WD's PbP characters (3e)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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WD's PbP characters (3e)

Postby Walking Dad » Mon May 28, 2012 11:43 pm

Hi, these are the characters I played in the past, wanted to play or looking forward to play. Enjoy and use with care (and don't take a build if you are applying for the same spot in a game :wink:

If not noted otherwise, PP are appropriate for the PL (PL *15)

PL 7
Sylvester “Sly” Northman

PL 8
Colin “Colt” Temperson

PL 9
Gloom

PL 10
Arrowhawk (180 PP)
Blue Shark
Clay-Ton
Cub (152 PP)
Greyhound
Technoshifter
Vortex (revised)
Xeno-Morph

PL 12
Visitor, The

---

Rules Clarifications:
Affliction duration
Continous Transform/Create in arrays
Last edited by Walking Dad on Wed Jul 11, 2012 12:55 am, edited 6 times in total.
English isn't my native language. Have patience, please.

WD's PbP characters (3e)
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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:44 pm

reserved, but not sure I will need it.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:45 pm

Colin “Colt” Temperson

Image

Abilities
Strength: 4
Stamina: 5
Dexterity: 0
Agility: 6
Fighting: 8
Intelligence: 1
Awareness: 4
Presence: 0

POWERS
Extremely Athletic: Quickness 1, Speed 1, Leaping 1, Swimming 1, Movement 1 (wall crawling) • 6 points
Mental Links: Communication (mental) 1, subtle 1 • 5 points


ADVANTAGES
Accurate Attack, Agile Feint, All-out Attack, Benefit (AEGIS Agent), Equipment 6, Fearless, Move-by Action, Power Attack, Quick Draw, Ranged Attack 8, Takedown 2

EQUIPMENT (30 ep)
Utility & Weapons: Equipment Array (16 points) • 16 points.
• Tear Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated) • 0 points.
• Bolos: Snare 3 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized) • 1 point.
• Blaster Rifle: Ranged Damage 8 • 1 point.
• Explosives: Ranged Burst Area Damage 5 • 1 point.
• Cutting Torch: Damage 1 Linked to Weaken Toughness 1. • 1 point.
• Flash-Bangs: Ranged Burst Area Dazzle 4 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware). • 1 point.
• Pepper Spray • 1 point.
• Power Knuckles: Damage 4, Strength-based • 1 point.
• Sleep Gas Pellets: Ranged Cloud Area Sleep 4 (Resisted by Fortitude; Fatigued, Exhausted, Asleep). • 1 point.
• Smoke Pellets: Ranged Cloud Area Visual Concealment Attack • 1 point
• Sniper Rifle with Laser Sight: Ranged Damage 5, Accurate 1 • 1 point

Modern Combat Armor: Protection 3, Subtle • 4 points.

SKILLS
Acrobatics 6 (+12), Athletics 7 (+11), Expertise: (Military) 4 (+5), Insight 4 (+8), Intimidation 8 (+8), Perception 6 (+10), Ranged Combat (Conventional personal) 1 (+9), Stealth 2 (+8)

OFFENSE
INITIATIVE +6
Blaster Rifle +8 Ranged, Damage 8
Sniper Rifle +11 Ranged, Damage 5
Power Gloves +8 Close, Damage 8

DEFENSE
DODGE 8 FORTITUDE 8
PARRY 8 TOUGHNESS 8 (5 without armor)
WILL 8

CHARACTER POINT TOTALS:
ABILITIES 58 • POWERS 11 • ADVANTAGES 23 • SKILLS 19 • DEFENSES 9 = 120

Complications
Addiction: Needs special drugs to avoid both his communication power gets uncontrolled and to be wrecked by pain.
Identity: Secret Identity. While his parents past away, Colin still maintains some close friendships to people who don't know exactly what his job description entails.
Rivalry: Always thinks he has to prove his worth versus his powered colleagues.


Background:
Colin Temperson was always a superhero fan. As he grew up, he fantasized about being superstrong and able to fly and bust robbers, or firing blast from his eyes... the typical stuff :wink:
He was very exited when late in his puberty he actually developed powers. Ok, it wasn't much, a bit of telepathy, just enough to sheet at math test with the help of a friend who had a better mind for numbers, but with enough training...
But the dream didn't come true. Instead of increasing abilities and stopping crime by thinking, his powers only got uncontrollable and he got headaches. Now just a freak who had to regular take his neural drugs, he was more determined then ever to become a superhero. With his mind left him behind, he instead concentrated on his physical abilities and applied himself to military duty. His physics were exceptional, but his dependency on neural pharmacy forbid any active assignment.
Any official assignment, that is... recruited by AEGIS, he trained even harder and uses the best modern equipment he has access to to stand shoulder by shoulder with superpowered colleagues.
Not truly a superhero, but a self-made supersoldier, he accepts that this is the closest thing he can do to live his dreams.
Last edited by Walking Dad on Wed Jun 19, 2013 3:51 pm, edited 1 time in total.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:48 pm

Cub (male teenage Vixen, with a bit Black Panther)

Age: 16
Height: 5'8"
Weight: 172 lbs
Eyes: Brown
Hair: Black

Image

STR 1
STA 2
AGL 3
DEX 2
FGT 4
INT 3
AWE 2
PRE 2

Powers
Tantu Totem: Variable 6 (30-points, animal traits), Free Action • 54 points
Common Animal Traits:
• Cheetah: Damage 3 (claws, Penetrating 3, Strength-Based), Speed 6
• Hawk: Flight 4
• Elephant: Growth 8, No Change in Size (+0)
• Mule: Damage 2 (kick, Strength-Based), Enhanced Will 4 (stubbornness)
• Monkey: Enhanced Agility 5, Movement 1 (Safe Fall, Limited to near a surface)

Advantages
All-out Attack, Attractive, Benefit (Estranged Prince) 1, Defensive Roll 3, Improved Initiative, Languages (English), Move-by Action, Power Attack, Uncanny Dodge, Takedown 2

Skills
Acrobatics 4 (+7), Athletics 4 (+5), Close Combat: Unarmed 4 (+8), Deception 4 (+6), Expertise: Science 6 (+8), Insight 4 (+6), Perception 6 (+8), Persuasion 4 (+6), Stealth 4 (+7)

Offense
Initiative +7
Unarmed +8 Close, Damage 1 (or more)

Defense
Dodge 7 Fortitude 9
Parry 7 Toughness 5/2*
Will 10 *Without Defensive Roll bonus

Power Points
Abilities 38 Skills 21 Powers 54 Defenses 26 Advantages 13 Total 152

Complications
Anansi’s Web: Cub has been caught up in the schemes of Anansi the Trickster before, and may be again.
Animal Nature: Cub sometimes loses himself in the primal nature of the animals he mimics, particularly when he taps into the Red without the Tantu Totem in his possession.
Fiercely Patriotic: Cub likes to help his friends and fight villains, but any danger to Wakanda may cause him to leave instantly and protect his land.

Born in the African nation of Wakanda, T'challa is the son of the great chief T'Chaka. He perished at the hands of his own half-brother, Maksai "The Jackal", who sought to take the legendary golden bracelets from him to get the title of the leader of the nation. T'Challa fled to America,where he established the identity of “Mati McCabe” and became a science student in New York City, secretly taking the Tantu Totem called bracelets and using its power as the costumed crime fighter Cub. He later confronted his uncle, who attempted to take back the Totem and died fighting Cub after its magic transformed him into a raging beast.
It was revealed that the his father hadn't died, but fell in a coma and was protected by his loyalists. Even after he regained regent-ship, the Totems had chosen their new possessor and T'Challa decided to stay in America to gain more knowledge abou
English isn't my native language. Have patience, please.

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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:50 pm

GLOOM

Image

STR 0
STA 3
AGL 3
DEX 3
FGT 3
INT 0
AWE 2
PRE 1

ADVANTAGES
Accurate Attack, Daze (Intimidation), Language (English, native: German), Startle

SKILLS
Ranged Combat: Energy Control 3 (+6), Intimidation 10 (+11), Investigation 2 (+4), Perception 6 (+8), Stealth 1 (+4)

POWERS
Phantom Blast: Ranged Damage 10, Affects Insubstantial 1 • 21 points
• Shadow Constructs: Create 10 • 1 point
• Obscure: Ranged Visual Concealment Attack, Cloud Area • 1 point
• Shadow Grip: Move Object 10 • 1 point
• Steal the Light: Affliction 6 (dazed, stunned, paralyzed) (avoid Dodge, resist Will), Ranged, Cumulative • 1 point
Shadow Affinity: Immunity 2 (Darkness), Sense (Darkvision) • 4 points
Shielding Shadows: Enhanced Defenses 8 (Dodge 4, Parry 4); Impervious Protection 5, Sustained • 18 points
Shadow Sense: Senses 1 (Darkness Awareness) • 1 point
Shadow Form: Insubstantial 3 (darkness), Activation (Move Action, -1 point) • 14 points
Transmit: Teleport 14 (60 miles), Medium (presence of shadows) • 14 points
• Shadow Floating: Flight 7 • 1 point
• Shadow Portal: Teleport 2 (120ft), Portal, Accurate, Sustained • 1 point

DEFENSES
DODGE +8
PARRY +8
FORTITUDE +7
TOUGHNESS +3/+8
WILL +8

POWER POINTS
Abilities 30 Skills 11
Powers 78 Defenses 12
Advantages 4 Total 135

Complications:
Power Loss: Shadow less area (Brightly lit from all directions (GM interpretation))
Enemy: Lumiere de Soleil (French light-based superhero)

Personality/Descriptions:
Arrogant and snobbish person who likes to bully "inferiors". Speaks nearly without accent unless highly agitated, but uses German terms sometimes. He commits crime for luxury, excitement and to proof that he is "better" than others.

Background:
Gerald von Nachtburg is the last descendant of an impoverished German noble family. He inherited the secret birthright of the oldest living descendant of his line. Nobody knows the source of this power.
But he certainly knows how to use it and made continuous advancements during his carrier. Starting as a simple robber by shadowstepping into bank vaults, he later learned to give the darkness substance, forming tendrils and even becoming one with it. Lacking any natural stealth skills, he is less a ninja and more a thug in elegant clothes, using most peoples uneasiness with darkness to intimidate them.

His last heist:
His last heist went much worse than he anticipated. He hates Paris, but he loves jewels and pearly, epically black ones. so he couldn't resist the "Tresor Noir" exhibition. Shadowstepping in after closing, overpowering and -bearing the guards, slithering under the laser alarm as a shadow... all peanuts. But than this cursed hero showed up, all bright and shiny. Gloom made it a good fight, but was somehow tricked and captured in a bubble of glowing light. But that was fine, no European prison could hold him.
Sadly the judges must have though the same and transported him to America to a special prison...
English isn't my native language. Have patience, please.

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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:51 pm

Greyhound

Image

STRENGTH 2
AGILITY 4
FIGHTING (6) 10
AWARENESS 1
STAMINA 3
DEXTERITY 3
INTELLECT 0
PRESENCE 0


POWERS
Fast Attack: Damage 1, Strength-based, Multiattack and Penetrating on 5 Damage • 11 points
• Damage 1, Strength-based, Burst Area and Selective on 5 Damage • 1 point

Fast Martial Arts: Enhanced Dodge 11, Enhanced Parry 5, Enhanced Fighting 4 • 24 points

Super-Reactions:
Quick Reaction: Enhanced Initiative 3 • 3 points
Super Speed: Dynamic Array (20 points) • 20 points
• Quickness 20 • 1 point
• Speed 20 • 2 points
• Super Recovery: Regeneration 10 (persistent) • 2 points

Run On Water: Movement 1 (Water Walking), Limited to While Moving • 1 point

Run Through Walls: Movement 1 (Permeate 1), Limited to While Moving • 1 points

Run Up Walls: Movement 2 (Wall-crawling 2), Limited to While Moving • 2 points

Clubs: Strength based damage 2 • 2 points

ADVANTAGES
Agile Feint, Equipment 1, Improved Initiative 3, Instant Up, Move-by Action, Power Attack, Take Down 1, Uncanny Dodge

EQUIPMENT (5 total)
Utility (Cellphone, Commlink, GPS) 3
Armored Costume (Protection 2) 2

SKILLS
Acrobatics 4 (+8), Athletics 6 (+8), Close Combat: Batons 5 (+15) Intimidate 8 (+8), Expertise: (Martial Arts) 5 (+5), Perception 8 (+9)

OFFENSE
INITIATIVE +16
Throw +3 Ranged, Damage 2
Fast Attack +15 Close, Damage 5, Multiattack 5, Penetrating 5
DEFENSE
DODGE 15 FORTITUDE 10
PARRY 15 TOUGHNESS 5/3*
WILL 10 *Without Costume

COMPLICATIONS
Identity: James 'Jim' Mitchell
Motivation: Justice
Power Loss: It is nearly impossible to disarm James, but it does happen.
Reputation: Using to much violence against 'normal' criminals

Power Point Summary: Abilities 38 PP + Defense 16 PP + Skills 18 PP + Advantages 7 PP + Powers 71 PP = 150 PP

James Mitchell never lived an ordinary life. Coming from a poor family in a bad part of the town, it was only a question of time before he was convicted for gang-related crimes.
But he was lucky. The man who beat him and the others as they tried to mug him sensed in his moves not only potential for greatness, but also that he was holding back, trying not to permanently hurt an innocent man.
As a martial arts instructor in a local dojo, he offered him training and shelter. James was soon good in many styles, but excelled in the Philippine stick-fighting art Escrima.

Growing up and becoming a teacher was great. Finding his true love was even better. But it was then when fate hit him hardest. His gang was now led by one of the others that were accompanying him on the botched robbery that changed his life. Back from prison after being judged as an adult, he was sure that James bailed him out.
They attacked James and his girlfriend Monica only a few streets away from the dojo. James fought valiantly, holding his own versus fists, knifes and clubs. But he couldn't dodge bullets.
With Monica killed they left him dying in the alley. He was brought in the hospital and it seemed he had some epileptic shock after being diagnosed to never walk again.

The shock, trauma and grief triggered something in him, a latent mutation lain dormant so long.

First it channeled inward, throwing his healing capabilities in overdrive. Shocked and not sure what happened, he faked still needing a stick to walk properly. The healing ability was gone again.

He soon realized that he had now access to inhuman speed, that also improved his coordination, letting him execute martial arts move much to advanced for him before. Working as part time instructor and writing articles for various martial arts magazines, he started his vigilante career...

Taking his name from a local urban legend about a greyhound that hunts the wicked boys, able to outrun anyone, he became "Greyhound".
English isn't my native language. Have patience, please.

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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:53 pm

Technoshifter

Image

Sheet still needs samples for the variable power

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

POWERS
Technomorph: Variable (Tech Powers 7 (35 points), Continuous Duration, Move Action • 63 points
Techbody: Protection 10, Immunity 10 (Life Support) • 20 points

ADVANTAGES
Daze (Deception), Move-by Action, Taunt

SKILLS
Deception 10 (+10), Expertise: Technology 4 (+5), Perception 6 (+7), Stealth 4 (+7)

OFFENSE
INITIATIVE +2
Unarmed +2 Close, Damage 0

DEFENSE
DODGE 8
PARRY 8
WILL 10
FORTITUDE 10
TOUGHNESS 12

Power Point Totals: Abilities 24 + Powers 83 + Advantages 3 + Skills 12 + Defenses 28 = 150

Complications:
Motivation
Power Loss
English isn't my native language. Have patience, please.

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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:54 pm

Rough-Hide

Image
Image

Secret Identity: Rough-Hide
Real Name: Jeremy Tolliver
Occupation: Hero (formerly bodyguard)
Identity: Known (as Jack Tusken)
Legal Status: Citizen of the United States
Other Aliases: Jack "Tusk" Tusken
Place of Birth: Furrydom City (Ani-Earth)
Marital Status: Single
Known Relatives: sister (still on Ani-Earth)
Group Affiliation: currently none
Base of Operations: Emerald City

STR 12/14, STA 6/8, AGL 2, DEX 0, FGT 6, INT 0, AWE 2, PRE 0

Powers:
Thick Hide: Protection 4, Impervious 11 • 15 points
Big One: Growth 4, permanent • 8 points
AP of STR Damage - Shockwave: Cone Area Affliction (Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stunned and Prone), Extra Condition, Limited Degree, Limited to targets on the ground • 1 point
Trunk: Extra Limb 1, Elongation 1 • 2 points
Animal Speed: Enhanced Advantage (Improved Initiative 1), Leaping 5 • 6 point
Elephant Endurance: Immunity 10 (Life Support, half effect) • 5 points
Natural Form: Immunity 5 (Nullify) • 5 points

Advantages: All-Out Attack, Benefit (Ambidexterity), Chokehold, Daze (Intimidation), Improved Grab, Improved Hold, Improved Initiative 1 (Power), Fast Grab, Power Attack, Startle

Skills: Athletics 2 (+16), Insight 8 (+10), Intimidation 12 (+14), Perception 10 (+12), Stealth 0 (+0), Treatment 2 (+2)

Offenses:
Initiative +6
Shockwave (Dodge/Fortitude DC 20), Close Cone, Affliction 10
Unarmed +6, Close, Damage 4/14
Grab +6, Close, DC 24

Defenses: Dodge 8, Parry 8, Will 8, Fortitude 12, Toughness 12 (11 Impervious)


Power Points: Abilities 56 + Powers 42 + Advantages 9 + Skills 17 + Defenses 26 = 150

COMPLICATIONS
Accident: To an elephant, the entire world is small and fragile. It is not difficult for him to cause accidents without meaning to: just brushing past a lamppost may knock it down and just walking on a street can leave foot-shaped holes.
Quirk: Dimension Unfamiliarity – This isn’t Rough-Hide’s home dimension and he is missing occasional basic knowledge.
Prejudice – Strange Appearance.
Secret - Low-level criminal from another dimension.

History:
Jeremy was just a low-level crook former bodyguard working in a small club in Furrydom City. He lost his former job when he hanged around with the wrong crowd and his life got in a downward spiral then. A venture of Freedom City's Atomic Family finally provided a way out. Jumping after them through a glowing portal as they returned to their home dimension, he found himself in a strange new place, with hairless apes all around. He quickly discovered that his counterpart of this world was even more unlucky than himself, dying in a bullet storm. He quickly left the city and the possibility of the discovery of his true identity behind...
Just a few days later, he arrived in Emerald City and paid a shadowy figure for a fake human identity. Now he just thinks about the right way how to revel his "new" self to the world, not knowing that a Storm is going to hit soon...

Personality:
Rough-Hide is surprisingly protective and gently, despite his powerful physical presence and intimidating demeanor. Unless in the midst of a battle, he takes great care to not destroy anything or injure anyone. This was much less a problem in his home dimension and he has sometimes problems to cope with the harshness of "reality".

Height: 7'3''
Weight: 220 lbs
Eyes: Blue
Hair: None
Last edited by Walking Dad on Wed Jun 19, 2013 3:04 am, edited 5 times in total.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:56 pm

Arrowhawk

Image

STRENGTH 3
STAMINA 3
AGILITY 5
DEXTERITY 4
FIGHTING 4
INTELLECT 2
AWARENESS 1
PRESENCE 1

POWERS
Flying Harness with Mask: Flight 4 (Winged), Protection 5, Senses 3 (Darkvision, Telescopic Sight 1) (Removable -2) • 10 points.

EQUIPMENT
Power Knuckles (Hawk Claws): Damage 4, Strength-based • 4 points.
Bow & Special Arrows: Array (21 points + 5 APs) • 26 points.
Tear Gas Arrows: Ranged Cloud Area Affliction 5 (Resisted by Fortitude; Dazed and Vision Impaired, Stunned and Vision Disabled, Incapacitated) • 0 points.
"Normal" Arrows: Ranged Damage 5 (Multiattack 5, Penetrating 5, Ricochet 1) • 1 point.
Explosive Arrows: Ranged Burst Area Damage 7 • 1 point.
Flash-Bang Arrows: Ranged Burst Area Affliction (Dazzle) 7 (Resisted by Fortitude; Vision Impaired, Vision Disabled, Vision Unaware). • 1 point.
Sleep Gas Arrows: Ranged Cloud Area Sleep 7 (Resisted by Fortitude; Fatigued, Exhausted, Asleep). • 1 point.
Smoke Arrows: Ranged Cloud Area Visual Concealment Attack • 1 point

ADVANTAGES
Agile Feint, Equipment 6, Evasion, Improved Critical (bow & arrow), Improved Initiative 1, Inventor, Move-by-Action, Power Attack, Precise Attack (Ranged Concealment & Cover), Taunt, Uncanny Dodge

SKILLS
Acrobatics 10 (+15), Athletics 6 (+9), Close Combat: Power Knuckles 4 (+8), Deception 7 (+8), Expertise: Science 8 (+10), Intimidation 7 (+8), Investigation 6 (+8), Perception 8 (+9), Ranged Combat: Bow 11 (+15), Stealth 8 (+13), Vehicles 2 (+6), Technology 13 (+15)

OFFENSE
INITIATIVE +9
Power Knuckles +8 Close, Damage 7
Bow +15 Ranged, Damage 5, Crit. 19-20

DEFENSE
DODGE 12 FORTITUDE 9 PARRY 12 TOUGHNESS 8 WILL 11

Power Point Totals: Abilities 46 + Powers 10 + Advantages 17 + Skills 46 + Defenses 31 = 150

Secret Identity
Motivation: Doing-Good
Quirk: First tries to use his "special" arrows, even if using normal ones is the obvious and easy choice.

Background:
Maximilian Archer was a normal employee in a weapon design studio. Not particularly bright, Max had still a knack and interest in weapon construction, particularly personal ranged weapons.

This changed as some strange meteor nearly killed him on his way back home. He barely avoided the rock and crashed with is car near it. Not particularly big to begin with, it outer layer dissolved itself to a heavy gas that subtly changed Max, increasing his acrobatic abilities and coordination to Olympic levels. Only the meteors core remained. Analyzing it, Max find out it was made of a previously unknown metallic alloy.

Using the new alloy, Max built a flying harness and a plethora of specialized arrows to live his dream, not only constructing weapons, but actually using a bow and becoming a sort of modern flying Robin Hood.
Last edited by Walking Dad on Mon Jun 24, 2013 2:30 pm, edited 3 times in total.
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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:58 pm

Sylvester "Sly" Northman / Con Artist (Scion of Loki)

Image

Sly had two distinguishing traits since his childhood that made him never popular with others. A near compulsion to play pranks and an unhealthy fascination for fire. Being raised in an orphanage didn't help much. Not that his charming demeanor and emerald eyes didn't enchant possible foster parents, but the increased arson risk and other strange happenings let him never come through the probation period.

As an adult, he was bright charismatic and a bit ruthless. Just the right traits for a successful con artist.

He seems like an unlikely agent to bring order to the chaos, but order is good for business and humans should be allowed to make their own (bad) decisions.

105PP / PL 7

STR 0
STA 3
AGL 2
DEX 2
FGT 2
INT 0
AWE 2
PRE 2

ADVANTAGES
Daze (Deception), Language (German), Taunt, Skill Mastery (Deception), Fascinate, Connected

SKILLS
Ranged Combat: Energy Control 4, Deception 8, Investigation 2, Perception 8, Insight 6, Persuasion 6

POWERS
Fire Control Array (16 points)
• Fire Blast: Ranged Damage 8 • 16 points
• Fireball: Ranged Burst Area Fire Damage 5 (30-foot radius, Dodge resistance check (DC 15) for half effect, indirect • 1 point
• Firey Breath: Cone Area Fire Damage 7 (60-foot length and width, Dodge resistance check (DC 17) for half effect) • 1 point
• Inner Fire: Immunity (Cold Damage, Heat Effects) • 1 point
Hardy: Protection 3, Regeneration 2 • 5 points
Lucky Miss: Enhanced Traits (Dodge 6, Parry 6), subtle 2 • 14 points
Copycat: Morph 3 (humanoids), Standard Action • 9 points

DEFENSES
DODGE +8
PARRY +8
FORTITUDE +6
TOUGHNESS +6
WILL +8

POWER POINTS
Abilities 26 Skills 17
Powers 46 Defenses 9
Advantages 6 Total 105

Complications:
Pyromaniac
Compulsive liar
English isn't my native language. Have patience, please.

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Re: WD's PbP characters

Postby Walking Dad » Mon May 28, 2012 11:59 pm

Xeno-Morph

(Martian Manhunter analogue mentor and a chameleon boy like character (chick).)

Mentor:
The Visitor
H'mer D'rak was a kind of super-soldier experiment of the Regime that controlled his planet and it's solar system that added telepathic and shapeshifting power powers to his already impressive strength and resistance. But the mental powers he gained were strong to overcome their telepathic control. Joining his planet's freedom fighters, he later secretly traveled to another solar system the Regime wanted to conquer.
Arriving on Earth during WW 2, he quickly joined the heroes of this planet that fought against the Regime's human allies. Called 'the Visitor', the name stuck.
He was later able to return to his home planet, as the evil Regime was finally beaten. Being now one of the elected leader of his people, he is also sent on a diplomatic mission to help the planet of his former allies and looking for potential ways for the both planets to work together.
More often than not, his mission include saving the planet with the other heroes of Earth's foremost superhero team. Nothing says "trust" more than saving life.

Protege:
Xeno-Morph
Ripped through time and space, the Nequadian 'teen' Dregg Draggl appeared on 21st century earth more than slightly confused.
Only months before he joined the Cosmos Legion, a big organization of exceptional young people from all over the galaxy. In hindsight, he should have known better than volunteering to Mega Brain's tachyon experiment...
Stranded at this time and space, he tries to follow the heroes of the old (who are living now), by becoming a superhero. He secretly hopes that his extended stay means that the historic records show somehow his importance for this period and not that his inventor friend has just given up on time traveling or assumes him dead.
His mentor, the Visitor, is the later "Great Uniter" who will later "discover" Dregg's home-planet and will bring his people in contact with the galaxy at large.
He is somewhat of a fan-boy and desperate to make (enter teen team name) work, as it did in the legends. It would be really bad if his presence would cause them to fail.
Dregg is quite a source of relief as he is the living proof that the things "can" work out.


Image

ABILITIES
STRENGTH 1
STAMINA 6
AGILITY 2
DEXTERITY 2
FIGHTING 5
INTELLECT 1
AWARENESS 3
PRESENCE 3

POWERS
Nequadian Shapeshifting: Variable Power 5 (shapeshifting), Move Action Array • 40 points

Preferred Uses:
• Disguises: Morph 4 (any)
• Solcit Rock People:
Enhanced Str +8 (16), Impervious Toughness (8), Senses (Infravision) (1)
• Kansidian Dragon:
Flight (Winged) 5 (5), Damage Area Cone Incurable (Fire Breath) 9 (19), AP: Same with Line (1)
• Darntor Chameleon Cat:
Concealment all Visual Blending 4 (4), Speed 4 (4) (AP Leaping (1)), Enhanced Str +3 (6), Damage (natural weapons) 5 (5), Senses Olfactory (Accurate, Acute, Analytical, Track) (5)
• Scyllit Scorpion:
Shrinking 12 (12), Reduced Protection (-6), Speed 2 (2), Movement (Slithering, Surefooted, Wallcrawling 2) (4), Weaken Constitution 9 (9), Senses (Danger Sense Touch, Darkvision, Ranged Touch) (4)
• Hyxbinan Gas Form:
Insubstantial 2 (10), Affliction (fatigued, exhausted, paralyzed) 9 (9), Flight 3 (6)

Morphic Immunities:
Immunity (aging, poison, critical hits, suffocation), Protection 3 • 9 points

ADVANTAGES
Defensive Attack, Language (English), Move-by Action, Power Attack, Taunt

SKILLS
Close Combat: Unarmed 4 (+9), Deception 6 (+9), Expertise: Zoology 5 (+6), Perception 6 (+9), Stealth 5 (+7)

OFFENSE
INITIATIVE +2
Unarmed +9 Close , Damage 1
(Varies based on shape)

DEFENSE
DODGE 7
PARRY 7
FORTITUDE 9
TOUGHNESS 9
WILL 9

POWER POINTS
ABILITIES 46
SKILLS 13
POWERS 55
DEFENSES 16
ADVANTAGES 5
TOTAL 135

Complications:
Motivation (Responsibility): Making sure his Utopian future comes into being.

----

Alternate:

ABILITIES
STRENGTH 1
STAMINA 6
AGILITY 2
DEXTERITY 2
FIGHTING 5
INTELLECT 1
AWARENESS 3
PRESENCE 3

POWERS
Durlan Shape Array: Array (25 points)
• Disguises: Morph 4 (any) • 2 points
• Dryad Rock People:
Enhanced Str +8 (16), Impervious Toughness (8), Senses (Infravision) (1) • 1 point
• Kansidian Dragon:
Flight (Winged) 5 (5), Damage Area Cone Incurable (Fire Breath) 9 (19), AP: Same with Line (1) • 1 point
• Darntor Chameleon Cat:
Concealment all Visual Blending 4 (4), Speed 4 (4) (AP Leaping (1)), Enhanced Str +3 (6), Damage (natural weapons) 5 (5), Senses Olfactory (Accurate, Acute, Analytical, Track) (5) • 1 point
• Scyllit Scorpion:
Shrinking 12 (12), Reduced Protection (-6), Speed 2 (2), Movement (Slithering, Surefooted, Wallcrawling 2) (4), Weaken Constitution 9 (9), Senses (Danger Sense Touch, Darkvision, Ranged Touch) (4) • 1 point
• Hyxbinan Gas Form:
Insubstantial 2 (10), Affliction (fatigued, exhausted, paralyzed) 9 (9), Flight 3 (6) • 1 point

Morphic Immunities:
Immunity (aging, poison, critical hits, suffocation), Protection 3 • 9 points

ADVANTAGES
Improved Initiative, Move-by Action, Power Attack, Taunt

SKILLS
Close Combat: Unarmed 4 (+9), Deception 6 (+9), Expertise: Zoology 6 (+7), Perception 6 (+9), Stealth 6 (+8)

OFFENSE
INITIATIVE +2
Unarmed +9 Close , Damage 1
(Varies based on shape)

DEFENSE
DODGE 7
PARRY 7
FORTITUDE 9
TOUGHNESS 9
WILL 9


POWER POINTS
ABILITIES 46 + SKILLS 14 + POWERS 40 + DEFENSES 16 + ADVANTAGES 4 = TOTAL 120

Complications:
Motivation (Responsibility): Making sure his Utopian future comes into being.
Quirk: He is neither from the time nor place, so he tends to be confused about things that are obvious to others.

Background:
The Durlan 'teen' Dregg Draggl hated his lif on the xenophobic planet Durla. But the stories about Chameleon Boy and his adventures and victories with the Legion of Superheroes kept his hope alive. Finally he took a great risk, fleeing attached to a spaceship that briefly landed on Durla during an investigation.
After arriving on Earth he instantly applied to become a member of the Legion, but they just lost some members shortly before in a cataclysmic fight and voted to take no new members for some time until they revised their safety standards and entrance exams.
Not wanting to leave just yet, he volunteered to Brainiac's latest tachyon experiment which should enable him to transport someone into a "hardened time stream"...
Ripped through time and space, appeared on 21st century earth more than slightly confused, Dregg tries to follow the heroes of the old which were the inspiration of the Legion (and who are living now), by becoming a superhero himself. He secretly hopes that his extended stay means that the historic records show somehow his importance for this period and that his inventor friend has just not given up on time traveling or assumes him dead.
During the "jump", his antennas were slightly hurt, decreasing the versatility of his shapeshifting powers. He has some "standard" shapes he learned of his way and can still assume any outward appearance, but copying any powers of assumed shapes became extraordinary tiring.
Last edited by Walking Dad on Sat Nov 10, 2012 12:32 am, edited 1 time in total.
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Re: WD's PbP characters

Postby Walking Dad » Thu May 31, 2012 3:42 pm

Former student of Tsunami, ex-boyfriend of Deep Blue.

Image

Blue Shark

ABILITIES
STR 9
STA 10
AGL 6
DEX 4
FGT 8
INT 1
AWE 2
PRE 1

ADVANTAGES
Agile Feint, All-out Attack, Favored Environment (aquatic), Fearless, Power Attack, Skill Mastery (Perception), Takedown 2, Tracking

SKILLS
Acrobatics 6 (+12), Athletics 4 (+13), Insight 4 (+6), Intimidation 8 (+9), Perception 8 (+10), Stealth 6 (+12)

POWERS
Aquatic: Immunity 3 (cold, drowning, pressure); Movement 1 (Environmental Adaptation—Aquatic); Senses 1 (Low-Light Vision) • 10 points
Powerful Legs: Array (6 points)
• Swimming 6 (30 MPH) • 16 points
• Leaping 6 (500 ft, 30 MPH) • 1 point
Trident: Unique Weapon (Easily Removable)
• Damage 3, Improved Critical 3, Strength-based
• Damage 3 (ranged), accurate 2, Strength-based • 6 points
Atlantean Scale Armor: Impervious Toughness 10, Removable (-2 point) • 8 points

DEFENSES
DODGE +10
PARRY +10
FORTITUDE +12
TOUGHNESS +10
WILL +8

POWER POINTS
Abilities 82 Skills 18
Powers 27 Defenses 14
Advantages 9 Total 150

Complications:
Predjudice: Blue Atlantean
Weakness: Blue Shark dehydrates when away from water for an extended period of time, becoming impaired, disabled, and finally incapacitated before his condition becomes life threatening. Immersion in water immediately removes all accumulated conditions.

Background:
Anud Melado was born with blue skin and the ability to breath air, rare traits among the Atlanteans. After becoming an accomplished hunter and warrior, earning the nickname "Blue Shark", his mentors told him to learn from other aquatic heroes who were able to exist on land. This way he met Neptune Perkins, his wife Tsunami and, more important, their blue skinned daughter Deep Blue. They became lovers, but as differences grew, they decided to separate but stay friends in favor to waiting until they start to despite each other.
He joint an elite Atlantean fighting force, where he learned to fight with the trident and was given his armor and weapon.
But his blue skin and the unknown origin of his mutation tainted the connection to his people. As Aquaman and Aqualad became more active in the surface world, he quickly followed, taking his favored weapon and armor with him.
On the surface he is still a blue Atlantean, but humans have grown more accustomed to strange looking heroes than the ocean dwellers who sometimes even despise their rightful king..
Last edited by Walking Dad on Mon Aug 19, 2013 1:53 pm, edited 3 times in total.
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Re: WD's PbP characters

Postby Walking Dad » Fri Jun 08, 2012 12:22 am

Clay-Ton

Image

Age: 17
Hair: Blond
Eyes: Green

STRENGTH 3
AGILITY 2
FIGHTING 4
AWARENESS 3
STAMINA 1
DEXTERITY 2
INTELLECT 0
PRESENCE 0

POWERS
Body of Clay
Clayform: Protection 11, Enhanced Str (limited to lifting) 5, Insubstantial 1, Elongation 5, Enhanced Dodge 6, Enhanced Parry 4, Movement (safe fall, slithering, swinging wall-crawling), Regeneration 5 (persistant), Speed 2, Activation (-1) • 50 points.

Clay Shaping
Clay Spear: Damage 9 (strength based, penetrating 12, accurate 2) • 23 point.
• Clay Blades: Damage 9 (strength based, penetrating 8, Improved Critical 4, accurate 2) • 1 point.
• Clay Sweeping Hammer: Damage 9 (strength based, multi-attack 12, accurate 2) • 1 point.
• Clay Imitation: Morph 4 (same mass) (Precise) • 1 point.
• Clay Projectile: Ranged Damage 10 (Accurate 3) • 1 point.
• Engulf: (Cumulative Affliction 7 (Resisted by Fortitude; Dazed, Stunned, Incapacitated), Concentration); • 1 point.


ADVANTAGES
Interpose, Power Attack, Taunt

SKILLS
Deception 10 (+10), Expertise: Criminal 4 (+4), Insight 5 (+8), Perception 6 (+9), Ranged Combat (Clay Projectile) 2 (+4), Sleight of Hand 6 (+8)

OFFENSE
INITIATIVE +2
Clay Projectile +8 Ranged, Damage 10
Clay Weapons +8 Close, Damage 12

DEFENSE
DODGE 8 FORTITUDE 10
PARRY 8 TOUGHNESS 12
WILL 8


COMPLICATIONS
Identity: Christopher Clayton
Vulnerability: Water (takes damage when Clayform is active)
Vulnerability: Heat (baked hard)
Secret: Former thief and con man, never convicted, but the local police knows about his activities and being a suspect in multiple cases

Power Point Summary: Abilities 30 PP + Defense 14 PP + Skills 15 PP + Advantages 3 PP + Powers 78 PP = 150 PP

Background:
Christopher "Chris" Clayton comes from a troubled family. Oldest of three, his father left them when his baby sister was born. His mother tried her best, but depressions and hard work pushed her into alcoholism. Becoming a semi-functional alcoholic, his mother was able to keep their home and some food on the table, but not much more.
Chris started to lie about her family, scamming people to get some new clothes and was in more than one fight to protect the "family honor". He was shocked when his mother died in an accident and the children where put into different foster families.
He became adapt at "behaving" while with his "family", but quickly learned that one has to provide for his own, establishing himself as a thief and con artist.
Selling the wrong item to the right person, he was never been expected to receive the money for his work. Dodging bullets and finally hiding in the mud, he saw a strange light and heard a loud noise before loosing consciousness. As he awoke, he had somehow acquired the ability to turn into living clay, even to simulate intricate structures and colors with hard concentration.
Last edited by Walking Dad on Wed Jul 11, 2012 12:45 am, edited 2 times in total.
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Re: WD's PbP characters (3e)

Postby Walking Dad » Sun Jun 10, 2012 4:20 pm

The Visitor

Secret Identity: The Visitor (II)
Real Name: D'lyn D'rk - Dylan Dark
Occupation: Teacher
Identity: Secret
Legal Status: Citizen of the United States / Breed Alpha Member
Other Aliases: -
Place of Birth: L'magna System
Marital Status: Single
Known Relatives: M'rge D'rk (mother), H'mar D'rk (father Visitor I)
Group Affiliation: ?
Base of Operations: ?

Image

PL11
STRENGTH 1 AGILITY 2 FIGHTING 6 AWARENESS 2
STAMINA 10 DEXTERITY 2 INTELLECT 1 PRESENCE 0

POWERS
Chameleon: Variable 10 (50 points) for assuming different shapes, Standard Action • 70 points.
Shapeshifter: Protection 4, Immunity 3 (critical hits, aging, Life Support) • 17 points.

ADVANTAGES
Eidetic Memory, Improved Initiative 1, Language (English), Move-by Action, Power Attack, Skill mastery (Deception), Takedown 2, Taunt

SKILLS
Close Combat: Unarmed 4 (+10*), Deception 11 (+11*), Expertise: Science 6 (+7*), Perception 10 (+12*), Stealth 5 (+9*), Vehicles 2 (+4)*

OFFENSE
INITIATIVE +6*
Unarmed +10* Close, Damage 1*

DEFENSE
DODGE 8* FORTITUDE 10*
PARRY 8* TOUGHNESS 14*
WILL 11* * Varies based on shape.

COMPLICATIONS
Secret: The Regime in the past and now it's remaining loyalists adduct, operate and vivisect other species, including humans. They are known as 'Greys'.
Enemy: Sometimes Regime loyalists try to attack and plan against him.
Prejudice: His natural form may scare people and let react them xenophobic and distrusting.
Identity: D'lyn cares more about his students and Dylan's friends that he admits. He wants to keep them save from his enemies.

CHARACTER POINT TOTALS:
ABILITIES 48 • POWERS 87 • ADVANTAGES 9 • SKILLS 19 • DEFENSES 17 = 180

History: H'mer D'rk, the first Visitor was a kind of super-soldier experiment of the Regime that controlled his planet and it's solar system. But he developed strong enough mental powers to overcome their telepathic control. Joining his planet's freedom fighters, he later secretly traveled to another solar system the Regime wanted to conquer.
Arriving on earth during WW 2, he quickly joined the heroes of this planet that fought against the Regime's human allies. Called 'the Visitor', the name stuck.
He was later able to return to his home planet, as the evil Regime was finally beaten. Being now the elected leader of his people, he sent his son on a diplomatic and help mission to the planet of his former allies.

Background: D'lyn gladly took the opportunity to proof himself on this diplomatic and help mission.
After trying sometime to get familiar with Earth's customs and and generally different situations, he decided to no longer heed his father's advise to not get to attached to the native species, because they are short-sighted and -lived. He used his shapechanging abilities to take a secret identity as a high school science teacher and uses it to study the humans and their social interaction. He hasn't inherited his father's mental powers it seems, but his knack for shapeshifting is even stronger than the ability most of his species.
His first ventures into being a superhero were hard, as the people just didn't recognized his different forms as him and (understandingly) panicked seeing the alien forms. He since grew accustomed to make his forms gray and include a "V" image somewhere obvious to make it easier for others to recognize and remember him. This starts to work.

Personality: D'lyn is motivated by his curiosity and strong sense for justice. This justice is not always the same as the local law, but he had grown accustomed to it over the years.
He seems sometimes uncaring and aloft, but it is a facade, hiding his true feelings to the people surrounding him.

Height: 5 ft. 8 in.
Weight: varies
Eyes: Green
Hair: Dark-Blond (Dylan), None (D'lyn)

I hope a "legacy"hero is fine.
Last edited by Walking Dad on Mon Sep 24, 2012 5:26 am, edited 2 times in total.
English isn't my native language. Have patience, please.

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Re: WD's PbP characters (3e)

Postby Walking Dad » Sun Aug 05, 2012 1:48 am

Cyborg

Image
Image

STR 7
STA 6
AGL 3
DEX 0
FGT 5
INT 4
AWE 3
PRE 0

POWERS
Computer Link: Comprehend 2 (Machines) • 4 points

Hydraulic Muscles: Enhanced Strength 4, Leaping 8 (1,800 feet) • 16 points

Molybdenum Steel Body: Protection 7, Impervious (Toughness) 13 • 20 points

Self-Repair Systems: Enhanced Stamina 3, Regeneration 5 • 11 points

Internal Gadgets
Multi Frequency Blaster: Ranged Damage 2 (strength-based, variable damage descriptor 2) • 11 points
• Widespread Multi Frequency Blaster: Cone Area Damage 2 (strength-based, variable damage descriptor 2) • 1 point
• Amplified Senses: Senses 11 (Analytical Vision, Analytical Hearing, Darkvision, Extended Vision, Extended Hearing, Infravision, Radio, Ultra-Hearing, Ultravision) • 1 point
• Pneumatic Punch Accelerator: Multi-attack 7 and Improved Critical 3 on Unarmed Damage • 1 point
• Control Technology: Perception Ranged Affliction 10 (controlled), Overcome by Technology skill or Will; Limited (third degree only), Affects Objects Only, Limited to Technology • 1 point
• Technomorph: Variable 1 (Tech Powers), Free Action • 1 point

ADVANTAGES
All-Out Attack, Eidetic Memory, Evasion, Fast Grab, Improved Grab, Improved Initiative 1, Power Attack

SKILLS
Athletics 5 (+12), Close Combat: Unarmed 8 (+13), Perception 6 (+9), Ranged Combat: Multi Frequency Blaster 11 (+11), Technology 8 (+12)

OFFENSE
Initiative +7
Unarmed+13 Close, Damage 7
Multi Frequency Blaster +11 Range, Damage 9

DEFENSE
Dodge 7 Parry 7
Toughness 13
Fortitude 11 Will 9

POWER POINTS
Abilities 42 Skills 19 Powers 65 Defenses 17 Advantages 7 Total 150

COMPLICATIONS:
Mistrusted
Paradigm Shift

Background:

Code: Select all

Clearance level purple

<excerpt of appendix A debriefing; Rogers, Steven. Captain.>
Source:
<excerpt of debriefing; Stone, Victor. Sergeant.>

Dr. Erskine: Good to see you back Sergeant Stone. I heard you are getting accustomed to your... prosthetics?

Stone: Well, they work fine, but what is this all about? Is the Captain alright?

Dr. Erskine: Captain Rogers was already debriefed, you will meet each other soon. We still have some questions about what happened during your last mission.

Stone: I will try my best. Memory is a bit hazy... the lab guys at Starrware said they had to replace parts of my brain...

Dr. Erskine: Just start after you got hit in your chest by this plasma beam. Rogers mentioned some problems with your gear.

Stone: Yes, but that was before.The equipment started malfunction one by one. First the d@mn long range communication, then the more personal gear... thank god for the CQC training...

Dr. Erskine: Not so fast Sergeant, had you seen the captain near the radio operator.

Stone: No, he was leading from the front, as always, with me right behind them. Some [redacted] called me "his bucky" for staying alway so close to him... are you suggesting ...

Dr. Erskine: I suggest nothing, we just have to proof all data. Continue.

...

Stone: I didn't really felt the pain. Why did had these gray skinned freaks to carry big guns in addition to big claws and teeth anyway?

But I must have blacked out as suddenly all the others were gone, I was unable to move and the captain was blinded. I still cannot believe we made it.

Dr. Erskine: Had the captain shown any irregularities or did he seemed not in full control of himself...

Stone: Stop! The man saved my life! I will not help you to get him framed for anything! I will...

Dr. Erskine:  Gamma - Zeta -Prime.

(sound of metal falling down)

Dr. Erskine: Get him back and delete all memories of this conversation.

End debriefing


Image
Last edited by Walking Dad on Tue Sep 18, 2012 3:12 pm, edited 1 time in total.
English isn't my native language. Have patience, please.

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