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The builds of Aerlock

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The builds of Aerlock

Postby Aerlock » Fri Jun 22, 2012 8:20 am

Index post. Not much to see here yet. This is mainly going to be original characters I post for pbp games or create for irl games.

3e Characters
Iron Ghost - PL7
Mechanic - PL7
Cyrus Poe - PL6
Douse - PL10
Cypress - PL11
Vulcan - PL10

2e Characters
Portal - PL8
Kith - PL6
Carapace - PL10
Carapace - PL4

- Aerlock
Last edited by Aerlock on Mon Jul 16, 2012 9:10 am, edited 8 times in total.
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Portal [2e]

Postby Aerlock » Fri Jun 22, 2012 8:20 am

Portal
PL8
Image

Abilities: 24 pts
- STR: +3 (16)
- DEX: +2 (14)
- CON: +3 (16)
- INT: +4 (18)
- WIS: 0 (10)
- CHA: 0 (10)

Skills: 20 pts
- Acrobatics -
- Bluff 0
- Climb +3
- Computers +10 (6)
- Concentration +10 (10)
- Craft (Electronic) 10 (6)
- Craft (Mechanical) 10 (6)
- Diplomacy 0
- Disable Device +10 (6)
- Disguise 0
- Drive -
- Escape Artist +2
- Gather Information 0
- Handle Animal 0
- Intimidate 0
- Knowledge (Physical Sciences) +16 (12)
- Knowledge (Technology) +16 (12)
- Medicine -
- Notice +8 (8)
- Pilot -
- Ride -
- Search +5 (1)
- Sense Motive 0
- Sleight of Hand -
- Stealth +2
- Survival +8 (8)
- Swim +8 (5)

Feats: 5 pts
- Ambidexterity
- Equipment
- Improved Initiative
- Improvised Tools
- Skill Mastery (Computers, Disable Device, Notice, Survival)

Powers: 26 pts
- Portals 26 pts
- - Teleport 10 (1000 ft, Move Action) 26 pts
- - - Change Direction
- - - Change Velocity
- - - Feedback (If portal attacked)
- - - Noticeable (Portals really stand out)
- - - Portal
- - - Progression 2 (Portal Size, 25’x25’)
- - - Short-Range
- - - Alternate Power: Far Jaunt 1 pt
- - - - Teleport 8 16 pts
- - - - - Change Direction
- - - - - Change Velocity
- - - - - Distracting
- - - - - Long Range (2000 miles, Full action)
- - - - - Portal
- - - - - Progression 6 (Portal Size, 500’x500’)
- - - - - Tiring
- - - Alternate Power: Portal Punch 1 pt
- - - - Damage 5 20 pts
- - - - - Accurate 3
- - - - - Improved Range 3 (500’ increments)
- - - - - Indirect 3 (Any direction, Any point)
- - - - - Mighty
- - - - - Range: Ranged
- - - Alternate Power: Portal Vision 1 pt
- - - - ESP 3 (Range 1000 ft) 11 pts
- - - - - 2 Types: Visual and Hearing
- - - - - Feedback (If portal attacked)
- - - - - Noticeable (Portals)
- - - - - Simultaneous
- - - - Communication 6 (Range 1000 ft) 6 pts
- - - - - 2 Types: Visual and Hearing
- - - - - Decreased Duration (Continuous)
- - - - - Increased Action (Move)
- - - - - Linked to ESP
- Free Power: Comprehend
- - Languages: Speak All
- - Languages: Understand All
- - Languages: Understood

Combat: 22 pts
- Initiative: +6
- Attack Bonus +2
- Melee: +2
- Ranged: +2
- Grapple: +5
- Defense: +9
- Flat-footed: +5
- Knockback: -3

Saves: 25 pts
- Tough: +3/+6 (with/without Jumpsuit)
- Fort: +10
- Ref: +10
- Will: +10

Attacks:
- Portal Punch +8 DC23
- Unarmed +2 DC18

Equipment: 5 ep
- Armored Jumpsuit 3 ep
- Tablet Computer (Commlink + PDA) 2 ep

Drawbacks: -2 pts
- Power Loss (All Powers) Uncommon, X-rays/Gamma rays
- Vulnerable Uncommon, Minor, X-rays/Gamma rays

Languages:
- English

Abilities 24 + Skills 20 (80 ranks) + Feats 5 + Powers 26 + Combat 22 + Saves 25 - Drawbacks -2 = 120

Background:
Sean Tairseach
Age - 27
Height - 6’ 1”
Weight - 195 lbs
Hair - Red
Eyes - Green

History:
Sean moved to the US with his family when he was in first grade. Growing up he was picked on as a nerd and a teachers pet because he loved to learn so much he almost always knew the answers to the questions the teachers were asking. The bullying slowed down and stopped being physical when he hit puberty and he grew over a foot in one school year. After losing a couple altercations where he was fighting back against bullies in Junior High his parents put him into self defense courses and encouraged him to find an activity that would help him learn discipline. He threw himself into the Track and Field sports at his high school and after learning the basics of self-defense gave it up. He found his passion in endurance sports like long distance running and swimming. He wasn’t a very good sprinter but he was able to hold up over the long haul.
As he got into high school he found that his favored sports also gave him time to focus his mind on his first love of science, particularly math and physics, while he was running or swimming. He would put his body on “auto-pilot” while running or swimming and let his mind go to town on whatever problem or theory he was working on that day. His devotion to learning helped him graduate high school a year early and get into MIT with a partial scholarship. He almost had to turn down his acceptance due to lack of funds but managed to salvage his dreams with the help of an Air Force recruiter who explained that the Air Force would pay for college and he could easily get into the space program if he kept up his grades.
His college career was a constant stream of learning and studying. He graduated in 4 years with a double major in both Physics, with a focus on both quantum physics and astrophysics, and Math. Jumping right from college into the Air Force, he took the “Space track” in the Air Force and became a jet pilot, doing everything he could to get onto the Astronaut training list. Finding that most of the Air Force training gave him the opportunities to put his body on “auto-pilot”, he also continued his research into his private theories. It was during a particularly grueling training hike, towards the end of his enlistment tour and while waiting to hear back on his latest application to the NASA that he had his Eureka! moment and discovered his FTL theory. He stopped so suddenly on the hike to work out some of the implications that he almost got run over by his squad mates. His squad and the trainers weren’t able to get his attention, so they were about to call in an evac thinking he was having an attack of heatstroke or some kind of seizure when he seemed to come back to the world around him. He abruptly sat down, pulled out a notebook and pencil from his rucksack and started scribbling notes furiously, still almost completely oblivious to those around him. By this point his squad and trainers recognized what was going on as this wasn’t the first time that ‘Brains’ had temporarily checked out on them and done something similar.
Once he got his notes written down and finished the hike, he called some of his former professors and talked over some of the basics of his idea without giving away the whole thing. The basics were sound and he spent every waking moment over the course of the next two years turning his theory into reality.

Complications:
Absent Minded: Sean is easily distracted by Science. Any new applications or discoveries are likely to distract him from what he’s currently doing as he ponders the repercussions and possibilities of the discovery. This includes his own and his crews powers. (DC20 Will)
Protector of the Weak: He has a real problem with bullies and people trying to tell others what to do just because they’re bigger/richer/older than them.
Responsibility: His Air Force enlistment was never officially finished up, just put on hold while he pursues the fruits of his theories.
Patriot: Sean loves his adopted country and will try very hard to protect its interests, particularly in the area of Technology. He will fight to protect the FTL drives secrets and will fight to acquire new knowledge or tech for his home country.
Fighting Words: As much as Sean loves his adopted home country, he is still a native son of Ireland and will not stand to hear his birthplace insulted.
Last edited by Aerlock on Tue Jul 03, 2012 11:04 am, edited 2 times in total.
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Aerlock
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Iron Ghost [3e]

Postby Aerlock » Fri Jun 22, 2012 8:23 am

Iron Ghost - PL 7
Image
Strength 0, Stamina 4, Agility 8, Dexterity 0, Fighting 8, Intellect 0, Awareness 0, Presence 0

Advantages
Agile Feint, Benefit, Ambidexterity, Close Attack, Equipment 1, Hide in Plain Sight, Improved Initiative, Luck 2, Quick Draw, Second Chance: Traps, Skill Mastery: Technology, Ultimate Effort: Technology

Skills
Acrobatics 1 (+9), Deception 5 (+5), Investigation 5 (+5), Perception 8 (+8), Persuasion 5 (+5), Sleight of Hand 8 (+8), Stealth 2 (+10)

Powers
Iron Ghost
. . Immunity: Immunity 20 (Very Common Descriptor: Metal)
. . Movement: Movement 2 (Permeate 2: speed rank -1; Limited: Metal Only, Permanent)
. . Alternate Effect: Disassemble: Transform 7 (Affects: 1 Thing > 1 Thing - Assembled to Disassembled, Transforms: 100 lbs., DC 17; Increased Duration: continuous; Inaccurate: -2, Limited: Objects with Metal Parts Only, Only Removes Metal Parts, Uncontrolled)
Natural Climber: Movement 1 (Wall-crawling 1: -1 speed rank; Permanent)
Natural Thief: Enhanced Trait 6 (Traits: Technology +12 (+12); Limited: Security and Demolitions only, Permanent)

Equipment
Camo Clothing, Heavy Club, Leather Armor

Offense
Initiative +12
Heavy Club, +9 (DC 18)
Disassemble: Transform 7, +7 (DC Dog 17)
Grab, +9 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +9 (DC 15)

Complications
Accident: His powers aren't fully under control. He has increasing difficulties in everyday life as steam power and mechanical devices become more prevalent. He occasionally will unintentionally make metal and non-metal parts separate if he bumps them.
Enemy: Lord Zedock, Ruler of East End, a powerful criminal boss in the East End area of London
Honor: No killing. No violence against innocents except if needed to escape when caught, and then its the barest minimum needed.
Motivation: Acceptance: He seeks to make amends for his past crimes and repay society.
Reputation: Dishonorably discharged. Former criminal. Seen as a snitch and a turncoat by his former criminal comrades

Languages
English

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 5, Will 7

Power Points
Abilities 40 + Powers 28 + Advantages 12 + Skills 17 (34 ranks) + Defenses 8 = 105

Background:
Gender: Male
Age: 25
Height: 5' 10"
Weight: 165 lbs.
Hair: Black
Eyes: Green

Silas Harrison never was able to keep his hands off other peoples things. He was able to hide this fact long enough and well enough to get into Her Majesty's Armed Forces. He even made his way into the Air Corps as an engineer on the new airship fleet. Unfortunately he pilfered from the wrong junior officer and got caught red-handed.

Flogged and dishonorably discharged he returned to civilian life where he turned to his bad habit as a way to make money. This worked well for him and he earned a deserved reputation as a good second story man and safe cracker. He also earned a reputation as a bit of a Robin Hood. He would only target his thefts at rich people or large companies that were known for poor treatment of their workers. His non-violence led him into difficulties at times with potential employers who were looking for a more smash and grab kind of thief.

Eventually a powerful criminal boss with rumored ties to the Commissioner of Scotland Yard had had enough of Silas' refusal to do things his way and seeing him as a possible troublemaker in the future, decided Silas needed to go.

Luring Silas in with a potentially very lucrative job that would involve no smash and grab was easy. Convincing him to target a chemical company that was known as a front for The Cluemaster wasn't. Silas was eventually won over with promises of a larger cut of the profits and protection should his part in the theft become known.

Everything was going fine on the job until Silas cracked open the safe. This set off the trap Silas hadn't seen while opening the safe. The chemicals that sprayed out of the safe incapacitated Silas quickly and goons quickly closed in on Silas.

He came to wrapped in chains and suspended upside down over a waste vat of caustic chemicals. He was still woozy and feeling weird from the traps chemicals when his employer, self-titled Lord Zedock, Ruler of East End, started speaking. Explaining that this was all a setup and The Cluemasters minions had been eliminated and he now owned the chemical company, Zedock dropped him into the vat.

Luckily for Silas this triggered his powers. He's not sure if it was the chemicals, divine intervention, or something he always had within himself, but he is grateful they kicked in when they did. The chains fell away as he fell into the vat and he was able to swim to, and to his surprise, through the metal side of the vat. Crashing to floor and frantically removing what clothing was left he realized he was incredibly lucky to have survived his dip with little actual damage.

Lord Zedock was surprised as well but recovered quickly enough to command his goons to fire on Silas. The bullets passed right through him and Silas, not wanting to push his luck any more ran for the nearest exit.

Escaping back to his flat after a brief dip in the river to cleanse himself of whatever chemicals may have been left, he gathered his clothes and attempted to grab his stash of money and a replacement dagger. Unfortunately his coins and dagger wouldn't move as his fingers passed right through them. Trying to scoop them up in a bag was no more successful, they would fall out within seconds of him holding the bag. Abandoning the effort he grabbed his prowlers clothes, backup leather jacket and what little paper money he had in his stash and fled into the night.

Escaping Zedock wasn't easy but he made it. Living on the street and putting some serious thought into his future for the first time ever led him to realize what a mess he had made of his life and how difficult his criminal enterprises would be to continue. He resolved to turn over a new leaf and try to repay his debts to society.

After a couple weeks his prospects for honest work were wearing thin and his small stash of paper money was almost gone. He was surviving with the help of The Spoilers when rumors of a new anti-criminal organization, composed of people with paranatural abilities like his, and outside the corrupt halls of Scotland Yard, reached him. He decided that he would seek their help with learning to control his abilities and offer his services in exchange to try and make up for his past misdeeds.
Last edited by Aerlock on Fri Jun 22, 2012 8:26 am, edited 1 time in total.
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Aerlock
Henchman
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Posts: 231
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Mechanic [3e]

Postby Aerlock » Fri Jun 22, 2012 8:24 am

Mechanic - PL 7

Strength 2, Stamina 3, Agility 0, Dexterity 1, Fighting 0, Intellect 8, Awareness 1, Presence -1

Advantages
Eidetic Memory, Equipment 7, Improved Initiative, Improvised Tools, Inventor, Languages 1, Minion 3, Ranged Attack 2, Speed of Thought

Skills
Expertise: Engineering 9 (+17), Investigation 2 (+10), Perception 4 (+5), Technology 9 (+17), Treatment 2 (+10), Vehicles 8 (+9)

Powers
Bulletproof Clothing: Protection 5 (+5 Toughness; Impervious, Subtle 2: undetectable)
Matilda: Blast 5 (DC 20; Accurate 2: +4; Diminished Range)
Reason: Strength-based Damage 4 (DC 21; Accurate: +2)
Sleepless: Immunity 1 (Sleep)
Technokinesis: Transform 1 (Affects: Broad > Broad - Man-Made items/materials, Transforms: 1600 lbs., DC 11; Increased Duration: continuous, Increased Mass 10, Precise, Reversible; Check Required 7: DC 17 - Expertise or Technology, Limited: Source and destination item must be similar. i.e. pistol to rifle not computer to car)
Technopathy
. . Interface: Comprehend 2 (Machines / Electronics)
. . . . Manipulate Technology: Move Object 1 (Alternate; 100 lbs.; Increased Duration: continuous, Precise, Subtle 2: undetectable; Limited: Operate Machines Only, Reduced Range: close)
. . Remote Sensing: Remote Sensing 1 (Affects: 2 Types, inc. Visual - Visual and Hearing, Range: 60 feet; Increased Duration: continuous, No Conduit, Subtle 2: looks normal; Limited: Touched Machine Only, Medium: Machines, Reduced Range: close)
. . Senses: Senses 3 (Accurate: Hearing, Radius: Vision)

Equipment
Binoculars, Bulletproof Clothing [Bulletproof Clothing: Protection 5, +5 Toughness; Impervious, Subtle 2: undetectable], Cell Phone (Smartphone), Computer, Flash Goggles, Matilda - Custom Pistol [Matilda: Blast 5, DC 20; Accurate 2: +4; Diminished Range], Multi-tool, Reason - Custom Club/Crowbar/Wrench [Reason: Strength-based Damage 4, DC 21; Accurate: +2], Toolkit (Basic)

Offense
Initiative +12
Grab, +0 (DC Spec 12)
Manipulate Technology: Move Object 1, +0 (DC 11)
Matilda: Blast 5, +7 (DC 20)
Reason: Strength-based Damage 4, +2 (DC 21)
Technokinesis: Transform 1, +0 (DC Dog 11)
Throw, +3 (DC 17)
Unarmed, +0 (DC 17)

Complications
Disability: No smell or taste
Ectomorph: Requires more than twice the normal amount of food. Gets ravenous after 2-3 hours without eating. Used to wake up in the night to eat, now doesn’t have to.
Obsession: Obsessed with using his powers
Touched: He's not quite right in the head. He's more likely to talk to someones car than them. He antropomorphises machines and electronics and talks to them regularly. Due to his powers he can ususally get some kind of response out of them.

Languages
English, German

Defense
Dodge 5, Parry 5, Fortitude 7, Toughness 8, Will 7

Power Points
Abilities 28 + Powers 22 + Advantages 18 + Skills 17 (34 ranks) + Defenses 20 = 105

BACKGROUND:
Michael Baumeister
Age - 30
Height - 5’ 7”
Weight - 125 lbs
Hair - Blond
Eyes - Green

HISTORY:
Born in Germany
Came to US in grade school
Polydactyl - 6 fully functioning fingers on both hands
Despite his natural intelligence it took him a while to learn English
Didn’t make very many friends because of this and his hands
Never managed to overcome the social problems he developed due to his lack of socialization as a child
Arrogant and hard to talk to about most things, but get him talking about science/engineering (especially cars or guns) and he’s in his element and fairly easy to talk to and interact with
Outside of science and engineering discussions he tends to have either a dismissive or superior attitude
A car crash in his teenage years left him with no sense of smell or taste
Automotive engineer

Powers appeared after what he thought was an overnight robbery. He woke up one Saturday and found that his house was a mess, as if someone had ransacked the place while he was sleeping, this included his bedroom which should have woken him up as he is not a heavy sleeper. Every single container and door was opened in his house and garage and the contents were dumped out. Everything under 100 pounds was disassembled also. The police found no fingerprints or other evidence that someone had been in the house and nothing was stolen. After cleaning up the house and salvaging what he could from the fridge and pantry he started working on cleaning up the garage. As he was putting his classic car restoration project in the garage back in shape, it seemed that whatever had happened to the house had been a lucky break. Whereas just the night before he had not been able to get any parts to fit right without three or more tries and he never could guess the right wrench the first time out, today he had no problems getting things lined up, he always got the right wrench, even when groping blindly, and every single fastener came off or went on as if they were factory new.

While taking yet another food break he realized he’d used the same socket wrench on two different sized nuts and bolts without changing the socket. He quickly went back to the garage to experiment. He rapidly discovered that it didn’t matter what tool he used, as long as it was the appropriate type (screwdriver for screws, wrench for nuts and bolts, pliers for gripping, etc.) it didn’t matter what size tool was needed, he would always have the one that fit perfectly. He also found that corrosion and damage to a part disappeared in seconds if he touched it and concentrated on the correct form for the part. He could even reshape the parts as long as he had an understanding of the desired form. He experimented all through the night and into Sunday, called in sick to work that Monday and continued to experiment. He quickly found that the size and/or weight limit on his powers was about the size of the engine block in his restoration project, but that he could still affect bigger items as long as he could take them apart into their component pieces. During one of his many meal breaks on Monday he realized he hadn’t slept since Saturday and he felt absolutely fine.


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

Builder AI - PL 7

Strength -, Stamina -, Agility -, Dexterity -, Fighting -, Intellect 9, Awareness 0, Presence 0

Advantages
Eidetic Memory, Inventor, Speed of Thought, Teamwork

Skills
Expertise: Engineering 1 (+10), Insight 5 (+5), Investigation 1 (+10), Perception 5 (+5), Technology 5 (+14), Treatment 1 (+10)

Powers
Comprehend: Comprehend 2 (Machines / Electronics)
Immunity to Fortitude Effects
Quickness: Quickness 6 (Perform routine tasks in -6 time ranks; Limited to One Type: Mental Tasks)
Shrinking: Shrinking 12 (-6 Intimidate, -3 size categories; Innate; Custom: No Defense, Speed, Stealth, or STR mod, Permanent)

Offense
Initiative +9
Grab, +0 (DC Spec 10)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)

Complications
Disability: Cannot move under his own power
Power Loss: Requires at least 2 hours of electricity daily or shuts down
Prejudice: Machine

Languages
English

Defense
Dodge None, Parry None, Fortitude Immune, Toughness 7, Will 7

Power Points
Abilities -32 + Powers 50 + Advantages 4 + Skills 9 (18 ranks) + Defenses 14 = 45

He's the mechanic/inventor/tech guy.
He can use his Technokinesis to change any machine into nearly any other machine and/or change any material into any other material as long as its man made (Kevlar/carbon fiber/titanium-steel alloys/etc.).
He can use his Technopathy to control any electronic or mechanical device he can touch. His senses extend out to the extent of whatever device he touches and expand out into ways they normally don't.
If people don't listen to him and things go south he'll introduce them to Matilda (his pistol). If they don't listen to Matilda he tries to make them listen to Reason (his big freaking wrench/crowbar/club).

And he's got a pet AI that he built as part of an experiment to copy his brain into a computer.
Last edited by Aerlock on Fri Jun 22, 2012 8:26 am, edited 1 time in total.
awww...I don't have a signature :(
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User avatar
Aerlock
Henchman
Henchman
 
Posts: 231
Joined: Mon Nov 20, 2006 3:03 pm

Kith - Lizardfolk Druid [2e]

Postby Aerlock » Fri Jun 22, 2012 8:26 am

Kith
Lizardfolk Druid
Image
PL6

Abilities: 10 pt
- STR: +3 (16)
- DEX: +0 (10)
- CON: +3 (16)
- INT: -1 (8)
- WIS: +1 (12)
- CHA: -1 (8)

Skills: 9 pts
- Acrobatics +5 (1)
- Bluff -1
- Climb +2
- Concentration +5 (4)
- Diplomacy -1
- Disguise -1
- Escape Artist 0
- Gather Information -1
- Handle Animal +7 (8)
- Intimidate -1
- Knowledge (Nature) +10 (11)
- Language +2 (2)
- Notice +5 (4)
- Search -1
- Sense Motive +1
- Stealth +0
- Survival +7 (6)
- Swim +2

Feats: 5 pts
- Animal Empathy
- Attack Focus (melee) 3
- Environmental Adaptation (Woodlands) (Power)
- Improved Initiative

Powers: 36 pts
- Lizardfolk Traits 13 pts
- - Claws and Fangs 5 pts
- - - Strike 2
- - - - Innate
- - - - Mighty
- - - - Split Attack
- - Hold Breath 2 pts
- - - Immunity 1
- - - - Suffocation: Drowning
- - - - Innate
- - Lizardfolk Tail 4 pts
- - - Enhanced Athletics 4 2 pts
- - - - Innate
- - - Swimming 1 2 pts
- - - - Innate
- - Scaly Skin 2 pts
- - - Protection 2
- - - - Innate
- - - - Noticeable
- Druidic Magic 21 pts
- - Magic 9 (Array, 14 pts)
- - - Power Loss: Lose all Druidic abilities if wearing metal armor
- - - Bear's Endurance 1 pt
- - - - Boost 4 9 pts
- - - - - Single Trait: CON
- - - - - Total Fade
- - - - - Slow Fade (1 minute)
- - - Bull's Strength 1 pt
- - - - Boost 4 9 pts
- - - - - Single Trait: STR
- - - - - Total Fade
- - - - - Slow Fade (1 minute)
- - - Cat's Grace 1 pt
- - - - Boost 4 9pts
- - - - - Single Trait: DEX
- - - - - Total Fade
- - - - - Slow Fade (1 minute)
- - - Cure Wounds 1 pt
- - - - Healing 3 13 pts
- - - - - Action (Standard)
- - - - - Total
- - - - - Persistent
- - - Flame Blade 1 pt
- - - - Strike 4 5 pts
- - - - - Accurate
- - - - - Fire Damage
- - - Light 1 pt
- - - - Environmental Control 5 10 pts
- - - - - Light (Bright)
- - - - - Radius 100'
- - - - - Duration (Continuous)
- - - - - Range (Touch)
- - - Owl's Wisdom 1 pt
- - - - Boost 4 9 pts
- - - - - Single Trait: WIS
- - - - - Total Fade
- - - - - Slow Fade (1 minute)
- - - Summon Nature's Ally - Default 0 pts
- - - - Summon 3 13 pts
- - - - - Action (Full)
- - - - - Broad Type: Animals or Elementals
- - - - - Horde
- - - - - Progression (2 Minions)
- - - Shapeshift 1 pt
- - - - Alternate Form 2 11 pts
- - - - - Predator Form - Raptor 9 pts
- - - - - - Enhanced Strength 4 4 pts
- - - - - - Protection 2 2 pts
- - - - - - Speed 1 1 pt
- - - - - - - Permanent
- - - - - - Bite 2 pts
- - - - - - - Strike 1
- - - - - - - - Mighty
- - - - - Aerial Form - Pterosaur 10 pts
- - - - - - Enhanced Strength 2 2 pts
- - - - - - Enhanced Reflex 2 2 pts
- - - - - - Enhanced Feat: Move-by Action 1 pt
- - - - - - Flight 1 2 pts
- - - - - - - Permanent
- - - - - - Protection 1 1 pt
- - - - - - Talons 2 pts
- - - - - - - Strike 1
- - - - - - - - Mighty
- Trackless Step 1 pt
- - Super-Movement 1
- - - Trackless
- - - Power Loss: Lose all Druidic abilities if wearing metal armor
- Woodland Stride 1 pt
- - Enhanced Trait 1
- - - Feat: Environmental Adaptation: Woodlands
- - - Power Loss: Lose all Druidic abilities if wearing metal armor

Combat: 10 pts
- Initiative: +4
- Attack Bonus +3
- Melee: +6
- Ranged: +3
- Grapple: +8
- Defense: +4 (Includes Large Wooden Shield)
- Flat-footed: +1
- Knockback: -2

Saves: 21 pts
- Tough: +7 (Includes Hide Armor)
- Fort: +9
- Ref: +7
- Will: +9

Attacks:
- Claws and Fangs +6 DC19
- Flame Blade +8 DC19
- Shortspear +6 DC21
- Thrown Shortspear +3 DC21
- Unarmed +6 DC17

Equipment
- Hide Armor 15 gp
- - Protection 2
- - - Stacks with Scaly Skin
- Large Wooden Shield 7 gp
- - Shield 2
- Shortspear x3 3 gp
- - Strike 4
- - - Mighty
- - - Thrown 2 (Range 100', Increment 20')
- 175 gp left to spend

Drawbacks:
- Power Loss (Magic), uncommon, minor (When unable to speak or gesture, Can still shapeshift) 1 pt

Languages:
- Draconic
- Common
- Goblin

Abilities 10 + Skills 9 (36 ranks) + Feats 5 + Powers 36 + Combat 10 + Saves 21 - Drawbacks 1 = 90

Background:
Histh’Kith k’k’ of the Swamp Shadow tribe
Age - 19
Height - 6’ 9”
Weight - 225 lbs
Scales - Dark Green/Brown mottled on back and arms, Pale Yellow/White on belly
Eyes - Green/Yellow

History:
Kith left his tribe as a young adult. His tribal elders were hidebound and stuck in tradition. His idea that the strong should lead the weak should follow wasn’t well accepted in the tribe where the elders were hand picked by their predecessors and then ‘elected’ by the rest of the tribe. After another confrontation with the elders he left the village forever. He joined a trading caravan that he came upon at the edge of the tribal lands. The caravan master was under contract to Adrick Garthun of Cauldron for some exotic animals and had lost a couple guardsmen and drovers to the beasts of the swamp. Kith advertised himself as a druid with some skill at handling animals. The caravan master was wary of accepting a Lizardman into his ranks but was desperate to get back on track with his caravan and make up for time lost to the beast attacks in the swamp.

Kith impressed the caravan master with his skills and helped prevent several animal attacks on the rest of the trip by guiding the caravan away from the marks of predators and finding defensive positions for the caravan to park at night. His way with animals led the caravan master to introduce him to the Owner of the Sure Foot Livery, a Halfling named Andwise Surefoot, upon their arrival in Cauldron. Kith has spent the last few years as a caravan guard and animal handler for Andwise. He is out of the city with a caravan or on one of the rich merchants or nobles estates helping to train a new animal.

When he is in the city he is a frequent worshipper at the Temple of Gorum. He has received some notice in the competitions there, mainly for his exotic nature, but his skills are improving and he is rising slowly through the ranks of competitors in the events sponsored by the Temple. He usually fights without weapons when he competes and really enjoys the no holds barred events where he made an early splash with his Shapeshift abilities. His Shapeshift has given rise to some competitors crying foul, but so far none of the Temple organizers have chastised him.

Complications:
Cold Blooded - Slows down and wants to sleep in extreme cold.
Proud - Kith doesn’t take well to insults or personal attacks, especially from those that he perceives as smaller or weaker than himself.
Temper - Loses his temper easily in combat. If he’s injured or injures someone in combat he’s likely to lose focus on anything but defeating his enemy. (DC20 Will save)
Rivalry - He is an up and coming star at the Temple of Gorum

Shapeshift Forms - These are the total number of forms that the Shapeshift Druid variant can assume. As you can see some of them are quite expensive which means I will need to raise my Magic Array quite a bit before I can access them. I can provide a link to the Shapeshift Variant if anyone is interested. I haven’t done all the math but I think the Elemental Fury form may put me over caps even at PL 10 so its unlikely I’ll ever get to use it.

- Predator Form 10 pts
- - Enhanced Strength 4 4 pts
- - Protection 2 2 pts
- - Speed 1 1 pt
- - - Permanent
- - Bite 2 pts
- - - Strike 1
- - - - Mighty
- Aerial Form 10 pts
- - Enhanced Strength 2 2 pts
- - Enhanced Reflex 2 2 pts
- - Enhanced Feat: Move-by Action 1 pt
- - Flight 1 2 pts
- - - Permanent
- - Protection 1 1 pt
- - Talons 2 pts
- - - Strike 1
- - - - Mighty
- Ferocious Slayer Form 23 pts
- - Bite and Claw 6 pts
- - - Strike 3
- - - - Mighty
- - - - Split Attack
- - Enhanced Fortitude 2 2 pts
- - Growth 4 12 pts
- - - Permanent
- - Protection 2 2 pts
- - Speed 1 1 pt
- - - Permanent
- Forest Avenger Form 36 pts
- - Enhanced Fortitude 2 2 pts
- - Enhanced Strength 4 4 pts
- - Enhanced Will 4 4 pts
- - Enhanced Feat: Improved Overrun 1 pt
- - Growth 4 12 pts
- - - Permanent
- - Immunity 10 5 pts
- - - Common Descriptor: Slashing
- - - Half-Effect
- - Protection 4 4 pts
- - Slam 4 pts
- - - Strike 3
- - - - Mighty
- Elemental Fury Form 54 pts
- - Enhanced Reflex 4 4 pts
- - Enhanced Will 4 4 pts
- - Enhanced Feat: Takedown Attack 2 2 pts
- - Growth 8 24 pts
- - - Permanent
- - Immunity 9 9 pts
- - - Critical Hits
- - - Damage Type: Electricity, Acid, Cold, or Fire (depending on Elemental type)
- - - Suffocation (All)
- - Protection 4 4 pts
- - Slam 7 pts
- - - Strike 5
- - - - Mighty
- - - - Split Attack
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Carapace - PL10 [2e]

Postby Aerlock » Fri Jun 22, 2012 8:48 am

My first posted Character from back in the early days of 2e

Well here's a character I've been working on for a while, since its my first real build for a MnM game. I GM'd our first MnM game and it went ok until exhaustion caught up to me and I couldn't do math for initiative. I've been thinking about throwing him in as a recurring NPC but I think I'm gonna hold off until my group has all the rules down.

I tried to build him as a cross between the Battlesuit and Powerhouse archetypes, with a bit of a twist. He's a mutant and his mutant power has manifested itself as an organic layer of armor that spreads out from his chest and back when activated. When he wants to get bigger more armor layers come out and cause him to get bigger. If he's pinned down or knocked unconscious the suit can be peeled back and cut off him at the "roots" on his chest and back thus rendering him back to normal. He's still tougher than the average Joe when normal but he's nowhere near PL10, I think the losing the suit drops him almost 70 pts.

I'm still working on the background story for him and once I have it to a decent level on completeness I'll add it here, but for now I'm just looking for a second opinion on the power builds and to make sure I got my math right.

CARAPACE
PL: 10 (150 pp)

ABILITIES:
STR*: 40/32/16 (+15/+11/+3) DEX: 16 (+3) CON*: 30/26/16 (+10/+8/+3) INT: 12 (+1) WIS: 12 (+1) CHA: 12 (+1)

SKILLS:
Acrobatics 12 (+15), Bluff (+1), Climb** (+7/+3), Computers 2 (+3), Concentration (+1), Structural 7 (+8), Artistic 7 (+8), Diplomacy (+1), Disguise (+1), Escape Artist (+3), Gather Info (+1), Handle Animal (+1), Intimidate 6 (+7), Business 2 (+3), Technology 2 (+3), Medicine 2 (+3), Notice 8 (+9), Search (+1), Sense Motive (+1), Stealth (+3), Survival (+1), Swim (+7)

FEATS:
Accurate Attack, Acrobatic Bluff, All-out Attack, Attack Focus (Melee) (1), Attack Specialization (2), Elusive Target, Equipment (1), Improved Grab, Improved Grapple, Improved Initiative (1), Improved Pin, Improved Throw, Power Attack, Prone Fighting

POWERS:
Immunity (Starvation, disease, poison, critical hits) 5 pts
Dimensional Pocket 6 (Limited: Storage only no DC increase -1, Grapple Required -1, Storage for all the suit material. 5,000lb capacity 3000lb used when armor is off) 3 pts
Protection 2 (Impervious +1) 4 pts
Impervious Constitution bonus 3 pts
Penetrating Strength Bonus 3 pts

Device 16 (Organic powersuit, Hard to lose, Restricted x2)
Immunity (Suffocation, All environmental conditions) 7 pts
Enhanced Strength 8 (Penetrating +1) 12 pts
Enhanced Constitution 10 (Impervious +1) 15 pts
Density 4 (Duration: Permanent +0, Penetrating Strength +1) 16 pts
Growth 4 (Action: Move -1, Duration: Continuous +1,Penetrating Strength +1, Impervious Constitution +.5) 18 pts
Super-Senses (Accurate Hearing (All), Radius (Visual (All)), Darkvision, Infravision, Low-Light Vision, Ultra-hearing, Ultravision) 12 pts

COMBAT:
Attack* 0/1/1 [Unarmed +15/+11/+3 (Bruise)] Defense* 14/15/15 (12 flat-footed) Init +7

SAVES:
Toughness* 14/12/5 (14/12/5 flat-footed) Fortitude* 13/11/6 Reflex 8 Will 8

DRAWBACKS:
Involuntary Transformation - Whenever he is damaged outside the suit it automatically activates and surrounds him (Common Frequency, Major Intensity, Cannot Resist) -5 pts
Normal Identity - Everything outside the Device power is his normal identity (Full round change) -4 pts
One-Way Transform - If his suit is removed from him it will grow back slowly. 8-12 hours with his "hero pills", a day if he doesn't have them, and more than a day if he is injured as well as not having his "hero pills" (Uncommon Frequency, Major Intensity) -3 pts

* - Large in suit/Medium in suit/Normal
** in suit/Normal

Abilities 24 + Skills 12 (48 ranks) + Feats 15 + Powers 84 + Combat 12 + Saves 15 - Drawbacks -12 = 150
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Carapace - PL4 [2e]

Postby Aerlock » Fri Jun 22, 2012 8:49 am

My first character re-worked and de-powered for my first attempt at a pbp game.

Aaron “Carapace” Franco
PL: 4 (60 pp)

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

SKILLS:
Acrobatics 9 (+10), Climb 2 (+4), Handle Animal 1, Investigate 2, Knowledge(Life Science) 2 Medicine 2 (+3), Notice 8 (+9), Search 1, Survival 1 (+2), Swim 4 (+6)

FEATS:
Ambidexterity, Attack Focus (Melee) (1), Attack Specialization (Unarmed) (1), Equipment (2), Improved Initiative (1)

POWERS:
Immunity (Starvation, disease, poison, critical hits) 5 pts

Device 4 (Organic powersuit, Hard to lose, Restricted x2) 18 pts
Immunity (Suffocation, All environmental conditions) 7 pts
Protection 1 (Impervious +1) 2 pts
Impervious Constitution Bonus 2 pts
Penetrating Strength Bonus 2 pts
Super-Senses (Radius (Visual (All)), Darkvision, Infravision, Low-Light Vision, Ultravision) 7 pts

EQUIPMENT:
Binoculars, Cell-phone, Medkit, Multi-Tool, PDA
Knife (Damage +3, Crit: 19-20, Type: Piercing, Range 10ft)
Leather Jacket (+1 Toughness)

COMBAT:
Attack: Bonus +0 Melee +1 Ranged +0 Grapple +3
Knife +1 DC18
Unarmed +3 DC17
Defense: +5 (+3 Flat-footed)
Knockback*: -3/-1
Init: +5

SAVES:
Toughness* 3(Impervious)/2 Fortitude 3 Reflex 3 Will 3

DRAWBACKS:
Normal Identity - Everything outside the Device power is his normal identity (Full round change) -4 pts

* in suit/Normal

Abilities 12 + Skills 8 (32 ranks) + Feats 6 + Powers 23 + Combat 10 + Saves 5 - Drawbacks -4 = 60

COMPLICATIONS:
Friends and Family - Aaron has withdrawn from his friends and family over the past year. He hasn’t revealed what has happened to him and is afraid that whatever it is inhabiting his body might hurt one of them. He was previously very close with his family and had several good friends in the hiking and gymnastics community who still try to reach out to him whenever he returns from a hiking trip.

Secret - Aaron has told no one about his new abilities and works very hard to keep them a secret. He’s hoping to find someone that will help him and that he can trust with his powers.

Addiction - One difficulty in keeping his secret is that while he doesn’t need to eat and alcohol and other intoxicants no longer affect him, he’s found that sucking on coins has an addictive and mildly intoxicating effect and if he sucks on them long enough (day+) or swallows them they will dissolve. He is not able to chew the coins or use this in any offensive way.

Involuntary Transformation - Whenever he is damaged outside the suit it automatically activates and surrounds him. It still takes the full round action for the suit to fully activate.

One-Way Transform - Where he normally doesn’t eat, if his suit is removed from him he needs to consume about 10lbs of mineral salts to recover from losing his “suit”.
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Cyrus Poe [3e]

Postby Aerlock » Fri Jun 22, 2012 8:59 am

This was for a Paragons style game set in the 1700's

Cyrus Poe
Image
PL6
Abilities: 16 pts
- STR 1
- STA 2
- AGL 1
- DEX 0
- FGT 4
- INT -1
- AWE 2
- PRE -1

Defenses: 5 pts
- Dodge 4
- Parry 4
- Fortitude 3
- Toughness 4
- Will 3

Combat:
- Initiative: +5
- Bow +4 DC19 Piercing
- Grab +4 Special DC11 Bludgeoning
- Knife +4 DC17 Piercing Crit 19-20
- Kentucky Longrifle +4 DC19 Ballistic
- Throw +4 DC16
- Unarmed +4 DC16 Bludgeoning

Skills: 12 pts
- Acrobatics -
- Athletics 9
- Deception -1
- Expertise: Literacy
- Insight 2
- Intimidation -1
- Investigation -
- Perception 9
- Persuasion -1
- Sleight of Hand -
- Stealth 9
- Technology -
- Treatment -
- Vehicles -

Advantages: 16 pts
- Equipment 3
- Favored Environment: Woodlands
- Improved Aim
- Improved Disarm
- Improved Initiative
- Improved Trip
- Language: French
- Minion 2: Blue
- Ranged Attack 4
- Tracking

Powers: 1 pt
- Feature: Animal Mimic

Equipment: 15 ep
- Leather Armor (+2 Toughness) 2 ep
- Bow 6 ep
- Knife 2 ep
- Kentucky Longrifle (extended range 2 300/600/1200 ft, Extended Reload 3 (10 rounds/1 min) 5 ep

Abilities 16 + Skills 12 (24 ranks) + Advantages 16 + Powers 1 + Defenses 5 = 50

BACKGROUND:
Age - 31
Height - 5’ 10”
Weight - 140 lbs
Hair - Black
Eyes - Green

HISTORY:
Cyrus always was a stubborn and willful child that never did take to authority. As he grew up this moderated some but not completely. He has a hard time around people that try to tell him what to do and is as likely to do what he sees needs doing as he is to do what he’s told. He’s not rude or deliberately combative, just does what he thinks is right unless someone can convince him otherwise.

He started schooling, but as soon as he was able to hold a rifle and join his father hunting he found his calling. He had a natural aptitude for hunting and the life of a woodsman. By the time he was forteen he was the primary hunter of the family and would spend weeks at a time hunting and trapping only returning to his family to stock up on bullets and powder and bring home food and furs. On one of his trips back to the homestead, around the age of seventeen, for one of his many younger siblings birthdays, a spark from the fire caught in one of the furs he had stacked in main room. This quickly spread and caught the whole farmhouse. The family got out alive thanks to the family dogs but Cyrus was hit by a falling beam on the way out the door, burning his back and neck badly. He almost died but after weeks of pain and inactivity he pulled through and survived against the odds.

On his return to hunting he started bringing along a hunting dog to help make up for the weakness brought about by his time healing. His hound “Blue” has been such a good addition to his hunting trips and loyal friend that he won’t go anywhere without him.

On hearing of the British attacks throughout the colonies Cyrus has made his way to Boston to sign on with the military as a scout. His ability to perfectly mimic any bird or animal call has come in handy multiple times on group scouting missions.

COMPLICATIONS:
Motivation: Patriotism
He may not like authority but if he’s got to listen to one its damn well gonna be a local authority he can take his complaints to directly and not some poncy king half-way around the world.
Phobia: Fire
Cyrus was badly burned in a house fire when he was younger. He barely survived and still has horrific scars on his back and neck from the burns. He is extremely careful around campfires and with candles. Any uncontrolled fire, even minor ones like a log falling out of the fire while adding more wood, causes him to either freeze up or flee in the opposite direction. Candles knocked over cause him to overreact and leap to put out the flame before it gets out of control.

Blue
Image
PL4
Abilities: 14 pts
- STR 3
- STA 3
- AGL 2
- DEX 0
- FGT 3
- INT -4
- AWE 2
- PRE -2

Defenses: 5 pts
- Dodge 4
- Parry 4
- Fortitude 5
- Toughness 3
- Will 2

Combat:
- Initiative: +2
- Unarmed +5 DC18 Piercing

Skills: 7 pts
- Acrobatics -
- Athletics 3
- Close Combat: Unarmed 5
- Deception -2
- Insight 2
- Intimidation -2
- Investigation -
- Perception 8
- Persuasion -2
- Sleight of Hand -
- Stealth 8
- Technology -
- Treatment -
- Vehicles -

Advantages: 1 pt
- Improved Trip

Powers: 3 pts
- Senses
- - Acute: Smell
- - Low-light Vision
- - Tracking Smell (-1 Speed Rank)

Abilities 14 + Skills 7 (14 ranks) + Advantages 1 + Powers 3 + Defenses 5 = 30

Powered Cyrus
Image
PL6
Abilities: 16 pts
- STR 1
- STA 2
- AGL 1
- DEX 0
- FGT 4
- INT -1
- AWE 2
- PRE -1

Defenses: 5 pts
- Dodge 4
- Parry 4
- Fortitude 3
- Toughness 4
- Will 3

Combat:
- Initiative: +5
- Branch Blast +8 DC19 Piercing
- Grab +4 Special DC11 Bludgeoning
- Throw +4 DC16
- Tree Form Grab +4 Special DC17 Bludgeoning
- Tree Form Throw +4 DC22
- Tree Form Unarmed +4 DC22
- Unarmed +4 DC16 Bludgeoning
- Vine Snare +4 Dodge DC15
- Wood Control +6 DC16
- Wood Control w/Improvised Weapon +6 DC21
- Wood Shaping +6 DC16

Skills: 12 pts
- Acrobatics -
- Athletics 9
- Deception -1
- Expertise: Literacy
- Insight 2
- Intimidation -1
- Investigation -
- Perception 9
- Persuasion -1
- Sleight of Hand -
- Stealth 9
- Technology -
- Treatment -
- Vehicles -

Advantages: 16 pts
- Equipment 3
- Favored Environment: Woodlands
- Improved Aim
- Improved Disarm
- Improved Initiative
- Improved Trip
- Language: French
- Minion 2: Blue
- Ranged Attack 4
- Tracking

Powers: 41 pts
- Feature: Animal Mimic 1 pt
- Forest Form (Alternate Form: Woods, Move Action) 40 pts
- - Plant Metabolism
- - - Immortality 2 1 pt
- - - - Limited Sunlight required
- - - - Limited Cremation negates. 50%+ body mass required to revive
- - - Immunity 11 pts
- - - - All Environmental Conditions
- - - - Disease
- - - - Poison
- - - - Sleep
- - - - Starvation & Thirst
- - - - Suffocation (All)
- - - Regeneration 1 1 pt
- - - - Source: Sunlight
- - Iron Wood
- - - Protection 3 3 pts
- - Vine Limbs
- - - Elongation 1 1 pt
- - - Extra Limbs 2 4 pts
- - Vine Snare
- - - Snare 5 20 pts
- - - - Alternate Effect: Branch Blast 1 pt
- - - - - Blast 4 14 pts
- - - - - - Accurate 2
- - - - - - Penetrating 4
- - - - Alternate Effect: Tree Form 1 pt
- - - - - Growth 6 12 pts
- - - - Alternate Effect: Wood Control
- - - - - Move Object 2 9 pts
- - - - - - Accurate
- - - - - - Extended Range (100/200/400 ft)
- - - - - - Improvised Weapon 4
- - - - - - Limited Material: Wood
- - - - - - Precise
- - - - Alternate Effect: Wood Shaping 1 pt
- - - - - Transform 6 13 pts
- - - - - - Accurate 1
- - - - - - Diminished Range 3 (12/30/60 ft)
- - - - - - Increased Range: Ranged
- - - - - - Limited: Change Shape only
- - - - - - Permanent
- - - - - - Precise
- - - - - - Reversible
- - - - - - Subtle
- - - - Alternate Effect: Wooden Objects 1 pt
- - - - - Create 4 15 pts
- - - - - - Innate
- - - - - - Increased Duration
- - - - - - Precise
- - - - - - Subtle

Equipment: 15 ep
- Leather Armor (+2 Toughness) 2 ep
- Bow 6 ep
- Knife 2 ep
- Kentucky Longrifle (Extended Range 2 300/600/1200 ft, Extended Reload 3 (10 rounds/1 min) 5 ep

Abilities 16 + Skills 12 (24 ranks) + Advantages 16 + Powers 41 + Defenses 5 = 90
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Douse [3e]

Postby Aerlock » Fri Jun 22, 2012 9:03 am

Douse
Image
PL 10

Abilities: 16 pts
- STR 0
- STA 2
- AGL 0
- DEX 4
- FGT 2
- INT 0
- AWE 0
- PRE 0

Defenses: 26 pts
- Dodge 8 8 pts
- Parry 8 6 pts
- Fortitude 5 3 pts
- Toughness 5
- Will 9 9 pts

Combat:
- Initiative: +8
- Normal
- - Grab +2 DC 10
- - Throw +4 DC 15
- - Unarmed +2 DC 15
- Deluge
- - Grab +10 DC 16 +4 Circumstance due to Extra Limbs
- - Damage +2 DC 25
- - Suffocation +2 DC 25
- - Throw +4 DC 15
- - Unarmed +2 DC 15
- Elemental Body
- - Grab +2 DC 28 +4 Circumstance due to Extra Limbs
- - Throw +4 DC 27
- - Unarmed +8 DC 27
- Maelstrom
- - Grab +2 DC 16 +4 Circumstance due to Extra Limbs
- - Throw +4 DC 15
- - Unarmed +2 DC 15
- - Water Jet +10 DC 25
- Riptide
- - Grab DC +2 Circumstance due to Extra Limbs increases to +5

Skills: 5 pts
- Acrobatics -
- Athletics 20/0 *
- Close Combat: Grab 10/2 **
- Close Combat: Unarmed 10/2 ***
- Deception 0
- Insight 0
- Intimidation 0
- Investigation -
- Perception 10
- Persuasion 0
- Sleight of Hand -
- Stealth 0
- Technology -
- Treatment -
- Vehicles -
* 20 with the One with the Water power active (should be always, unless its nullified), 0 otherwise
** 10 with the Deluge Attack power active, 2 otherwise
*** 10 with the Elemental Body AE active, 2 otherwise

Advantages: 3 pts
- Benefit, Ambidexterity
- Improved Initiative 2

Powers: 100 pts
- One with the Water 7 pts
- - Enhanced Trait 10: Athletics 20 5 pts
- - - Limited to Swimming
- - Immortality 2 2 pts
- - - Limited: Must be immersed in water
- Water Body: (Alt Form Water, Move activate) 93 pts
- - Deluge 31 pts
- - - Linked Damage 10 5 pts
- - - - Grab-based
- - - - Linked to Suffocation
- - - Linked Suffocation (Affliction) 10 20 pts
- - - - Grab-based
- - - - Linked to Damage
- - - - Reduced Range: Close
- - - Enhanced Trait 4: Close Combat Grab 8 (+10) 4 pts
- - - Alternate Effect 1 pt
- - - - Elemental Body 14 pts
- - - - - Enhanced Trait 4: Close Combat Unarmed 6 (+8) 3 pts
- - - - - Growth 12 24 pts
- - - - - Reduced Traits: Fortitude -7 Athletics -12 -13 pts
- - - Alternate Effect 1 pt
- - - - Maelstrom 29 pts
- - - - - Water Jet (Blast) 10 15 pts
- - - - - - Accurate 3
- - - - - - Extended Range (500/1000/2000)
- - - - - - Limited: Requires Water Source
- - - - - - Precise
- - - - - Enhanced Trait 14: Dodge 7 (+15) Parry 7 (+15) 14 pts

- Flowing Form 56 pts
- - Concealment 10 5 pts
- - - All Senses
- - - Blending
- - - Limited to in water
- - Elongation 4 4 pts
- - Enhanced Ability: Strength 2 4 pts
- - - Affects Corporeal
- - - Limited to grabs only
- - Enhanced Advantages: 5 pts
- - - Favored Environment: Water
- - - Improved Hold
- - - Instant Up
- - - Move-by Action
- - - Prone Fighting
- - Extra Limbs 4 2 pt
- - - Improved Grab
- - - Limited to Grabs only
- - Immunity 9 9 pts
- - - Critical Hits
- - - Disease
- - - Environmental Condition: Cold
- - - Environmental Condition: High Pressure
- - - Poison
- - - Starvation & Thirst
- - - Suffocation (All)
- - Insubstantial 2 11 pts
- - - Precise
- - Movement 1 2 pts
- - - Environmental Adaptation (Underwater)
- - Protection 3 3 pts
- - Regeneration 2 1 pts
- - - Source: Water
- - Senses 6 6 pts
- - - Darkvision
- - - Infravision
- - - Radius (Visual)
- - - Ultra-Hearing

- Flowing Movement 11 pts
- - Movement 4 8 pts
- - - Safe Fall
- - - Slithering
- - - Water Walking 2
- - Speed 2 2 pts
- - Alternate Effect 1 pt
- - - Riptide 10 pts
- - - - Enhanced Ability: Strength 2 4 pts
- - - - Affects Corporeal
- - - - - Limited to grabs only
- - - - Swimming 6 6 pts

Abilities 16 + Defenses 26 + Skills 5 (10 ranks) + Advantages 3 + Powers 100 = 150 pts

BACKGROUND:
Ian Phelps
Age - 20
Height - 6’ 5”
Weight - 195 lbs
Hair - Bald (Dirty Blond)
Eyes - Green
Skin - Tan

HISTORY:
He has a slightly disproportionate frame with long arms, large hands and shorter than average legs. His joints are also extra flexible, almost to the point of double-jointed-ness in every joint. This combination has been a great boon to his swimming, but led to some teasing when it becomes apparent. Ian tries very hard to not let others see this by keeping his arms bent and his hands in the pockets of his hoodie or his jeans.

Ian’s powers revealed themselves at the age of 9. He was playing by the family pool alone when he knew he shouldn’t have been. He was running after his soccer ball to keep it from falling into the pool and while running, slipped on the cement, cracking his head open and falling in the pool. Were it not for his powers developing he would have been dead twice over from the head wound and drowning. As it was he only died once from the head would. His powers transformed him into living water, prevented him from drowning and saved his life. Unfortunately for his family when he transformed, his watery form blended with the pool water and disappeared. When they discovered him missing they thought he had been kidnapped and were devastated.

A week after Ian disappeared, just as everyone was starting to settle into the fact that they might never see Ian again, he came to in the pool. Not realizing how much time had passed and panicking at being under water and unable to breathe he swam as hard as he could for the surface and the edge of the pool. He shot out of the water so fast he didn’t even touch the edge of the pool on the way up and landed with a splash on the cement pool deck. Still not understanding what had happened and afraid he’d be in trouble for playing by the pool, he got up and made his way to the back door and let himself inside. His family reacted with shock and screams as they saw a small, vaguely child shaped form of water come sloshing through the house. It was only his screaming back and yelling to ask what was happening that let them realize that it was Ian.

A couple of months later, after he and his family got over the shock of his return and were adjusting to his change in form, they found the prejudice that their neighbors exhibited towards them and Ian over his status as a mutant was too great and they had to move. Ian blamed himself for this, not understanding the prejudice and hatred wasn’t his fault. This stress finally gave Ian the impetus to figure out how to change back to a normal appearance. He was disappointed to discover that in his normal form he got hungry and had to breathe again but the regaining ability to sleep somewhere other than the bathtub and being able to go out in public without causing uproar was good enough trade-off in his mind.

As he grew he secretly practiced with his powers while keeping as normal an outward appearance as possible. He found a love for the water that exceeded anything that he thought possible before. He spent every possible moment in the water. He was lucky that his parents had moved to a house within bike riding distance from the Gulf coast. This newfound obsession cost him a year at school as he let his grades slip and he had to repeat the sixth grade. His obsession with swimming eased slightly and with some after school tutoring and extreme will power on his part he was able to squeak through high school with barely average grades a year behind the rest of his class.

He has taken a year off from pursuing college, despite several swimming scholarship offers and is currently trying to decide if he wants to stay “in the closet” about his powers or to try and capitalize on his abilities somehow. He is also a little unsure if his mutant abilities have bled over into his normal form giving him his skills in the water. The largely anti-mutant sentiment has him leaning towards the “in the closet” argument but he is tired of hiding who he really is and going public is very tempting.

COMPLICATIONS:
Identity - Ian is “in the closet” about his abilities but his former neighbors know his secret, even though they are far away.
Obsessed - Swimming is his #1 passion in the world. He will swim in his normal form over his Mutant form if he has the chance.
Prejudice - Mutant
Relationships - Family (parents and 2 sisters) know what he is and stand by him.
Last edited by Aerlock on Fri Jun 22, 2012 9:53 am, edited 1 time in total.
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Cypress [3e]

Postby Aerlock » Fri Jun 22, 2012 9:05 am

Cypress
Image
PL11
Abilities: 6 pts
- STR 1
- STA -
- AGL 2
- DEX 2
- FGT 5
- INT -1
- AWE 1
- PRE -2

Defenses: 19 pts
- Dodge 8
- Parry 10
- Fortitude Immune
- Toughness 6
- Will 9

Combat:
- Initiative: +6
- Branch Blast +13 DC24 Piercing
- Grab +5 Special DC11 Bludgeoning
- Throw +7 DC16
- Tree Form Grab +5 Special DC23 Bludgeoning
- Tree Form Throw +7 DC28
- Tree Form Unarmed +5 DC28
- Unarmed +5 DC16 Bludgeoning
- Vine Snare +7 Dodge DC20
- Wood Control +11 DC21
- Wood Control w/Improvised Weapon +11 DC26
- Wood Shaping +15 Dodge DC17

Skills: 17 pts
- Acrobatics -
- Athletics 9
- Deception -2
- Expertise: History 9
- Expertise: Agriculture/Botany 9
- Insight 1
- Intimidation -2
- Investigation -
- Perception 10
- Persuasion -2
- Sleight of Hand -
- Stealth 9
- Technology -
- Treatment -
- Vehicles -

Advantages: 14 pts
- Animal Empathy
- Equipment 2
- Favored Environment: Woodlands
- Improved Aim
- Improved Disarm
- Improved Grab
- Improved Initiative 2
- Improved Trip
- Ranged Attack 5
- Tracking

Powers:
- Animal Mimic Feature 1 pt
- Branches 5 pts
- - Elongation 1 1 pt
- - Extra Limbs 4 4 pts
- Centuries of Experience 12 pts
- - Comprehend 3 6 pts
- - - Languages: Read All
- - - Languages: Speak All
- - - Languages: Understand All
- - Enhanced Intellect 6 6 pts
- - - Limited to Expertise skill only
- Iron Wood Body 8 pts
- - Protection 8 8 pts
- - - Innate
- - - Quirk: Normal Equipment needs 1ep extra per item for tailoring to his unique form
- Plant Metabolism 47 pts
- - Immortality 1 2 pt
- - - Innate
- - - Limited Sunlight required
- - Immunity 43 pts
- - - Aging
- - - All Environmental Conditions
- - - Disease
- - - Fortitude Effects
- - - Innate
- - - Poison
- - - Sleep
- - - Starvation & Thirst
- - - Suffocation (All)
- - Regeneration 2 2 pt
- - - Innate
- - - Source: Sunlight
- Plant Array (30 pt Array) 37 pts
- - Vine Snare 10 30 pts
- - - Alternate Effect: Branch Blast 1 pt
- - - - Blast 9 30 pts
- - - - - Accurate 3
- - - - - Penetrating 9
- - - Alternate Effect: Create Plants 1 pt
- - - - Create 9 30 pts
- - - - - Innate
- - - - - Increased Duration
- - - - - Precise
- - - - - Subtle
- - - Alternate Effect: Ole Blue 1 pt
- - - - Summon 8 25 pts
- - - - - Distracting
- - - - - Heroic
- - - - - Mental Link
- - - Alternate Effect: Tree Form 1 pt
- - - - Growth 12 24 pts
- - - - Reduced Parry -2 -2 pts
- - - Alternate Effect: Tree Stride 1 pt
- - - - Teleport 14 28 pts
- - - - - Extended
- - - - - Medium: Plant life
- - - Alternate Effect: Wood Control 1 pt
- - - - Move Object 11 14 pts
- - - - - Accurate 2
- - - - - Limited Material: Wood
- - - - - Precise
- - - Alternate Effect: Wood Shaping 1 pt
- - - - Transform 7 20 pts
- - - - - 1 Thing > 1 Thing: Wood
- - - - - Accurate 4
- - - - - Diminished Range 1 (70/175/350 ft)
- - - - - Increased Range: Ranged
- - - - - Limited: Change Shape only
- - - - - Permanent
- - - - - Precise
- - - - - Reversible
- - - - - Subtle
- Woodland Stride 14 pts
- - Concealment 6 2 pts
- - - Senses: All Visual, Hearing, Smell
- - - Blending
- - - Passive
- - - Limited Woodlands only
- - Movement 6 10 pts
- - - Environmental Adaptation: Woodlands
- - - Safe Fall
- - - Sure Footed
- - - Trackless 2
- - - - Visual and Olfactory
- - - - Through plant life only
- - - Wall-Crawling
- - Speed 4 2 pts
- - - Limited Woodlands only

Equipment: 9 ep
Cellphone (Smartphone) 3 ep
Fire Extinguisher x2 4 ep
Solar charger 2 ep

Abilities 6 + Defenses 19 + Skills 17 (34 ranks) + Advantages 14 + Powers 124 = 180

Ole Blue
Image
PL8
Abilities: 24 pts
- STR 4/8
- STA -
- AGL 4
- DEX 5
- FGT 8
- INT -4
- AWE 2
- PRE -2

Defenses: 12 pts
- Dodge 10/8
- Parry 10/8
- Fortitude Immune
- Toughness 6/10
- Will 6

Combat:
- Initiative: +8
- Grab: +8 Special DC14 Piercing
- Tree Form Grab: +8 Special DC18 Piercing
- Tree Form Unarmed +8 DC23 Piercing
- Unarmed +8 DC19 Piercing

Skills: 8 pts
- Acrobatics -
- Athletics 4/8
- Close Combat: Unarmed 8
- Deception -2
- Insight 2
- Intimidation -2/0
- Investigation -
- Perception 10
- Persuasion -2
- Sleight of Hand -
- Stealth 10/8
- Technology -
- Treatment -
- Vehicles -

Advantages: 2 pts
- Improved Initiative
- Improved Trip

Powers: 74 pts
- Iron Wood Body 6 pts
- - Protection 6 6 pts
- Plant Metabolism 43 pts
- - Immunity 42 pts
- - - Aging
- - - All Environmental Conditions
- - - Disease
- - - Fortitude Effects
- - - Poison
- - - Sleep
- - - Starvation & Thirst
- - - Suffocation (All)
- - Regeneration 2 1 pt
- - - Source: Sunlight
- Senses 3 3 pts
- - Acute: Smell
- - Low-light Vision
- - Tracking Smell (-1 Speed Rank)
- Tree Form 8 pts
- - Growth 4 8 pts
- Woodland Stride 14 pts
- - Concealment 6 2 pts
- - - Senses: All Visual, Hearing, Smell
- - - Blending
- - - Passive
- - - Limited Woodlands only
- - Movement 6 10 pts
- - - Environmental Adaptation: Woodlands
- - - Safe Fall
- - - Sure Footed
- - - Trackless 2
- - - - Visual and Olfactory
- - - - Through plant life only
- - - Wall-Crawling
- - Speed 4 2 pts
- - - Limited Woodlands only

Abilities 24 + Defenses 12 + Skills 8 (16 ranks) + Advantages 2 + Powers 74 = 120

BACKGROUND:
Age - 268
Height - 6’ 5”
Weight - 400 lbs
Hair - Brown (Bark)
Eyes - Brown/Black

HISTORY:
Born Cyrus Poe in 1744 he gained his powers shortly before the American Revolution. He fought on the side of the American patriots for the duration of the war, using his powers to scout the enemy unseen and shape the battlefield to hinder the Redcoats. Two years after the war, in 1790, he was ambushed on his small farm, murdered and buried in a shallow unmarked grave by a group of disgruntled English loyalists for his part in the war. He woke up two weeks later stuck in his Tree form. He noticed his foliage had changed color, from the green that he was used to, to the browns and reds of fall leaves. Unconcerned with that minor detail at the time, he sought out his murderers and killed them in return. After his vengeance he attempted to return to his old life but found himself ostracised from most of his friends due to his appearance. He found that he had become hardier and less dependant on the things he used to need like food and sleep. The change to his anatomy made it so he barely noticed the changing seasons. Living the solitary life did not work well for him. Having no need to eat or drink and not being affected by the changes in the weather made him yearn for something new to put his energy towards. Realizing he had little need to farm to live or for the things money could buy him, he gave over his land and animals to one of the few friendly neighbors he had left and threw himself into the one remaining joy he had left, travelling through the forests of the frontier and exploring.

He has spent the 238 years since his death and transformation travelling the world learning more about plant life and trying to prevent the wrongs he saw committed against the forests and grasslands of the world. During that time he gained the ability to teleport from plant to plant and eventually developed that into a near global reach. He also found himself missing his old hunting dog Blue and practiced with his plant creation powers until he was able to create a facsimile of Ole Blue out of wood and plants that had many of the same traits he did. He has been to many different countries exploring the different types of plants they have. He frequently spends long periods of time in the rainforests exploring and looking for new plants or trees that he might try to mimic with his abilities. While he has been mostly a loner he has had enough interaction with the various environmental groups around the world to learn multiple languages and has developed a knack for new languages, what few are left that he can’t at least speak at least passably in.

Cypress, as he now goes by, does not hate people that use the natural resources of the environment. He believes that the lord made the world to be used by man. He believes that the use man puts the earth and its resources to should be purposeful and not wasteful. He stereotypes most environmental groups as extremists trying to tear down humanity at the expense of a frog or a bush. He himself has been accused of being an extremist in the news media by those he’s gone up against.

COMPLICATIONS:
Enemy: Many big corporations and small countries hate Cypress for thwarting their needlessly environmentally destructive goals over the years

Hatred: Destroyers of the environment, plants in particular

Motivation: Acceptance
- Cypress is trying to regain some humanity he feels he’s lost over the last two and a half centuries.

Motivation: Resposibility
- Cypress feels that his powers and his continued existence have been given to him to accomplish a purpose. He doesn’t exactly know what that might be but in the meantime he’s trying to prevent needless destruction of the environment

Phobia: Fire
- Cypress was badly burned in a house fire when he was human. He barely survived and still to this day has problems around fire, though it has come to be more to do with his physical makeup now more than the fear of fire. Any uncontrolled fire causes him to either freeze up or move away in the opposite direction, This includes fire powered heroes.

Reputation
- Cypress has been a very visible opponent to deforestation and environmental exploitation

Temper
- Cypress has little tolerance of those that abuse their power over others whether a person, company or government and will do his best to turn the tables on the abuser given a chance
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Vulcan [3e]

Postby Aerlock » Mon Jul 16, 2012 9:09 am

Vulcan - PL 10
Image
Replace the gun with a sledge hammer and make him a quite bit younger with with darker hair and you got my mental image of Vulcan.

Strength 5, Stamina 6, Agility -1, Dexterity 0, Fighting 0, Intellect 0, Awareness 0, Presence -2

Advantages
Artificer, Benefit, Wealth 2 (indepently wealthy), Improved Initiative, Improved Smash, Ritualist, Weapon Break

Skills
Expertise: Mechanic 10 (+10), Perception 8 (+8), Technology 10 (+10)

Powers
Heart of the Fire God
. . Blood of the Fire God: Immunity 18 (Common Descriptor: Fire/Heat, Disease, Enviromental Conditions (All), Poison, Starvation & Thirst)
. . Embrace of the Flames: Force Field 5 (fire, +5 Toughness)
. . Heat of the Forge: Environment 3 (Heat (Extreme), Visibility (-2), Radius: 120 feet)
. . . . Hearth Fire
. . . . . . Light of the Hearth: Environment 3 (Linked; Light, Radius: 120 feet)
. . . . . . Warmth of the Hearth: Burst Area Immunity 1 (Linked; Environmental Condition: Cold; Affects Others, Burst Area 3: 120 feet radius sphere, Sustained)
. . Smiths Exhaustion: Cumulative Affliction 10 (fire, heat, 1st degree: Dazed, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Accurate 5: +10, Cumulative, Increased Range: ranged, Insidious, Reversible; Distracting)
. . . . Apprentices Exhaustion: Cumulative Burst Area Affliction 10 (Alternate; fire, heat, 1st degree: Dazed, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, Cumulative, Insidious, Reversible; Distracting)
. . . . Embrace of the Coals: Energy Aura 10 (Alternate; fire, heat, DC 25; Side Effect 2: always - Immobile)
Tools of the Smith
. . Apron of the Smith: Feature 1 (simple, non-consumable tools are always at hand)
. . Hammer of the Smith: Strength-based Damage 4 (DC 24, Advantages: Improved Smash, Weapon Break; Accurate 5: +10)
. . Knowledge of the Smith: Enhanced Trait 12 (Traits: Expertise +20 (+20), Advantages: Artificer, Ritualist)

Powers in Library
Chariot of the Fire God: Flight 8 (16 PP)
. . Speed: 500 miles/hour, 1 mile/round; Affects Others; Platform (Free - Close - Sustained)
. . Design / Construction DC: 26; Jury Rig DC: 31; Invention: 16/64 hours; Ritual: 64 hours/160 minutes; Jury Rig: 16 rounds
Shield of the Gods: Impervious Toughness 11 (11 PP)
. . (Free - Personal - Continuous)
. . Design / Construction DC: 21; Jury Rig DC: 26; Invention: 11/44 hours; Ritual: 44 hours/110 minutes; Jury Rig: 11 rounds
Staff of Aesculapius: Healing 10 (21 PP)
. . Persistent (Standard - Close - Instant)
. . Design / Construction DC: 31; Jury Rig DC: 36; Invention: 21/84 hours; Ritual: 84 hours/210 minutes; Jury Rig: 21 rounds

Offense
Initiative +3
Apprentices Exhaustion: Cumulative Burst Area Affliction 10 (DC Fort 20)
Embrace of the Coals: Energy Aura 10, +0 (DC 25)
Grab, +0 (DC Spec 15)
Hammer of the Smith: Strength-based Damage 4, +10 (DC 24)
Smiths Exhaustion: Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +0 (DC 20)
Unarmed, +0 (DC 20)

Complications
Lame: He has one leg that was badly broken and healed incorrectly. He moves slower because of it. -5 ft. movement speed.
Prejudice: He's ugly. Not monstrously so, but enough to put people off when he first meets them.
Responsibility: He has to run his junkyard. He can go for about 6 months without running the junkyard before he loses a level of Benefit, Wealth.

Languages
English, Italian, Latin

Defense
Dodge 8, Parry 8, Fortitude 10, Toughness 11, Will 10

Power Points
Abilities 16 + Powers 86 + Advantages 3 + Skills 14 (28 ranks) + Defenses 31 = 150

Well Miles, could you have seen this life coming 5 years ago when Mrs. Schwartz, your High School Guidance counselor asked you where you saw yourself in 5 years? Nah, a champion track star with very good chances of getting onto the 2012 Olympic team like you were, never could have expected it to be a good day when you are able to move without the cane. You never could have expected to have your leg shattered in a hit an run car accident. you never could have expected to be unlucky enough to get that quack on the end of his triple shift in the ER. You never could have expected to spend 18 months in physical therapy just trying to learn to walk again. You certainly never could have expected to win that much cash in a malpractice suit against that quack and the circle jerk outfit he worked for.

The cash was nice but no amount of money will fix the nerve damage that's so bad you can barely walk straight without a cane. Its a good thing you turned out to be so good at running a business. Dad always said never put all your eggs in one basket. That's why he made sure you could make a sick engine purr. If it wasn't for being able to lose myself under the hood of a car I don't think I would have survived never being able to run again. That old junk yard turned out to be a blessing. The money lets me live comfortably, its easy work, and I get to spend all day up to my elbows in grease and car parts or banging away on the anvil in the forge out back.


*ding* *ding* *ding* "Ladies and gentlemen the captain has turned n the seat belt sign in preparation for landing. please return your tray tables and seat backs into an upright and locked position. We will be coming through the cabin one more time to collect any trash you may have left. Thank you for flying with us today and enjoy your stay in beautiful San Juan, Puerto Rico."

Wha?! I guess I was dozing a bit. Well, I guess its time to stop day dreaming and reliving bad, old memories. It's been four years since the wreck and Miles my man you're in pretty good shape for a never was star runner thats all washed up at the ripe old age of 23. *twinge* Rubbing his leg Miles continues his internal, one sided conversation. Damn airplanes, even first class never has enough room to stretch out my leg. At least I'll be on the ground soon and I can get this "working" vacation going. Hah! "Working" vacation my lame foot, Miles you can can hardly call it working when you're only gonna be in that junkyard for half a day at most and spending the next 6 days on the beach. Whatever I hope this guy has a collection of junkers that's even half as impressive as some of the stories claim. Rubbing his face and doing his best to use his hair and his Authentic, Almost Exact Replica, Imitation, Wanna-be, Indiana Jones hat to help cover some of the scars on the side of his head and face, Miles prepares himself to land. This is also gonna give some time to process the idea that I'm now the living embodiment of the powers of Vulcan. Why I was chosen other than the passing resemblance of a lame leg, less than beautiful face and a penchant for hitting hot metal with hammers, I'll never know. It was getting to be too much at home though, every time I picked up the hammer or turned a wrench I got that mental double vision, like I had someone else sitting inside my head watching my every move and listening to every thought.
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