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The Cast in Cosmic Hunters Head

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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The Cast in Cosmic Hunters Head

Postby Cosmic Hunter » Mon Jun 11, 2012 7:24 pm

this will be the spot where I place all the various characters that I have built that are just itching to get out of my head!

Sadly enough all of these characters are of my own creation. However if you find something that you like, be not afraid to use the build or information for the character as you wish :) , and more will be forthcoming as I try to get used to the new rules for 3rd edition!

Heroes:
Olympian (3rd/ PL10)
Street Light (3rd/ PL10)
Backlash(2nd/PL10)
Fortress (2nd/PL8)
Matter-Shifter (2nd/PL8)

------------- Hero Universe (As of yet unnamed)-----------------
Heroes:

-Teen Hero Team (As of yet unnamed)
Turbo (3rd/PL8)
Synthesis (3rd/PL8)
Sidewinder (3rd/PL8)
Rocket (3rd/PL8)
Growth-Spurt (3rd/PL8)
Dense(3rd/PL8)
Rebound(3rd/PL80
Scatter-Brain(3rd/PL8)
Arrow(3rd/PL8)
Spirit-Born(3rd/PL8)
Potential(3rd/PL8)
Vault(3rd/PL8)
Protégé(3rd/PL8)
Blowtorch(3rd/Pl8)
Evening Star(3rd/PL8)

- Legacy Team (as of yet unnamed)
Trinity -soon to come
Gifted - soon to come
Morning Star - soon to come
Watch-Guard - soon to come
Ranger (MIA) - soon to come
Unity - soon to come
Finish Line - soon to come
Vulcanus - soon to come
Rag-Doll -soon to come
Compound -soon to come
Thought-Tech -soon to come
Victor - soon to come

Villains:
- The Society
Brain-Trust
The Lemur
Man-Shark
Major Havok
Mistress Lash
The Bug
Janos
The Lamprey
The Pendulum
Killer-Shot
Demona
Mirror

- New Citizens
Explosive
Toxica
Cold Shoulder
Fright-Knight
Pain
Event Horizon
Troubadore
Beam
Dirtnap
Trouble
Mazerong: The Child Sorcerer
Break-Up
Feral Child
Two-Thoughts
Mercuria
---------------------------------------------

Villains:
The Laughing Man (2nd/PL12)
The Raven ( 2nd/ PL10)


3rd Edition Random Character Generator produced
1. Construct: Undead= Dead Gentleman (Hero)
2. Energy Controller: Charismatic= Faultline (Hero)
3. Battlesuit: Genius= Quantum (Hero)
Last edited by Cosmic Hunter on Sat Feb 23, 2013 12:19 am, edited 42 times in total.
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Olympian

Postby Cosmic Hunter » Mon Jun 11, 2012 8:34 pm

Olympian- PL:10

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

Skills:
Acrobatics: 10 (+14), Athletics: 10 (+12), Close Combat: Collapsing Staff: 6 (+10), Expertise: Gymnastics: 8 (+9)
Ranged Combat: Bow and Arrows: 7 (+10), Slight of Hand: 6 (+9)

Advantages:
Agile Feint, Accurate Attack, Assessment, Defensive Roll: 5, Eidetic Memory, Improved Aim, Improved Initiative: 3, Instant Up, Precise Attack, Quick Draw, Skill Mastery (Acrobatics), Uncanny Dodge

Powers:

Reflex Memory: (Variable 3: Physical Skills and Advantages, Free Action, Continuous Duration, Limited: Traits seen in Action, Limited: Targets total Bonus. Feature 1: mimic physical movement.) 24 points

Bow and Trick Arrows: 23, Removable: Easily removable: -10 points: Total= 13 points
-Arrow: (Damage 10: Ranged:) 20 points
-Gas Arrow: (AE: Affliction 10, Alternate Resistance: Dodge, Limited: Impaired, Area: Cloud)-1 point
-Stun Arrow: (AE: Affliction 10, Alternate Resistance: Dodge, Limited: Stun only)-1 point
-Smoke Arrow: (AE: Concealment 5, Attack, Area: Cloud) - 1 point

Collapsible Staff: ( Strength Based Damage 5, Reach: 5 feat, Feature 1: Collapsible) 7 points, Removable: Easily removable: -1point: Total= 6 points

Offense:
Initiative: +16
Close Combat: +4 - Strength Damage +2
Collapsible Staff: +10 - Staff Damage +7
Bow and Arrows: +10 - Bow and Arrow Damage +10

Defenses:
Dodge: 12, Parry: 12, Toughness: 8/3*, Fortitude: 7, Will: 6
*Without defensive roll

Complications:
Reputation: Olympian wants to break away from the villainous past that his family holds and as a result he desperately seeks the approval of the heroes that he admires, and desperately wants to be seen as a hero himself.
Doing Good: Unlike his father and Grandfather, Olympian wants to do good at the end of the day and will use all of his skills and abilities to make sure that the world can turn for one more day at the least.
Identity: Olympian wants to keep his normal everyday identity a secret, at least to the average bystander.

Languages:
English

Breakdown: Powers 43 + Abilities 42 + Skills 23 + Advantages 18+ Defenses 24= 150

Real Name: David Finley Grayson III
Secret Identity: Olympian
Age: 20

David Finley Grayson was born to the now infamous villain known as The Athlete. Although the Athlete had technically "retired" from the life of a hardened criminal he never stopped trying to train the next generation of Athlete just as his father had trained him. David jr had developed reflex memory just like his father and grandfather just as David senior had hoped and he used that to train David in every skill that he had gained himself. While undergoing training Jr was pushed to the absolute limit of his own capabilities all the while he heard glory stories of the various crimes and feats that David senior had committed during his time as the Athlete. Call it a quirk or ironic phenomena, Jr wanted absolutely nothing to do with the criminal activity of his father and his Grandfather before him. However he felt trapped in many ways to succumbing to the lifestyle of the family, and growing up with only his father didn't help him to break from that line of thought. When David Jr went out to attempt to commit his first crime he hesitated and instead went out to stop a crime already in progress. From that moment he swore to fully break away from his family legacy and took on the mantle of Olympian and set out to become a hero.
Last edited by Cosmic Hunter on Tue Jun 12, 2012 8:32 pm, edited 4 times in total.
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Street Light

Postby Cosmic Hunter » Mon Jun 11, 2012 9:05 pm

Street Light- PL:10

Abilities:
Strength: 1 (5 in armor), Stamina: 2, Agility: 2, Dexterity: 3, Fighting: 2, Intellect: 3, Awareness: 1, Presence: 2

Skills:
Acrobatics: 10 (+13), Deception: 10 (12), Expertise: Physics: 14 (+17), Insight: 10 (+11)

Advantages:
Ranged Attack: 4, Melee Attack: 4, Taunt, Agile Feint, Accurate Attack, Evasion, Move-by Action

Powers:

Street Light Suit: 79 points. Removable: -16, Total: 63 points

-Yellow Light Caution! (Force field 6, Impervious)

-Green Light Go! (Speed 10, Affects others, Range: Ranged, Action: Standard.)

- Red Light Stop! ( Affliction 10, Limited: Immovable, Paralyzed. Fortitude save)

- Mixed Signals! (Damage 10, Range: Ranged)

- Its a Suit, Man! (Protection 4, Enhanced Strength 4)

- Momentum, Momentum, Momentum! (Speed 4, Improved Initiative 3)

- Combat Sensors ( Super-Senses: 4, Direction sense, Distance sense, Radio, Time sense)

Offense:
Initiative: +2, (+14 with suit)
Basic Melee: +6- Strength Damage: +5
Ranged : +7 - Blast Damage: +10

Defenses:
Dodge: 6, Parry: 6, Fortitude: 7, Will: 8, Toughness: 2/6*/12**
*with suit, **active force field.

Complications:
Identity: Under the suit Street light is just an average normal dude...Well a physics nut, but still a normal guy.
Doing Good: Street Light wants to be a good guy and help people. He might complain every once in awhile, but he really does like helping people.

Real Name: Oliver C. Kenson
Secret Identity: Street Light
Age: 19
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The Laughing Man

Postby Cosmic Hunter » Wed Jun 13, 2012 8:41 pm

The Laughing Man- PL:12

Abilities:
Strength: 12 (+1), Dexterity: 20 (+5), Constitution: 16 (+3), Intelligence: 14 (+2), Wisdom: 10 (+0), Charisma: 22 (+6)

Skills:
Acrobatics: 8 (+13), Intimidation: 8 (+14), Knowledge: Behavioral Sciences: 8 (+10), Profession: Psychologist: 12 (+12)

Feats:
Attack Focus: Ranged: 4, Defensive Roll: 5, Improved Initiative, Move-by action, Acrobatic Bluff

Powers:

Joking Personality: (Emotion Control: 10, Extras: Area, Limited: Joy only, [works like despair]) 20 points

Mr Hand: (Device-Easy to lose: 6) 18 points
*Gabbing Mouth Blast: - Blast: 12- 24 points
-Alternate Powers:
*Confusing left eye: Confuse 12 (Sense Dependent- Eye Contact) 1 point
*Right Hypnotic Eye: Mind Control 12 ( Extra: effortless, Sense Dependent- Eye Contact, Limited to one
command: "Dance and be happy!") 1 point

Buzzzzzzz Gun: (Device: Easy to lose:5) 15 points
* Electric shock:- Blast: 12

Joy Bombs!: (Device: easy to lose: 6) 18 points
*Ranged Damage 10, Area: Burst

Offense:
Initiative: +9
Attack: +6, Ranged: +10, Melee: +6
Defense: +12

Saves:
Toughness: +8/+3*, Fortitude: +7, Reflex: +12, Will: +8
*Without Defensive Roll

Power Point Total:
Abilities: 34 + Saves: 18 + Defense: 24+ Combat: 12 + Powers:71 + Skills: 9 points + Feats: 12 = 180 points
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The Raven

Postby Cosmic Hunter » Thu Jun 21, 2012 5:46 pm

The Raven- PL:10

Abilities:
Strength: 16 (+3), Dexterity: 28 (+9), Constitution: 26 (+8), Intelligence: 12 (+1), Wisdom: (+1), Charisma: (+0)

Skills:
Intimidation: 12 (+12), Gather Information: 12 (+12), Knowledge: Playwrites 12 (+13), Knowledge: Method Acting 12 (+13), Profession: Actor 12 (+13), Sense Motive 4 (+5)

Feats:
Fearsome presence: 3, Minnions: 5, Equipment: 2, Diehard, Eidetic Memory

Powers:

Darkness control 10 (Total visual concealment for 1 mile)
- Alternate powers:
* Dazzle: 10 (Visual)
* Blast: 10
* Drain: 10 ( Energy: Light, heat, radiation, etc)
* Snare: 10

Super-Senses: 2 ( Darkvision)
Flight: 4

Equipment:
Headquarters: 10
Minnions: Generally Criminals from the M&M Rulebook

Offense:
Initiative: +9
Attack: +8
Defense: +8

Saves:
Toughness: +8, Fortitude: +8, Reflex: +12, Will: +9
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Backlash

Postby Cosmic Hunter » Sun Aug 19, 2012 9:05 pm

Backlash

Backlash
PL: 10
PP: 150

-Abilities:
Strength: 14 (+2), Dexterity: 18 (+4), Constitution: 16 (+3), Intelligence: 12 (+1), Wisdom: 12 (+1), Charisma: 16 (+3)

-Saves:
Reflex: +10 , Fortitude:+7, Toughness:+3/+6*, Will:+7

- Combat:
Defense: +14
Initiative: +12
Attack Bonus: +4
Ranged: +4
Melee: +4, +10 with Energy Whips

- Feats:
Defensive Roll: 3*, Attack Specialization (Energy Whips): 3, Grappling Finesse, Improved Initiative: 2, Move By Action, Ambidexterity, Instant Up, Acrobatic Bluff, Skill Mastery ( Acrobatics, Climb, Escape Artist, Sleight of Hand), Luck:1

-Skills:
Acrobatics: 12 (+16), Bluff: 8 ( +11), Climb: 12 (+14), Concentration: 8 (+9), Drive: 8 (+12), Escape Artist: 12 (+16), Notice: 8 (+9), Sleight of Hand: 8 (+12), Sense Motive: 8 (+9), Stealth: 12 (+16), Pilot: 8(+12), Ride: 8 (+12)

-Powers:
Energy Whips: Damage: 4, Mighty, Extended Reach: 3 (15feet), Split Attack, Linked to Enhanced Feats: 3 (Improved Disarm:3)
AP-: Trip: 8, Improved Trip, Split Attack
AP-: Move Object: 10, Limited Direction: Towards or away from Backlash
AP-: Snare: 5, Engulf
AP-: Super Movement: 1 ( Swinging)
*15 points

Free Running: Super-Movement: 5 (Slow Fall, Sure Footed: 3, Wall-Crawling: 1), Linked to Speed:2 (25 MPH) and Enhanced Feats:1 (Environmental Adaptation- Urban) - Power Loss: when not in urban environment)
* 12 points


Background/ Motivation/ Complcations
1: Identity: Kevin Blackmore
2: Motivation: Atonement, Thrills, and doing what is right
3: Reputation: Former mind controlled thief for Sabian the Mad Ringmaster and his Dark Circus
4: Enemy: Sabian and the Dark Circus

Since he was young all Kevin Blackmore wanted was to be the best acrobat in the world. That dream lasted until he was about 14 years of age. Kevin was born to circus parents both of whom were both acrobats and trapeze artists. It was no surprise to note that this was where his acrobat dreams began. However the dream also died with them as well. His father Thomas was killed in a car accident when Kevin was 12 and his mother Violet was taken only three years later from lung cancer. Left alone as a ward of the state, whatever dreams of acrobat stardom he ever wanted slipped away due to the fact that he blamed his parents death on the fact that they didn't have any money or nice things. Although the dream was gone Kevin didn't really know what to do but continue on. He was taken in by a kind Ringmaster named Edward Moore and continued to do what he did best: His acrobatic and trapeze act.

Years passed by, the circus toured the country and the entire world for show after show. All the while Kevin traveled around between shows seeking out a new job and/or a better lifestyle. It was one such excursion to a chemical research and chemical disposal facility... or something along those lines, when the whole plant exploded and Kevin was caught in the blast. The explosive mixture seeped into his body and gave him rather unusual powers. Kevin found that he could form semi-solid bio electric energy whips that he could utilize for various utilities. Kevin tried his best to keep his abilities at least somewhat hidden. Regardless he still caught the attention of famous ringmaster Sabian head of Sabian's Wondrous Circus. Sabian approached Kevin about joining his troop and for some reason Kevin just couldn't say no. Years passed and Kevin found himself with a foggy head and a disjointed memory from time to time. The nagging feeling of curiosity caused him to seek out an explanation for his feelings and one night Kevin decided to trek around the circus. He found out Sabian had powers of his own, that he could control the minds of others and he had an interesting talent of finding people with super powers. Horrified Kevin kept his knowledge secret for as long as he could all the while tipping off the authorities to the Dark Circus's crimes and planning his escape. Within the year Kevin found a way out of the military like compound and found himself in the world a free man. Now 20 years old, Kevin tried to set himself up on his own. However he felt a nagging in the back of his mind and realized that he needed to find a way to atone for his crimes while he was under mind control. Donning a heavily modified version of his former thief outfit and struck it out as Backlash to stop crime wherever it may be.
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Random Character Generator...Characters!

Postby Cosmic Hunter » Sun Aug 19, 2012 9:15 pm

So I purchased the Mutants and Masterminds GM Kit awhile ago. However I had only given the Random Character generator a quick glance when I had purchased it. However a few days ago I had actually looked into the resource a little deeper and I found the proverbial M&M Character concept GOLDMINE that the generator actually is. It is a fantastic tool for both new and old players and game masters. As a result I figured that I would utilize my sporadic writing abilities and do some concept creation by utilizing the randomness of the generator as inspiration. These are what I came up with in the order of which they were created and there are many. So...Enjoy!
Last edited by Cosmic Hunter on Sun Aug 19, 2012 10:06 pm, edited 1 time in total.
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1. Construct: Undead= Undead Gentleman

Postby Cosmic Hunter » Sun Aug 19, 2012 9:28 pm

Rolls:

Roll: 1d20 → [2] = (2)
Construct

Roll: 1d20 → [17] = (17)
Undead:

Roll: 1d20 → [15] = (15)
Dabbler:

Roll 1: 1d20 → [14] = (14)
Seeker:

Roll 2: 1d20 → [1] = (1)
Brute:

Roll: 1d20 → [5] = (5)
Bestial:

Roll: 1d20 → [6] = (6)
Fast and Tough

Roll: 1d20 → [3] = (3)
Inhuman Brain:

Character Sheet

Abilities:
Strength: 6, Stamina:- ,Agility: 2, Dexterity: 3, Fighting: 6, Intellect:1, Awareness: 2, Presence: 2

Advantages:
Inventor, Skill Mastery: Technology

Skills:
Investigation: 5, Perception: 3, Persuasion: 4, Athletics: 6, Intimidation: 6

Powers:

Bestial:
• Enhanced Traits: 16 (Close Attack: 8, Diehard, Evasion, Improved Critical (unarmed), Improved Initiative: 2, Takedown, Uncanny Dodge)
• Leaping: 2 (30 feet)
• Movement: 1 (Wall-Crawling)
• Senses: 2 (Darkvision, Tracking)
Damage Resistance:
• Impervious Protection 8
Unliving:
• Immunity 38 (Aging, Critical Hits, Fortitude Effects, Sensory Affliction Effects)
Fast and Tough:
• Enhanced Defenses: 12 (Dodge: 8, Parry: 4)
• Impervious Protection: 2
Inhuman Brain:
• Immunity: 10 (Mental effects)

Complications:
• Motivation: Doing Good
• Prejudice
• Weakness- Magic

Background:

Name: Dead Gentleman

Former Identity: William Rothschild III

William grew up on the better side of tracks as many would say. Others would tell him he was born with a silver spoon in his mouth. Regardless of the various insults and shunning, William would try to rise above it all and be as good a person as he could be. William was nice to everybody regardless of wealth level, or social status, and although there were times when people would attempt to use him because of it he never tried to seek revenge for such acts against him. He would always shrug it off and was more than happy to set his attention elsewhere.
William had a penchant for Archeology and for some of the rudimentary sciences, particularly chemistry. He wasn’t the best versed in any scientific subject but he could usually hold his own in an intelligent conversation that someone was having on various technological or scientific subjects. A bit of a dreamer as well, William just knew it in his heart that there was a better method to energize the world. He spent countless years of his 20’s studying books of all sorts: Scientific journals, Archeology texts, and even a few books from Mythology and Religion in an attempt to find something that might have even been hinted at. After years of search and study William found his “gold mine”. Beneath the surface of the fabled Tomb of the biblical figure Lazarus, William and his fellow explorers found a font of energy. Something that they could not quite fully describe, William was dead sure that this pool of energy was in fact the answer to all the world’s vast energy problems and he knew if he could find a way to harness the energy all the world could live just a little easier.
After Months of testing, and research with little to no breakthrough William and his team were stumped on how to proceed with finding a way to harness the powerful energy store deep within the earth however William would never quite get the chance to solve his dilemma. An accident occurred on the dig site and caused William to be thrust towards the energy, as he fell he felt the powerful force of the Lazarus pool meld with his body however the amazing force of the energy also seemed to tear him apart. Too much for one man’s body to contain. Months went by and everyone mourned the loss of William Rothschild III. However something…unexpected happened. William crawled up out of the pool, with new found strength and ferocious vitality. However the energy itself had fully taken its toll, and had turned William into an undead monstrosity. William escaped to America, hoping that the abundant amount of strange creatures and super powered beings would allow him just a little leeway in terms of his powerful, yet somewhat freakish appearance. Regardless of his looks he knew that he needed to do something and he tasked himself with helping whomever he could however he could while he searched for a way to either return him to normal or to bring him to peace.
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Energy Controller: Charismatic= Faultline

Postby Cosmic Hunter » Fri Aug 24, 2012 11:25 pm

Rolls

Roll: 1d20 → [5] = (5)
Energy Controller:

Roll: 1d20 → [6] = (6)
Charismatic:

Roll 1: 1d20 → [1] = (1)
Aggressive:

Roll 2: 1d20 → [17] = (17)
Wisecracker

Roll 1: 1d20 → [12] = (12)
Popular:

Roll 2: 1d20 → [17] = (17)
Pilot/Driver:

Roll: 1d20 → [20] = (20)
Vibration:

Roll: 1d20 → [3] = (3)
Energy Control 1:

Roll 1: 1d20 → [7] = (7)
Energy Constructs:

Roll 2: 1d20 → [10] = (10)
Energy Manipulation:

Roll 3: 1d20 → [12] = (12)
Energy Weapon:

Roll: 1d20 → [10] = (10)
Energy Shield

Roll 1: 1d20 → [20] = (20)
Transmit:

Roll 2: 1d20 → [14] = (14)
Flight:


Character Sheet

Archetype: Energy Controller

Abilities:
STR: 0, STA: 3, AGL: 3, DEX: 3, FGH: 3, INT: 0, AWE: 2, PRE: 3

Advantages:
All-Out Attack, Power Attack, Fearless, Taunt

Skills:
Ranged Combat: Vibration Control: 5, Deception: 7, Insight: 4, Persuasion: 4, Technology: 4, Vehicles: 4

Powers:
Vibration Control Array:
• Vibration Blast: Ranged Damage: 12
• AE- Vibration Constructs: Create: 12
• AE- Vibration Manipulation: Deflect: 12 (reflect, Redirect, Limited to energy attacks)
• AE – Vibration Weapon: Penetrating Damage: 12
Quick Change:
• Feature: 1 (Transform into costume as a free action)
Vibration Immunity:
• Immunity: 5 ( Immune to Vibration damage)
Vibration Shield:
• Enhanced Defenses: 10 (Dodge: 5, Parry: 5)
• Impervious Protection: 5
• Sustained
Vibration Sense:
• Senses: 1 (Vibration Sense)
Transmit:
• Teleport: 14 (60 miles), Medium: (Vibrations)
Flight:
• Flight: 7 (250 mph)

Defenses:
• + 4 Dodge
• +1 Parry
• +5 Fortitude
• +0 Toughness
• +6 Will

Complications:
• Identity: Rick Jevins, cocky professional driver for top big wig John Malcolm
• Motivation- Responsibility: Rick is very cautious with his powers and knows that he needs to be careful when he chooses to bring them to bear
• Quirk – Reckless: Rick is exceptionally cocky for all the attempts at using his powers responsibly. As a result he sometimes overdoes things, or can grossly underestimate the situation.

Background:

Name: Faultline

Rick Jevins was born much like every other middle class child in the United States. The level of average never really receded as he aged and as a result Rick was never really “motivated” towards any direction in particular. Regardless of his lack of distinct direction Rick was always a “gung ho” and somewhat brash person. He was never harsh or anything like that it was rather more about his free spiritedness and his bold action. However as he aged the lack of immediate sense of direction seemed to catch up to him a little.

Rick’s powerful personality and his kindness brought him a lot farther than many thought they would. He found himself in college and he seized the opportunity to learn anything and everything that he could. Rick got what at one point was a mostly part time job as a local limo driver to make some of the more difficult ends meet. However one of his frequent customers, the very wealthy John Malcolm the CEO of Inter-Tech industries, decided that he liked the young lad so much that he offered him a permanent position as his personal driver. Rick would have hesitated if it weren’t for the fact that Mr. Malcolm was paying twice what the limo company was paying him and he also allowed Rick to work around his class schedule. Rick never thought he could have had it made quite like he currently had it, however things began to change…at least somewhat. A small chemical fire caused a small contained explosion within one of the labs across town. Unfortunately, Rick and Mr. Malcolm were caught in the blast. However strangely enough neither of the men was injured in any capacity, instead Mr. Malcolm exhibited no signs of any sort of ill-side effect while Rick on the other hand began to…Shake almost uncontrollably.

In a quick burst of energy Rick found himself being propelled through the air by nothing more than the force of the vibrations that he was releasing. As he landed in a small clearing some distance away Rick tried to figure everything out. Other then not knowing exactly what was going on per se he knew that he could produce some kind of vibrational energy from his body. Rick was sort of happy he had powers, and also sort of not happy about it at the same time. He liked the feeling of power but he knew that it was a big responsibility to put on his shoulders. He wasn’t going to let himself just let them go to waste though and decided upon the name Faultline and began using his powers to help people as best he could.
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Battlesuit: Genius= Quantum

Postby Cosmic Hunter » Sat Aug 25, 2012 12:10 am

Rolls

Roll: 1d20 → [1] = (1)
Battle suit:
Roll: 1d20 → [7] = (7)
Genius:

Roll 1: 1d20 → [6] = (6)
Inventor:

Roll 2: 1d20 → [9] = (9)
Lucky:

Roll 1: 1d20 → [13] = (13)
Sciences:

Roll 2: 1d20 → [5] = (5)
Sciences:

Roll 1: 1d20 → [14] = (14)
Omni-Blaster:

Roll 2: 1d20 → [10] = (10)
Micro Rockets:

Roll 3: 1d20 → [6] = (6)
Plasma Bolts:

Roll 4: 1d20 → [3] = (3)
Electro Stunner:

Roll: 1d20 → [4] = (4)
Gravity Drivers:

Character Sheet

Archetype: Battlesuit

Abilities:
STR: 0, STA: 1, AGL: 1, DEX: 2, FGH: 2, INT: 8, AWE: 2, PRE: 2

Advantages:
Eidetic Memory, Improvised Tools, Inventor, Ultimate Effort (Technology), Well-Informed, Beginners Luck, Luck: 2, Redirect, Teamwork

Skills:
Expertise: Science: 12, Perception: 8, Technology: 12

Powers:
Offensive Array:
• Plasma Blast: Ranged Damage: 10, Accurate: 4
• AE-Omni-Blaster: Cone Area Damage: 10, Penetrating:4
• AE- Micro Rockets: Ranged Burst Area Damage: 8
• AE- Plasma Bolts: Ranged Multi-attack Damage: 6, Accurate: 6
• AE- Electro Stunner: Ranged Affliction: 10 (Resisted by Fortitude; Dazed, Stunned, Incapacitated) Accurate 4
• Removable
Ability Amplifier:
• Enhanced Defenses: 16 (Dodge: 4, Parry: 4, Fortitude: 4, Will: 4), Removable
Armored Shell:
• Impervious Protection: 8, removable
Sealed Systems:
• Immunity: 10 (life Support), Removable
Gravity Drivers:
• Flight: 7 (250 MPH), Removable
• AE- Space Flight: Movement: 2 (Environment Adaptation – Zero G, Space Travel 1)
Communication Systems:
• Radio Communication: 2, Removable
Sensors:
• Senses: 2 (Extended Vision, Infravision), Removable

Defenses:
• +4 Dodge
• +2 Parry
• +2 Fortitude
• +0 Toughness
• +4 Will

Complications:
• Identity: Bradley Winstrom, Mechanical engineer and scientist who works for Future Sight Technologies
• Motivation – Doing Good: Bradley ultimately wants to do the right thing, even passed his own single mindedness.
• Quirk – Cat killing Curiosity: Bradley needs to know everything that he can get his hands on and as such that need to know can sometimes get him into trouble, even in the thick of combat.


Background:

Name: Quantum

Bradley Winstrom had been born smart. There just wasn’t any particular way around it. He often found himself talking about things that his friends and parents couldn’t quite fathom let alone keep up with in a conversation. However Bradley never let this fact go to his head. Usually overly quite Bradley would usually have his head nose deep in some new scientific journal or textbook when not enjoying whatever “normal” activity that he would be dragged towards with his friends. It was no surprise to anyone he knew that Bradley would not only graduate college with high honors, but would also graduate two years early. With advanced degrees under his belt Bradley had no problem finding places to work at. However, the trick was finding a place that was willing to let him experiment and design to his heart’s content. He found just that with the CEO of Future Sight Technologies. Rebecca Sternum wasn’t the average shrewd businessman in a suit. In fact none of those words seemed to fit the CEO save for her usual suit attire. As a result Bradley felt instantly comfortable with the environment.

Years of work and Bradley knew he was onto a breakthrough. He had been working for the company for three years when he stumbled upon a possible energy source that could be a possible solution for the world’s energy crisis. He called the energy Quantum energy and he set on the monumental task of finding out how to produce it, and how to contain it. Three more years of work yielded some breakthroughs. In fact he was able to generate the energy in small burst like doses, and could contain the energy in a special “battery”. He decided to give his find a test run. And given his mechanical skills he set out to find something to design to have the energy be the power source. He created a suit of powered armor, and integrated the battery into the device. Utterly thrilled when he found that the machine worked he set out for a test drive and found that the machine worked at peak performance levels, however things took a turn for the worse when Bradley watched a building catch fire. In a hurry Bradley charged into the scene and helped get as many people as he could out of the burning building. He felt ashamed that he wasn’t able to save everyone but he now had a secondary purpose: To use his energy and power suit to help people and from that day forward Quantum was born.
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Fortress

Postby Cosmic Hunter » Fri Aug 31, 2012 9:22 pm

Name: Fortress
PL: 8
Power Points: 120

Abilities:
Strength: 10/26* (+0/+8), Constitution: 10 (+0), Dexterity: 16 (+3), Intelligence: 16 (+3), Wisdom: 14 (+2), Charisma: 14 (+2)

Saves:
Reflex: +5, Fortitude: +5, Toughness: 0/ +8**, Will: +5

Feats:
Melee Attack Focus: 4, Improved Imitative: 1, Power Attack, Interpose, Teamwork: 2, Well-Informed, Improved Sunder, Set-Up, Stunning Attack, Improved Block: 3, Weapon Break, Assessment,

Skills:
Acrobatics: 8 (+11), Climb: 8 (+8/+16), Diplomacy: 12 (+14), Gather Information: 8 (+10), Investigate: 8 (+11), Notice: 12 (+14), Pilot: 4 (+7), Search: 12 (+15), Sense Motive: 12 (+14), Survival: 8 (+10), Swim: 4 (+4/+12),

Combat:
Defense: + 8
Initiative: +11

Attacks:
Base: + 4
Ranged: +4
Melee: +8

Powers:
Force Armor:
• Impervious Protection: 8**
• Linked to: Enhanced Strength: 16*
• Flaw: Action- Move Action (-1)
• 24 points

Background:

Secret Identity: Randall Grayson
Age: 18

Complications/ Motivations:
• Motivation: Doing Good. At the true end of the day all Randall really wants to do is to do the right thing.
• Identity: Fortress really wants to maintain his secret identity and go along with the needs of the academy.
• Complications: Fortress is a mutant, but not only that Fortress is a mutant who comes from another dimension


Randall Grayson was born same as any other kid that grew up in what was middle Class suburbia. However, that shortly changed as his mutant powers started to manifest themselves when he was young. This is truly where the lines between Randall’s Earth and other Earths became rather skewed. In Randall’s dimension Mutations are the predominant, if not the only, source for powers of any kind. Due to an event long ago in history that was never truly defined or described to Randall when he was young, all mutants were to be taken away from their families and placed into what were known as Watching Grounds. The Watching Grounds were rather large dome like structures that seemed to stretch on for miles in places that were deemed unfit for normal habitation. These Watching Grounds proved to be nothing more than large prison units attempting to contain and put Mutants to work in various capacities. Since Randall was 10 the grounds were basically all that he knew, and however intense it could get Randall supposed that it could have been much, much worse.
Due to the Nature of Randall’s powers, being able to form a sort of force construct like armor around his body, he tended to be placed in jobs requiring slightly more difficult and more labor intensive jobs. They were insured that it would never be life threatening, but Randall knew that it could still be very harmful for anyone unable to keep their powers in check. A few years passed and something… strange happened. One night outside the small slit sized window of his “room” Randall could see a quick flash of pulsing purple light. As soon as it came into view he quickly closed his eyes. As soon as he opened them however he realized that his whole environment changed. He could see that he was no longer within the confines of the Watching Ground and he saw the familiar, yet oddly different sight of the outside world. As he walked around Randall knew that he wasn’t smack dab in the middle of the Kansas Badlands anymore. Unsure of what to do, or where to turn Randall felt utterly lost and without knowledge of just about anything that lay around him. However when he found himself accidently stumbling on the scene of a crime in progress, Randall couldn’t help but do what he had hoped was the natural instinct of anyone with mutant powers: To help those in need, and to keep others in check if necessary. Randall activated his powers and gave back the various stolen goods or whatever it had been. Watching the entire scene unfold another more experienced hero talked to Randall and told him to seek out the Aegis Academy and plead his case to the board. Although accepted into the program the board knew that Randall was going to need a tutor to show him about any subtle differences between the Earth he was from, and the Earth that he currently found himself a part of.

Notes on the Watching Grounds and Fortress' Earth:
Fortress' Earth is actually a decade or so ahead of "real Earth" (The year was roughly 2024 when Fortress was shunted into real Earth), though it wouldn't appear that way in terms of the technology or any other aspect of the world, which still looks like it was from 2012. The "subtle" differences were more social, and intensive than in real Earth. Essentially with the intensifying tensions caused by the Cold War, U.S and U.S.S.R Scientists rushed to find ways of bringing more "firepower" to bear in case it was ever necessary. Both sides toyed with the idea of creating some type of super soldier. To some degree both sides had succeeded. However these measures proved to be both ill timed, and ill fated. Instead of working like they were supposed to, these serums proved to instead of just influencing one individual, began to spread like a virus through people. However not everyone exhibited changes due to the effects of the serums, those that did however developed mutant abilities of all types. These individuals caused, mass chaos and panic among the populace of the world. People became so afraid and paranoid of one another that people began to place Mutants in "holding locations" just to relieve a little of the fear. As a result, a joint world imitative began to develop the first Watching Grounds. The Watching Grounds were developed to be part "prison", part place for easy and extensive labor. However grim the conditions could get, there was usually never anything truly to fear save for the mutants themselves. Each state has exactly one Watching Ground that is placed in a place known as "The Badlands" barren pieces of land set aside for the Watching grounds and the residents within.

Personality:
Randall is for the most part a sort of shy observant person, someone who likes to interact with people while at the same time prefers to kind of keep himself quiet unless spoken to. However Randall is quick to help whenever someone needs it, and he likes to think of himself as a person that will go to any length to help anyone who asks.
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Matter-Shifter

Postby Cosmic Hunter » Fri Aug 31, 2012 9:27 pm

Name: Matter- Shifter
PL: 8
PP: 120

Abilities:
Strength: 10/26 (+0/+8), Constitution: 10 (+0), Dexterity: 16 (+3), Intelligence: 12 (+1), Wisdom: 16 (+3), Charisma: 12 (+1)


Saves:
Reflex: +5, Fortitude: +4, Toughness: +0/+8 (4 Impervious), Will: +4


Feats:
Attack Specialization (Fire Blast): 2, Attack Specialization (Suffocate): 2, Attack Specialization (Liquid Blast): 2, Melee Attack Focus: 4, Improved Initiative: 1, All-Out Attack, Jack of All Trades

Skills:
Acrobatics: 4 (+7), Bluff: 4 (+5), Gather Information: 4 (+5), Notice: 4 (+7), Sense Motive: 4 (+7)

Combat:
Defense: +8
Initiative: +7


Attacks:
Base Attack Bonus: +4
Ranged Attack: +4, +8 Fire Blast, +8 Suffocation, +8 Liquid Blast
Melee Attack: +8


Powers:

Matter Shifting Array: 55 points
Heat/Fire Form: 13 – 52 points
1. Insubstantial: 3
2. Energy Aura: 4
3. Flight: 4
4. Immunity: 10 (Fire effects)
5. Fire Blast: Ranged Damage: 8
6. Requires Move Action (- 1)

Gaseous Form: 13– 1 point
1. Insubstantial: 2
2. Flight: 3
3. Immunity: 2 (suffocation)
4. Concealment: 2 (visual Concealment)
5. Suffocation: 6, Ranged
6. Obscure: 4 (Visual)
7. Requires Move Action (-1)

Liquid Form: 13 – 1 point
1. Insubstantial: 1
2. Elongation: 8
3. Concealment: 10, Limited to underwater
4. Immunity: 2 (Suffocation)
5. Swimming: 5 (50 MPH)
6. Liquid Blast: Ranged Damage: 8
7. Requires Move Action (-1)

Solid Form: 13 – 1 point
1. Density: 8 – 24 points
a. +16 Strength
b. +4 Toughness with Impervious
c. Immovable: 2
d. Super-Strength: 2
e. x8 Mass
2. Immunity: 11 (Life Support, Critical Hits) – 11
3. Protection: 4 – 4 points
4. Requires Move Action (-1 point)


Background:

Name: Oliver Tarley
Age: 16

Complications/ Motivations:
• Motivation: Doing Good – While Oliver can be a little, rash in terms of how he likes to resolve situations, he does ultimately want to help those in need.
• Identity: Matter Shifter is Oliver Tarley
• Motivation: Responsibility: Oliver knows that without guidance his powers could one day become way too out of control. However one might have a hard time getting it out of him.
• Complication: Oliver was a lab rat, and test tube baby for Dynex Industries and as such they are either out to get him, or to use him as a powerful puppet.

Oliver Jean Tarley was born in a test tube. However this fact had been hidden from Oliver for much of his early years. Oliver’s “parents”, Patricia and Dean Tarley, were nothing more than very, very talented improvisational actors hired by a company known as Dynex industries. Dynex had at one point long ago cornered the market on advanced research into weapons grade chemical compounds and other such less shady business dealings within similar veins. However as time progressed so too did the competition and as such Dynex found itself on the losing end of one long and uphill battle. However they struck gold when a few of their scientists had discovered a specialized chemical reagent that if processed correctly by the human body could in fact allow for various different effects , the most promising being that the being could in fact manipulate their bio-molecular chemistry to such fine and extensive detail that they could in a sense take on various different properties for any situation. The possibilities were way too good to pass up and the project was instantly green-lighted. But as all science experiments of this magnitude do they came upon a moral quandary. How could they utilize human DNA to test their formulas? After all the end goal of the entire project was to have a human individual be the one to utilize these extensive powers after all. The project almost immediately halted as a result, but it took a shrewd and less than moral businessman to solve that particular quandary: Create a human test subject. As a result the Scientists took samples of various stores of DNA that they had acquired over the years and coalesced all that they could to create one, close to perfect clone.
Project Bio-Chem began once again in earnest, as young Oliver grew within the test tube the various scientists of Dynax raced against time to perfect their compound before it was too late. As Oliver grew “old” enough they integrated the serum within his DNA structure and as a result found that they had at least created a suitable test subject. Oliver was released from his tank a few years later, now a small baby less than a few months old in a technical sense, and issued him to his “parents” for them to raise and bring him back and forth between a fake home and the lab that was his technical birthplace. Oliver grew older and older and already he was showing signs of abilities. He started to fully manipulate his chemical structure when he was eight years of age and through that he was forced into the lab more and more for study. The Dynax Corporation was overly proud of the level of success that they achieved that they let their guard slip. One night while Oliver, now 10, was on one of his extended “visits” to the lab he became confronted by one of the scientists that worked within the lab. This lab assistant, Edward Valinger, had worked on the project for some years but had never been aware fully of what the company was really up to until he did a little snooping of his own and found out all about the truth behind project Bio-Chem. Edward pulled young Oliver aside and gave him all the facts, truly not thinking of how damaging the truth could be to a 10 year old boy. Oliver dismissed it all, but something in the back of his mind nagged at him and caused him to want to investigate. He did a little digging of his own and found that his parents were nothing more than hired actors, and that while his memories had been his own they had all basically been a lie.
Scared, hurt, and enraged Oliver wanted to do everything in his power to stop this from happening to anyone, or anything else. And so one day utilized his abilities just a tad too early and caused the entire complex to ignite, destroying all the hard and intensive data that had been collected in the process. Though he wanted to hurt those responsible he couldn’t bring himself too, and instead he found that he was quickly saving everyone from the destruction that he had caused. He supposed that he just didn’t have the heart to harm anyone the way that he had felt harmed. Regardless he escaped and found his way out to Sunshine City, without a home, without a family, and without any past that would have been his own. Yet he heard rumors and hearsay about a place where people, specifically young people, with powers could go to learn how to better control and use them. He thought that he had nothing else to lose. He went forth and pleaded his case the best he could and found himself living in the Great Power Ranch.
Personality:
While quite reserved and just a tad broody, Oliver isn’t one to be overly mean or snide. Though he is frequently prone to rash action given the proper set up and motivation, he does really try however to fit in as best he can. Though sometimes he can act like a jerk without intending too even if his intentions are in the right place.
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Turbo

Postby Cosmic Hunter » Fri Jan 25, 2013 1:36 am

Turbo
PL: 8
PP: 120
Name: Darren Myers
Age: 17

Complications:
1. Motivation: Doing Good: At the end of the day Darren just wants to do the right thing. Sure he doesn't mind the idea of being respected for the idea, even if he doesn't want people to know who he is.
2. Motivation: Thrill Seeker: Darren loves the thrill of fast vehicles, and his constructs come from that part of him. Darren wants to go fast, and wants to cut loose as much as possible.
3. Secret Identity: While he loves the recognition for the whole super thing, he would rather not have to deal with the notion of his personal identity and his super career. (Note: This can easily be changed to something else if the entire family wants to be open with the fact they are supers.)
4. Relationship - Father: Darren Myers, a.k.a Thought-Tech: Darren is the son of the once famous hero Thought-Tech. While his father is an icon, Darren does everything to step out of the shadow of his fathers exploits. Unlike some of his fellow teammates, he tends not to worry too much about what his dad's reputation was/is. As a result that he can seem a bit more grounded in an overall sense than some of the others, but that doesn't mean that his way of thinking doesn't lead to some backlash. He tends to do things his way, as opposed to the way his "dad would have done it" and as a result that methodology can get him into trouble. Both from enemies, allies, and sometimes even his dad.

Abilities:
STR: 2 STA: 1 AGL: 4 DEX: 4 FGT: 3 INT: 0 AWE: 4 PRE: 3

Defenses:
Dodge: 4(8*) Parry: 3(8*) Toughness: 1(8*) Fortitude: 6 Will: 6

Skills:
Acrobatics: 4 (+8), Athletics: 4 (+6), Deception: 4 (+7), Perception: 4 (+8), Persuasion: 4 (+7), Stealth: 4 (+8), Sleight of Hand: 4 (+8), Technology: 4 (+4), Vehicles: 8 (+12)

Advantages:
Close Attack: 4, Ranged Attack: 2, Uncanny Dodge, Set-Up:2, Agile Feint, Improved Initiative 2, Teamwork, Instant-Up, Fascinate, Taunt, Move by Action, Ultimate Effort: Vehicle Checks, Skill Mastery: Vehicle Checks

Powers:
- There’s my Ride! -9 pts
o Summon Vehicle: Energy Plane: 2 – 6pts
- 30 pts
- Extra: Controlled
- Plane Characteristics: Size: Huge, Strength: 8 (6 tons), Toughness: 10, Defense: 8, Flight: 8 (500 miles per hour, 1 mile per round)
o AE: Summon Energy Speedboat: 1 - 1pt
- 15 pts
- Extra: Controlled
- Speedboat Charicaeristics: Size: Large, Srength: 6 (3,200 Ibs.), Toughness: 7, Defense: 8, Speed: 6 (120 miles per hour, 1,800 feet per round)
o AE: Summon Vehicle: Energy Car: 1 – 1pt
- 15 pts
- Extra: Controlled
- Car Characteristics: Size: Large, Strength: 5 (1,600 lbs.), Toughness: 8, Defense: 8, Speed: 6 (120 miles per hour, 1,800 feer per round)
o AE: Summon Vehicle: Energy Cycle: 1- 1pt
- 15 pts
- Extra: Controlled
- Cycle Characteristics: Size: Medium, Strength: 1 (100 lbs.), Toughness: 8, Defense: 10, Speed: 7 (250 miles per hour, 1/2 mile per round)

- If I’m going fast I need the protection. – 16 pts
o Energy Suit *
o Enhanced Dodge: 4- 4pts
o Enhanced Parry: 5- 5pts
o Protection: 7 – 7pts
- Flaw: Sustained (+0)

- Look What I can do! – 11 pts
o Turbo Charged Strike: Strength Based Multiattack Damage: 3- 8 pts
o AE: Energy Gauntlets: Strength Based Damage: 4 – 1 pt
o AE: Energy Chain: Strength Based Damage: 3 – 1 pt
- Feat: Reach: 2 (10 feet)
o AE: Energy Ball: Ranged Strength Based Damage: 2 – 1 pt
- Ricochet: 1

Combat:
Attacks:
Close Combat: 7
Ranged Combat: 6
Initiative: 12

Power points: Abilities: 38, Defenses: 7, Skills: 20, Advantages: 19, Powers: 36 = 120

Biography/Info

Darren is in many ways a typical teenage boy. He likes his music, games, and more than anything else he loves the idea of going fast. Ever since he could remember Darren has been mesmorized by the sounds of fast cars, motorcycles, and planes. Darren always wanted to go that fast and once he came into his powers he tried to figure out how that was a viable option. As Darren grew older and became a little more comfortable with himself, and his abilities, he could actually create the things he always dreamed of riding and now he wants to use those gifts of speed to help others out with the rest of his family.

Personality:

Darren is a little brash, not that he is angsty or even a jerk, but rather he likes things immediate and done as quickly as possible. Darren doesn't like to think things through all the time, rather preferring to get things done quickly. Darren loves the thrills that fast objects can provide and tends to use that to his advantage while he is in a fight.
Last edited by Cosmic Hunter on Wed Feb 27, 2013 2:48 pm, edited 2 times in total.
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Synthesis

Postby Cosmic Hunter » Sun Feb 10, 2013 3:44 am

Synthesis
Pl: 8
Pp: 120
Identity: Kyle Braddock

Complications:
1. Motivation- Fame: Although Kyle would rather prefer to keep his personal life a secret, he can't argue with the recognition that he gets when he runs around as a costumed superhero. He isn't really going to put people in harms way in order to get that recognition, but he can't argue with the results from time to time.
2. Quirk- Can be recless: Kyle is still trying to get full control over his biomelecular controling abilities, but there are times where he doesn't take this need for control very seriously. As such he has been known for being a little recless from time to time.
3. Secret Relationship: Though Kyle does know his mentor, what he doesn't know is where his powers come from. He further doesn't know is that his mother has been hiding the fact that Kyle's father was an alien from outer space. Whether this particular individual is friend, foe, or even alive though remains a constant mystery to many.

Abilities:
STR: 1, STA: 2, AGL: 3, DEX: 4, FGH: 4, INT: 2, AWE: 2, PRE: 2

Defenses:
Dodge: +8, Parry: +8, Toughness: +2 (+6), Fortitude: +8, Will: +6

Skills:
Acrobatics: 2, Insight: 4, Persuasion: 4, Treatment: 8, Perception: 2, Ranged Combat: Cellular Mastery: 2 (+2)

Advantages:
Improved Initiative, Great Endurance

Combat:
Initiative: +7
Melee Combat: +4
Ranged Combat: +4, +6 with Cellular Mastery

Powers:
- Biotic Reinforcement:
o Protection: 4
- Extra: Impervious
- Extra: Sustained (+0)

- Cellular Self-Regeneration:
o Regeneration: 5
- Heal bruised condition every other round

- Cellular Fortification:
o Immunity: 10
- Life Support
- Extra: Sustained Duration (+0)

- Cellular Mastery Array
o Cellular Restructuring:
- Healing: 5 – 17 pts
• Extra: Increased Range: Ranged (+1)
• Extra: Energizing (+1)
• Flaw: Limited to others (-1)
• Feat: Subtle: 2
o AE: Internal Cellular Breakdown
- Ranged Damage: 4
• Feat: Subtle: 2
o AE: Internal Cellular Sickness
- Affliction: 5
• Fatigued, Exhausted
• Resisted by Fortitude
o Extra: Increased Range: Ranged (+1)
o Flaw: Limited to two degrees (-1)
o Feat: Subtle: 2
o AE: Internal Cellular Stasis
- Affliction: 5
• Dazed, Stunned, Incapacitated
• Resisted by Fortitude
o Extra: Increased Range: Ranged (+1)
o Flaw: Distracting (-1)
o Feat: Subtle: 2
o AE: Cellular Slowdown
- Affliction: 5
• Hindered, Immobile, Paralyzed
o Extra: Increased Range: Ranged (+1)
o Flaw: Distracting (-1)
o Feat: Subtle: 2
Last edited by Cosmic Hunter on Tue Feb 19, 2013 8:42 pm, edited 3 times in total.
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Sidewinder

Postby Cosmic Hunter » Sun Feb 10, 2013 11:56 pm

Sidewinder
PL: 8
PP: 120
Identity: Johnny “J” Vervain
Complications:
1. Identity – Johnny keeps his identity as Sidewinder as secret as he possibly can. Though no one said he didn’t make it hard on himself
2. Motivation: Doing good – He’s a little strange, but he wants to do good none the less
3. Relationship: Ted Korren, and Jennifer Haley – Ted is Johnny’s best friend and Jennifer is his girlfriend.
4. Relationship- Rag Doll: Sidewinder is the superpowered sidekick of a much more expereicned non-powered superheroine known as Rag Doll. He looks up to Rag Doll a lot, feeling like it was really her that took him out of a harsh life of using his powers for ill-gain.
5. Quirk- Self confidence issues/tends to hold back: Being mentored by a non-powered person can have an effect upon an individual, and that is certainly the case with Johnny. As such he isn't sure how much he wants to rely on his skills as opposed to his powers to get him out of situations, and sometimes he holds back in their use, to his personal detriment.

Abilities: -38 pts
STR: 1, STA: 2, AGL: 4, DEX: 4, FIG: 4, INT: 1, AWE: 2, PRE: 2

Defenses: - 13 pts
Dodge: 8, Parry: 7, Toughness: 2 (8*), Fortitude: 5, Will: 5

Skills: - 21 pts
Acrobatics: 8 (+12), Athletics: 4 (+5) , Close Combat: Unarmed: 8 (+8), Deception: 4 (+6), Insight: 6 (+8), Perception: 6 (+8), Sleight of Hand: 8 (+12)

Advantages: - 12pts
Evasion, Grabbing Finesse, Improved Trip, Redirect, Set-Up: 2, Uncanny Dodge, Instant Up, Agile Feint, Skill Mastery (Sleight of Hand), Taunt, Improved Initiative

Combat:
Initiative: +8
Melee Combat: +4, +12 unarmed
Ranged Combat: +4

Powers: - 36 pts
- Elastic Contortionist – 5pts
o Immunity: 5
- Entrapment (grabbing, snares, or bonds)

- Never Rattled -3 pts
o Feature: 3
- Always maintains perfect balance while spinning
- Always returns to neutral stance after spinning
- Can see perfectly while spinning

- I can spin, too. – 12 pts
o Protection: 6*
- Extra: Impervious (+1)
- Extra: Sustained (+0)

- Spinning Through! –16pts
o Line Area Strength based Damage: 5
- Line: 5 feet wide, 30 feet long
- Extra: Selective (+1)



Notes: I wanted to try something a little different when I was coming up with the stats for Sidewinder. Admittedly, there really isn't anything that is overly... Unique in the overall sense, not that that is necessarily a bad thing mind you, given that I like trying to find interesting features from different sources and see how they might fit together in some way regardless of their originality. I had originially thought up sidewinder to be a stretching hero, or at least partially stretching in some capacity. However, the more that I thought about it the less that I actually liked the concept. But that thought lead me more towards the contorsionist angle, and then I thought about what kind of super powers "super-contortion" would be, and well...I kinda like where that thought lead. So with that, we have Sidewinder.
Last edited by Cosmic Hunter on Tue Feb 19, 2013 8:32 pm, edited 1 time in total.
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