, but she is still very young in many aspects.

Subordinate: Designed as a soldier, she is better suited towards receiving orders than giving them, and doesn’t due well when placed in a leadership role

Inferiority Complex: Delta Knows she is an unfinished creation, having failed to protect her creator or live up to his expectations. As such, she works hard to succeed on everything she attempts and cover up any personal flaws she might have, even if the consequences are potentially dire.

Siblings: Alpha and Beta Have gone on to become hero's, whom are eager to either convert their sister or bring her to justice. Sigma is still alive somewhere, plotting her own efforts of world conquest which almost certainly start by killing off the remaining members of her family.


Abilities: 14+14+14+10+14+12+14+10 = 102PP
Strength: 7
Stamina: 7
Agility: 7
Dexterity: 5
Fighting: 7
Intelligence: 6
Awareness: 7
Presence: 5


Offence:
Initiative: +7
Attack: +8 Melee, +8 Ranged, Unarmed (+12)
Grapple: +7


Defenses: 3+1+3+0+1 = 11PP
Dodge: +10 (+7 Agl, +3)
Fortitude: +8 (+7 Sta, +1)
Parry: +10 (+7 Fig, +3)
Toughness: +8 (+7 Sta, +1)
Will: +10 (+7 Awe, +3)


Skills: 17PP

Acrobatics 4 (+11)
Athletics 4 (+11)
Deception 4 (+9/+14)
Close Combat (Unarmed) 4 (+12)
Insight 4 (+11)
Intimidation 2 (+7)
Perception 4 (+11)
Persuasion 4 (+9/+14)
Stealth 3 (+10)
Technology 3 (+10)


Advantages: 13PP
Attractive 2
Benefit (Alternate Identity)
Defensive Roll
Eidetic Memory
Melee Focus
Ranged Focus 3
Improved Trip
Takedown
Equipment 2

Equiptment: 10EP wrote:Utility Belt (5 EP array, Alternate effect 3)(8EP)
    Shuriken (Ranged Multiattack Damage 1, Strength Based, Accurate 2)(5EP)
  • Stun-Knuckles(Damage 1 Strength Based, Linked Affliction 8 [Dazed, Stunned]) (5EP)
  • Hookline (Movement (swinging, Safe Fall))(4)
  • Power Torch (Damage 1 Linked Weaken Toughness 4 (Only Affects Objects))(5EP)

Occulars (Senses: Analytically Vision)(2EP)



Powers: 2+5 = 17PP

Improved Metabolism ( Immunity (aging, Disease)) [2PP]

Accelerated Healing ( Regeneration 5) [5PP] (Improved healing Rate)



Totals: Abilities (102) + Defense (11) + Skills (17) + Advantages (13) + Powers (7)=150 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sat Jan 14, 2012 4:38 pm

Name: Laerel Glawarial (Dawn-caller)

Description:
Age: 188
Gender:Female
Height:5’0”
Weight:99lbs
Eyes:Blue
Hair:Silver

Image


History:


Personality:





Complications:
Name: [Description]


Abilities: 2 + 8 + 0 + 12 + 6 + 4 = 32PP
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 10 (+0)
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 14 (+2)


Combat: 4 + 16 = 20PP
Initiative: +4
Attack: +2 Melee, +2 Ranged, Bow +8
Grapple: +3
Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed
Knockback: -7


Saving Throws: 8 + 8 + 9 = 25PP
Toughness: +10 (+0 Con, +10, +5 impervious)
Fortitude: +8 (+0 Con, +8)
Reflex: +12 (+4 Dex, +8)
Will: +12 (+3 Wis, +9)


Skills: 18PP
Bluff 4 (+6)
Concentration 8 (+11)
Craft (artistic) 2 (+8)
Diplomacy 2 (+4)
Handle Animal 2 (+4)
Knowledge (Arcane Lore) 10 (+16)
Knowledge (History) 10 (+16)
Language (Common, Elvin, Old-speak)
Notice 8 (+11)
Perform (Oratory) 6 (+8)
Perform (singing) 2 (+4)
Search 6 (+12)
Stealth 6 (+10)
Survival 4 (+7)


Feats: 16PP
Attack specialization (Bow) 3
Attractive
Cats Feat
Eagle eyes
Eidetic memory
Low Light Vision
Dodge Focus 6
Swift 2


Powers: 57 + 12 + 3 +15= 87PP

Elf (Immunity (Aging, Need for sleep, Disease)) [3PP]


Old-Speak (Variable (One Power at a time) Power 14 Extras:Free action (+2)Flaws:Check Required (-1), Side Effect (-1)Feats:Accurate 3Drawbacks:Power Loss (Must be able to speak)(-2)) [57PP] (Speaking the True Language of creation)


Warding Ring (15PP Container Flaws: Hard-To-Lose) [12PP] (Magical Ring of protection)

Protection 10 (Extras: Impervious Protection 5 ) [15PP]



Elvish Longbow (27PP Container Flaws: Easy-To-Lose) [15PP]

Arrow (Damage 6 Extras:Ranged (+1), Penetrating Feats:Accurate 5, Improved Range 2, Precise, Affects insubstantial ) [27PP]




Drawbacks: (-3)PP

Low Pain Threshold (-1 to all rolls per 2 bruised conditions) [-3PP]




Totals: Abilities (32) + Combat (20) + Saving Throws (25) + Skills (18) + Feats (16) + Powers (87) - Drawbacks (3) = 194 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Thu Feb 09, 2012 7:41 am

Name: Wendy Willard

Description:
Age: 14
Gender:Female
Height: 5’0”
Weight: 109lbs
Eyes: Dark Blue
Hair:Purple


Image


History:

Wendy was born on Shamouti Island, in the Orange Archipelago. For her early years, her life was fairly normal. She lived with her parents, whom worked as couriers, having several Lapras's which worked to deliver goods and people from one island to another in the area, her father himself a retired Pokemon trainer whom had big dreams but lacked the talent to make it to the top. Wendy attended school, helped out around the house and generally had a pretty happy life, even making runner up for the Maiden of the islands annual Legend Festival.

She was a little over 10 years old when she came home from school one day and found an Abra sleeping in her bed, sitting there as if it had been waiting. While Pokemon were not uncommon to the area, it was the first Abra she had ever seen. While Wendy herself was fascinated by the strange pokemon, her mother thought it was trying to snatch some food and scared the Abra away, the Pokemon teleporting off at the first sign of trouble. However, the next day, it was there once again, the entire process repeating. The day after that, it appeared to Wendy on her way to school, as well as on the way home. The next morning, it actually appeared in her classroom for a few minutes during a test and startled everyone, only to vanish just as suddenly.

On and on it went, for weeks. While at first she'd been fascinated by the strange Pokemon, she soon grew weary of it and the nearly constant worry of it popping up and surprising her. Her weariness even turned to outright worry, since it seemed like nothing could be done to keep the Pokemon away for long. Further complicating things were the headaches she started getting, a dull ache which seemed to radiate through her whole head and would last for hours. At times it was so bad she had trouble sleeping. She'd only be able to squeeze in a few hours at a time before she'd be awoken by her throbbing brain.

Lacking any decent sleep, she started having trouble staying awake during the day. While playing goalie for her team in gym class, she found herself less and less able to keep her eyes open, much less on the ball. One of the other students went for a goal, kicking the ball straight for her. Her teammates cried out for her to block it, snapping Wendy awake in time to see the ball on a dead on course for her. Reflexively, she braced for impact, but it didn't come. The ball instead stopped, hovering in mid air. Somehow, she'd managed to block it with her mind.

After that, things we're different. She stopped getting headaches, which was nice. But she also started feeling alienated from her friends. Her power scared them, and she was resented for it. Wendy the witch, that was her new nickname. Kids being kids, she was teased and taunted, asked if she had a broomstick, or how she covered up all her warts. She wasn't invited to anyone houses after classes, or welcomed into playground games. Wendy will turn you into a frog, the children warned one another, you shouldn't get to close to her. Suddenly, it seemed like she didn't have a single friend in the world.

Getting home from school, Wendy once again found the Abra there, waiting for her as it always did. Perhaps it had sensed the latent power in her, and that was what drew it to her. Perhaps it was the reverse, that the presence of the psychic Pokemon had somehow transferred a bit onto Wendy. Maybe it was something else entirely. But it didn't matter, since at the time, Wendy really could use a friend, and it seemed the little Abra was about the only person whom didn't run away from her.

She grew older, remaining socially separate from her peers, despite her efforts to find some measure of inclusion. She also got better with her abilities, her mind strengthening. Beyond just moving things, she'd get occasional flashes. A glimpse at things which had happened in the past, or shadows of what might happen. It helped a bit, since she'd often be able to avert danger before it struck, both for herself and the other people of her hometown. With each good deed, she found a bit more acceptance and a bit less fear from others.

Recently though, she's been having a different sort of vision. The same one, over and over. A tugging feeling inside her, like someone calling out from far away. In her dreams, she saw a different region, Sozin. Something there was waiting for her, something important. She wasn't sure beyond that. Maybe it was something bad which loomed in the future, and she might yet prevent it, or another psychic whom had felt Wendy's presence and sought her out. Impossible to be certain.

Still, it was enough to convince Wendy to set out for the Sozin region, seeking whatever future lay before her, hoping to find the reason for the visions she was having. With her loyal Abra in tow and a borrowed Lapras from her family's stables, she set off over the ocean, heading for Sozin.


Complications:
Psychic: Wendy's rare gifts can seem frighting to others, and can alienate her from potential friends and allies.

False Prophet: While she's got a good accuracy, she somtimes misreads a vision, predicting something that isn't going to happen, or incorrectly glimpsing a past event.

Shy: Not a total wallflower, but defiantly hesitant and awkward when meeting new people.

Gullible: Maybe she's just naive, or overly trusting, but whatever the case, Wendy is easily tricked and mislead.

Superstitious: Wendy is a firm believer in bad luck, astrology and most other myths and fables. Hard not to be, given she is a genuine psychic.


Abilities: 0 + 4 + 2 + 6 + 4 + 4 = 20PP
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 16 (+3)
Wisdom: 14 (+2)
Charisma: 14 (+2)


Combat: 0 + 4 = 0PP
Initiative: +2
Attack: +0 Melee, +0 Ranged
Grapple: +0
Defense: +2, +1 Flat-Footed
Knockback: -1


Saving Throws: 0 + 0 + 1 = 1PP
Toughness: +1 (+1 Con, +0)
Fortitude: +1 (+1 Con, +0)
Reflex: +2 (+2 Dex, +0)
Will: +3 (+2 Wis, +1)


Skills: 13PP
Knowledge (Pokemon) 8 (+10)
Climb 2 (+2)
Diplomacy 4 (+6)
Handle Animal 6 (+8)
Knowledge (current events) 4 (+6)
Notice 6 (+8)
Perform (Wind Instrument) 8 (+10)
Search 2 (+4)
Sense motive 4 (+6)
Swim 6 (+6)


Feats: 5PP
Equipment 2
Animal Empathy
Teamwork 2


Bicycle (Strength 15, Speed 1, Toughness 10, Medium Size) [3EP]
Poketch (Cell Phone, GPS, Item Radar (Detect ‘items’ 2, Extended), PDA, Camera) [5EP]
Flashlight [1EP]
Multi-Tool [1EP]
Ocarina [0EP]



Powers: 6PP

Telekinesis (Move Object 2Extras: Perception Range (+1)Flaws:Distracting (-1) Feats: Precise) [5PP] (Psychic Ability, 100lbs)

Flash Of Insight (Super Senses (Post-cognition, Precognition)Flaws: Uncontrolled (-1)) [1PP] (Psychic Visions of events)


Totals: Abilities (20) + Combat (0) + Saving Throws (1) + Skills (13) + Feats (5) + Powers (5) = 45 Power Points

Image
Name: Hocus
Species: Abra

Abilities: 0+4+0+10+6+0 = 20PP
Strength: 6 (-3)
Dexterity: 14 (+2)
Constitution: 10 (+0)
Intelligence: 20 (+5)
Wisdom: 16 (+3)
Charisma: 10 (+0)


Combat: 0 + 2 = 2PP
Initiative: +6
Attack: +1 Melee, +1 Ranged
Grapple: -4
Defense: +2 (+1 Size, +1 Base), +1 Flat-Footed
Knockback: -4
Carrying capacity: Heavy Load 60lbs


Saving Throws: 3 + 1 + 2 = 6PP
Toughness: +4 (+0 Con, -1 [Small], +5)
Fortitude: +3 (+0Con, +3)
Reflex: +3 (+2 Dex, +1)
Will: +5 (+3 Wis, +2)


Skills: 5PP

Concentration 8 (+10)
Intimidate 0 (-2)
Notice 4 (+6)
Search 4 (+6)
Stealth 4 (+10)


Feats: 2PP

Eidetic Memory
Improved initiative


Powers: 2-2+1+1+7+3+5+4+24= 45PP

Small Stature (Shrinking 4Flaws:Permanent (-1)Feats:Innate Drawbacks: Full power (-1) ) [2PP] (2’11”)


Psychic Type (Resist: Fighting, Psychic Drawbacks: Vulnerable: Bug, Dark, Ghost) [-2PP]


Sleeper (Immunity (Sleep) ) [1PP] (Is always in ‘conscious’ sleep state)


Levitation (Flight 1 Feats: Subtle Drawbacks: Reduced load (-2)) [1PP] (Psionic levitation)


Mental Awareness (Mental Sense, Ranged (1), Accurate (2), Radius (1), Extended (3)) [7PP] (Psychic insight)


Mind Reader (Mind Reading 6Extras:Sustained (+1), Burst Area (+1) Flaws:Touch Range (-2), Limited to Surface thoughts (-1)) [3PP]


Safeguard (Protection 5Extras:Sustained (+0)) [5PP] (Field of protective force)


Tele-dodge (Teleport 1Extras:Reaction (Incoming attack) (+2)) [4PP] (Teleports to safety when it detects an incoming attack)


Psychic Power (20pp array Feats:Alternate Power 4) [24PP]

    Base Power: Teleport (Teleport 5 Extras:Accurate (+1) Feats:Easy, Change Direction, Change Velocity, Progression 2) [20PP] (Teleportation, Psychic ,5 mile extended range)

  • Alternate Power: Psychic (Move Object 5Extras:Damaging (+1) Feats:Subtle 2, Precise, Accurate 2) [20PP] (Telekinesis, Psychic attack 800lb heavy load)
  • Alternate Power: Hypnosis (Fatigue 4Extras:Will save (+0), Perception (Visual) Area (+1), No Will Save (+2)) [20PP] (Mentally puts the subject to sleep, Psychic)
  • Alternate Power: Rest (Healing 18 Extras:Total (+1), Restoration (+1)Flaws:Self Only (-1), Can only Take Free Actions for the next two turns (-2)Feats:Persistent, Recover from Status Ailments ) [20PP] (Restful recovery from harm)
  • Alternate Power: Zen Headbutt (Damage 7 Linked Stun 6Feats: Accurate ) [20PP] (Willpower Focused into a headbutt, Normal)


Drawbacks: (-4) + (-1) = -5PP

Mute (Only speaks to pokemon Frequency: Very Common Intensity: Moderate ) [-4PP]

Poor Eyesight (Eyes are almost always shut, -2 when forced to use vision Frequency: Uncommon, Intensity: Minor) [-1PP]


Totals: Abilities (20) + Combat (2) + Saving Throws (6) + Skills (5) + Feats (2) + Powers (45) - Drawbacks (5) = 75 Power Points



Image
Name: Sapphire
Species: Lapras


Abilities: 0 + 2 + 0 + 0 + 4 + 0 = 6PP
Strength: 18 (+4)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 14 (+2)
Charisma: 10 (+0)


Combat: 8 + 8 = 16PP
Initiative: +1
Attack: +1 Melee, +1 Ranged
Grapple: +4
Defense: +1 (+2 Base, -1 Size), +0 Flat-Footed
Knockback: -4
Carrying Capacity: Heavy Load, 3 Tons


Saving Throws: 2 + 1 + 2 = 5PP
Toughness: +9 (+2 Con, +7)
Fortitude: +4 (+2 Con, +2)
Reflex: +3 (+2 Dex, +1)
Will: +4 (+2 Wis, +2)


Skills: 3PP
Intimidate 0 (+2)
Notice 6 (+8)
Stealth 0 (-4)
Swimming 6 (+10)


Feats: 3PP
Endurance
Enviromental Adaptation (Water)
Favored Environment (Water)


Powers: 8-2+3+1+9+3+1+2+24 = 49PP

Large Build (Growth 4 Flaws:Permanent(-1) Feats: Innate Drawbacks: Full Power (-1)) [8PP] (Large size, 8’2”)


Water/Ice Type (Resist: Ice x2, Water; Vulnerable: Electric, Grass, Fighting, Rock) [-2PP]


Water Breathing (Immunity (Drowning)) [1PP]


Hard Shell (Immunity (Critical Hits), Protection 7) [9PP]


Swimming 3 [3PP]


Internal Compass (Direction Sense (1)) [1PP]


Super-Strength 2 [2PP]


Water/Ice Power (20pp array Feats: Alternate Power 4) [24PP]

    Base Power: Sing (Fatigue 5Extras:Perception (Audio) Area (+1), Selective (+1)) [20PP] (Music that sooths into slumber, Normal)

  • Alternate Power: Water pulse (Damage 5 linked Confuse 5 Extras:Ranged Damage (+1) Feats:Accurate 2, Precise, Improved Range 2 ) [20PP] (Pulse of water that also confuses, Water)

  • Alternate Power: Ice Beam (Damage 4 Linked Snare 5Extras: Ranged Damage (+1) Feats: Accurate 2 ) [20PP] (Beam of Ice, Ice)

  • Alternate Power: Mist (Visual Obscure 5Extras:Independent (+0), Selective (+1), Total Fade (+1)) [20PP] (Cloud of obscuring Mist, Ice)

  • Alternate Power: Water Gun (Damage 5 Linked Trip 5Extras:Ranged Damage (+1) Feats:Accurate 2, Knockback 2, Precise ) [20PP] (Blast of water, Water)


Drawbacks: (-4) + (-3) = -7PP

Mute ( Frequency: Very Common Intensity: Moderate) [-4PP]

No Hands ( Frequency: Very Common Intensity: Minor) [-3PP]



Totals: Abilities (6) + Combat (16) + Saving Throws (5) + Skills (3) + Feats (3) + Powers (49) - Drawbacks (7) = 75 Power Points

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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Tue Mar 13, 2012 1:05 pm

Character Name: Panya

Occupation: Dancer, Assassin
Affiliations: Loyal to The Pharaoh
Element: Air (Invisibility)

Description:
Age: 19
Gender: Female
Height: 5’8”
Weight: 108lbs
Eyes: Blue
Hair: Black

Image



History: For the past four years, or there about, Panya has been a persistent figure in the Pharaoh’s entourage. A young maiden of peerless beauty, she was taken in as a member of Djoser’s personal Harem. Her talents at dancing have made her a welcomed addition, brought forth as entertainment for any visiting guests of honor, and brought in tow whenever the Pharaoh traveled abroad. While certainly a dynamic person, there is little else to say about this desert flower.

Of course, all of that is merely a lie, one carefully constructed and maintained. Panya is no low born child, and no simple concubine maiden to be trotted around for the amusement of men. If the royal army is as a lion, fierce and bold, striking out against any danger to the empire, than Panya is as the snake, quietly slinking through the underbrush, a single strike bringing death, gone long before any realize what has transpired. Trained to be the hidden blade of the Pharaoh, she has been carefully instructed since she was old enough to stand in every skill that she may one day come to need.

Since her 16th birthday, upon being deemed ready to take up the mantle, she has seldom been more than a hundred paces from the Pharaoh’s side. The tale of the young dancing girl was a ruse to explain her presence, and to belay any suspicion. An armed guard is certainly bound both to draw attention and to be considered a threat. A harem girl, barley clothed much less armed, easily slips underneath the perception.

While the majority of her duties have been passive, guarding against other assassins who would seek to slay the Pharaoh, a task which she has so far excelled at, every so often, a more active roll is needed, one which requires her skills. Perhaps it is to remove a potential threat before it grows to fruition. An easy enough task. She simply need charm her way into the targets presence, vanish into the shadows at the first opportunity, then wait to deliver a killing blow. Perhaps a hidden bit of information is needed. Guardsmen often have easily loosened tongues, when properly approached by a beautiful woman.

With the recent wars, she’s had to spread her time away from the pharaoh more and more, a fact which she is not at all pleased with. While sworn to follow his commands, she cannot be there to defend him if she is off spying on enemy troops and slipping poison into the wineglasses of Commanding officers. Its only a matter of time before she has to put her foot down on such things.


Personality : Describing Panya’s personality is much like describing the shape of a plume of smoke. She is who she needs to be, assuming whatever persona and guise is required. When playing the Harem girl, she is bright and bubbly, a tad airheaded and childish, as well as more than a bit of a flirtatious tease. When she is the killer, she is void of feeling, reserved and restrained, the entirety of her mind focused on one thing and only one thing. There exist only a handful of people who have seen her when not shrouded beneath layers of deception. That Panya is a tad soft-spoken, humble and courteous. A bit world weary, and usually a tad strained from the many challenges her duties require she face each day. But even then, she would certainly be described as being happy, taking pride in herself and her work, knowing well that she has served her Pharaoh.



Complications:

Oath Bound: Panya is bound to serve the Pharaoh, obaying his command without question or hesitation. Only if his immediate protection is at stake can she disobey his commandments.

Secret: As she can only serve effectively in her roll so long as her true abilities remain hidden, and so strives to keep up the misconceptions which surround her.

Love/Secret: Panya, over her years of service, has come to find herself enamored with Pharaoh Djoser. While she would long to be with him, she restrains herself from such affection, knowing it is not her place to indulge in such fantasy.

Harem Girl: While her actual position is far above a mere concubine, to all but a few, she is a member of the common rabble, and to keep from suspicion, she must play the part, giving proper respect to members of the noble cast, feigning obedience to their whims.


Abilities: 2+2+6+4+4+4+6+8 = 36PP
Strength: 2 [1]
Stamina: 3 [1]
Agility: 5 [3]
Dexterity: 4 [2]
Fighting: 2
Intelligence: 2
Awareness: 3
Presence: 4


Offence:
Initiative: +5
Attack: +2 Melee (+12 unarmed), +4 Ranged (+12 Throwing Knives)


Defenses: 3+3+3+3=12PP
Dodge: +11[+6] (+5 Agl, +6 [+3])
Fortitude: +6[+4] (+3 Sta, +3)
Parry: +11 [+5] (+2 Fig, +9 [+3])
Toughness: +5 [+3] (+3 Sta, +2)
Will: +6 (+3 Awe, +3)


Skills: 28PP

Acrobatics 9 (+14)[+12]
Athletics 9 (+11) [+10]
Close Combat (Unarmed) 10 [6] (+12) [+8]
Deception 9 (+13/+18)
Expertise (Dance) 9 (+14) [+12]
Insight 6 (+9)
Perception 9 (+12)
Persuasion 6 (+10/+15)
Ranged Combat (Throwing Knives) 8 [4] (+12) [+6]
Slight of Hand 3 (+7) [+5]
Stealth 9 (+14)[+12]

Advantages: 11pp
Attractive 2
Benefit (Pharaoh’s Trust)
Benefit (Ambidexterity)
Defensive Roll 2
Fascinate (Dance)
Move By Action
Quick Draw
[Take down]
[Uncanny Dodge]

Equipment 2


Equipment 10EP wrote:Throwing Knives (Ranged Damage 4: Subtle) (9)
Alternate: Smoke Bomb (1)





Powers: 29+2+2=33PP

Above (Enhanced Abilities: Strength 1, Stamina 2, Agility 2, Dexterity 2; Enhanced Defenses: Dodge 3, Parry 6; Enhanced Skills: Close Combat (Unarmed) 4, Ranged Combat (Throwing Knives) 4; Enhanced Advantages: Take down, Uncanny Dodge ) [29PP]

Shroud (Concealment 3 (Vision) Flaws: Blending (-1) ) [2PP]

Wall run (Movement (Wall Crawling) 2 Flaws: Limited: Only While Moving (-1)) [2PP]


Totals: Abilities (36) + Defense (12) + Skills (28) + Advantages (11) + Powers (33)= 120 Power Points
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Re: The Many Characters of NineOfSpades

Postby prodigyduck » Wed Mar 14, 2012 1:00 am

Neat characters! I'm liking these!

:D
"Terrorism is the tactic of the weak." -Reza Aslan, Muslim Scholar

Mediocrity always attacks excellence.

Please see my MnM Beastiary.
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Re: The Many Characters of NineOfSpades

Postby Jabroniville » Wed Mar 14, 2012 4:16 am

Yeah, some of these ideas are quite cool. Are they mostly from games you play in? I like the Elf/Weretiger/Archer lady- it's an unusual concept. I notice that this thread is uber lady-heavy (not that it's a BAD thing :)). Any dudes at all in your world? And how come some builds are in 2e, and others in 3e?
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sat Mar 17, 2012 11:04 pm

Jabroniville wrote:Yeah, some of these ideas are quite cool. Are they mostly from games you play in? I like the Elf/Weretiger/Archer lady- it's an unusual concept. I notice that this thread is uber lady-heavy (not that it's a BAD thing ). Any dudes at all in your world? And how come some builds are in 2e, and others in 3e?


I haven't been inspired to make any male characters yet. Simple as that. Some are in 2e and some are in 3e because of different games that they were created to take part in, as the games themselves were set in different editions.


Your compliments are most appreciated.
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Sat Mar 17, 2012 11:05 pm

Character Name:Gettou Hino
Power Level: 9
House:Skill

Description:
Age: 16
Gender: Female
Height: 5’3”
Weight: 108lbs
Eyes: Black
Hair: Black


Image

Backstory:The Gettou Clan has a renown history stretching back hundreds of years as some of the finest Demon slayers, using their mastery of forgotten magics to subdue mighty spirits of darkness. The clans two youngest children, a pair of twin girls, were at once the greatest pride, and deepest shame. Misa was the favored, having an aptitude for magic beyond virtually any other child her age. Hino did not. Indeed, she not only had no talent with magic, she had no capacity for it. And for that, she was shunned. Except by her sister. Misa was Hino’s closest friend. Only friend really.

Though they were often separated, since Misa was given all the best classes and instructions. Since most of the teachings of her clan would be wasted on a child without magic, Hino was only expected to participate in the daily exercise regime, designed to give the apprentice demon hunters a decent physical stamina. It was more an afterthought than a real class, but it was the only thing that Hino was any good at, so she trained hard, honing her body well beyond that of her peers.

When Hino was ten, she experienced the worst day of her life. Misa had been in her training classes, when something went wrong. While the exercise was to have a low strength demon summoned, so that Misa could banish it back to the demonworld, instead, a Demon Lord appeared from the gate, and immediately went on a rampage. The Clans sacred home was torn apart, even the hundred or so world class demon slayers were pressed to their limits to push back the beast. But they managed to open another gate back through to the demon world, and banish the foul creature back. Yet, as it fell into the portal, Hino spotted something. Her sister, caught to close to the rift between worlds, was drawn through as well, leaving her trapped on the other side.

Her sister was gone. Hino went to the elders of her clan, begging them to open another portal, to rescue Misa. And while they to mourned the loss of their star pupil, they refused. Even if Misa was alive, unlikely, they’d be putting the entire amily at risk by doing so. They had only barely survived the first attack, and would not likely endure another with the same demon.

That was the day Hino abandoned her family, her clan, and everything she knew. Her sister was alive, she knew it. And she seemed to be the only one who was willing to mount a rescue mission. If that was how it’d be, then so be it.

She wandered from Master to master, further improving her body. While she had no magic, she had determination, guts and strength. It’d have to be enough. Her skills have improvied, and yet, she somehow still fill no closer to her sister. That was what brought her to Mugen. A school, were the finest warriors would impart their knowledge, and mages of unparalleled skill dwelled. Surely, if there was any place in all the world where she could find a path to get her to her sister, it’d be here.




Complications:
Rescue Misa: Hino’s sole focus is to find a way to the demon world, so that she can save her twin sister.

Hated of Demons: Hino has a, not unreasonable, hatred of all things demonic.

Stubborn: Hino hates admitting defeat or giving up, and so will push herself far to hard to succeed at her goals, even forging an easier path rather than admit a mistake on her part.

Never Back Down: Hino never turns down a good fight

Abilities: 12+12+12+8+8+24+12+6 = 94PP
Strength: 6
Stamina: 6
Agility: 6
Dexterity: 4
Fighting: 12
Intelligence: 4
Awareness: 6
Presence: 3


Offence:
Initiative: +6
Attack: +12 Melee, +4 Ranged


Defenses: 6+3+0+3=12PP
Dodge: +12/+17 (+6 Agl, +6)
Fortitude: +9 (+6 Sta, +3)
Parry: +12 (+12 Fig, +0)
Toughness: +6 (+6 Sta,+0)
Will: +9 (+6 Awe, +3)


Skills: 44PP
Acrobatics 13 (+19)
Athletics 13 (+19)
Deception 5 (+8)
Expertise (Spirits) 9 (+13)
Expertise (History) 6 (+10)
Expertise (Tactics) 5 (+9)
Insight 8 (+14)
Intimidate 8 (+11)
Perception 8(+14)
Persuasion 5 (+8)
Slight Of Hand 4 (+8)
Stealth 4 (+10)




Advantages: 20pp
Agile Feint, Assessment, Benefit (Prestigious Family) Chokehold, Diehard, Deep Ties (Rescue Misa), Evasion 2, Extraordinary Effort, Fast Grab, Favored Enemy (Demons), Fearless, Great Endurance, Improved Critical (Unarmed)4, Improved Grab, Move By Action, Takedown, Uncanny Dodge

Powers: 10PP

Shift Style (5 point Variable Extras:Free Action (+2) Feats: Innate ) [10PP] (Shifting and mixing between different styles and combat stances to better adapt to the rhythm of battle)



Totals: Abilities (94) + Defense (12) + Skills (44) + Advantages (20)+Powers (10)= 180/180 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Fri Mar 23, 2012 11:51 am

Name: Ashley Crail

Description:
Age: 34 (Appears 26)
Gender:Female
Height:5’7”
Weight: 126lbs
Eyes:Green/Solid Black
Hair:Red

Image


History:
For a lot of kids, leaving the nest and going out on your own is a big deal. Not for Ashley. She was all to eager to get out of the house and on her own. Its not that she didn’t love her family, far from it. It was just, she didn’t feel especially welcome in her own home. The roots of his go back to when she was 15. She was supposed to have been babysitting her kid brother, Christopher. He was 10, probably old enough to watch himself, but also Autistic and rather antisocial. After she’d sent Chris to bed, Ashley helped her boyfriend sneak in, so that they could make out together while her parents were away. She didn’t notice when Chris slipped out in the night, off wandering alone. The first time anyone knew anything was wrong was the next day when her parents realized their child was missing. For nearly a week, they searched high and low, before eventually finding Chris stuck in a drainpipe with a severe case of hypothermia.

He survived, but after that, things were never the same at home. Ashley knew her parents would never really forgive her, and since that day, she felt like an outsider. So, when she turned 18 and had a chance to strike out on her own, she took it. Anything to get away from a place she didn’t feel welcome. She took some classes at a community college. Nothing spectacular. Though she wanted to be an artist, she didn’t really have much talent for it, and ended up getting her major in economics. Seemed like something sensible, that she could use to support herself.

Worked out fairly well to, she moved out of her hometown after getting a job handling loans and mortgages for a small time bank. Pay was decent, and the work wasn’t bad, though it was quite dull. She got a couple years experience under her belt, managed to start paying off her own loans. Things were going well enough.

Ashley first met Marcus DeFay when he came into her office to review a loan he wanted for a fishing boat. He caught her eye almost immediately. Handsome, charming, intelligent, with a weird exotic flair she couldn’t place. When he offered to take her out for a drink, the last thing on her mind was the Banks policy on dating clients.

The two saw each other a few more times, and Ashley really felt like they had a connection forming. After about a month, things changed. Marcus came to her with an offer, making promises to her, that she could be young forever, more powerful than she ever dreamed. That she could be apart of a family. And all she had to do was agree to become a vampire. Maybe it was something not unlike love, maybe it was the fact she was more than a little drunk at the time. Maybe she didn’t believe what he was saying and just played along. All that matters was she agreed.

So, Ashley became a vampire. And from her perspective, things couldn’t be better. Yes, it was unsettling, adjusting to this new life. But it felt so right. She was a part of a group she’d never even known to exist. Marcus had told the truth, she felt like she’d become a million times better than she’d been before. The notion of drinking blood was a tough one, but the first time she tried, it was an ecstacy beyond comparison, a rush that she’d never come close to experiencing up till that moment. She was living on top of the world.

Her new family wasn’t just giving her everything for free though. They had small favors to ask of her in exchange. Just a little payback for all they’d done. It seemed innocent enough. Approve a few loans that came up when instructed to, or make some debts disappear by erasing computer records. Harmless right? A small price for all the wondrous new doors that had opened up to her. Though, not everyone in her life seemed to be onboard with some of the choices she was making.

Ashley’s manager began noticing some of the things that were going on at the bank, that debts were disappearing and money was going out to people whom didn’t have the credit to back up such things. When she traced it back to Ashley, the manager came down hard, calling her out for embezzlement and firing her on the spot. Ashley didn’t take this well. Anger burned in her, directed at her Manager. How DARE she do this, she had no right! In her fury, she went to her managers home, and killed her. She didn’t even do it out of hunger. She barely even felt any guilt at first, like striking down an animal. No big deal, compared to all the people she’d killed to satisfy her cravings.

Doing as she’d been told by Marcus and her family, she called the kill in so that the mess could be cleaned up. Word seemed to have spread quickly though, because suddenly she was getting the same vibe from her new family as she had when Chris had gone missing. There was no warm comments or friendly chatter, just scolding glances. Like she was just some annoyance that others had to clean up after. Ashley tried to write it off as nothing, that they were just mad that she’d killed someone without permission or something. That it’d blow over.

But it didn’t. Where as before, she’d been a welcomed family member, she was suddenly at the bottom of the pack. Nobody talked to her, or acknowledged her if they could. When the family got together to feed, she’d have to struggle to even get a turn on whatever victim they’d brought in. Hell, she was lucky if she managed to get enough to fight off her cravings. In the months that followed, it dawned on her slowly. She wasn’t ostracized because she’d made a mistake. She simply wasn’t useful to the rest of the family anymore. Before, she had a job that she could fulfill, providing a means of getting quick and easy cash to the other vampires. Having lost her job, and done so in a way that made her getting a new job all the more difficult, she was now more a burden than an aid to her fellows.
In the midst of all this, Ashley ran into an old friend, Patricia. The two had been close friends in college, even roommates for a time. Their meeting was coincidence, purely chance. While Patricia certainly enjoyed the opportunity to get back in touch, Ashley didn’t draw any pleasure from the meeting. For the entire conversation, her only thoughts were on how hungry she was, and how good it would feel to taste Patrica’s blood.

It was a sign that she needed to rethink her life. Without noticing it, Ashely had become almost a totally different person, and whoever she was now, it wasn’t somebody that she especially liked. Patricia ended up offering to let Ashley room with her for a while, Ashley lying and saying she needed a place to stay well getting a new job. It was nice, having someone around whom she could confide in, whom Ashley could get a sense of companionship from.

Till she came home and Patricia was dead, Marcus having just finished feeding on her. Ashley exploded at him, tears down her face as she begged him to explain why he’d done it. His response? He figured that Ashley had just been keeping the girl around as a snack or something, and offered a half-hearted apology for not saving her some. When Ashley tried to make him pay for having killed her closest friend, Marcus broke three of Ashley’s ribs. Didn’t matter that they could heal, it still hurt. Sent a clear message to. ‘know your place.’

Since then, Ashely’s been on the lookout for a new place to stay. She don’t know what to do with herself, but she knows full well that she needs to get away from her ‘family’ and get her life back to some kind of order. As it stands, she’s in a bit of a bind. Out of the job for almost two years now, her family’s been providing most of her income, and the debts she owes are getting pretty large. There’s no doubt in her mind, they aren’t about to let her go with debts unpaid.






Complications:
Out Of The Job: Ashley currently has no job, and no real source of income. She's getting by on very little, and even that is starting to run out.

Debts: Her Family has done a lot to take care of Ashley, often whether she wasn't them to or not. And none of that help comes free. While nobody has come to collect on those debts, she lives knowing that she'll need to pay them back, one way or another.

Closed off: Every time in her life that Ashley has gotten close to anyone, it turns out bad. Her boyfriend made her neglect to care for her brother, Marcus turned her into a vampire, Patricia was killed because of her connection to Ashley. She no longer trusts herself to be open with other people, because she knows its just going to blow up in her face.

Enemy: Marcus may have turned Ashley into a vampire, but since she lost her job, he sees her more as an investment gone bad. Maybe he likes taking his anger out on her, or maybe he just gets some sick pleasure from it. Either way, Marcus goes out of his way to cause trouble for Ashley. Worse, is that even given what he's done...part of Ashley still cares for him. And, like most abusive relationships, she's likely to end up going back to him.

Abilities: 0 + 0 + 0 + 4 + 2 + 4 = 10PP
Strength: 20 (+5) [10/+0]
Dexterity: 16 (+3) [10/+0]
Constitution: 16 (+3)[10/+0]
Intelligence: 14 (+2)
Wisdom: 12 (+1)
Charisma: 14 (+2)


Combat: 0 + 0 = 0PP
Initiative: +7
Attack: +5 Melee, +2 Ranged
Grapple: +7/+0
Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed
Knockback: -3


Saving Throws: 2 + 3 + 1 = 6PP
Toughness: +6 (+3 Con, +3)
Fortitude: +5 (+3 Con, +2)
Reflex: +6 (+3 Dex, +3)
Will: +3 (+1 Wis, +2)


Skills: 5PP

Acrobatics [4](+7)
Bluff 4 (+6/+10)
Climb [4](+9)
Craft (artistic) 4 (+6)
Diplomacy 2 (+4/+8)
Drive 2 (+5)
Intimidate [4][+6]
Knowledge (Current Events) 2 (+4)
Notice [4]
Profession (Banker) 4 (+5)
Sense Motive 6 (+7)
Stealth [4]



Feats: 8PP
Attractive
Attack Focus (Melee) 3
Equipment 2 (Motorcycle)
Dodge Focus 2
[Fearsome Presence]
[Improved Initiative]
[Rage]


Equiptment wrote:
Motorcycle (Str 15, Speed 5, Defense 10, Toughness 8)(9ep)
Computer (1ep)


Powers: 81PP

Vampirism (81pp Container) [81PP]
Blood Drain (Strike 4Extras: Vampiric (+1) Flaws:Requires Grapple (-1)) [4PP]

Enhanced Abilities (Strength +10, Dexterity +6, Constitution +6) [22PP]

Enhanced Skills (Acrobatics 4, Climb 4, Intimidate 4, Notice 4, Stealth 4 ) [5PP]

Enhanced Feats (Fearsome Presence, Improved Initiative, Rage) [3PP]

Enhanced Combat (Attack +2, Defense +2) [8PP]

Immunity (Life Support, Fortitude Effects (Limited)) [20PP]

Protection 3 [3PP]

Regeneration 11 (Recovery +3, Injured/Staggered 5 minutes, Disabled/Ability 1 hour Feats: Regrowth ) [12PP]

Super Senses (Extended Hearing, Extended Vision, Low Light vision, Scent ) [4PP]



Drawbacks: (-2)+(-3)+(-12)+(-3)+(-1) = -21PP

Hunger (Must feed on blood 1/day or take 1 bruised condition ) [-2PP]

Limitation (Must be invited into a home Frequency: Uncommon Intensity: Major ) [-3PP]

Power Loss (Loses all but blood drain and Immunities in day time) [-12PP]

Weakness (Lycan Blood) (Instant, major, deadly) [-3PP]

Weak Point(Wooden Stake to the chest Frequency: Uncommon Intensity: Major) [-1PP]




Totals: Abilities (10) + Combat (0) + Saving Throws (6) + Skills (6) + Feats (8) + Powers (81) - Drawbacks (21) = 90 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Fri Mar 23, 2012 11:53 am

Character Name: Alexandra Dvorkin


Alternate Identity:Iron Maiden
Occupation: Engineer
Theme song: Ironheart

Description:
Age: 29
Gender: Female
Height: 6’0”
Weight: 152lbs
Eyes: Icy blue
Hair: Black

Image

History:

During the cold war era of freedom, public unrest and concern over masked vigilantes and super powered hero’s lead to the U.S. Government attempting to crack down on such activates with regulations and court rulings. And for a time, they were briefly successful. The Soviet Union had a similar turn, seeking to use individuals gifted with abilities beyond normal humans as champions of the communist cause, loyal super soldiers who would act under Stalin’s orders. Among these Red Champions, as they were known, was A Burly Russian Man by the name of Iron Curtin, who possessed a mastery over the Fundamental force of electromagnetism.

While initially the group seemed to be fairly effective, something of an analogues organization to the Freedom League, with minor government oversight, this was not to last. The heavy hand of the Communist Regime quickly turned the group into what could only be described as a commando squad of superhuman weapons. While never confirmed, rumors existed of brainwashing and behavioral modifications enacted on the champions, further tightening the control the government had over these people. There even came a time when they began a breeding program, hoping to plant the seeds of an army of meta-human warriors.

That was how Alexandra was born. Her father, The Iron Curtin. Her mother, a simple secretary who had been assigned to bookkeeping for the U.S.S.R., before her new assignment as ‘progenitor of the Soviets future militia’. Things seemed to be according to plan, till Alexandra’s mother’s affection lead to her betraying her country. She could not bare the idea of her daughter being subject to the same mental conditioning that The Iron Curtin had befallen, becoming a half mad slave to uncaring dictators. She managed to win the trust of one of the captured U.S. spies, and agreed to aid his escape if he would promise to smuggle her and Alexandra out of the country. He made it clear that he’d likely only be able to take one of them. So, even as the Soviet Union was beginning to collapse, Alexandra was separated from her mother, and in the dead of night, smuggled out of the country and into America.

The young child, now essentially an Orphan, was raised in the care of foster parents living out of New York City. Though they had been forewarned that the child might exhibit superhuman abilities, the warnings seemed to be for naught. Alexandra didn’t seem to possess any of the abilities that her father had. She appeared to be a perfectly normal young girl. So, she was granted a fairly normal childhood, growing into a fine young woman. She went to college, and after finding a knack for working with her hands and machinery, got a degree in engineering.

Following graduation, she moved to Freedom, getting hired on as part of the engineering crew for the Raymond Nuclear Plant, helping bring electricity to the city. She settled in well to her new work, and things were going well. She even proved instrumental in diverting disaster when a supervillain attack damaged some of the main reactors. Even with proper safety gear, Alexandra was exposed to huge doses of radiation, culminating in taking several million volts of electricity as the primary capacitor for the reactor shorted, discharging its entire electric payload through her.

Perhaps it was the mix of radiation and electricity, perhaps it was merely her birthright coming forth. Regardless, what should have killed Alexandra instead awakened the same powers in her that her father had possessed the ability to control electromagnetism. While initially hesitant as to what to do, Alexandra realized that this was an opportunity to Set right some old wrongs. She knew of her origins, and of the terror done by her father. Now was a chance to Make a new legacy, as well as repay the debt she felt she owed to America, for having saved her from becoming another mindless drone under Stalin’s Russia.

Alexandra dawned the mantle of The Iron Maiden, a heroine who uses her command over the Electromagnetic force to uphold the American ideals of truth and justice.



Complications:

Red Specter: Reports are sketchy, but there is reason to believe that Iron Curtin and the other members of the Red Champions may still be alive, still clinging to the Soviet era ideals, waiting for a chance to make a comeback.

Short Out: Water causes interference with her ability to properly regulate electric currents, and can prove disruptive to how well she can control her powers.

Secret: Alexandra works to keep her identity secret.

Computer Trouble: Even at Rest, Iron Maiden emits low grade magnetic fields, which can disrupt electronic devices, scramble digital storage


Abilities: 2+4+4+6+6+2+6+6 = 36PP
Strength: 1
Stamina: 2
Agility: 2
Dexterity: 3
Fighting: 3
Intelligence: 1
Awareness: 3
Presence: 3


Offence:
Initiative: +0
Attack: +3 Melee, +4 Ranged, +10 (magnetic powers)


Defenses: 6+6+6+9=27PP
Dodge: +8 (+2 Agl, +6)
Fortitude: +8 (+2 Sta, +6)
Parry: +9 (+3 Fig, +6)
Toughness: +12 (+2 Sta, +10)
Will: +12 (+3 Awe, +9)


Skills: 21PP
Acrobatics 4 (+6)
Athletics 4 (+5)
Close Combat (Unarmed) 5 (+8)
Deception 5 (+8)
Expertise (Engineering) 6 (+7)
Insight 2 (+5)
Perception 4 (+7)
Persuasion 4 (+7)
Technology 8 (+9)


Feats: 5pp
Attractive 2
Language (Russian)
Ranged Attack
Move By action



Powers: 38+3+6+1+10 = 61PP

Electromagnetism (34pp array Feats:Alternate effect 4) [38PP] (Control over the Electromagnetic force)

    Base Power:Magnetic Force (Move Object 10Extras:Perception Range (+1) Flaws: Limited (Metals)(-1) Feats: Precise, Subtle, Indirect 4 Increased Mass 8) [34PP] (Manipulation of Magnetic fields, 6k tons)

    Alternate Power: Arc Lightning (Damage 10Extras:Ranged (+1), Multiattack (+1)Feats:Accurate 3, Improved Range ) [34PP] (Magnetically generated bolts of electricity)

    Alternate Power: Iron Cage(Affliction (Impaired/disabled/paralyzed) 10 Extras: Cumulative (+1), Ranged (+1) Feats:Accurate 3, Reversible, Indirect Drawback:Quirk (Needs Available Metal)(-1) ) [34PP] (Covered in assorted metal objects, holding the target in place)

    Alternate Power: Magnetic Storm (Damage 6Extras:Penetrating (4 ranks), Sustained (+2), Area (Burst)(+1), Selective (+1) Feats:Indirect Drawback:Quirk (Needs Available Metal)(-1) ) [34PP] (Tiny bis of metal sent spinning around at high speeds)

    Alternate Power: Magnet Cannon (Damage 10Extras:Ranged (+1), Penetrating (+1) Feats:Accurate 3, Improved Range, Indirect Drawback:Quirk (Needs Available Metal)(-1) ) [28PP] (Tiny bit of metal propelled to bullet speeds)


Iron Wings ( Flight 3 Flaws: Wings (-1)) [3PP] (Wings sculpted out of any available metal)


Metal Perception (Senses:Mental Detect Metal (2), Accurate (1), Extended 2, Radius) [6PP] (Sensitivity to any subtle changes in her ambient magnetic field caused by metals)

Internal Compass (Senses: Direction Sense (1) ) [1PP] (Attunement to the earths magnetic field)



Magnetic Barrier (Protection 10Extras:Sustained (+0) ) [10PP] (Magnetic Force Barrier)




Totals: Abilities (36) + Defense (27) + Skills (21) + Advantages (5) + Powers (61)= 150 Power Points
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Re: The Many Characters of NineOfSpades

Postby Nineofspades » Fri Mar 23, 2012 11:55 am

AEGIS PERSONNEL FILE
Edited for Security purposes by: Deputy Director ██████ Smith, AEGIS Directorate Division


Name: Michelle Voxmen
Code Name: Circuit
ID Number:B1-66-ER
Occupation: Tech Engineer and Analyst

Description:
Age: 25
Gender: Female
Height: 5’3”
Weight: 107lbs
Eyes: Brown
Hair: Blond
Blood Type: B-

Image

Background Information:
Date of Birth: July 18th, ████
Parents: 2ndLT███████ Voxman (Father), ████████ Voxman (Mother)
Siblings: None
Place of Residence: ████████████, TX, U.S.A.
Education:
  • Masters in Analytical Engineering, █████ College of Engineering, MA
  • Bachelors Degree in Physics, ██████████ College, VT
  • Bachelors Degree in Computer Programming, University of █████████, NY

Personal Biography :
First and only child of US Marine Officer ██████ Voxman and his wife ████████. Born and raised in Texas. Exhibited above average intelligence from a young age, displaying complex reasoning, problem solving and memory at levels Approximately 3 grade levels above her peers. Was denied from advance grade placement due to poor social skills (Interviewer note: Michelle displays a great deal of resentment over this decision even at present). Graduated Summa Cum Laude. Selected as one of the 40 annual AEGIS recruits. Passed mental examination with notable marks. Failed physical performance. (For Full report, see RECRUITMENT FILE #135711). Deemed ineligible for active service.

Michelle Proceeded to pursue her higher education, Funded mostly on scholarships. Received Alfred Noble Engineering Prize for her paper “Structural Design Theory of Grue Warship Engines” (Freedom Journal Of Science and Technology, 12-73, pg 78-102). Was arrested under suspicion of illegally accessing government servers to collect information for the aforementioned paper. Released later due to lack of corroborating evidence. Monitored by The ███ from June 20██ to August 20██ for signs of subversive activities. None reported. In light of Intellectual skills and proficiency with the mechanics of extraterrestrial technology, Michelle was approached by AEGIS for a position within the Command Divisions Scientific Research Program.

Personal Performance Record :
Initially Filed by: Dr. Theodore ████████, Analyst, AEGIS Command Division.
Updated by: Dr. Margeret ███, Administrator, AEGIS Command division, On December 12th, 20██

Initially began employment as an intern for the scientific division. Proved competent, and despite some difficulties settling in, got along well with other staff members. Following a Six month trial period, Michelle was deemed fit for full employment, and Promoted to Junior Analyst. She was assigned to the research team tasked with investigating the Extraterrestrial artifact, Codename ██████████. Object was of unknown origin, located embedded in permafrost approximately 40 miles North of the Arctic Circle.

While initial examinations provided little data, While performing a electroscopic analysis, the artifact appeared to activate.

What followed is not yet fully understood. It is believed that the artifact is some form of data storage device, housing technological information. It appears this information was downloaded into Michelles brain directly. This process culminated in a volatile exothermic reaction and kinetic discharge (See Damage Report 221-D for further information regarding the repairs to the lab.)

Michelle was admitted to medical care in the aftermath of the explosion, and was treated for multiple points of physical trauma. She remained in a comatose state for 9 days, after which she regained consciousness. While initially appearing normal, Michelle rapidly began exhibiting a marked change in her mental and psychological states. The interacting with ██████████ had generated a marked increase in her brains operating capacity, which now seemed to be functioning at a greatly accelerated rate. She now possessed the capacity to interface directly with machines mentally, over considerable distance. Lastly, and most impressively, Michelle has proven able to radically alter the design and function of electronic and mechanical devices via tactile interface. The nature of these abilities, and the mental alterations she’s undergone, are still unknown.

Regardless, This change, while initially worrisome, has proven overall benign. Michelle herself has reactive positively to this change. In light of her increased capabilities, it was recently decided to move Michelle to field operations, on a trial basis.

Psychological Evaluation :
Preformed By: Junior Administrator ████ █████, AEGIS Command division, on March 4th, 20██

Michelle initially was proven to be a bit reserved, and prone to avoiding social situations. She also has exhibited minor issues with respecting authority, but never with malicious intent. Following her encounter with ██████████, Michelle has become far more energetic and excitable, to the point of borderline Manic disorder at times. Her thought processes, while accelerated, have proven to be prone to engaging in wild tangents. Socially, while more outgoing, she has proven to be less capable at interacting with others, finding them difficult to relate to or communicate with. She speaks in a direct manner, streaming her thoughts as she has them without regard for social implications. On a whole, while not unpleasant, her mannerisms are unusual and as such, she is difficult to relate to. Interviews with Michelle have yielded that she has frequent lapses in memory, citing one incident where she forgot the layout of the laboratory she'd been working in for years. Her personal description of the experience "Its like my brain's trying to run to many different things at once, so it keeps dropping off the less important bits so it can free up some processing power". None of these symptoms are sevear enough to merit precautionary steps at present. Further Monitoring Recommended.




Potential Performance Complications:
Scatterbrained: Michelle exhibits disjointed thought process and occasional memory lapses, likely the result of her brain attempting to work on to many different tasks at once. Failure to keep her on task can quickly lead to her entire thought process running off on tangents.

Sugar: Under no circumstances is Michelle allowed to consume any form of sugar while on duty. Her brain chemistry handles it differently, with the results similar to imbibing alcoholic beverages. Further investigation into the cause of this is pending.

Extraterrestrial Influence: While nothing has manifested to date, the possibilities remains that her mind may have been imprinted with some sort of subliminal commands by whomever created the alien artifact.

Temperment: Michelle has occasionally worked herself up into a emotional outburst when suitably frustrated. Her behavior in such states is often irrationally driven and destructive in nature. Often, these outbursts are triggered by stress. Michelle has, to date, turned down offers of stress management therapy.


Abilities: 0+0+4+8+2+16+6-2 = 34PP
Strength: 0
Stamina: 0
Agility: 2
Dexterity: 4
Fighting: 1
Intelligence: 8
Awareness: 3
Presence: -1


Offence:
Initiative: +0
Attack: +0 Melee, +0 Ranged


Defenses: 2+5+3+2=12PP
Dodge: +4 (+2 Agl, +2)
Fortitude: +5 (+0 Sta, +5)
Parry: +4 (+1 Fig, +3)
Toughness: +12 (+0 Sta, +12)
Will: +5 (+3 Awe, +2)


Skills: 13PP
Expertise: Engineering 8 (+16)
Expertise: Physics 6 (+14)
Ranged Combat (Blaster Rifle) 2 (+6)
Technology 10 (+18)

Advantages: 7PP
Benefit (AEGIS Tech Clearance)
Eidetic Memory
Equipment 4
Inventor


Equipment 20EP wrote:Blaster Rifle (Ranged Damage 8, Accurate)(17ep)
Alternate: Plasma Torch (Damage 5 linked Drain Toughness 5)
Pocket Computer (2ep)




Powers: 24+14+2+12+1+1 = 54PP

Re-spec (Variable 20pp Flaws: Increased Action (Full Round Action)(-1)) [24PP] (Converting and repurposing technology with a touch)

Data Link (Machine Communication 3 Feats:Rapid 4) [14PP] (Mental Interfacing with Technology)

Over clocking (Quickness 4Flaws:Limited to Mental(-1)) [2PP] (Improved neural processing speed)

Schematic Sight (Senses: Analytic Vision 2,Flaws:Limited to Technology(-1)) [1PP] (Instant grasp of the specific design features of a machine)

Wireless Perceptions (Senses: Radio (1) ) [1PP] (Ability to hear various wireless forms of communication)




Force Belt (15PP Container Flaws: Hard-To-Lose) [12PP] (Force field generating belt)

Force Field ( Protection 12Extras:Impervious 3 ) [15PP]




Totals: Abilities (34) + Defense (12) + Skills (13) + Advantages (7) + Powers (54)= 120 Power Points
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