Cartoon Heroes Roll Call

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Cosmic Entity
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Cartoon Heroes Roll Call

Post by Hound » Fri May 31, 2013 10:55 pm

Last edited by Hound on Sun Jun 23, 2013 4:49 pm, edited 3 times in total.
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Re: Cartoon Heroes Roll Call

Post by Coyotzin » Sat Jun 01, 2013 12:08 am

Miki Youmi - PL 12

Strength 5, Stamina 4, Agility 3, Dexterity 0, Fighting 3, Intellect 0, Awareness 4, Presence 1

Animal Empathy, Assessment, Attractive, Defensive Roll 3, Diehard, Equipment 2, Fearless, Improved Critical 4: Zanpakuto - Stormstriker, Improved Trip, Instant Up, Move-by Action, Power Attack, Quick Draw, Takedown

Athletics 5 (+10), Close Combat: Zanpakuto - Stormstriker and Shinkai 9 (+12), Expertise (AWE): Survival 7 (+11), Insight 4 (+8), Intimidation 5 (+6), Perception 10 (+14)

Keen Scent: Senses 5 (Accurate, Acute, Extended (x10), Tracking (-1 speed rank): Smell)

. . Deathspeak: Comprehend 1 (Spirits - Communicate; Broad Type: Dead and undead)
. . Immortality 1 (Return after 2 weeks)
. . Leaping 6 (Leap 500 feet at 120 miles/hour)
. . Reiatsu Platforms: Flight 2 (8 miles/hour, 120 feet/round; Levitation, Platform)
. . Spirit Sight: Senses 2 (Sight Counters Concealment: Spiritual beings)
. . Spiritual Existence: Immunity 4 (Aging, Disease, Suffocation (All); Limited - Half Effect [3 ranks only, Aging not affected])

Shinkai - Stormstriker Unleash! (Activation: Move Action)
. . Naginata Form: Damage 2 (DC 17; Reach (melee): 5 ft., Stacks with: Keen Edge)
. . Shock!: Affliction 12 (Dazed and Vulnerable, Stunned and Defenseless; Resisted by Fortitude DC 22; Affects Incorporeal (half-effect), Extra Condition, Linked to Keen Edge, Reach (melee): 5 ft.; Limited Degree)
. . . . Chain Lightning!: Burst Area Damage 12 (Alternate; DC 27; Affects Incorporeal (half-effect), Burst Area: 30 feet radius sphere, Linked to Keen Edge, Reach (melee): 5 ft., Selective; Limited: targets other than the first, Unreliable (5 uses))
. . . . Thunder!: Burst Area Affliction 12 (Alternate; Impaired, Prone, Resisted by: Fortitude, DC 22; Affects Incorporeal (half-effect), Burst Area: 30 feet radius sphere, Linked: Keen Edge, Reach (melee): 5 ft.; Limited Degree)

Spirit Form (Activation: Move Action)
. . Ethereal Body: Movement 7 (Permeate 3: full speed, Safe Fall, Trackless: Sight, smell, touch 3)
. . Veiled Presence: Concealment 6 (All Aural Senses, All Visual Senses; Permanent, Quirk: Visible to any Sense that can detect spirits.)
. Artificial Body (Gigai) (Alternate to Spirit Form; Activation: Move Action)
. . . Artificial Functions: Immunity 9 (Critical Hits, Fatigue Effects, Poison, Sleep)
. . . Movement 1 (Safe Fall)
. . . Tough Shell (Saving Throw: Toughness; Impervious [6 extra ranks])
. . . Veiled Presence: Concealment 2 (Magic)

Zanpakuto - Stormstriker (Easily Removable (indestructible))
. . Keen Edge: Strength-based Damage 5+2 ([Stacking ranks: +2], DC 27, Affects Incorporeal 2 (full effect); Advantages: Improved Critical 2)
. . Personality: Feature 1
. . Soul Delivery: Movement 1 (Dimensional: Soul Society 1: one dimension, 50 lbs.; Affects Others Only; Limited: to disembodied souls)
. . Weapon Camouflage: Transform 2 (Affects: 1 Thing > 1 Thing - Weapon into accessory, Transforms: 3 lbs., DC 11; Limited to Stormstriker into choker and back)

Divine Messenger Machine (Cell Phone (Smartphone), Extradimensional Coverage, GPS Receiver), Instant Clarificator Earpiece [Comprehend 2, Understand All Languages and You're Understood; Limited: to local prevailing language], Standard Issue Gi [Protection 3, +3 Toughness, Feature: Morphs into hoodie when in the Gigai]

Initiative +3
Chain Lightning!: Keen Edge+Burst Area Damage 12 (DC 27)
Grab, +3 (DC Spec 15)
Keen Edge: Strength-based Damage 5+2, +12 (DC 27)
Naginata Form: Damage 2, +3 (DC 17)
Shock!: Keen Edge+Affliction 12, +3 (DC Fort 22)
Throw, +0 (DC 20)
Thunder!: Keen Edge+Burst Area Affliction 12 (DC Fort 22)
Unarmed, +3 (DC 20)

Native Language

Dodge 14, Parry 14, Fortitude 11, Toughness 10/4, Will 9

Power Points
Abilities 40 + Powers 70 + Advantages 16 + Skills 20 (40 ranks) + Defenses 34 = 180

Aura of Power: Shinigami exude power that can be sensed and tracked by the appropriate senses. This aura is obscured inside the Gigai.
Equal-opportunity lecher: Miki is in love with everyone who is even mildly attractive. She wastes no chance to ogle, peep, drool over and often manhandle attractive people.
Gigai: When assuming Spirit Form, Miki leaves her artificial body behind, which may raise questions if found.
Stormstriker is a douche: Her Zanpakuto's personality is judgmental and is always on her case. He might even refuse his help if he feels she's doing something wrong (at this point Miki cannot unseal her Shinkai and Stormstriker's traits are limited to only the Damage ranks).
True Nature: Xoloxcuintle: In Aztec myths, the guides for souls into the afterlife are dog spirits, and that's what Miki is. She's a dog transformed by Soul Society into a humanoid form, but she still has some of the habits.

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Name: Miki Youmi, Mictlixochitl
Nature/Race: Shinigami (Reaper, Aztec Death Goddess)
Gender/Age: Female, around 700 years old but looks early twenties.

Bronze-skinned, almond-shaped brown eyes and deep black, long hair. She almost look Japanese except for her skin tone and her more angular features. In her Spirit Form she wears the black gi and hakama that are the standard issue for Soul Society agents, with her katana at her side, and in her Artificial Body she dresses rather more grungily, favoring hoodies, tanktops and hip-hugging jeans. When she releases her Shinkai, her weapon takes the form of a naginata, with an emerald blade encrusted with jade chips on both sides.

Boisterous and fun-loving, living day to day has allowed to live over the death of her civilization and several centuries afterwards without going insane. Having a rather canine origin has also helped, because she's always in a happy mood, gets along with others easily, and is unflinchingly loyal. A more humanoid trait is that she's made platonic lechery into a way of life. She will often fixate on any given attractive person of either gender and go to great lengths to catch him/her in as little clothing as possible, or to cop a feel in inappropriate moments. But she doesn't go any further... she'd actually freak out if her attentions were reciprocated or appreciated.

Powers and Abilities
As a shinigami, Miki is an immortal spiritual being, highly resistant to disease and who needs a minimum amount of air to breathe (but she's not undead, so she does need to). In her natural form as a spirit, mortals cannot see her or hear her and she can walk through walls, but she has an artificial body she can inhabit to interact with mortals, which hides her presence from magical senses and gives her additional resilience. Her standard training as a member of Soul Society includes the ability to find and interact with the spirits of the dead and treat gravity as a suggestion. Her prime ability, however, is her Zanpakuto, a spirit sword she wields with deadly expertise. When she unleashes its power, called the Shinkai form, her Zanpakuto becomes a naginata and becomes electrified, so that each strike can shock or electrocute targets, or emit a thunderclap. Also, she has kept her keen sense of smell from her previous existence as a dog spirit.

Beyond the world of mortals there is a layer of reality called Soul Society, where the souls of the dead go to wait for their final judgment. At the center of Soul Society stand the Shinigami, the Death Gods, or Reapers, who guide the souls of the dead and deal with evil ghosts and spirits that refuse to move on and haunt mortals. However, Soul Society was not the only kingdom of the dead. Several centuries ago the lands of the Americas had the Mictlan, the Aztec realm of the dead. Mictlan and Soul Society knew of each other, and there was an early attempt at cooperation when Mictlan sent an ambassador, one of the Xolotzcuintle spirits who guided the dead along their journey.

Problem was... the Xolotzcuintle were dogs, and couldn't much learn of Soul Society's technique in that form, so the Soul Society sorcerers turned her into a human. She called herself Mictlixochitl (Maiden of the Realm of the Dead, in the Nahuatl tongue), but after several failed attempts by Soul Society members to pronounce the name correctly, they ended up simply calling her Miki.

Miki trained dutifuly with Soul Society shinigami and shared the secrets of Mictlan, which served Soul Society in classifying the different kinds of Hollows, until contact was suddenly cut off. Upon an emergency return, Miki found Aztec civilization in ruins, conquered by the Spaniards, and Mictlan slowly but surely closing off for lack of believers. She salvaged as much as she could, as the agents of Mictlan found other jobs as assorted ghosts and haunts of Mexican folklore, but Miki returned to Japan and Soul Society, and spent the following centuries as a full-blown shinigami.

Her canine nature helped her cope with being the last of her kind, and she pays no mind to that fact, making friends left and right and fighting with fierce loyalty for Soul Society and her fellow Reapers. There were a couple of hard times, and she has lost friends in the long war against the Hollows, but she lives day to day and those events have done nothing to alter her sunny outlook.
Note: For those who have not noticed, Bleach is HIGHLY influenced by Mexican folklore about Death, from the Spanish names of several of its elements to the concept of Death Masks for the Hollows... so I figured I'd create how all the Spanish and Aztec influence came from :)
Last edited by Coyotzin on Sat Jun 01, 2013 11:34 am, edited 1 time in total.

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Re: Cartoon Heroes Roll Call

Post by Nineofspades » Sat Jun 01, 2013 5:58 am

Character Name:Oshiro Karin
Anime Base:Saikano+Super Dreadnought Girl 4946
Tropes: Robot Girl. Ridiculously Human Robot, More Dakka, I just want to be human, Boobs Of Steel, Huge School Girl, Wake Up-Go to School-Save The world,Robotic Reveal,Androids are People too, Emergency Transformation,We Can Rebuild Her, Super Prototype,Big Breasts Big Deal

Age: 19 ( or 6 months, depending on how you count)
Gender: Female
Height: 6'0”
Weight: 180lbs
Eyes: Amber
Hair: Blond


History: Karin had a pretty good life. She went to school, had friends, a decent family. Usual stuff. The biggest stresses in her life were feeling self conscious about her height, trying to get through her classes with decent grades, and finding room in her schedule to fit a part time job in there, along with keeping an eye out for some of the cute boys in her class. Typical teenager stuff.

That was until one day, just before the end of the school year, when a meteor feel out of the sky and slammed into her hometown. Destruction and fire engulfed the area, which was a disaster enough to overtax the local emergency response team. But the impact was just the start. The meteor cracked open, and out emerged a colossal, monstrous alien. Like something out of a nightmare, it rampaged through the wreckage, destroying everything in its path. The Military arrived, but were all but powerless to stop it. The gigantic creature was soon joined by thousands of humans sized ones, pouring out from the meteor crater, and scouring the area.

Karin had been lucky. She survived the initial impact, injured, but not badly enough she couldn't try to limp away. She had avoided the wave of destruction the alien had brought, and that alone was a minor miracle. She didn't outrun the swarming mass of smaller creatures though. Struggle as she did, they cornered her in the ruins of a toppled skyscraper. Karin had a simple, good life. And then she died.

That would have been the end of it, except Karin was not allowed to stay dead. The attacking creatures were repelled, and when the reckage was being searched through, Karin's body was found. It was quickly taken away by shady government agents, claiming it was infected with an extraterrestrial disease. This was far from the truth.

The alien invaders, known as Vlitra, had come to earth many times before. For the past thirty, meteors had crashed down on earth, before splitting open to unleash terrible bio weapons from beyond the stars. Human technology simply was not good enough to repel the monsters, not without serious cost. The general public was kept well in the dark of these attacks, with the media covering up the incidents as being minor wars or other natural disasters. It wasn't hard, since there was almost never any survivors.

In desperation, mankind developed a new kind of weapon, one which could fare in battle against the invaders. A living machine, built off a human template, armed with the best weapons available. Karin, though deceased, possessed the right genetics and brain-wave pattern to form a viable weapon template. Her body was broken down and perfectly copied, machinery replacing the organic. While the original Karin was dead, what was created was in effect, a perfect imitation. It had her thoughts, her personality, her memories. She was reborn as a person, and as a weapon.

Though she struggled at first to accept her new state of being, and the revelation that human kind had been locked in a war with creatures from beyond the stars for three decades was a lot to take in. Still, she did understand that, to prevent the cataclysmic damage which had obliterated her home from happening again, she would need to step up and do what she could.

Karin has since fought the Vlitra many times, their attacks typically happening every few weeks. In the downtime, she's been allowed to assume a civilian life, living in a new town. This privilege is conditional upon her keeping both her abilities hidden, and the nature of the Vlitra a secret. It was long ago decided that if humanity is to survive, it must remain oblivious to the threat at large. Knowledge of the war would only serve to cause mass hysteria, and resources which would otherwise be spent protecting earth would be wasted trying to stop the widespread panic.

The program has also managed to create five other living weapons, like Karin. And while the technology in each has advanced, Karin herself has remained the for-front weapon against the Vlitra. It's unclear exactly what it is which allows her to outperform her technologically superior siblings, but the fact remains that she now stands as humanities single greatest weapon in the fight for their survival.

Regularly Scheduled Maintenance: Though her primary power supply is an internal anti-matter power cell, and her robotic systems are capable of self repair, Karin's body still needs to supplement this by recharge itself with external energy, as well as receive various tune ups and repairs. She needs about an hour a day to preform these processes, which require some manner of machine tools and access to electricity, without which she begins to break down.

EMP Vulnarability: As a machine, Karin is vulnerable to electromagnetic attacks. While her external shell is largely shielded from everyday magnets and normal electric charges, especially potent attacks can damage her circuits. Electric or magnetic damage acts as if her toughness defense was not impervious

Bad luck: Even before she was transformed into a living machine, Karin has always had misfortune follow her. Nothing major, just small little annoyances which never seem to go away.

ClothingKarin's modesty has suffered just as poorly as her clothing has, due to the fact that when she activates the many weapons in her body, her clothing is usually shredded as a result.

Self Conscious:Karin can be rather bashful at times, especially about her height and her rather ample bust. Embarrassment is the name of the game whenever these two topics are brought up.

Abilities: 4-10+12+8+12+0+8+0 = 34PP
Strength: 2/10
Stamina: ---
Agility: 6
Dexterity: 4
Fighting: 6
Intelligence: 0
Awareness: 4
Presence: 0

Initiative: +10
Attack: +10 Melee, +4 Ranged, +10 Weapons Systems


Carrying capacity
  • Normal: 200lbs
  • Mechanized Strength: 6000 Tons
  • Walking: 30ft/round; 3mph
  • Flying: 4 miles/round; 2400mph (Mach 3)

Defenses: 0+0+0+6=6PP
Dodge: +6/+8 (+6 Agl, +2 vs area)
Fortitude: Immune
Parry: +6 (+6 Fig, +0)
Toughness: +14 (+0 Sta, +14)
Will: +10 (+4 Awe, +6)

Skills: 21PP
Acrobatics 2 (+8)
Athletics 1 (+3/11)
Deception 6 (+6/+11)
Insight 3 (+7)
Perception 8 (+10)
Persuasion 10 (+10/+15)
Ranged Combat: Weapon Systems 6 (+10)
Technology 6 (+6)

Feats: 8pp
Agile Feint
Attractive 2
Benefit (Well Endowed) 2
Improved Initiative
Move By Action

Powers: 30+28+2+10+55+4+1+1 = 131PP

Machine (Immunity (Fortitude)) [30PP] (Completely Inorganic Body)

Alloyed (Protection 14, Impervious 14) [28PP] (Super-Hardended Metal Frame)

Self-Repairing (Regeneration 2 ) [2PP] (Able to repair damage to herself)

Rocket Flight (Flight 10 Flaws: Wings (-1)) [10PP] (Wings and rocket boosters emerge from her back)

Combat Systems (50pp Array Feats: Alternate Power 5 ) [55PP] (Built In Weaponry)
  • Base Power: Gatling Laser (Damage 10 Extras: Ranged (+1),Multi-attack (+1) Feats: Penetrating 14 , Precise, Improved Critical 4 ) [50pp] (Arm Transforms into a Rapid Fire Gatling Laser)
  • Alternate Power: Plasma Whip (Damage 10 Linked Weaken Toughness 10 Linked Affliction 10 (dazed/stunned/incapacitated) Extras Affects Objects (+1) Feats Enhanced Skill Close Combat 4, Reach 2(x3), Improved Critical 2)[50pp] (Palm deployed whip of high energy charged electrons)
  • Alternate Power: Charged-Plasma Beam (Damage 10 Linked Weaken Toughness 10 Extras: Ranged (+2), Affects Objects (+1))[50pp] (Chest Mounted Wave Motion Gun)
  • Alternate Power: Mechanized Strength (Enhanced Strength 8, Enhanced Strength 8 (Limited To Lifting (-1)), Weaken Toughness 10 (linked to Unarmed, Affects Objects (+1)Feats: Improved Critical (Unarmed) 4, Enhanced Skill (Close Combat) 4 )[50pp] (Redirecting Core power from weapons into mechanical strength)
  • Alternate Power: Scatter Rockets (Damage 10 Extras: Ranged (+1), Multi-Attack (+1) Feats: Penetrating 10, Homing 8 (Radar sense), Extended Range 2 )[50pp] (Shoulder mounted barrage of hundreds of small, but potent, homing rockets)
  • Alternate Power: Sleep Gas (Affliction 10 (Fatigued/Exhausted/Asleep) Extras: Ranged (+1), Progressive (+2), Cloud Area (+1), Alternate Save (Fortitude)(+0))[50pp] (Fires a Canister which releases a potent knockout Gas)
Radar (Senses (Radio)(1), Accurate (2), Extended (2) Drawbacks: Noticeable (-1)) [4PP]

Built In Tech (Feature (Equipment: Video Camera, GPS, Commlink, Flashlight) [1PP]

Interface ( Comprehend Machines Flaws: Distracting (-1) Drawbacks: Noticable (-1)) [1PP] (Linking up to electronic devices and communicating with them)

Totals: Abilities (34) + Defense(6) + Skills (21) + Feats (8) + Powers (131) = 200 Power Points

Cosmic Entity
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Re: Cartoon Heroes Roll Call

Post by SilvercatMoonpaw » Sat Jun 01, 2013 12:13 pm

Tomato, Daughter of Cherry

Tomato is the rather odd daughter of the elven hero Chocolate Luni and the dragoness Cherry. If that doesn’t indicate how messed up her life was than the fact that she grew up taller and muscular than a normal elf probably helps. If a world of natural grace Tomato had to work twice as hard just to fit in and to compensate with a “great personality”. She had a better time among the dwarves where her prodigious strength and ability to hold her beer made her the toast of every feast. Not to mention being immune to fire was handy in the forge, and it was the dwarves who help her forge a remnant of the horn of her grandfather, Durian of the Formidable Hide, broken off in his fight with the demon Sharsaralalassa, into a magic weapon that was alternately a sword or a bow.

It was with this sword that she defeated the dreaded Demon Sand Witch Amut in the ancient temple of Nabu. However just as she thought she could rest a cross-shaped portal opened up in the air and man in a golden helmet stepped out. He called himself Dr Fate, and he had crossed the dimensions drawn by the call of the temple to seek the aid of the brave warrior who had freed it.

Tomato, who had actually been shanghaied into the adventure after some drunken shenanigans, agreed anyway.

Motivation -- Good Before Law.....: While Tomato is a Good Guy she has something of a typical “adventurer” style which sometimes doesn’t leave much room for following the rules.

....and Get It Done: It also means she has a tendency to rush in.

Mental Hang-Up -- That Awkward Feeling: Tomato still isn’t entirely over her childhood among the elves and is still susceptible to thinking herself big and clunky. Comments about her size may get her to sulk.

Quirk -- Weird Draconic Biology: Even though she doesn’t look it Tomato is half-dragon and that sometimes mean weird side-effects to otherwise normal things.

Prejudice -- “Magic cannot understand technology”: Modern world people often assume that because Tomato comes from a non-tech place that she’s incapable of understanding it.

PL 11, 190 pp

Str 4 [800 lb]; Sta 3; Agl 7; Dex 7; Fgt 8; Int 0; Awe 0; Pre 4
full lifting: 7 [3 tons]
(un-enhanced stats: Str 3 [400 lb])

Accurate Attack, Close Combat 1, Defensive Roll 2, Improved Initiative, Precise Attack (Close; Concealment), Power Attack, Skill Mastery (Athletics), Takedown, Uncanny Dodge (hearing)

Acrobatics 10 (+17)
Athletics 10 (+13)
Close Combat: Horn of Durian 6 (+12)
Close Combat: Unarmed 4 (+10)
Expertise: Engineering 4 (+4)
Expertise: Magic 6 (+6)
Expertise: Nature 6 (+6)
Expertise: Partying 4 (+8, Cha-based)
Intimidate 10 (+14)
Perception 10 (+10)
Persuasion 10 (+14)
Stealth 4 (+13)
Ranged Combat: Bow 4 (+13)
Ranged Combat: Horn of Durian 6 (+13)

Horn of Durian: Array (18 points + AE 5; Easily Removable [-8 points])
----Sword: Reach 1 Strength-based Damage 6 (Penetrating 10)
----Arrow: Ranged Damage 9
----Rope: Movement 1 (Swinging)
----Wind: Move Object 10 (Cone Area; Touch Range, Limited [away only])
----Vines: Ranged Affliction 9 (Resisted by Dodge; Hindered + Vulnerable, Defenseless + Immobile)(Extra Condition, Limited to Two Degrees)
----Smoke: Cloud Area Concealment Attack 9 (Normal and Infra- Vision)
Impossible Moves: Speed 2 [120 ft]; Leaping 2 [30 ft]; Movement 1 (Safe Fall)
Half Elf: Senses 2 (Low-light vision, Ultra-hearing)
Half Dragon (Fire): Immunity 10 (fire effects); Enhanced Advantages 2 (Diehard, Great Endurance); Protection 3; Enhanced Defenses 4 (Fortitude +2, Will +2); Enhanced Strength 1; Power-lifting 3

Initiative +13
Unarmed, close +11 -- damage 19 Tgh
Sword, close +13 -- damage 25 Tgh (Penetrating 10)
Arrow, ranged +13 -- damage 24 Tgh
Wind, close Cone 20 Dodge -- grab 20 vs Str/Dodge
Vines, ranged +13 -- 19 Dodge vs Hindered + Vulnerable, Defenseless + Immobile
Smoke, close Cloud 19 Dodge -- concealment normal + infravision

Dodge +14
Parry +14
Fortitude +10
Toughness +8 (+6 Vulnerable)
Will +10
(un-enhanced stats: Fort +8, Will +8)

Abilities 64 + Advantages 10 + Skills 47 + Powers 43 + Defenses 26 = 190 pp, 2

:arrow: REWARD 1: Banked 2 pp.
Last edited by SilvercatMoonpaw on Fri Jun 07, 2013 12:04 pm, edited 1 time in total.

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Re: Cartoon Heroes Roll Call

Post by roguescribner » Sun Jun 02, 2013 7:45 pm


Radioactive Man - PL 10

Catchphrase: "Up and atom!"

Strength 12, Stamina 12, Agility 8, Dexterity 0, Fighting 8, Intellect 0, Awareness 6, Presence 0

Agile Feint, All-out Attack, Chokehold, Evasion 2, Fast Grab, Fearless, Great Endurance, Improved Critical 2: Unarmed, Improved Critical: Meltdown, Improved Critical: Meltdown, Improved Grab, Improved Hold, Improved Initiative 2, Improved Trip, Inspire 3, Interpose, Leadership, Move-by Action, Power Attack, Precise Attack (Close, Cover), Precise Attack (Ranged, Cover), Ranged Attack 4, Takedown 2

Acrobatics 2 (+10), Insight 2 (+8), Intimidation 10 (+10), Investigation 6 (+6), Perception 2 (+8), Persuasion 8 (+8), Ranged Combat: Clean Nuclear Heat Eye Beams: Damage 12 4 (+4)

Atomic Flight: Flight 6 ([dynamic], Speed: 120 miles/hour, 1800 feet/round)
. . Atomic Speed (Alternate; [dynamic], Advantages: Improved Initiative)
. . . . Enhanced Trait: Enhanced Trait 2 (Advantages: Improved Initiative 2)
. . . . Quickness: Quickness 5 (Perform routine tasks in -5 time ranks; Limited to One Type: physical)
. . . . Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
. . Atomic Strength: Power-lifting 12 (Alternate; [dynamic], +12 STR for lifting)
Clean Nuclear Heat Eye Beams: Damage 12 (heat, radiation, DC 27; Increased Range: ranged)
. . Atomic Knockout
. . . . Move Object: Move Object 12 (Linked; bludgeoning, 100 tons; Alternate Resistance: Will; Limited Direction: away, Reduced Range: close)
. . . . Strength Effect
. . Meltdown
. . . . Damage: Damage 10 (Linked; heat, radiation, DC 25, Advantages: Improved Critical; Accurate: +2, Affects Objects Only)
. . . . Weaken: Weaken 10 (Linked; heat, radiation, Affects: Toughness, Resisted by: Fortitude, DC 20, Advantages: Improved Critical; Accurate: +2, Affects Objects Only)
Gamma Shield: Impervious Toughness 12
Immunity: Immunity 10 (Common Descriptor: radiation)

Initiative +20
Clean Nuclear Heat Eye Beams: Damage 12, +8 (DC 27)
Grab, +8 (DC Spec 22)
Atomic Knockout: Move Object 12, +8 (DC Will 22) + Strength Effect, +8 (DC 27)
Throw, +4 (DC 27)
Unarmed, +8 (DC 27)
Meltdown: Damage: Damage 10, +10 (DC 25) + Weaken: Weaken 10, +10 (DC Fort 20)

Honor: Super noble: will protect women and children at all costs, will not fight a woman or child, will save anyone in need of saving.
Identity: Claude Kane III is the man behind the mask of Radioactive Man. His girlfriend is Gloria Grand. The electrical bolt-shaped piece of shrapnel embedded in his head (visible as Radioactive Man) requires that he wear a hat at all times to maintain his secret identity.
Motivation: Doing Good: Radioactive Man is a hero, through and through. No heroic act is too small or large for him to tackle. If someone needs saving, he's the man to do it.
Motivation: Recognition: Radioactive Man loves the spotlight and all it brings.
Quirk: Black and white view of the world: if it looks bad, it is bad, and must be defeated. Inversely, if it looks good, it must be good, and is worthy of trust and support. Eager to get the job done and does not often worry about consequences.
Weakness: Radioactive Man cannot use his super powers against anything made of lead. He isn't rendered powerless, just unable to use them against lead (i.e. he can have lead blocks on his feet preventing him from flying or using super-speed, but he can still use his strength to punch someone or his heat beams to blast something from the sky).


Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 6

Power Points
Abilities 92 + Powers 65 + Advantages 28 + Skills 17 (34 ranks) + Defenses 0 = 202

Background: Claude Kane III is a rich playboy socialite who found a nuclear test site and didn't know he was going to be in an atomic explosion and all of it was engineered by his arch-nemesis Dr.Crab. After the explosion Kane was mutated and eventually became the superhero known as Radioactive man.

Radioactive Man is secretly Claude Kane III, a millionaire playboy whose personality was well-intentioned, but bumbling and not overly bright. In addition, his personality is permanently stuck in a conservative 1950s outlook on everything, no matter what the time era in question is.

When he first got his powers the lightning bolt in his head first appeared. The only person who knows his identity is his sidekick Fallout Boy.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Mutants & Masterminds, Third Edition is ©2010-2012 Green Ronin Publishing, LLC. All rights reserved.

Spent 2 pp allotment on 2 ranks of Impervious Toughness, bringing it up to 12. 6/8
Last edited by roguescribner on Sun Jun 23, 2013 3:56 pm, edited 3 times in total.
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Re: Cartoon Heroes Roll Call

Post by Bladewind » Thu Jun 06, 2013 7:00 pm



Theme Song

Strength -4,
Stamina 0,
Agility 1,
Dexterity 3,
Fighting 4,
Intellect 2,
Awareness 7,
Presence 4

"Racial Abilities":
Small Stature: Shrinking 4 [Continuous; Permanent; Innate],
Levitation: Flight 3,
Mystic Awareness: Senses 3 [Analytical, Radius, Dimensional],
Night Vision: Senses 2 [Darkvision],
Dimensional Pocket: Feature 4 [Extradimensional storage of mass rank in material (800 lbs)],
Mystic Linguist: Comprehend 4 [Speak, Understand, Understood by all, Read Languages],
Strong little Bugger: Power-Lifting 5 [Enhanced Strength, Limited to Lifting (Lift/ Push 100 lbs)]
(34 points)
Trollan Mage:
Mystic Shield: Protection 10,
Eldritch Blast: Damage 12 [Ranged]
Alt: Dispel Magic: Nullify 8 [Broad (Magic), Simultaneous]
Alt: Enervation: Weaken 8 [Broad (Physical Abilities (one at a time), Ranged]
Alt: Ghost Hands: Move Object 7 [Perception; Precise]
Alt: Maddening Blast: Damage 12 [Resisted by Will; Ranged]
Alt: Mystic Bindings: Affliction 12 [Resisted by Will (Hindered/Vulnerable - Defenseless/Immobile); Ranged, Extra Condition; Limited Degree]
Alt: Hex: Luck Control 3 [Spend HP for someone else/ Force someone to reroll & Use worse/ Negate use of HP; Area, Selective; Enhanced Advantatge: Luck 5]
Alt: Message: Communication 4 [Mental]
Alt: Protective Aura: Immunity 7 [Cold, Heat, Pressure, Radiation, Vacuum, All Suffocation; Burst Area, Selective, Sustained]
(42 points)


Beginner's Luck,
Evasion 2,
Extraordinary Effort,
Skill Mastery [(Expertise: Magic)],
Ranged Attack 6,
Defensive Attack,
Hide in Plain Sight,
Improved Initiative 2,
Equipment 1,
Second Chance 1,
Set-up 1, Taunt,
Uncanny Dodge,
Hide in Plain Sight

Athletics (-4),
Deception 4 (+8),
Expertise: Magic 10 (+12),
Insight 6 (+13),
Intimidation: Note: Perm Shrinking mod included. (+2),
Perception 4 (+11),
Persuasion (+4),
Sleight of Hand 6 (+9),
Stealth: Note: Perm Shrinking mod included. 8 (+13),
Treatment 2 (+4)

Initiative +9
Eldritch Blast +9, Damage 12
Maddening Blast +9, Damage 12

Dodge 11, Parry 11
Toughness 10 (Def Roll 0),
Fortitude 7,
Will 15

Power Points
Abilities 42 + Powers 76 + Advantages 24 + Skills 20 + Defenses 28 = Total 190

Wild Mage - Occasionally, his powers get out of control, or awaken sleeping horrors, or other unintended consequences
Motivation - Responsibility - Orko see his powers as a blessing giving him the ability to defend others. And especially because they work here…
Loyalty - Once Orko determines that someone is a friend, he will do everything and anything needed.
Trouble Magnet - Orko has a knack for getting into trouble.
Power Loss - Orko's magic is totally unpredictable and less than useful when he loses his magic staff and amulet.

Design Notes
:arrow: On Earth, Orko is actually competent...
:arrow: The strength is low because of the size, I gave ranks in Power Lifting... he can't hit someone to hurt them, but he has been seen to drag things, struggling with them... No more powerful than than the "Normal Strength" extra on shrinking
:arrow: The Wild Mage complication was a compromise... I don't like uncontrolled powers, but felt there should be some element of risk to the character using his powers...

HP Awards/ Allocations
:arrow: End of Scene 1 +2 PP (Banked (Total PP 190/192)
Last edited by Bladewind on Tue Jul 02, 2013 7:26 pm, edited 3 times in total.

Posts: 2320
Joined: Sun Sep 09, 2012 6:55 pm

Re: Cartoon Heroes Roll Call

Post by kenmadragon » Thu Jun 06, 2013 7:58 pm

Samurai Jack
Real Name: Unknown
Alias: The Samurai, Jack, Samurai Jack, Two Sandles the Treacherous
Age: Unknown
Gender: Male
Height: 5' 10.5"
Weight: 152 lbs
Hair Color: Black
Eye Color: Black
Trope Page
Main Tropes: Absurdly Sharp Blade, Animesque, Appropriated Appellation, Badass, Badass Boast, The Comically Serious, Crazy-Prepared, Deadpan Snarker, The Drifter, Mr. Fanservice/Fan Yay, Forged by the Gods, Honor Before Reason, Light is Good, Made of Iron, Martial Pacifist, Moses in the Bullrushes, No Name Given, One-Man Army, Really 700 Years Old, Samurai, The Stoic

PL: 11 ( 190 PP)

Abilities: 90
STR 5, STA 6, AGL 11, DEX 2, FGT 14, INT 1, AWE 5, PRE 1

Skills: 26
Acrobatics 9 (+20), Athletics 8 (+13), Deception (+1), Expertise: Making Straw Hats (+1/9), Expertise: Samurai (+1/9), Insight 6 (+11), Intimidation 7 (+8/20), Investigation 2 (+3), Perception 7 (+12), Persuasion 6 (+7), Sleight of Hand 5 (+7), Stealth (+11), Technology (+1/9), Treatment 2 (+3/11), Vehicles (+2)

Advantages: 25
Agile Feint, Assessment, Beginner's Luck, Benefit: Mastery Agility, Benefit: Improved Intimidate, Defensive Attack, Defensive Roll 2, Evasion, Extraordinary Effort, Fearless, Improved Critical 2/4 (Swords), Improved Critical (unarmed), Improved Defense, Improved Disarm, Improved Initiative, Jack of All Trades, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Quick Draw, Ranged Attack 8, Redirect, Second Chance (Deflect), Skill Mastery: Intimidate, Takedown 2, Uncanny Dodge, Weapon Break, Withstand Damage

Powers: 35
Samurai Run: Speed 1
Jack Jump Good: Leaping 7
Mystic Katana [flaws: Easily Removable]
. . Str Based Damage 3 [extras: Penetrating 8; feats: Affects Insubstantial 2; drawbacks: Quirk(Does not affect the innocent/"pure of heart")]
. . Enhanced Advantages 3 (Improved Critical 2, Weapon Break)
. . Restricted(Indestructible)
Roamed the World: Comprehend 3 (Languages: Understand All, Speak All, Read All) [flaws: Limited(Earth Languages)]
Training, Experience & Skill (8p array)
. . Martial Flurry: Adds Multiattack 8 to Strength Damage
. . . AE: Ultimate Defense: Deflect 14 [flaws: Close Range] Enhanced Advantages (Second Chance: Deflect)
. . . AE: Trained to Aim: Enhanced Advantages 8 (Ranged Attack 8 )
. . . AE: Various Esoteric Skills: Enhanced Intellect 8 [flaws: Limited(Skills)]
. . . AE: Ninjutsu: Movement 8 (Slow Fall [Limited: Near Surface], Sure Footed 4[Limited: moving]), Concealment 2 (Visuals) [drawbacks: Move Action Activate Concealment]
. . . AE: Overwhelming Chi: Enhanced Skills 12 (Intimidate 12) Linked: Enhanced Advantages (Benefit: Improved Intimidate; Skill Master: Intimidate)

Defenses: 14
Toughness 6/8, Dodge 14, Parry 14, Fortitude 9, Will 13

Mystic Katana: +14 Close Damage 8 (16-20)
Unarmed: +14 Close Damage 5
Initiative +15

Abilities 90 + Skills 26 + Advantages 25 + Powers 35 + Defenses 14 = 190 PP

Motivation: Get Back Jack needs to get back home so he can defeat Aku before Aku can bring about his reign of darkness. This is further complicated by the fact that Jack is in another dimension.
Motivation: Help those in Need As befits Jack's code of honor, Jack always places the needs of others before his own. Thus, he will always try to help the helpless, and protect the innocent.
Enemy: Aku The shapeshifting master of darkness is evil, and has caused great harm and suffering, and must be stopped.
Quirk: Man out of Time Jack was trained and experienced with the ancient world. He is not very familiar with modern things, and sometimes struggles to blend in.
Honor: Bushido Jack lives by the code of the Samurai, bushido, and other archaic forms of chivalry and regulations of honorable conduct. He is one of the most honorable men in the world.

Back Story:
You guys all know it. The evil sorcerer Aku summed it up pretty well.

Long ago in a distant land, I, Aku, the shape-shifting Master of Darkness, unleashed an unspeakable evil! But a foolish Samurai warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time and flung him into the future, where my evil is law! Now the fool seeks to return to the past, and undo the future that is Aku!

So, Jack has been on his journey for months, searching for a way back in time to combat the evil of Aku, taking down evil and wrongdoing wherever it may be. Overtime, Jack would continually put others before himself, and would risk his own life to help and protect others from evil, whether it be Aku or mortal villains.

Posts: 854
Joined: Sun Jan 17, 2010 7:54 pm

Re: Cartoon Heroes Roll Call

Post by Moira » Thu Jun 06, 2013 8:27 pm


Back in the day I plyed my trade as an amateur sleuth. My friends and I would travel around fighting "ghosts" and "aliens" and "alien ghosts" and what have you. We were the best of friends, those were the days. Shaggy never took it well when Scooby passed of old age. We lost him after that. He lives as a traveler now and took the original Mystery Machine. A few years later, Fred and Daphne wanted to settle down and get out of the business of chasing imaginary monsters. So they did. The wedding was the last time a saw Shaggy. Sadly, time had not been kind to him; excess Scooby Snacks, he wasn't himself.

So where did that leave me? Was I going to curl up and wither away? No. Like some wandering pilgrim, I traveled the world. Honing my skills to perfection. I became quit a proficient fighter, if i do say so myself. That and with Fred's teaching of trap making, I became a one person mystery solving machine. Striking fear into the hearts of the imaginary monsters. My name became synonymous with getting the jobs done. And that's all I ever wanted. To know that people were safe.

Velma Dinkley - PL 10

Strength 0, Stamina 0, Agility 0, Dexterity 10, Fighting 10, Intellect 10, Awareness 10, Presence 0

Accurate Attack, All-out Attack, Assessment, Defensive Attack, Defensive Roll 10, Eidetic Memory, Equipment 2, Evasion 2, Improved Critical 4: Pressure Points, Improved Disarm, Improved Trip, Improvised Tools, Instant Up, Inventor, Power Attack, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Redirect, Speed of Thought, Teamwork, Tracking, Ultimate Effort: Investigation, Uncanny Dodge, Well-informed

Deception 20 (+20), Insight 10 (+20), Investigation 10 (+20), Perception 10 (+20), Sleight of Hand 10 (+20), Technology 10 (+20), Vehicles 10 (+20)

Power-lifting: Power-lifting 4 (+4 STR for lifting; Limited: Carrying Frightened People)
Pressure Points: Damage 10 (DC 25)
Quickness: Quickness 10 (Perform routine tasks in -10 time ranks)

Cell Phone (Smartphone), Mystery Machine

Initiative +10
Grab, +10 (DC Spec 10)
Pressure Points, +10 (DC 25)
Throw, +10 (DC 15)
Unarmed, +10 (DC 15)

Disability: She is quite blind without her glasses.
Obsession: Once she's on the trail of a mystery, she will not give up.
Quirk: If her glasses are knocked off she will instinctively announce it and begin to search for them, even in the face of danger.


Dodge 10, Parry 10, Fortitude 6, Toughness 10/0, Will 14

Power Points
Abilities 80 + Powers 22 + Advantages 38 + Skills 40 (80 ranks) + Defenses 20 = 200
Mystery Machine - PL 4

Strength 9, Defense -4, Toughness 9, Size Huge

Speed: Speed 5 (Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 3 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8
RIP Angel 1989-2011

Posts: 3831
Joined: Thu Jul 05, 2012 1:26 pm

Re: Cartoon Heroes Roll Call

Post by Spectrum » Sun Jun 23, 2013 4:44 pm

Felicia - PL 11


Once upon a time, a fearless little cat, Felicia, was always getting into trouble. She was always finding new ways and new places to explore, much to the concern of the villagers. In the woods outside the village lived a very lonely old woman that the villagers called a witch. But, my friends, while it was true that Esmeralda had magical powers and was indeed rather hideous (in the way that only beautiful women that have felt too many years can be) she was also tender of heart and sweet of soul. It was quite by accident that the two met and they found within each other what they were missing and came to love each other very much.

One day, while Esmeralda was working in her witches cauldron Felicia, the every curious sort, fell in and can you tell me what came out? Oh no, it wasn’t a cat, but a lovely young woman. Indeed, while this was quite a surprise for both of them, they overcame it with the same love that had helped them through so many other hardships. For now, not only did they live together, but they came to be as mother, well grandmother, and granddaughter… and something more, as the love became something far more.

As time passed and their love grew, Esmeralda knew that each sweet day was moving towards her last. Yet, she hid that sad truth from Felicia, instead focusing on preparing the young woman for a life beyond. After that sad day, Felicia returned to the streets, living a life as she once did with the added blessings of thumbs. As she had grown, so did the village, now a bustling town. Felicia became a protector of a little neighborhood, helping out as she could and making sure that the children, both two and four legged, were well taken care of.

Time passed, and while Felicia found new loves, they all compared to her dear Esmeralda. That is, until one day, until a beautiful red headed princess came to her. “You are needed. Come with me.” And so Felicia did and her adventures truly began.

Strength 8, Stamina 10, Agility 12, Dexterity 0, Fighting 0, Intellect 0, Awareness 10, Presence 0

Attractive 2, Benefit: Small changes (from Morph), Connected, Daze (Deception), Evasion 2, Fascinate (Deception), Fascinate (Persuasion), Favored Foe: Perverts, Follow Up strike, kawaii 2, Hide in Plain Sight, Improved Critical 4: Personal attention, Skill Mastery: Acrobatics, Taunt, Tracking, Uncanny Dodge

Acrobatics 3 (+15), Deception 17 (+17), Perception 5 (+15), Persuasion 15 (+15), Ranged Combat: Nekokage 11 (+11), Sleight of Hand 10 (+10), Stealth 3 (+15)

Fanservice: Enhanced Trait 10 (Advantages: Attractive 2, Benefit: Small changes (from PP Morph), Connected, Daze (Deception), Fascinate (Deception), Fascinate (Persuasion), kawaii 2, Taunt)

Got Cat Style
. . Agility of the Cat: Movement 3 (Safe Fall, Wall-crawling 2: full speed)
. . Cat Sense: Senses 4 (Accurate: Hearing, Danger Sense: Hearing, Distance Sense, Advantages: Evasion 2, Tracking, Uncanny Dodge)
. . Mr Cat Says: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: Cats)

Here I am!: Teleport 3 (250 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Precise, Turnabout)
. . Roaming: Teleport 3 (Alternate; Carry 50 lbs.; Accurate, Extended: 8 miles in 2 move actions; Limited to Extended)
Nekokage School of Fighting
. . Claw Storm: Strength-based Burst Area Damage 3 (DC 26; Burst Area: 30 feet radius sphere [8 extra ranks], Indirect 3: any point in fixed direction or fixed point in any direction, Selective [8 extra ranks]; Quirk: Considered to be 'in contact with each defender.)
. . Personal attention
. . . . Fury!: Strength-based Damage 3 (Linked; DC 26, Advantages: Follow Up strike, Improved Critical 4; Extended Range 2, Increased Range: ranged [8 extra ranks], Indirect 4: any point, any direction; Quirk: Considered to be 'in contact with each defender)
. . . . Your pain soothes me: Regeneration 5 (Linked; Every 2 rounds; Linked: Fury!: Strength-based Damage 3; Source: Strikes)
. . Reach out and Touch: Move Object 8 (6 tons, Advantages: Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip; Extended Range 2, Precise; Quirk: Considered to be 'in contact with target)
Initiative +12
Claw Storm: Strength-based Burst Area Damage 3 (DC 26)
Fury!: Strength-based Damage 3, +0 (DC 26)
Grab, +0 (DC Spec 18)
Reach out and Touch: Move Object 8, +0 (DC 18)
Throw, +0 (DC 23)
Unarmed, +0 (DC 23)

Accident: Getting lost: Felicia has an amazing way of getting distracted and getting lost

Kleptomania: It's all mine but sometimes you can borrow it.

Motivation: Thrills and Hedonism: Constantly attracted by fun things and sensations.. there is so much of the world to see and so very little time.

Prejudice: Cat girl: Felicia has the ears, fur patterns and tail of a catgirl. Either she's really into cosplay or really weird.

Relationship: Of the Day: Constantly getting into and out of relationships, little realizing that others take things more seriously than she does.

Reputation: Ditzy flirt: Short attention span theater! Oooh! Shiny!

Weakness: Just a Cat: With strange magics, Felicia can become a cat again.

Dodge 12, Parry 12, Fortitude 10, Toughness 10, Will 10

Power Points
Abilities 80 + Powers 67 + Advantages 2 + Skills 31 (62 ranks) + Defenses 12 = 192

Posts: 337
Joined: Thu May 02, 2013 9:05 pm
Location: San Diego, CA

Captain Teletha 'Tessa' Testarossa

Post by drothgery » Thu Jul 11, 2013 10:41 pm

Tessa Testarossa - PL 10
Tropes: ... MetalPanic
Alliterative Name, Anguished Declaration of Love, Badass Adorable, The Captain, Curtains Match the Window, Cute Clumsy Girl, Ditzy Genius, Even the Girls Want Her, Gray Eyes, Improbable Age, Lady of War, Shell-Shocked Veteran, Sunny Sunflower Disposition, Teen Genius, White-Haired Pretty Girl

Strength 0, Stamina 1, Agility -1, Dexterity 2, Fighting 1, Intellect 10, Awareness 4, Presence 4

Assessment, Attractive 2, Benefit, Security Clearance 2: Top Secret, Contacts, Eidetic Memory, Equipment 2, Extraordinary Effort, Improved Aim, Improvised Tools, Inspire 5, Inventor, Leadership, Luck 5, Quick Draw, Set-up 2, Skill Mastery: Technology, Speed of Thought, Taunt, Teamwork, Uncanny Dodge, Well-informed

Deception 4 (+20/+8), Expertise: Submarine captain 10 (+20), Insight 10 (+14), Investigation 10 (+20), Perception 10 (+14), Persuasion 10 (+14), Ranged Combat: Shooting 8 (+10), Technology 10 (+20), Treatment 1 (+11), Vehicles 9 (+11)

Black Technology blaster (Easily Removable)
. . blast: Blast 10 (DC 25)
. . cut: Blast 6 (DC 21; Affects Objects, Precise, Subtle: subtle)
. . stun: Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range: ranged)
. . wide blast: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone)
. . wide stun: Cone Area Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone)
Black technology combat suit (Removable)
. . Advanced materials: Protection 11 (+11 Toughness)
. . Combat AI: Enhanced Trait 7 (Traits: Parry +7 (+8))
. . Escape mode: Immunity 5 (Entrapment; Sustained; Activation: move action)
. . Life Support: Immunity 9 (Disease, Enviromental Conditions (All), Poison, Suffocation (All); Activation: move action, Limited: only 15 minutes (time rank 7) [6 extra ranks], Notes: activation - must put on helmet for life support)
. . Reactive nanotech: Enhanced Trait 7 (Traits: Fortitude +7 (+8))
Bottomless handbag (Removable)
. . Dimensional pocket: Feature 1 (Notes: Like many anime characters, Tessa has some Hammerspace)
. . Battlefield guile: Enhanced Trait 6 (Traits: Deception +12 (+20); Limited: Taunt, Feint, and Trick only)
. . Reactive tactics: Luck Control 1 (Spend on Other, Advantages: Luck 5; Limited: Luck is only useable on others, Quirk: Tactical insight; can't be used for pure random chance events)
. . Hear the voices: Comprehend 5 (psychic, Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
. . Resonance: Mental Communication 3 (psychic, Sense Type: Telepathy; Rapid; Limited: Only with other whispered [3 extra ranks], Notes: I'm counting double for Limited here because other whispered are very, very rare)
. . Sidestep fate: Enhanced Trait 8 (psychic, Dodge +8 (+8))
. . Snippets of the future: Senses 4 (psychic, Precognition; Distracting, Uncontrolled)
. . Task in hand: Quickness 6 (psychic, Perform routine tasks in -6 time ranks; Limited to One Task: design and build inventions)
. . Whisper of Danger: Senses 1 (Danger Sense: mental)

Cell Phone (Smartphone), Computer, Flash Goggles, Gas Mask, Mini-tracer, Multi-tool, Toolkit (Basic)

Initiative +10
blast: Blast 10, +10 (DC 25)
cut: Blast 6, +10 (DC 21)
Grab, +1 (DC Spec 10)
stun: Affliction 10, +10 (DC Fort 20)
Throw, +2 (DC 15)
Unarmed, +1 (DC 15)
wide blast: Cone Area Damage 10 (DC 25)
wide stun: Cone Area Affliction 10 (DC Fort 20)

Child prodigy: By the time she was sixteen, Tessa was already captain of the Tuatha De Danaan and in possession of multiple advanced degrees. In intellectual or military settings, she often acts far beyond her age; in social settings, she's still very much a teenager.
Clumsy: In casual situations, Tessa is very accident-prone.
Dangerous Resonance: It's possible for two Whispered communicating via Resonance to intertwine so deeply they cannot separate their psyches. This is usually fatal for both of them eventually.
Motivation: Doing Good: Tessa will take risks to do the right thing rather than the tactically expedient
Relationship: Sousuke Sagara, a gifted if socially inept mecha pilot as young as Tessa is, is her friend, subordinate, and crush (though Kaname Chidori is the third corner of the triangle). It's complicated.

Native Language

Dodge 8/0, Parry 8/1, Fortitude 8/1, Toughness 12, Will 12

Power Points
Abilities 42 + Powers 80 + Advantages 28 + Skills 41 (82 ranks) + Defenses 9 = 200

(I've only seen the episodic shows, and consider fomoffu to be non-canon; for purposes of this game, she was pulled out of her world shortly after the events of The Second Raid while she was testing out the battle suit and blaster she came up with)

Design notes
I gave Tessa some custom gear and made her a PL-level marksman to make her a decent combatant without trying to build out TDD-1 as a summon with lots of minions. The first is justified by her being a Whispered and quite willing to test her own creations (her life depended on TDD-1 working), the second by rather good shooting when she's had to do it.

Also note that the nature of a Whispered should give you a free opportunity to do a 'technical infodump' if you need to; suddenly finding designs for hyper-advanced tech in her head is normal for a Whispered. It may be that she can communicate telepathically with some other telepathic heroes (or villains!) at the DM's discretion.
Last edited by drothgery on Tue Aug 13, 2013 7:34 pm, edited 2 times in total.
Dave Rothgery
long time lurker, only recent poster ...
Lady Lillian Firestorm
Abigalan S'Mirat
Tessa Testarossa

Posts: 3430
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Re: Cartoon Heroes Roll Call

Post by roguescribner » Fri Jul 12, 2013 8:41 am


Donatello - PL 12

Strength 3, Stamina 4, Agility 3, Dexterity 0, Fighting 9, Intellect 4, Awareness 2, Presence 0

Defensive Roll 4, Equipment 5, Evasion, Hide in Plain Sight, Improved Critical: Bo Staff: Strength-based Damage 10, Improved Disarm, Improved Initiative, Improved Trip, Improvised Weapon 3, Inventor, Languages 2, Luck, Move-by Action, Power Attack, Ranged Attack 7, Takedown, Taunt, Teamwork, Throwing Mastery 3, Uncanny Dodge

Acrobatics 11 (+14), Athletics 11 (+14), Deception 12 (+12), Expertise: Science 8 (+12), Insight 8 (+10), Investigation 11 (+15), Perception 10 (+12), Persuasion 8 (+8), Ranged Combat: Shuriken: Strength-based Damage 6 2 (+2), Sleight of Hand 10 (+10), Stealth 12 (+15), Technology 11 (+15)

Aquatic: Immunity 2 (Environmental Condition: high pressure, Suffocation: drowning; Limited - Half Effect)
Hero in a Half Shell: Protection 6 (+6 Toughness; Feature: retractable head)
Shuriken: Strength-based Damage 6 (piercing, DC 24; Accurate 3: +6, Increased Range: ranged, Multiattack)
. . Bo Staff: Strength-based Damage 10 (Alternate; bludgeoning, DC 28; Accurate: +2)
. . Sleep Grenade: Cloud Area Affliction 10 (Alternate; chemical, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 20; Cloud Area: 15 feet radius sphere, Increased Range: ranged; Unreliable (5 uses))
. . Smoke Grenade: Cloud Area Concealment Attack 7 (Alternate; chemical, All Visual Senses, Extra Ranks 3, DC 17; Cloud Area: 15 feet radius sphere, Attack: Dodge, Increased Range: ranged; Unreliable (5 uses))
Mutant Turtle Physiology
. . Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Swimming: Swimming 3 (Speed: 4 miles/hour, 60 feet/round)

Martial Weapons [Shuriken: Strength-based Damage 6, piercing, DC 24; Accurate 3: +6, Increased Range: ranged, Multiattack]

Initiative +7
Bo Staff: Strength-based Damage 10, +11 (DC 28) (Crit 19 - 20)
Grab, +9 (DC Spec 13)
Shuriken: Strength-based Damage 6, +15 (DC 24)
Sleep Grenade: Cloud Area Affliction 10 (DC Fort 20)
Smoke Grenade: Cloud Area Concealment Attack 7 (DC Dog 17)
Throw, +7 (DC 21)
Unarmed, +9 (DC 18)

Enemy: The Shredder, Karai, The Foot
Motivation: Doing Good: Donatello likes helping people and doing the right thing.
Relationship: His brothers, Casey Jones, April O'Neil and Master Splinter
Responsibility: Donatello is the glue of the family and the unofficial second in command. His instinct is to watch everyone’s back and keep the peace.
Secret: The Turtles try to remain out of the public eye and operate in secret and stealth

Chinese (Mandarin), English, Japanese

Dodge 10, Parry 10, Fortitude 12, Toughness 14/10, Will 8

Power Points
Abilities 50 + Powers 13 + Advantages 38 + Skills 57 (114 ranks) + Defenses 22 = 180

Donatello (sometimes called Donnie by his friends) is one of four teenage mutant ninja turtles that reside in New York City. His brothers are Michelangelo, Leonardo, and Raphael. They learned the art of ninjutsu from their talking rat mentor Splinter. All of them were mutated by a strange ooze, turning normal rats and turtles into walking, talking, pizza eating, sewer dwelling ninjas! They are also friends with a human news reporter April O'Neil. Donatello has a bit of a crush on her. He is the brains of the outfit, inventing gadgets, weapons and awesome vehicles to keep him and his brothers safe. His preferred weapon is the bo staff, but he is handy with other martial weapons as well. His enemy is Shredder and the Foot Clan, or anyone causing harm to innocent people. Donatello sometimes gets lost in his brain and isn't as personable as some of his brothers, but he's an all around good guy and team player.
GM - Age of Heroes Chapter 2
Sarvak - The Injustice Gang

Walking Dad
Posts: 2599
Joined: Tue Feb 26, 2008 2:51 am
Location: Germany

Re: Cartoon Heroes Roll Call

Post by Walking Dad » Sat Jul 13, 2013 2:37 am


Based on jabronville's build


PL 11 (190)

Close Combat (Unarmed): 6 (+8)
Expertise (Environmentalist) 6 (+8)
Insight 4 (+7)
Persuasion 4 (+7)
Perception 4 (+7)

Fearless, Fast Grab, Improved Initiative 1, Improvised Weapon 1, Move-By Action, Power Attack

Protection 2 (Extras: Impervious 14) [16]
Immunity 11 (Aging, Life Support) [11]

Flight 9 (1,000 mph) [18]
Movement 1 (Space Travel) [2]
Regeneration 5 (Flaws: Source- Natural Ecological Substances- Magma, Lightning, Leaves, etc.) [3]

"Shocking- Isn't it?" Blast 12 (Feats: Variable 2- Any Elemental, Accurate 4) [30] + 10 AE = [40]
AE: "Strength of the EARTH!" Enhanced Trait Strength 7, Strength 4 (Limited to Lifting) (18)
AE: "Need a Lift?" Move Object 12 (Extras: Perception Range) (24)
AE: "You're FIRED!" Move Object 12 (Extra: Perception Range, Affects Fire) (Flaws: Limited to Fire- Use Volume Instead of Mass) (19)
AE: "I believe in the power of Rock!" Damage 8 (Extras: Area- 30ft. Burst) Linked to Affliction 10 (Strength or Agility; Hindered/Prone) (Extras: Area- 60ft. Burst +2) (Flaws: Limited Degree, only targets on ground) (28)
AE: "I'm Feeling VINE- How about you?" Affliction 10 (Strength; Hindered & Vulnerable/Stunned & Defenseless) (Extras: Burst, Ranged, Extra Condition) (Flaw: Limited to 2nd degree) (30)
AE: "Earthquakes, Snowstorms, etc." Environment 4 (250 feet) (Impede Movement 2, Cold 2, Heat 2, Visibility 2) (6)
AE: "Elemental Storm" Damage 11 (Feats: Variable 2- Any Elemental) (Extras: Area- 30ft. Burst) (24)
AE: "Elemental Bolt" Damage 11 (Feats: Variable 2- Any Elemental) (Extras: Area- 30ft. Line) (24)
AE: "Elemental Wave" Damage 11 (Feats: Variable 2- Any Elemental) (Extras: Area- 60ft. Cone) (24)
AE: "I'm feeling HOT!" Flaming Aura 7 (28)

Unarmed +8 (+13 Damage, DC 28)
Improvised Weapon +8 (+14 Damage, DC 29)
Flaming Aura +7 (+7 Damage, DC 22)
Blasts +8 (+12 Ranged Damage, DC 27)
Area Damage +11 (+11 Damage, DC 26)
Initiative +6

Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +14, Fortitude +12, Will +9

Motivation (Save the World)
Power Loss (All Powers), Vulnerable, Weakness- If exposed to pollution or radiation, Captain Planet will lose all of his powers, and quickly begin to die. Stuff like oil, smog and radioactivity are anathema to him.

Total: Abilities: 64 / Skills: 24--12 / Advantages: 6 / Powers: 90 / Defenses: 18 (190)

When the modern-day Planeteers combine their powers to summon the elemental warrior, this incarnation takes on the appearance of a superhero, who takes on the superhero-like name of "Captain Planet." Captain Planet displays a wry sense of humor and often uses puns while taunting the villains.

The Planeteers summon him when the need arises and when the crisis is too much for them to handle. When summoned, Captain Planet declares "By your powers combined, I am Captain Planet!". After the crisis is dealt with, Captain Planet disappears, and restores the powers to the Planeteer's rings. His parting phrase is, "The Power Is Yours", implying a duty and the ability of everyone to continue protecting the environment when he is gone.

Now is the time to prove himself without the Planeteers.
English isn't my native language. Have patience, please.

WD's PbP characters (3e)
Martian Manhunter builds

Adventure Dan
Posts: 276
Joined: Mon Jul 16, 2012 6:33 pm

Re: Cartoon Heroes Roll Call

Post by Adventure Dan » Mon Jul 15, 2013 8:29 pm

PL 10/12 (180 PP)





Ki Control: Dynamic Array • 25 points
. . . Ki Blast: Ranged Damage 10/14 • 21 points
. . . Flight: Flight 10/14 (2000/32000 MPH) • 2 points
. . . Ki Sense: Senses 10 (Detect Ki [Accurate, Acute, Analytical, Extended 3, Radius, Ranged]) • 2 points

Martial Artist Swiftness: Array • 9 points
. . . Speedy: Speed 4/5 (30/60 MPH), Leaping 4/5 (120/250 feet) • 8 points
. . . Attack Flurry: Multiattack Strength Damage 8/10 • 1 point

Saiyan Heritage: Enhanced Trait 2 (Diehard, Great Endurance), Senses 1 (Acute [Smell]), Power-lifting 1 (12 tons) • 4 points

Super Saiyan: Alternate Form (Activation: Standard Action) • 25 points
Enhanced Trait 16 (Strength +4, Stamina +2, Dodge +2, Parry +2) • 16 points
Power-lifting 1 (400 tons) • 1 point
Enhanced Ki Control Array 8 • 8 points
Enhanced Martial Artist Swiftness Array 2 • 2 points


Accurate Attack, All-out Attack, Assessment, Benefit 2 (Use Expertise [Martial Arts] instead of Insight for Assessment and opposing feints), Defensive Roll 2, Diehard, Evasion, Extraordinary Effort, Fearless, Great Endurance, Improved Initiative, Move-by Action, Power Attack, Takedown


Acrobatics 6 (+12), Athletics 4 (+12/+16), Close Combat [Unarmed] 2 (+12), Expertise [Martial Arts] 10 (+9), Perception 4 (+6), Ranged Combat [Ki] 8 (+10)


DODGE 10/12, PARRY 10/12

Abilities 72 + Powers 63 + Advantages 14 + Skills 17 + Defenses 14 = 180


Warrior's Pride: Goku prefers a fair, challenging fight. He wants to fight others at their best, and will either allow them to power up or refuse to exploit a weakness.
Naive: Goku has no formal education, and is very ignorant to some of the ways of the world.
Forgiving Nature: Goku spares his enemies after defeating them, often leading to an attack when his back is turned.
Motivation: Goku fights to push his limits and protect the innocent.


Namek was dying, and Goku needed to get off the planet before its destruction. Goku flew to Frieza's spaceship and desperately pressed buttons to try to cause the ship to fly, however it did not work and Frieza's spaceship fell into the lava. Believing that he would share the same fate as the planet, Goku screamed in fury as Namek exploded around him, only to be transported away by a mystical force...