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Rybaer's builds

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Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:14 pm

Rybaer's build repository, primarily for PbP's. Most are for long since defunct games...just archiving here for reference.

Brick House
Thermal
Sylph
Jimmer Trudy
Lady Bug
Expiration
Ice Man
Phantasma
Lupa
Last edited by Rybaer on Sat Aug 18, 2012 11:33 am, edited 2 times in total.
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Re: Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:17 pm

Image

Brick House

Name: Leela Hernandez
Age: 26
Appearance: Black hair, brown eyes; mixed Hispanic and Caucasian heritage; 6'2”, 460lbs (but looks to be less than half that); chiseled athletic physique.

“Yeah, I'm mighty mighty. Yeah, I let it all hang out.”


Str – 2/15, Sta – 4/15, Agl – 2, Dex – 0, Fgt – 5, Int – 2, Awe – 2, Cha – 2

Advantages: All-out Attack, Attractive, Benefit 3 (wealth, celebrity), Diehard, Fast Grab, Improved Grab, Interpose, Languages 1 (Spanish, English native), Power Attack

Skills: Acrobatics 4 (+6), Athletics 2 (+17), Expertise (fitness training) 2 (+4), Expertise (modeling) 2 (+4), Expertise (pop culture) 2 (+4), Intimidation 2 (+4), Perception 4 (+6), Ranged combat (throwing) 4 (+4)

Powers:
The Body – Enh Str +13, Enh Sta +11, Impervious Toughness 12, Feature 1 (increased density/weight) (61pts)
The Metabolism – Regeneration 2, Immunity 3 (aging, disease, poison) (5pts)
Quick Twitch – Leaping 7, Speed 4 (11pts)
Ground and Pound – (alternate effects of Str-damage)
..Thunder clap – Burst area Affliction 10 (Fort; dazed, stunned; limited degree) (1pt)
..Ground stomp – Burst area Damage 10 (limited – Brick House and targets must both contact same surface) (1pt)
Senses – Darkvision, Ranged Detect Metal, Postcognition (limited to recently deceased people, uncontrollable) (5pts)

Offense:
Unarmed +5, Toughness DC30
Thunder clap Fortitude DC20
Ground stomp Toughness DC25
Throwing +4, Toughness DC30

Defenses:
Dodge +5, Parry +5, Fort +15, Tough +15, Will +5

Costs: 38+11+11+84+6=150

Complications:

Fame – Leela has a very public identity as a self-promoting super hero, celebrity, body-builder, model, and South Beach icon.
Family – Leela feels responsible for holding together the remains of her dysfunctional family (step-father, younger and older half brothers).
Motivation – Leela is motivated to stamp out the drug problems rampant in her childhood neighborhood, and to help the children who still live there.
Dependency – Leela requires at least 10,000 calories a day, often more when physically active; her metabolism also drives her to consume metals on occasion. She can quickly become exhausted if unable to eat every few hours while awake.
Obligation – Leela “owes” the mysterious Doctor K a future repayment for the treatment he gave her which prompted her transformation.

Background:

Leela Hernandez, Lee to most of her friends and family, was born in a rough Miami neighborhood to a single mother. All she knows of her father is that he was Hispanic, and her mother said she was doing Lee a favor to keep every other bit of information about that sorry piece of human debris from her. Lee has an older half-brother by the same mother who has been in and out of prison on drug charges since she was seven as well as a younger half-brother (same mother, step father) who she's struggled to keep on the straight and narrow after their mother was killed as an innocent bystander in a robbery gone bad.

In spite of having the brains necessary to forge a different life for herself, Lee instead found her solace in physical fitness. She worked out constantly, enhancing her already attractive figure, and migrated to the South Beach scene where she did some modeling and personal training as opportunities permitted. Following her passions, she turned to the body-building circuit and did fairly well but could never quite win...and, in that business, the difference between first and second place when it came to endorsement money was the difference between career and hobby.

Seemingly out of the blue, a mysterious man approached her with an offer of something that could push her over the top in her quest for fame and fortune. She pegged him for a 'roid dealer, something she had no interest in. He was dogged, however, insisting that he was offering to unlock “that which was within her,” and that she needed to set her sights much higher than winning the local body-building competition. In spite of herself, Lee was intrigued, but she needed to know what was in it for him. “A future favor, to be called in later.” Against all common sense, she took a leap of faith and accepted.

The mysterious man, who asked to be called Doctor K, gave her a single injection in her thigh. She woke two days later in a hospital bed, her body trembling uncontrollably and famished. After a couple glucose bags and several plates of food, she began to feel better...better, in fact, than ever before. In the days after discharging herself, she discovered that her body had grown – both in height and weight, and she was far stronger than ever before. More, it seemed her strength grew exponentially as she pushed herself. Whatever the Doctor had done, she was now a metahuman, and she loved it.

Lee used her new found strength and durability to shake up the local drug scene, at least as far as the local players with whom she was familiar. By going public in a big way and adopting the name “Brick House,” she played right into stardom in spite of her accomplishments being relatively small scale. These she parlayed into revenue streams via personal appearances, lines of apparel, and endorsements. She became the icon of South Beach and savored every moment of it. Meanwhile, behind the scenes, she funnels money back into her old neighborhood in an effort to clean it up and give the kids a chance to succeed.

In the back of her mind, she wonders about Doctor K and why he came to her unsolicited. A part of her suspects there may be a connection with her unknown father, but it's speculation as she has yet to see him again in over a year since he changed her.

Her other, more pressing concern, is what's happening to her. While she gained incredible strength and durability, what isn't public knowledge is that she's still changing. She continues to grow taller, slowly, and her mass continues to increase and the tissues incorporate metals and form new, denser structures. She finds herself craving metals and other odd materials – aluminum pie tins to nails and even a stapler – to sustain these changes. She has other minor abilities starting to appear as well – the ability to see in darkness, sense metals at a distance, and on one occasion even flashed back in time for a few seconds – none of which make any sense in the context of her other abilities. She has the sense she's only begun the process of transforming into something entirely different.


Powers:

Brick House is a pretty standard powerhouse archetype – strength and protection, leaping and some speed, minor regeneration and immunities. Where she differs is in the addition of Darkvision, detect metals, and a very random postcognition that can trigger in the presence of the recently deceased. These are intended mostly to reflect the ongoing changes in her as her body incorporates more metal. Well, the postcog is just an open-ended, off-the-wall GM plot hook.
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Re: Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:20 pm

Image


Name: Rosalyn Jones
Code Name: Thermal (or, unofficially, Ice Queen)
Status: Ace
Age: 28
Appearance: 5'8”, 110lbs; brown skin and short, black hair (or bald); brown eyes.

Str: 10 (+0)
Dex: 12 (+1)
Con: 14 (+2)
Int: 16 (+3)
Wis: 18 (+4)
Cha: 14 (+2)

Skills: Bluff +4 (+6/10), Climb +2 (+2), Computers +4 (+7), Diplomacy +6 (+8/12), Disable Device +4 (+7), Drive +2 (+3), Gather Information +6 (+8/12), Investigate +2 (+5), Knowledge (current events) +4 (+7), Knowledge (Civics) +6 (+9), Knowledge (physical sciences) +8 (+11),Knowledge (Wild Cards) +2 (+5), Languages +2 (english base, French, German), Notice +6 (+10), Search +4 (+7), Sense Motive +4 (+8), Stealth +4 (+6), Survival +2 (+6) (72 ranks = 18pts)

Feats: Benefit (security clearance), Teamwork 1, Attractive, Connected, Contacts, Dodge Focus 4, Leadership (10pts)

Powers:
Thermokinesis (array) (38pts)
..Cryokinesis/Pyrokinesis - Perception range fortitude damage 8 (variable descriptor - cold/heat/fire; subtle, precise)
..Frozen Lethargy – Perception range fatigue 8 (cold; subtle)
..Weaken – Perception range affects objects drain toughness 8 (cold; subtle, precise)
..Melt/Ignite – Perception range affects objects drain toughness 8 (fire/heat; subtle, precise)

Icy Body – Force Field 10 (Impervious 6) (16pts)
..alt Smoldering Body – Force Field 4, Aura (fire) 3 (1pt)

Immunity – Fire and Cold Damage (Limited: sustained duration) (5pts)

Defenses:
BDB – 0, Dodge – 4 (Flat-footed 0)
Fort +6, Ref +5, Will +6, Tough +2/6/12(6 impervious)
Tradeoff -4/+4 (dodge/toughness)

Offense:
BAB – 0
Cryokinesis/Pyrokinesis – Fort DC23
Fatigue – Fort DC18

Totals:
Abilities 22 + Skills 18 + Feats 10 + Powers 60 + Attack/Defense 0 + Saves 10 = 120pts


Background:

Rosalyn Jones is a native of Great Britain, born into a lower middle-class neighborhood in Manchester, where she consistently disappointed her parents with poor grades in spite of a very above average intelligence. Born with the Wild Card in her genes, an unlucky break courtesy of having two parents as recessive carriers, she lived on the edge with a bit of a fatalistic streak.

In her mid teens, she found herself in over her head at a rowdy party populated mostly with college students. She was soon drunk and the focus of an unscrupulous young man who tried to take advantage of her in a small bathroom. Panicked when he wouldn't take no for an answer, her latent Wild Card finally expressed itself and she began to draw the heat from his body. Moments later, exposed pipes ruptured and showered the room in snow. The man, with a terrified expression on his pale blue face, collapsed against the wall.

Rosalyn fled the scene and later learned that the man had survived, though he'd been afflicted with frostbite. Knowing her maternal grandfather was a joker, she confessed the incident to a sympathetic mother. Having beaten the long odds and drawn an ace, her perspective on life changed and she refocused herself on studies while trying to find a path in life that would satisfy her need for thrills and desire to make a mark on the world...all while keeping her ace ability quiet.

Improved grades allowed her to double major in physics and political science at Cambridge. While science wasn't a passion of hers, she figured it a practical area of study given the nature of her ace. The political science degree got her a foot in the door as an intelligence analyst with the SAS.

Not two weeks into what felt like the perfect job for her, she received a summons to the office of one Sir Kenneth Foxworthy – aka Captain Flint. She was politely informed that SAS was aware of her active Wild Card and presumed ace status, courtesy of her standard drug screening and some follow up investigative work, and that he was interested in both her abilities and potential as a member of the Silver Helix. Field work as an ace wasn't exactly what Rosalyn had in mind, but she got the impression that turning this down would put a severe road block in any future career within the SAS. Reluctantly, she accepted.

Her training ended up being a mixed bag, given her aptitude for combat was poor at best. Through testing and exercise, however, she gained a much better grasp on her own powers and soon gained confidence in her ability to protect herself if necessary. What she lacked, however, was a killer instinct. Flint paired her with Noel Matthews (aka Double Helix) for a time, but the agent left a sour taste in her mouth and she was certain that she lacked the proper disposition to become a deep cover agent or assassin. Her ace was certainly suited to it, but her psychological make up made her more of a team player.

Flint ultimately decided to deploy his new asset to the Einherjar project. It served both to better utilize her skills while ensuring he kept an “in” with that new outfit's progress.


Personality:
Rosalyn is assertive and strong-willed. She can be diplomatic when the situation calls for it, however. Operationally, she disdains the idea of killing unless absolutely necessary. She would much rather disable targets or melt their weapons in their hands.

Rosalyn is a bit defensive when anyone suggests her career is moving forward thanks to anything other than her competence and intelligence (ie, ace power, looks, connections, etc). It grates on her that she was pushed into a program largely on the strength of her ace power, which she considers secondary to her potential as an intelligence analyst. She hates Wild Carders (aces in particular) who crave public attention...such as the cast of the television show American Hero.

Complications:
- Ice/Smoldering Body power usually damage or ruin her clothing and, quite often, other possessions on her person.
- Family - Close to parents; constantly worried about their ability to care for her maternal grandfather as his Alzheimer's gets worse (grandfather's joker left him a human/cat hybrid with claws that he occasionally uses when frightened).

Powers and design notes:
Thermal is a specialized telekinetic, only able to increase or decrease the thermal vibratory energy within objects. Under some extreme conditions, she's been able to change ambient air temperature (stunting), but otherwise she typically finds it difficult to “hold or perceive” an air mass compared with solid objects. She can't control fire, per se, but only heats or cools things. Her powers are all subtle (no projectiles or beams)...she simply focuses on a subject and shifts the temp.

A secondary ability discovered during SAS training was the ability to change the temperature of her own body. By dropping it, she can become exceptionally hard and deflect most attacks. Increasing it can make it hot enough to partially melt incoming attacks or partially scramble most energy attacks. (Used “Force Field” for these, but it's essentially a sustained protection.) Similarly, she can reflexively balance her body in response to any heat or cold-based attacks. All of these abilities require her active attention, however, and if stunned or disabled she is exceedingly soft and squishy.

Quirks – When turning herself cold, water vapor will condense and usually freeze on her, giving her a fuzzy/frosty look and soaking her clothes when she turns it off. Conversely, if she heats herself up, she'll burn off any clothing she's wearing as well as her hair. SAS was kind enough to hook her up with some fire-proof bikini underwear, though she typically only wears these for training or when on assignment in the field. Because of the loss of hair, she's learned to be comfortable with the bald or extremely short look.
Active Characters:
Rosalyn "Thermal" Trudy - 52 Pick-up
Leela "Brick House" Hernandez - Heroic Age
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Re: Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:26 pm

Image

Sylph - Lena Pike - PL 10
Appearance: Age 24; 5'4", 110lbs; brown eyes and long black hair.

Strength 1, Stamina 1, Agility 5, Dexterity 5, Fighting 4, Intellect 0, Awareness 2, Presence 2

Advantages
Beginner's Luck, Defensive Roll 3, Eidetic Memory, Improved Initiative 3, Well-informed

Skills
Deception 6 (+8), Expertise: Psychiatry 6 (+6), Insight 4 (+6), Persuasion 6 (+8), Technology 6 (+6), Vehicles 4 (+9)

Powers
Elusive Spirits: Enhanced Trait 28 (Traits: Dodge +11 (+16), Parry +11 (+15), Advantages: Defensive Roll 3, Improved Initiative 3)
Angry Spirits: Burst Area Damage 10 (Psionic, air, DC 25; Extras: Burst Area: 30 feet radius sphere)
. . Directing (Air Control): Cone Area Move Object 10 (Psionic, air, Alternate; 25 tons; Extras: Cone Area: 60 feet cone; Flaws: Reduced Range: close)
Spirit Hopping: Teleport 9 (2 miles in a move action, carrying 50 lbs.; Extras: Easy, Extended: 500 miles in 2 move actions, Turnabout; Flaws: Medium: human beings)

Offense
Initiative +17
Directing: Cone Area Move Object 10 (DC 20)
Grab, +4 (DC Spec 11)
Angry Spirits: Burst Area Damage 10 (DC 25)
Throw, +5 (DC 16)
Unarmed, +4 (DC 16)

Languages
English

Defense
Dodge 16/5, Parry 15/4, Fortitude 8, Toughness 4/1, Will 9

Power Points
Abilities 40 + Powers 77 + Advantages 3 + Skills 16 (32 ranks) + Defenses 14 = 150

Complications:

Power Loss - Sylph's Angry Spirits and Directing powers do not function when she's completely submerged in water or similarly air-free environment.

Power Loss - Sylph requires cocaine every few days to keep her powers functioning. Low frequency off-set by difficulty and legality of obtaining the drug.

Prejudice (mental illness, delusional) - Sylph believes that her powers are actually derived from her air spirit companions. Whether true or not, she is believed delusional by most people in this regard and it can be problematic when she's having conversations with the spirits in a made up language.

Relationship - Aunt and Uncle - Even though she's not particularly close to them, they are her only family and she feels responsible for their safety now that they've been threatened.

Quirk - While Sylph's powers are available (for few days following cocaine dose), there is a moderate breeze in Sylph's immediate vicinity. If her hair isn't bound, it'll fly wildly. To an acute observer, it can give away her metahuman nature, and circumstantially can be a hindrance when trying to be sneaky.

Background:

As a child growing up in El Paso, TX, there was every indication that Lena was headed for great things in life. She was born with an uncanny ability to recall nearly everything, giving her an advantage in school in spite of only having average intelligence. Her family was well-off, with her father being a district attorney and mother an executive with a shipping company.

At age eight, Lena stumbled upon her father as he was snorting cocaine. She was too young to truly understand the implications but smart enough to make sure he didn't catch her snooping. Weeks later, while hosting a sleep-over, Lena told some friends about it and had to show them his stash of drugs in the office desk. Crumbling to peer pressure and simultaneously conflicted by her dad's behavior, Lena snorted a little herself. She reacted badly, causing the other girls to be sent home and her parents to be both furious and distraught. Rather than the usual reaction, though, Lena started hallucinating - seeing "creatures that look like air" which no one else seemed to be able to see.

Following that incident, tension in the family rose. Lena was sent to a psychiatrist for her delusions, which were deemed mostly harmless at her age. Her parents became cold to one another (Lena later assumed that her mother hadn't known about dad's addiction). Lena felt responsible for everything and spent most of her time hiding alone with her spirit companions.

Over time, Lena learned to keep her mouth shut about the air spirits who were her constant companions and with whom she was now conversant in their "secret language." These creatures told her they were interested in humans, explaining why Lena saw not only those surround her but also the hundreds and thousands of the tiny creatures that surrounded all people. They were quirky creatures who had little understanding of human behavior, but whom had taken an interest in her well-being now that she could see and speak with them.

About a year following the discovery of the air spirits, everything fell apart. Her parents were both gunned down outside a campaign fund-raiser event, apparently in retaliation for her father failing to adequately sand-bag a case against some drug runners.

Lena moved in with their aunt and uncle across town, doing okay in school but often getting into trouble and being on the slightly more rebellious side of the teenage scale. Lena's spirits remained constant companions and she wondered whether she would ever be able to tell if they were real or delusions. That curiosity took her to begin studying toward psychiatry at UT El Paso.

At one particularly seedy college party, she had the opportunity to try cocaine again and took it in a rebellious gesture to her deceased father. The reaction further unlocked a latent psi ability linked to her delusion, and wind started whipping around her. She perceived it as her spirits lashing out physically at everyone they considered a threat to Lena, but everyone else at the party started freaking out like a tornado was descending upon the house.

Over the next few days of skipping class, Lena learned how to control her powers (direct the spirits to do certain things). The air spirits were able to move powerful winds in front of her and send even stronger shock waves out in a circle from where she stood - both strong enough to cause significant damage. More interestingly, the spirits told her how they could pass her between one another. As the spirits only clustered around people in her experience, this meant that she could essentially teleport between one human being and another.

The problem, she soon discovered, was that her powers (ability to more fully communicate with the spirits) began to fade several days after her last exposure to cocaine. She hit on a few contacts who were eventually able to put her in touch with a dealer, but money quickly became a problem. Given the nature of her abilities, Lena proposed an arrangement by which she would help transport drugs across the border from Mexico in exchange for cocaine. The arrangement was accepted and she became a drug runner.

Lena never suffered the usual effects from or addiction to cocaine. Its sole effect on her seemed to be to enable her spirit friends to move the winds for her. Lena didn't fancy the drug culture, but neither did she shy away from trouble. She had a pretty low self-image at that point in her life and a lack of direction. The excitement of working with a cartel and the money and steady supply of drugs that came with it were enough.

Things took a turn when a rival cartel figured out that she was one of the key conduits for drugs across the border...with a high turnover and spotless record. They wanted her to start working for them and threatened her to do in her remaining family, just as they'd done to her parents, when she declined. Lena was furious to now know who'd had her parents killed. Even with her innate powers, she now felt threatened, especially for her aunt and uncle. The next time the rival cartel approached her, she severely injured five of their members and left them with a warning that the damage she could inflict upon their operation would be a thousand-fold as great if they ever messed her family again. As a gesture of "good will," she agreed to stop working for anyone.

Of course, neither cartel was too pleased with that arrangement...

Reasons for turning to "good" and working for the government: An offer of some semblance of protection for her aunt and uncle; a clean record from her drug trafficking days; a secure source of cocaine (I'm assuming that this government agency can make this happen).

Plot hooks:
- Lena isn't evil, but her past deeds and "drug habit" could get her life in prison many times over.
- Her original employer cartel wants her back, badly. Others might be willing to kill her just to keep her out of a rival's operation.
- Will assume her aunt and uncle are unaware of her problems or the danger to themselves because of her, and she'll take a particular interest in protecting them from both.
- Different grades of cocaine occasionally have different effects on her powers. They're usually subtle, but Lena thinks that different drugs or variants might lead to a more perfect union with her spirit companions. This can lead her to risk taking and experimentation.

Notes:
- Whether the spirits that surround humans are actually something real that only she perceives or simply a delusional construct through which Lena manifests a personal telekinetic/teleportation power is open-ended.

Speedster
Youth
Prodigy
Scientist
Charmer
Teleporter
Transmit
Sonic Boom
AE: Air Control
Hard Target
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Re: Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:27 pm

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Jimmer Trudy
PL 3
Age: 25, Appearance: 5' 9”, average build, dark brown hair, blue eyes
 
Strength 2, Stamina 2, Agility 1, Dexterity 1, Fighting 1, Intellect 2, Awareness 2, Presence 3
 
Powers
 
Advantages
Benefit (Alternate Identities...multiple, but legal paperwork has holes on deeper scrutiny), Connected, Ultimate Effort (Deception skill)
 
Skills
Athletics 2 (+4), Deception 8 (+11), Expertise (scam artist) 8 (+10), Insight 4 (+6), Perception 4 (+6), Persuasion 8 (+11), Technology 2 (+4)
 
Offense
Initiative +1
Unarmed +1, Tough DC17
 
Defense
Dodge 2, Parry 3
Toughness 2, Fortitude 2, Will 2
 
Power Points
Abilities 28 + Powers 0 + Advantages 3 + Skills 18 + Defenses 3 = Total 52pts
 
Complications
Secret: Criminal history from various cons and scams
 
Background
Jimmer and Jacob Trudy, identical twins, were born in upstate New York in the mid-80's. They enjoyed a middle-class upbringing, both doing well in sports and academics, as well as charming the girls. Jacob, the older by a scant five minutes, always seemed to be just a half a step ahead of Jimmer, but it wasn't enough to affect either of their lives until it came time to select a college.

College planning came at a time when their grandmother in Albany, a good 90 miles away, was starting to have health issues. Jacob was accepting an offer to go to Stanford, while Jimmer felt pressure from the family to consider going to SUNY in Albany where he could live with his grandmother “rent free!” and help take care of her while attending school. Everyone insisted that he didn't have to take that route, but he knew they expected him to so as not to impose upon their own careers or Jacob's good fortune of being accepted to a top notch school.

Albany, and living with grandma, wasn't all bad, but Jimmer resented most of the rest of his family for guilting him into it. While there, he befriended a fellow student Vince who was in a situation not too dissimilar to his own – living with an aging grandmother, but in his case one who'd also raised him. Vince was not above “gaming the system” or “sticking it to the Man” whenever opportunity presented, and he showed Jimmer how to exploit several federal and state assistance programs that his grandmother was involved with so as to get extra money sent their way. Jimmer initially felt guilty about such deception, but Vince eventually rubbed off on him and he found it as an outlet through which to vent some of his frustration at the hand he was dealt in life.

Scamming the system with Vince soon evolved into perpetrating cons on individuals as well. They usually preyed upon the wealthy, or at the very least those who were unlikely to go after them for fear of embarrassment at having been scammed. They collected up front payments for repairing roofs after storms and took money for sure-fire investment opportunities that didn't exist. The scams were generally small enough to stay under the authorities' radar, but more than sufficient to keep them living well.

While Jimmer's life was mired deeper in scams, his brother Jacob graduated with a business degree, married his college sweetheart Rebecca, took an assignment with a banking firm in (Paris?) and fathered a son, Wes. Though identical twins, their lives had taken dramatically different paths, and Jimmer quietly resented Jacob all the more for it.

Vince started a con that would be their biggest score yet, though it involved some local dope smugglers. Jimmer got cold feet over that job and bowed out. Three days later, Vince was found dead of a gunshot wound. Jimmer was relieved at being alive, but felt a mix of guilt over having let his friend down and now endangering his own grandmother by letting his criminal escapades get increasingly close to home. Knowing the investigation into Vince's death would likely reveal some of their shared cons, Jimmer put responsibility for grandma back on his parents and went underground with one of many fake identities.

He spent the next couple years doing the only thing he knew well – running small cons and staying on the move through the greater New York City area. His only contact with his family was with his younger sister, and only to see how things were going back home and to let them know he was “okay.” The family had a pretty good idea of the trouble he was in and they were none too happy about it.

His world was turned upside down when his sister got word to him that Jacob had been stricken with a fast-moving Leukemia and was in desperate need for a bone marrow transplant. Their father, the only suitable match in the family, was discovered to have a medical complication that excluded him from consideration. They needed Jimmer to go to Europe and quickly.

Jimmer found himself greatly conflicted. He still resented his brother and family, but admitted that much of those feelings were his own fault. Helping his brother was the right thing to do and it might even patch things up with the rest of the family, in spite of his extensive criminal background. The catch, however, was that same criminal record and trying to get a passport. He finally managed to get one under an assumed name and booked the flight. He told his sister to pass it along that he'd be in Paris in two days.

He didn't tell them what flight he was taking. They don't know he was using an assumed name. And he didn't make it in time...or at all.

Plot hooks -
Jimmer will feel an immense amount of guilt over his brother's death. He'll feel especially obligated to the widow Rebecca (who he only met at the wedding) and baby nephew Wes (whom he had never met). His father also has medical problems of his own, but may be unwilling to let Jimmer perform his “voodoo” on him.

He has plenty of past baggage that could catch up to him at some point, landing him in legal trouble.

Jimmer knows how to make money scamming people, but he can also see the route to making a fortune off his powers. His conscience is catching up to him, though, and he may be ready to put something above money.

If and when his healing powers become known, especially if he brings someone back to life, the religious groups of the world will make him out to be everything from the second coming of Christ to the devil himself. Again, how would he react to the attention and adoration?



Jimmer Trudy
PL 11
Age: 25, Appearance: 5' 10”, athletic build, dark brown hair, blue eyes
 
Strength 2/4, Stamina 2/8, Agility 1/3, Dexterity 1, Fighting 1/5, Intellect 2, Awareness 2, Presence 3/5
 
Powers
 
Brimming With Life:
Enhanced Abilities (Str +2, Sta +6, Agil +2, Fight +4, Presence +2) (32pts)
Immunity (aging, disease, poison) (3pts)
Regeneration 10 (extra: Persistent) (20pts)
 
Touch of Life:
Healing Hands (Healing 11, Persistent, Restorative) (34pts)
+Alt. Aura of Health (Healing 6, Area: Burst, Selective, Affects User) (1pt)
+Alt. Resurrection (Healing 5, Resurrection) (1pt)
+Alt. Disrupt Biological Processes (Affliction 11 – Fort save, fatigued, exhausted, incapacitated – Cumulative, Reversible) (1pt)
+Alt. Disrupt Brain Chemistry (Affliction 11 – Will save, dazed, disabled, unaware – Cumulative, Reversible) (1pt)
+Alt. Finger of Death (Damage 11, Alt Save Fort, Penetrating 11, Reversible) (1pt)
 
Life Sense:
Senses (Detect Life [ranged, mental] – Accurate, Acute, Extended 1, Penetrates Concealment, Radius) (11pts)
Reading Biological Response (Deception +4, Insight +8, Persuasion +4) (8pts)
 
Advantages
Accurate Attack, Assessment, Benefit (Alternate Identities...multiple, but legal paperwork has holes on deeper scrutiny), Connected, Diehard, Great Endurance, Power Attack, Ultimate Effort (Deception skill)
 
Skills
Athletics 2 (+6), Close Combat (Touch of Life) 6 (+11), Deception 8 (+17), Expertise (scam artist) 8 (+10), Insight 4 (+14), Perception 6 (+8), Persuasion 8 (+17), Technology 2 (+4)
 
Offense
Initiative +3
Unarmed +6, Tough DC19
Disrupt Biological Process +11, Fort DC21
Disrupt Brain Chemistry +11, Will DC21
Finger of Death +11, Fort DC26
 
Defense
Dodge 8, Parry 11
Toughness 8, Fortitude 11, Will 8
 
Power Points
Abilities 28 + Powers 113 + Advantages 8 + Skills 22 + Defenses 19 = Total 190pts
 
Complications
Secret: Criminal history from various cons and scams
Responsibility: To sister-in-law Rebecca and nephew Wes, stemming from guilt over Jacob's death.
More likely, pending on how things go on acquisition of his powers.
 
Background
See above.
 
Design notes:
Jimmer has a powerful ability to affect biological processes, primarily through touch. He can heal nearly any injury, disease, or condition, and can even bring someone back from the dead (not easily and not very long dead). His own body is brimming with life – strong, healthy, and constantly healing. With some effort, he can even heal people in a small area around himself...though this works best on light injury rather than major trauma or disease.

On the flip side, Jimmer can equally disrupt biological processes. With a touch, he can inflict massive damage to tissue and organs, trigger cascading systemic failures, or muck up someone's brain chemistry.

He's slightly under-capped on defenses, relying on his regeneration and healing abilities to keep going.
 
 
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Re: Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:31 pm

Image

Lady Bug – Janice Fieber
PL9
Age: 19, Appearance: 5’4”, 105lbs; athletic build, red hair, green eyes.

Strength 0, Stamina 3, Agility 4, Dexterity 1, Fighting 0, Intellect 2, Awareness 2, Presence 2

Powers
Bugging Out (alternate form)
- Swarm of Bugs (Insubstantial 2 – continuous, reaction, precise) (15pts)
- Disperse (Immunity: Energy – limited: half effect; Immunity: Critical hits) (12pts)
- Elongate 2 (core swarm can stretch up to 30’) (2pts)
- Movement (slithering, wall crawling 2) (6pts)
- Millions of Eyes (Senses – radius visual) (2pts)
- Random Bugginess (Variable 1, Flaw: Limited to basic low-end bug effects such as noisy cricket chirping, fire fly light, etc.) (6pts)
- Bug Features (Array) (13+3pts)
--- Butterfly/Locust (Flight 1, Concealment (All visual, Affects others, Attack, Area: burst, Selective)) 13pts
--- Fire Ants (Affliction 9 – Impaired, Defenseless; Area: burst, Selective, Limited – 2 degrees; Dodge/Fort) (1pt)
--- Wasps, Bees (Flight 1, Affliction 5 (Impaired, Disabled, Incapacitated; Area: burst, Selective; Dodge/Fort)) (1pt)
--- Cockroach (Flight 1, Feature 1: Iron Stomach, Immunity 5 (Disease, Poison, Radiation, Suffocation), Enh Stamina +2) (1pt)
--- Beetles, Scarabs (Flight 1, Burrowing 1, Protection 2, Pincer Damage 4 (Area: burst, Selective) (1pt)
--- Mosquitoes, Biting Flies (Flight 1, Affliction 9 – Impaired, Defenseless; Area: burst, Selective, Limited – 2 degrees; Dodge/Fort) (1pt)

Dual Physiology (Regeneration 1 - persistent) (2pts)

Scouting Bugs (Summon 1 – controlled, horde, mental link, multiple 2 (4 minions), variable type (bugs)) (8pts)


Advantages
Agile Feint, Defensive Roll 4, Evasion, Move-by Action, Attractive, Equipment 1 (smart phone, laptop, moped), Language 1 (Eng native, Spanish), Set Up

Skills
Acrobatics 8 (+12), Athletics 2 (+2), Deception 2 (+2), Perception 4 (+6), Technology 2 (+4)

Offense
Initiative +4
Fire Ant/Mosquitoes – selective area, DC19 Dodge initial, Fort to recover.
Wasp stings – selective area, DC15 Dodge initial, Fort to recover.
Beetle pincers - selective area, DC19 Toughness.
Unarmed +0, DC15 Toughness.

Defense
Dodge 7 (9 vs area attack), Parry 5
Toughness 3/7, Fortitude 5, Will 8

Power Points
Abilities 28 + Powers 71 + Advantages 11 + Skills 9 + Defenses 16 = Total 135

Complications
- Inconvenience: Clothing and personal effects do not transform with her.
- Secret Identity: Would be mortified if it became widely known that she was the girl who could turn into a hundred thousand bugs.
- Obligations: School studies, dive team.
- Vulnerability: Insecticides

Background
(in progress)
Janice Fieber is a freshman, working toward a degree in education with aspirations to teach elementary school. From a lower middle-class background, Jan is relying upon a diving team scholarship to make ends meet. She has a terrible phobia of all things creepy and crawly, bugs and spiders in particular. (Not making this a complication, though…but rather an amusing RP angle given her power. Presumably, she’ll manage to work that out quickly enough.) She tends to be very focused once she gets started on something, a trait that sometimes makes her unfairly come across as having an icy personality.

During the month prior to the game beginning, Jan has been under a fair bit of stress between balancing a heavy class-load and diving team demands. Her coach has been pushing her to improve some higher degree of difficulty dives in order to help drive the team score or risk being benched.

Late one night, while studying alone in her dorm room for a Chemistry exam the next morning, she freaked out when a roach crawled out from under her elbow and across the desk. Her shriek brought Kelley, a fellow student from the room across the hall, running. Kelley, being less phobic of bugs, grabbed a magazine a squashed the errant bug. Jan, in something of a state of shock, could have sworn that she "saw" herself from the bug's eyes...as well as the magazine coming down. When the bug expired, she experienced a short, pin-prick of pain. She convinced herself that stress and a lack of sleep must have been playing tricks on her and she let the episode pass.

The following weekend, on the night before her meet at which she was to debut two new dives, Jan felt anxiety sneaking up on her. Something inside her just felt...off. Her arm itched, and as she scratched it the skin began to move in small ripples like there were bugs crawling underneath it. As the panic rose, she watched in horror as her arm dissolved into a swarm of lady bugs. Moments later, Jan was watching the rest of her body dissolve into bugs...from the perspective of tens of thousands of the critters. Her clothes and jewelry fell to the floor while her "body" spread out throughout the dorm room. She rode a fine line between horror and elation and the peculiar sensation. When she regained herself long enough to wonder if she would ever be able to return to her normal self, the bugs moved to her will and coalesced back into a humanoid form and solidified into her own body - naked and shivering on the floor.

Confronted with an impossible situation, Jan assumed that she must be having some sort of hallucination. Dressing, she hurried off to the campus medical clinic and explained what happened to a doctor. His opinion was possible stress-related hallucination, though he wouldn't rule out her having been slipped some sort of drug. The experience felt too real to have been imagined, but the alternative was too horrifying to consider, so she tried to take his advice and get some rest.

The next day, following a lousy performance at her dive meet, Jan sulked in her own seat, reliving the strange experiences of the last week. She kept coming back to "what if it was real?" Curiosity won out, and she imagined a single bug - a lady bug - coming out of her finger. It did, with scarcely a tickle, leaving her skin unblemished. With negligible effort, Jan was able to look through the bug's eyes back at herself. She willed it (or the part of herself that it was) to fly. It did. She closed her eyes to focus on the bug's view, and directed it to the back of the bus where it landed on a lip above the window and spied on a conversation between two of the coaches. They were talking about her, one concerned that she was going to drop out, the other more optimistically suggesting that she'd be fine after a tough adjustment to college life. Jan summoned the bug back to her and it merged back into her body.

This was going to take some getting used to...



Design notes:
Lady Bug can transform part or all of her body into a swarm of insects of any type with which she is acquainted. She is telepathically linked through each one and her brain has already begun to adapt to the massively multiple sensory input. The bulk of the swarm must stay in approximately the same area, but strays can be sent afar to scout (requires a fair bit of concentration on her part as they’re not autonomous).

The transformation is reflexively quick (if someone were to shoot her, the bullet would part through her in a trail of bugs, leaving her unharmed). Each species can offer some benefit beyond the core features…though it’s typically a distraction (visual concealment) or nuisance/poison (affliction) effect.

Her team niche is primarily surveillance and infiltration. In combat, she can be pretty effective at distracting groups and setting up teammates, but has little real offensive firepower. Defensively, however, she is very difficult to take out while in swarm form.
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Re: Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:37 pm

Charles Wrenn - “Expiration”

Str: varies
Dex: varies
Con: varies
Int: 12 (+1)
Wis: 12 (+1)
Cha: 12 (+1)

Tough: varies Fort: varies Ref: varies Will: +6

Skills: Computers 4 (+5), Craft (artistic) 4 (+5), Craft (mechanical) 4 (+5), Drive 2 (varies), Pilot 2 (varies)

Feats: Jack of All Trades, Luck 4

Powers:
Expires at Dawn (10pts)
- Regeneration: Disabled 6 (per round), flaw: only following Resurrection
- Regeneration: Resurrection 8 (1 minute unless cremated), flaw: uncontrolled (in reallocation of points from Reincarnation), feat: Persistent, Regrowth, Reincarnation

Immunity (aging) (1pt)

Time Sense (always knows how long it is until dawn) (1pt)

BAB +2 base (variable), BDB +2 base (variable)

Total: 6 + 5 + 4 + 5 + 12 + 8 = 40pts 110pts to allocate to each incarnation

Complications:
- Chuck dies precisely at the crack of dawn each day, beginning the reincarnation cycle that usually takes a minute to start and another couple minutes to shake the cobwebs out.
- His appearance changes daily (if not more often), making it difficult for people to recognize him...and to maintain a wardrobe, use a photo ID, etc.
- Prejudice: Joker – some, but not all, of his reincarnations are into a joker body.
- Quirk: Prone to random, fatal accidents.


Charles “Chuck” Wrenn was the epitome of directionless youth. He's wanted to be everything from an astronaut to a snake charmer, and it usually changes by the day. While still a kid, that was fine, but as a decision about college loomed his parents pressured him to start being consistent and realistic with his plans. When he still couldn't come up with any direction, his father suggested he spent a year or two at the local community college rather than spring for a more expensive college degree. Chuck both agreed and was relieved.

Chuck settled in easily to college life, an unremarkable kid of slightly above average intelligence who could keep his head above water in almost any field. He was drawn to art and mechanics more than most other subjects, but even these couldn't quite capture his undivided attention.

When the wild card was unleashed upon campus, Chuck took violently ill and was rushed to the hospital. As dawn approached, his vitals faded and eventually failed. Moments later, the first rays of light crept through the window of his room, striking his skin and illuminating a startling change – his skin darkened and stretched, becoming smooth and almost scaly. After the transformation was complete, with the doctors and his parents standing back in awe, he awoke.

Chuck's new appearance, no doubt a joker, didn't last nearly long enough for him to come to terms with the havoc the virus had inflicted upon him. At dawn the next morning, he “died” again, only to change appearance again and come back to life a minute or two later, this time as a handsome but unfamiliar young man...and the instinctive ability to control electronic devices with his mind.

Chuck's lifelong indecisive nature had come back to him in spades – his own body couldn't make up its mind from one day to the next. He's more or less come to terms with waking to a new body and powers (most forms have some sort of powers that he's got a pretty instinctive knack for discovering). But, hardly a surprise to anyone, he has no idea what to do with himself now.
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Re: Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:38 pm

Image

Iceman - Robert "Bobby" Louis Drake
PL10

Abilities
Strength 1 [4], Stamina 1, Agility 3, Dexterity 1, Fighting 5, Intellect 2, Awareness 1, Presence 2

Powers
Cold Control: Array (26 points)
    Ice Beam: Ranged Damage 13, Alternate Resistance (Fortitude), Dynamic • 27 points
    DAE: Ice Blast: Ranged Damage 13 • 2 points
    DAE: Ice Bonds: Ranged Affliction 13 (Resisted by Dodge; Hindered and Vulnerable, Immobile and Defenseless), Extra Condition, Limited to Two Degrees • 2 points
    DAE: Ice Shapes: Create 8, Continuous, Innate • 2 points
    DAE: Icy Conditions: Environment 5 (500 feet; Extreme Cold, Impede Movement (-1 rank), Visibility (-1 checks)), Selective • 2 points
Cold Invulnerability: Immunity 10 (cold effects) • 10 points
Ice Form: Enhanced Strength 3; Protection 8, Impervious; Activation (move; -1 point) • 21 points
Ice Slide: Flight 5 (60 MPH), Platform • 5 points
Reconstitution: Regeneration 10, Source (water) • 5 points
Thermal Sense: Senses 1 (Infravision) • 1 point

Advantages
Accurate Attack, Languages 1 (Spanish; base: English), Move-By Action, Taunt, Teamwork

Skills
Close Combat: 2 (+7), Deception 8 (+11), Expertise: Art 2 (+4), Expertise: Business 2 (+4), Expertise: Popular Culture 2 (+4), Ranged Combat: Cold Control 6 (+7)

Offense
Initiative +3
Ice Beam +7, Ranged, Damage 13, Resisted by Fortitude (DC 28)
Ice Blast +7, Ranged, Damage 13
Ice Bonds +7, Ranged, Affliction 13, Resisted by Dodge (DC 23)
Unarmed +7, Close, Damage 4

Defense
Dodge 11, Parry 9
Toughness 9 [Impervious 8]
Fortitude 9
Will 7

Power Points
Abilities 32 + Powers 77 + Advantages 5 + Skills 11 + Defenses 26 = Total 150

Complications
Accident: Iceman worries about controlling his powers and unlocking his true potential.
Prejudice: Mutant.
Weakness: Iceman takes an extra degree of effect from fire effects.

Design Credits: Special credit and thanks to Taliesin, from whose 3E build thread this was shamelessly swiped. Build was tweaked slightly to bring it down to the 150pp target for the game.

Background:
During his senior year, while attending an away game for his high school's football team, Bobby and his girlfriend Judy were availing themselves of some privacy beneath the bleachers. A local bully by the name of Rocky Beasley, along with his entourage, found the pair and started hassling them – first by shoving him into the support structures and then by making some rather vulgar suggestions toward Judy. In a moment of uncontrolled reflex, Bobby's power surfaced and he encased Rocky in ice.

The other boys fled, crying for help. Within moments, a crowd already hostile after watching their team's playoff chances vanish under Port Washington High's rushing attack had Bobby surrounded. Several anti-mutant sentiments shouted from the back got them further worked up and it was only the intervention of a sheriff that kept him from getting mauled. His rescue was short-lived, however, when he found himself in custody and stashed in a quiet jail cell.

Bobby tried calling his parents, but they were out for the evening and didn't answer. He tried to reason with the sheriff, who seemed somewhat sympathetic, but the man was reluctant to take any action without guidance from higher up. The bully, it turned out, was also the mayor's son, and the mayor wasn't known for being very sympathetic toward mutants.

Near midnight, a curious pair was led to Bobby's cell – one wearing a pair of ruby-colored sunglasses and the other in a wheelchair. The sheriff seemed a little confused, asking if they were the boy's lawyers. “Counsel might be a more accurate term,” the man in the wheelchair said before introducing himself as Charles Xavier. A little reluctantly, Bobby allowed the two men to talk the sheriff into releasing him to their custody with no charges on grounds of self-defense.

Xavier explained to Bobby that he ran a school upstate for others like him – mutants – where they could safely master their innate powers alongside getting a first rate education. He had hoped to live a quiet life, but after being outed as a mutant it was unlikely that would last. The fear and anger in the mob was fresh on his mind and he worried that it might become directed at his family if he stayed with them. After discussion with his parents, he agreed to join Xavier and give his school a try.
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Re: Rybaer's builds

Postby Rybaer » Sun Feb 12, 2012 5:39 pm

Lynnette Birch (tentatively Phantasma, unless I can think of a better cover name)

Str 8 (-1)
Dex 14 (+2)
Con 16 (+3)
Int 16 (+3)
Wis 18 (+4)
Cha 14 (+2)

BAB +2 (4pts)
BDB +4 (8pts) (+8 with dodge focus)

Tough +3 (+5 with defensive roll)
Fort +6 (3pts)
Ref +6 (4pts)
Will +7 (3pts) (+15 vs mental effects, 8 “impenetrable”)

Init: +2

Skills (7pts): Bluff +2 (+4), Concentration +6 (+10), Gather Information +4 (+6), Investigate +2 (+5), Knowledge: Law +2 (+5), Notice +6 (+10), Sense Motive +6 (+10)

Feats (3pts): Connected (ex-SHIELD), Defensive Roll +2 (power), Dodge Focus +4 (power), Ultimate Save (will), Well-Informed

Powers: (note - all have the mental/psi descriptor)

Telepathy 10 (Includes mental Communication and Mind Reading, extra: Area, feat: subtle 2; Comprehend 3 – full language understanding and “speaking”) (38pts; dynamic array)
** alt Illusion 8 (extras: all senses, action: free to maintain interactive; flaw: phantasms; feats: progression 5, selective) (2pt)
** alt Mental Blast 9 (2pt)
** alt Mind Control “Dominate” 10 (extra: sensory link; feat: mental link) (2pt)
** alt Mind Control “Control” 9 (extra: conscious, sensory link; feat: mental link) (2pt)
** alt Transform 10 (memories only; extra: range perception, duration continuous) (2pt)

Astral Form 8 (feat: subtle x2) (42pts)

Mind Shield 8 (8pts)

Insightful Reflexes – Defensive Roll 2, Dodge Focus 4 (6pts)

Super-Senses – Danger Sense, Awareness (Mental) 2 (3pts)

Stats: 26
Combat: 12
Saves: 10
Skills: 7
Feats: 3
Powers: 107
total: 165



Physical appearance: A petite 5'2”, 90lbs. 25 years old. Long, straight brown hair, usually tied in a pony-tail. Frequently wears glasses due to a minor near-sightedness. Tends to dress modestly. Would be considered cute but relatively forgettable.

Personality: Generally reserved, but confident and professional in her interactions as a result of her time as a SHIELD agent. In spite of her size, can come across as intimidating. She's internally motivated and driven by a strong moral compass.

Background:
Lynn enjoyed a quiet, unassuming middle-class childhood in suburban Austin, TX, until reaching puberty when her telepathic abilities began to appear. While keeping them a secret through her teenage years, Lynn was increasingly aware of the dark thoughts many people harbored – fantasy of rape and crime, deep secrets and tortured memories. The world was a much darker place than she'd realized. Still, there were good people and she recognized that many of these thoughts were fleeting and never acted upon. Wanting to use her gift for good, she started working toward pursuing an education in law.

During her undergrad years at Georgetown University, she did some intern work for a US Representative from her home state of Texas. This put her in frequent contact with many of the country's lawmakers and she was disgusted by the staggering narcissism and self-serving motives that bled off most of their minds with the force of the tides. Against some of the most unsavory individuals, she used her telepathy to probe and expose dark secrets that were then passed anonymously to select members of the media. Not all were acted upon, but she did see two members of Congress resign in shame when their secrets were brought to light.

Her acts, however, did not go unnoticed. A man by the name of Gilbert Quisling, an agent of SHIELD, came knocking during her senior year. He explained that he was a member of their Psi-Division and that they were aware of her moonlighting. She feared arrest for the invasion she'd made after he chastised her for that sort of behavior, but Quisling instead invited her to join his group as a field agent where she could properly use those abilities. It sounded to her like the opportunity for which she'd been waiting and she accepted.

SHIELD trained and refined Lynn's abilities, though it soon became clear that she was a relatively minor power and would likely never be more than that. Still, she had the ability to help recognize and occasionally deal with other telepaths in the course of SHIELD's regular investigations. She was loyal to the cause and devoted to her work, leaving her at a happy and satisfied place in life.

Things changed, however, during an investigation of a possible psi criminal in San Francisco during her third year as an agent. Quisling, one of the agency's most powerful psis, was the lead investigator on the case and she served as his partner. They soon discerned that not only was there a legitimate threat, it was a particularly nasty and powerful one – a completely disembodied psychic entity of unknown origin. The entity (case file named Haunt) seemed bent solely on mayhem, though Quisling seemed to think there was some underlying pattern in its actions. With Haunt possessing and killing people almost daily, the urgency to stop it was greater than solving they mystery, however.

With no body to attack or capture, they struggled to find a way to put a stop to Haunt's actions. Quisling thought that in a combined attack they could overwhelm the entity and alter its memories or thought process enough to effectively nullify it. When the opportunity came, however, the creature overwhelmed both of them and attacked Lynn's mind in an attempt to possess her. Quisling saw an opportunity during that brief moment in which it touched her mind but had not yet established control – and used his own powers to isolate and imprison the entity in a portion of Lynn's brain.

The tactic worked as Haunt was now trapped in a physical brain rather than existing as a bodiless intellect. The mental barriers constructed to keep it there were solid and showed every sign of holding. Lynn couldn't even feel its presence, but that revealed the unanticipated side effect – her own psi powers were gone. The entity had first targeted her own psi powers, and thus its prison had locked off that part of her brain.

The final report on the episode determined that the safest course of action would be to leave Haunt locked in Lynn's brain. Losing her as a psi agent was unfortunate (though she figured with her low-level powers not too steep a price to SHIELD) and she was offered to stay on as an unpowered field agent given her training. What swayed her decision to take an early retirement, however, was the way Quisling had grown distant to her. She wasn't sure if it was from guilt at having stripped her of her powers, or if he had discovered her secret crush on him during the necessary intrusion of her mind. He was a married man with a family, so it was never something she would have acted upon, but there was an unanswered awkwardness in their professional relationship that she could no longer tolerate.

While contemplating her options, including a possible return to her pursuit of a law degree, Lynn decided to take up her aunt's invitation to stay with her in Pensacola, Florida. Several months as a beach bum agreed with her mightily...until the dreams started coming. They weren't dark or evil, but they were vivid and recurring. In her dreams, she had her telepathy back, and more powerful than ever. Rather than being a small fry in SHIELD's Psi-Division, she was the section chief. These dreams really drove home just how much telepathy had become a part of her life and how much she missed it.

A few months after the dreams began, Lynn felt her aunt's mind. It was faint at first, but by the end of the day she was able to completely read the minds of vacationers on the beach. Her powers were back and it felt like she was stronger and more refined in her control than ever. While excited, she was also nervous – did this mean that the entity trapped in her mind was escaping? She used her own new powers to survey Quisling's handiwork and the prison looked fully intact. She was torn between keeping it to herself and informing SHIELD, ultimately compromising by sending Quisling a short email informing him that some of her psi was coming back. His reply suggested that her brain was capable of repairing damage and could retrain itself to do what it had “forgotten.” He would also come visit when time permitted to check the integrity of the shields. That was six months ago and she hasn't heard from him since.

Lynn's powers continued to grow, far exceeding the token power she had before the encounter with Haunt. She further developed the new ability to project herself astrally. Deep down, she's certain that the entity is guiding her development even if unwittingly. She has always felt in complete control, however, so she's holding out hope that the prison's walls will remain intact. A bit of lingering resentment regarding the extent to which SHIELD went to retain/save her (or not, as was the case) has led her to resist temptation to return to service. Her drive to make the world a better place, however, has remained and she's quietly becoming a force outside the normal legal channels.


Powers:
Lynn is an effective telepath, able to communicate in spite of language barriers, read minds, and control or strike out at peoples' intellect when necessary. She can create convincing illusions in their minds as well. Since recovering her powers following the Haunt incident, she can now project herself astrally over a significant distance, a power she rather enjoys. Her general awareness of thoughts and intents in the vicinity allows her to anticipate attacks just enough to be able to often avoid being hit.


Complications/Plot hooks:
** Concern about the entity Haunt trapped in her brain.
** Uneasy about how SHIELD will react if or when they find out her powers are not only back, but stronger than ever.
** Dangling relationship with Quisling, both professionally and personally.
** Constant relationship problems due to her telepathy (both in seeing what people really think as well as in the fear that engenders from those who know she can do it).
** Some congressmen, current and former, might not be pleased were they to discover her role in exposing their secrets back during her college years.
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Re: Rybaer's builds

Postby Rybaer » Sat Aug 18, 2012 11:30 am

Image

Image

Lupa
Iara Araujo

Str – 6/8, Sta – 6, Agl – 4, Dex – 2, Fgt – 10, Int – 0, Awe – 2, Pre – 1

Advantages: Attractive, Daze (deception), Fascinate (deception), Inspire

Skills: Deception 8 (+9/+11), Expertise (pop culture) 6 (+6), Insight 4 (+6), Perception 4 (+6), Stealth 4 (+8), Technology 4 (+4)

Powers:
Supernatural Might – Enh Str 2, Power-lifting 2 (lift 25 tons), Enh Adv 2 (close attack 2)
Thick Skin – Protection 4; Impervious toughness 10 (limited – not vs magic or silver)
Deathly Howl – Auditory Perception Area Affliction 10 (Will; dazed and impaired, disabled and stunned; extra condition, limited degree)
Human Transformation – Morph 1 (human form)
Sharp Claws – Penetrating 5 on Str damage
Wolf Senses – Senses 5 (danger sense, low-light vision, acute and tracking olfactory, ultra-hearing)

Combat:
Unarmed/Claws +12 (DC23 Toughness; penetrating 5)
Howl (DC20 Will; dazed and impaired, disabled and stunned)

Defenses:
Dodge +10, Parry +10, Fort +11, Tough +10 (impervious), Will +8

Complications:
Minor - Alyssa is only 17 years old, making her legally a minor and barred from certain places/activities/legal actions/etc.
Pack Mentality - Alyssa has become intensely (to the point of irrationally) loyal to anyone she considers family or close friend (her pack), and will put herself in immediate harm's way to defend any who is threatened.
Blood Frenzy - The smell of fresh blood, particularly when already under duress (the supermarket meat counter only makes her squirm), can trigger an involuntary transformation and send her into a combat frenzy. (GM assigned Will check to resist transformation and/or attacking the nearest enemy.)
Secret Identity - Alyssa wants desperately to use her werewolf powers to become a hero, but her parents would likely object...strongly. Somewhere in the back of her mind is the notion of putting family at risk were her identity become public.

Background:
Iara, a seventeen year old high school senior, grew up feeling like something of an outsider in her own family. Her parents immigrated to the States from Brazil before she could even walk, leaving her as the only one not to see the land of her birthplace as anything other than the infrequent vacation destination. Her home life had a distinctly Brazilian flair in both food and sensibilities, but once past the threshold of the front door she was American through and through.

With more than a handful of years separating her and her older sister, Emboscada or "Em," there shouldn't have been much of a sibling rivalry. To Iara, however, there was always the insinuation of "not quite being as hard a worker as Em," or "not being as true to their heritage as Em," and so on. While she loves Em and the rest of her family dearly, she's ready to be finished with high school so she can move out from under the unspoken pressure to live up to expectations.

Iara knows her family doesn't have much money to put her through college, so she resolved to find part time work. With a lousy job market and few skills, it pained her to accept a position under her sister at the Emerald City Big Cat Rescue doing a variety of menial tasks that mostly involved cleaning cages, weighing meals, and entering hand written log notes into the antiquated computer system. She never grasped Em's love for the big cats, the jungle felines in particular, and frequently makes a point of calling herself "more of a dog person" whenever her duties are particularly unpleasant.

Iara is generally a very optimistic and friendly person. Her good looks have served her well through high school, though she's not banking on a career in modeling...but a girl can dream, can't she?

...and then everything changed...


Character was created with the GM Screen random character generator. Archetype was picked, the rest rolled. Always fun to put together a background to fit the rolls.

New roll:
1d20=20, 1d20=7, 1d20=15, 1d20=17, 1d20=18, 1d20=19, 1d20=3, 1d20=10, 1d20=11, 1d20=16, 1d20=3, 1d20=7, 1d20=13, 1d20=5, 1d20=2 1d20=6, 1d20=10, 1d20=4, 1d20=10, 1d20=9

Supernatural critter
Werewolf
Aristocrat
Teen
Supernatural might
Deathly howl
Human transformation, sharp claws, wolf senses
(decided to re-roll advantages since having great wealth and lair didn't fit…next roll is heartthrob)
Active Characters:
Rosalyn "Thermal" Trudy - 52 Pick-up
Leela "Brick House" Hernandez - Heroic Age
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