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World That Needs Heroes: Vanguard Academy: Continuum

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The Aged Master

Postby JackGiantkiller » Sat Nov 04, 2006 8:21 am

The Aged Master

Power Level: 10 (150 power points)

Abilities: STR 10(+0) DEX 24(+7) CON 12(+1) INT 16(+3) WIS 20(+5) CHA 16(+3)

Skills: Acrobatics 5 (+12), Bluff 7 (+10), Climb 5 (+5), Concentration 10 (+15), Diplomacy 5 (+8 ), Escape Artist 5 (+12), Intimidate 5 (+8 ), Knowledge (Arcane Lore) 5 (+8 ), Knowledge (Theology and Philosophy) 7 (+10), Language (Cantonese, Mandarin), Medicine 5 (+10), Notice 10 (+15), Sense Motive 10 (+15), Stealth 5 (+12), Survival 5 (+10)

Feats: Acrobatic Bluff, All-out Attack, Assessment, Attack Focus (Melee) 5, Attack Specialization (Unarmed) 2, Defensive Attack, Elusive Target, Evasion 2, Grappling Finesse, Improved Block, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Throw, Improved Trip, Power Attack, Takedown Attack 2, Uncanny Dodge

Powers: Strike 1 (E:Penetrating)

Combat: Attack +10(+15 melee/+19 unarmed) Defense 29 (Flat-footed: 29) Initiative +11
Damage unarmed +1(penetrating) (dc 16)
Grapple: +22 (Attack - +15,Dexterity - +7,Size - +0)

Saves: Toughness +1 Fortitude +1 Reflex +10 Willpower +10

Lifting: 100 lb.

Drawbacks:
Disability (aged;Uncommon,Minor), Vulnerable (fatigue;Uncommon,Major)

Cost Summary:
Ability 38 + Skills 23 (91 Ranks) + Feats 25 + Powers 2 + Combat 58 + Saves 8 - Drawbacks -4 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta

This is a test character, built to find the pitfalls or workability of extreme trade-offs. Interestingly, it seems to model the concept really well. The Aged Master doesn't hit hard, but he always hits, he tosses bruisers around as if they were powder-puffs (high grapple, improved Throw. He's almost unhittable, but if you hit him, he'll crumble... his bones are old and brittle, and he can't roll with the punches like he used to. (I assumed that at one point, at his peak, the Aged Master was more like PL 15, with +5 Defensive Roll, +5 on the strike power, etc.:)

He can still do respectable damage (especially considering penetrating) by use of power attack, and with a critical.
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Fusillade

Postby JackGiantkiller » Tue Nov 07, 2006 6:54 pm

Fusillade

Power Level: 6 (90 power points)

Abilities: STR 12(+1) DEX 16(+3) CON 12(+1) INT 14(+2) WIS 12(+1) CHA 14(+2)

Skills: Acrobatics 5 (+8 ), Bluff 3 (+5), Drive 1 (+4), Knowledge (Physical Sciences) 5 (+7), Knowledge (Technology) 3 (+5), Notice 5 (+6), Pilot 1 (+4), Profession (Engineer) 5 (+6)

Feats: All-out Attack, Defensive Roll 2, Equipment, Improved Critical (Blast), Taunt

Powers: Blast 6 (E:Autofire,Penetrating;PF:AP-Blast: Area, Selective 6,Accurate,Affects Insubstantial 2,Homing x2)

Combat: Attack +4 (+6 blast)
Defense 16 (Flat-footed: 13) Initiative +3
Grapple: +5 (Attack - +4,Strength - +1,Size - +0)
Damage +1 unarmed (dc 16) +6 blast (dc 21) crit 19-20

Saves: Toughness +1 (+6 w/vest and defensive roll)
Fortitude +5 Reflex +5 Willpower +5

Lifting: 130 lb.
Equipment (5 points):
Undercover Vest (4), Handcuffs (1)

Drawbacks:
Power Loss (24 hours without sunlight;Uncommon,Major)

Cost Summary:
Ability 20 + Skills 7 (28 Ranks) + Feats 6 + Powers 30 + Combat 20 + Saves 10 - Drawbacks -3 = 90 / 90

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta


Fusillade, aka James Danvers, was only a middling scientist. He was clever but not brilliant. Diligent enough...without being dedicated. He spent more time in the gym, honestly, chasing his glory days, when he was a high school gymnastics star. He could have gone to the Olympics...if he'd just had some ambition.

Then, one day at the lab, he was caught in an 'accidental' energy fluctuation from a nearby experimental quantum flux unit. Afterward, he found himself able to emit concentrated blasts from his hands...rapid fire coherent energy packets that would follow his targets, blow through armor as if it wasn't there, and even disrupt other energy fields it passed through. Their color depends on his mood, but they are generally red, because he doesn't use his blasts much unless he is angry or agitated.

As it turns out, the 'accident' was arranged by his boss, who needed a human test subject, and thought: 'Danvers is pretty useless. Let's use him.'

Since then, he has wavered...he has great power: he's not sure whether to exploit it, or use his powers for the common good. Fusillade could be either hero or villain..if his boss doesn't have specific plans.

Fusillade's powers are fueled by solar energy. If he is kept out of sunlight for a full day, he is powerless.
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Suffragette

Postby JackGiantkiller » Thu Nov 09, 2006 3:41 pm

Suffragette

Power Level: 6 (90 power points)

Abilities: STR 26(+8 ) DEX 16(+3) CON 26(+8 ) INT 16(+3) WIS 16(+3) CHA 16(+3)

Skills: Acrobatics 5 (+8 ), Diplomacy 5 (+8 ), Drive 1 (+4), Gather Information 3 (+6), Knowledge (Behavorial Sciences) 5 (+8 ), Knowledge (Civics) 5 (+8 ), Knowledge (History) 5 (+8 ), Knowledge (Theology and Philosophy) 5 (+8 ), Language (French, Spanish), Medicine 1 (+4), Notice 5 (+8 ), Sense Motive 5 (+8 ), Swim 1 (+9)

Feats: All-out Attack, Improved Block, Power Attack, Weapon Bind, Weapon Break

Powers: Deflect (Fast Projectiles) 6
+8 to block

Combat: Attack +4 Defense 14 (Flat-footed: 12) Initiative +3
Grapple: +12 (Attack - +4,Strength - +8,Size - +0)
Damage +8 unarmed (dc 24)

Saves: Toughness +8 Fortitude +8 Reflex +3 Willpower +3

Lifting: 920 lb.

Drawbacks:
Vulnerable (attacks by women;Very Common,Major)

Cost Summary:
Ability 56 + Skills 12 (48 Ranks) + Feats 5 + Powers 6 + Combat 16 + Saves 0 - Drawbacks -5 = 90 / 90

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta

Suffragette is a women's rights advocate granted great strength and combat savvy by her beliefs. She hits hard, takes a hit well, and swats away bullets with her hands.


I made this after Random 221B's thread inspired another Wonder Woman knock-off. A heroic one this time.

Think of her as a kind of Wonder Girl to Lady Liberty's Wonder Woman.
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Goddess

Postby JackGiantkiller » Thu Nov 09, 2006 4:03 pm

Goddess

Power Level: 15 (225 power points)

Abilities: STR 50(+20) DEX 16(+3) CON 50(+20) INT 16(+3) WIS 16(+3) CHA 16(+3)

Skills: Acrobatics 5 (+8 ), Climb 5 (+25), Craft (Mechanical) 4 (+7), Craft (Structural) 4 (+7), Diplomacy 5 (+8 ), Disable Device 3 (+6), Drive 5 (+8 ), Gather Information 5 (+8 ), Intimidate 5 (+8 ), Knowledge (Behavorial Sciences) 5 (+8 ), Knowledge (Civics) 5 (+8 ), Knowledge (Current Events) 4 (+7), Knowledge (History) 5 (+8 ), Knowledge (Life Sciences) 4 (+7), Knowledge (Tactics) 5 (+8 ), Knowledge (Theology and Philosophy) 5 (+8 ), Language (French, German, Spanish), Medicine 5 (+8 ), Notice 5 (+8 ), Perform (Oratory) 6 (+9), Pilot 5 (+8 ), Profession (Teacher) 5 (+8 ), Ride 5 (+8 ), Search 5 (+8 ), Sense Motive 5 (+8 ), Survival 5 (+8 ), Swim 5 (+25)

Feats: Accurate Attack, Attractive, Improved Block, Power Attack, Weapon Bind, Weapon Break

Powers: Deflect (Ranged) 10 (E:Action (Standard->Move)), Leaping 2, Super-Speed 1 (PF:Wall Run), Super-Strength 1

Combat: Attack +10 Defense 20 (Flat-footed: 15) Initiative +7
Grapple: +30 (Attack - +10,Strength - +20,Size - +0)
Damage +20 unarmed (dc 35)

Groundspeed (10 mph/40 mph, 100 feet/400 feet)

Saves: Toughness +20 Fortitude +20 Reflex +5 Willpower +10

Lifting: 25 tons

Drawbacks:
Vulnerable (attacks by women;Very Common,Major)

Cost Summary:
Ability 104 + Skills 32 (128 Ranks) + Feats 6 + Powers 39 + Combat 40 + Saves 9 - Drawbacks -5 = 225 / 225

Size: Medium
Description:


This is the big gun version of Suffragette, a modern Amazon woman, empowered by their ideology, not by actually being one.

Also, a very Doc Savage or Buckaroo Banzai type renaissence woman.

Created With Mutagen! version 0.8.7a - beta
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Savage

Postby JackGiantkiller » Wed Sep 05, 2007 1:33 pm

Savage

Power Level: 6 (90 power points)

Abilities: STR 20(+5) DEX 16(+3) CON 20(+5) INT 12(+1) WIS 12(+1) CHA 14(+2)

Skills: Acrobatics 3 (+6), Climb 5 (+10), Intimidate 3 (+5), Notice 4 (+5), Sense Motive 4 (+5), Stealth 5 (+8 ), Survival 6 (+7), Swim 2 (+7)

Feats: All-out Attack, Attack Specialization (knife), Defensive Roll, Environmental Adaptation (urban), Fearless, Improved Critical (knife), Power Attack, Track, Uncanny Dodge

Powers: Device (easy to lose) 1, Impervious Toughness 3, Leaping 2, Super-Movement 1 (Swinging), Super-Strength 2

Combat: Attack +3 (+5 w/knife)
damage +5 unarmed (dc 20) +7 Fang (dc 22) pen, crit 19-20
Defense 16 (Flat-footed: 16) Initiative +3
Grapple: +8 (Attack - +3,Strength - +5,Size - +0)

Saves: Toughness +5 (+6 w/ Defensive Roll)
Fortitude +10 Reflex +6 (+7 w/ Defensive Roll) Willpower +1

Lifting: 1,600 lb.
Devices:
Fang (his knife) (Easy to Lose): Strike 2 (E:Penetrating;PF:Mighty)

Drawbacks:
Disability (illiterate;Uncommon,Minor)

Cost Summary:
Ability 34 + Skills 8 (32 Ranks) + Feats 9 + Powers 14 + Combat 18 + Saves 8 - Drawbacks -1 = 90 / 90

Size: Medium
Description: 6'2", black hair, blue eyes...He wears a loincloth that might once have been cut off blue jean shorts.

Created With Mutagen! version 0.8.7a - beta

Savage is an atavism. He may be a mutant, or simply a feral child left to grow up alone in the concrete jungle...he's an urban Tarzan, tough, agile and mean. Whether he is hero or villain will depend greatly on the circumstances of his exposure to human society. Conceptually, he has spent 30 plus years in an alternate dimension known only as the City, where man has devolved and lives in the ruins of his once great metropolis.

I really seem to have a thing for feral scrapper types.

edit: I made him more Tarzan, less generic scrapper, by giving him a knife and taking away his claws. He really got a total overhaul, and now actually follows the rules...:)
Last edited by JackGiantkiller on Tue Sep 18, 2007 3:44 pm, edited 1 time in total.
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Hazard

Postby JackGiantkiller » Thu Sep 06, 2007 12:44 pm

Hazard

Power Level: 6 (90 power points)

Abilities: STR 14(+2) DEX 24(+7) CON 14(+2) INT 14(+2) WIS 18(+4) CHA 14(+2)

Skills: Acrobatics 3 (+10), Climb 5 (+7), Escape Artist 3 (+10), Investigate 5 (+7), Knowledge (Streetwise) 5 (+7), Notice 7 (+11), Sense Motive 5 (+9), Stealth 3 (+10)

Feats: Acrobatic Bluff, Defensive Roll, Elusive Target, Equipment 4, Fearless, Improved Disarm, Improved Grab, Improved Throw, Improved Trip, Luck 2, Power Attack, Stunning Attack, Throwing Mastery 2, Uncanny Dodge

Powers: Super-Movement 1 (Swinging), Super-Senses 8 (Accurate (Normal hearing),Accurate (scent),Scent , Tremorsense )

Combat: Attack +6 Defense 16 (Flat-footed: 16) Initiative +7
Grapple: +8 (Attack - +6,Strength - +2,Size - +0)

Saves: Toughness +2 (+5 with armored jumpsuit, +6 with defensive roll)
Fortitude +2 Reflex +7 Willpower +4

Lifting: 175 lb.
Equipment (20 points):
Armored Jumpsuit (3), Bolos (8 ), Camo Clothing (1), Chain (7), Caltrops (1)

Drawbacks:
Disability (blind ; Uncommon, Minor), Vulnerable (sonic ; Common, Moderate), Vulnerable (scent attacks ;Common ,Moderate ), Weakness (sensory overload; Common, Moderate )

Cost Summary:
Ability 38 + Skills 9 (36 Ranks) + Feats 19 + Powers 10 + Combat 24 + Saves 0 - Drawbacks -10 = 90 / 90

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Hazard is a poor woman's Daredevil, a PC in my Barrow game. Blind from birth, she has been trained to compensate (and *overcompensate*) for her disability by the Aged Master (see above). How many super heroes do you know of that get a social security disability check?

She wields a weighted chain that she uses as bolos, as a melee weapon, and for swinging. Her combat style relies heavily on using it to trip, grapple, and disarm her enemies.
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Maelstrom

Postby JackGiantkiller » Tue Sep 11, 2007 3:45 pm

Maelstrom
Evan Scarborough
Power Level: 15 (300 power points)

Abilities: STR 30(+10) DEX 16(+3) CON 30(+10) INT 14(+2) WIS 14(+2) CHA 16(+3)

Skills: Acrobatics 2 (+5), Climb 1 (+11), Computers 1 (+3), Concentration 5 (+7), Diplomacy 2 (+5), Drive 1 (+4), Gather Information 2 (+5), Intimidate 15 (+18), Investigate 2 (+4), Knowledge (Arcane Lore) 4 (+6), Knowledge (Earth Sciences) 2 (+4), Knowledge (Life Sciences) 2 (+4), Knowledge (Physical Sciences) 2 (+4), Knowledge (Tactics) 5 (+7), Knowledge (Theology and Philosophy) 3 (+5), Language (Cherokee, Scots Gaelic), Medicine 2 (+4), Notice 8 (+10), Perform (Singing) 8 (+11), Search 3 (+5), Sense Motive 5 (+7), Stealth 5 (+8), Survival 5 (+7), Swim 5 (+15)

Feats: All-Out Attack, Attack Focus (Melee), Attack Specialization (sword) 2, Blind-Fight, Defensive Roll 5, Dodge Focus 5, Endurance, Environmental Adaptation (Aerial), Fearless, Fearsome Presence 5 (dc 15), Improved Critical (sword), Improved Grab, Improved Grapple, Improved Initiative, Improved Throw, Improved Trip, Inspire, Leadership, Luck 3, Power Attack, Quick Draw, Rage, Sneak Attack, Startle, Takedown Attack 2

Powers:
Device (easy to lose) 2 (Indestructible)
Flight 5 (E:Affects Others)
Immunity 8 (Cold,Damage Type (electricity),Heat,High Pressure)
Impervious Toughness 10
Super-Strength 5 (PF:Groundstrike,Shockwave,Super-Breath,Thunderclap)

Weather Control 16 (E:Mix and Match Environments)
AP-Blast 16 (PF:Accurate,Affects Insubstantial 2,Indirect))

Combat: Attack +10 melee +11 Sword +15 Lightning +11
Damage
Unarmed +10 (dc 25) rage +12 (dc 27) Sneak Attack +12 (dc 27)
Sword +13 (dc 28) rage or sneak attack +15 (dc 30) crit 18-20 pen 3
Lightning +16 (dc 31)

Defense 25 (Flat-footed: 15) Initiative +7
Grapple: +25 (Attack - +10,Strength - +10,Size - +0, Super-Strength - +5)

Saves: Toughness +10 Defensive Roll +15 Impervious 10
Fortitude +13 Reflex +10 Defensive Roll +15 Willpower +10

Lifting: 25 tons
Devices:
Caladbolg (Easy to Lose):
Strike 3 (E:Penetrating;PF:Affects Insubstantial 2,Mighty, Improved Critical)


Complications:
Honor (Celtic Code), Temper (Berserker)

Drawbacks:
Power Loss (Loses powers if he breaks faith with Gaia;Uncommon,Minor)

Cost Summary:
Ability 60 + Skills 23 (92 Ranks) + Feats 41 + Powers 119 + Combat 40 + Saves 18 - Drawbacks -1 = 300 / 300

Size: Medium
Description:

Maelstrom is the battle leader of an eco-terrorist and ‘hero’ group called the Wild Hunt. All of the members were given their powers, the powers of ancient and vanished gods, by the mother Goddess Danu, the progenitor of the gods of the Celts, during a camping trip in the mountains. Several of them were members of a rock band that performed in Athens and Atlanta. Maelstrom sang lead. The band, humorously enough, was also called the Wild Hunt, which may well be what attracted the attention of the gods.

While the other members of the group do indeed include a fire controller (Beltane, Lady Salamander), an earth elementalist (the Geomancer, aka the Gnome), a water user (originally Naiad, later replaced by Tsunami) and a telepath/empathic healer (Mercy) they were originally created back in 1989, before Captain Planet. Wylde, a forest elemental, came later.

Their base was in the North Georgia mountains, with a magical channel created by the Geomancer that let them out under Stone Mountain. (in the Atlanta Metro area)

Maelstrom is a trained and experienced anti-hero, near the top end of the power spectrum in my world. He only meets his offensive caps in melee with a sword, and either raging or sneak attacking. He meets his defensive caps with fancy footwork (Defensive roll) as his Impervious Toughness, while impressive, caps out at +10. He pretty much ignores any weapon less potent than a rocket launcher, but the big stuff requires him to try to evade. He’s strong, with a max load near 50 tons…100 tons with extra effort. He’s basically a lot like Thor, without the total dependency on an item for non-physical power.

He and the Wild Hunt intervene for global and environmental threats, not local criminals…they also ignore mundane laws completely if they would get in the way. They regularly destroy large amounts of industrial equipment and facilities, then clean up the environmental damages caused by them. They generally try to avoid loss of human life, but are not particularly upset if some polluter or exploiter gets caught in (for instance) the strip mine Geomancer just folded over with an avalanche of earth.

Maelstrom has 4 Hero Points at the start of any session, and uses them mostly for Leadership and Inspiration…but isn’t afraid to power stunt an electrical aura or other weather effect.


Evan Scarborough, btw, is 6'4" tall, about 320 lbs, these days. His hair is blue black, long, usually tied back in a braid, and his eyes are a stormy gray blue shot through with silver veins, like lightning. He wears, generally, a black biker vest with a dark blue chaos symbol on the back, leather breeches, motorcycle boots, and a military issue or swat equipment belt. His great bastard sword, Caladbolg (it means Hard Lightning…it isn’t the original)is most often held loosely in one hand. His skin is a deep, slightly reddish tan, and his mixed heritage as Celtic on one side and Native American on the other is obvious.


Created With Mutagen! version 0.8.7a - beta

Edit: Major re-write. Maelstrom is one of my big guns, a favored and long running character, and I wanted him to have the benefit of my increased statting skills. Dang I want a pic…
Last edited by JackGiantkiller on Thu Feb 14, 2008 3:15 pm, edited 4 times in total.
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Mercy

Postby JackGiantkiller » Wed Sep 12, 2007 2:54 pm

Mercy
Mairi Kaitlyn Collum
Power Level: 15 (253 power points)

Abilities: STR 14(+2) DEX 16(+3) CON 14(+2) INT 14(+2) WIS 20(+5) CHA 20(+5)

Skills: Acrobatics 2 (+5), Bluff 5 (+10), Climb 2 (+4), Computers 3 (+5), Concentration 10 (+15), Diplomacy 10 (+15), Gather Information 5 (+10), Investigate 2 (+4), Knowledge (Arcane Lore) 2 (+4), Knowledge (Behavioral Sciences) 5 (+7), Knowledge (Life Sciences) 5 (+7), Knowledge (Theology and Philosophy) 4 (+6), Medicine 5 (+10), Notice 5 (+10), Search 1 (+3), Sense Motive 10 (+15), Survival 2 (+7), Swim 2 (+4)

Feats: Attractive, Defensive Attack, Defensive Roll 5, Distract (Bluff), Elusive Target, Equipment 2, Improved Defense, Improved Throw, Improved Trip, Trance, Uncanny Dodge

Powers: Comprehend 3 (Language (Hearing = Understanding),Language (Understand, Speak all)),
Healing 10 (F: Empathic; PF: Persistent, Regrowth ),
PF:AP-Protection 10 (Her healing ability works to bolster her physical resistance to harm…except when she is using it on others.)
Mental Blast 15 (PF:AP-Emotion Control 15 (F: Limited (Calm))),
Telepathy 10 (earth to the moon)

Combat: Attack +10
Damage unarmed +2 (dc 17) quarterstaff +4 (dc 19) mental blast +15(will dc 30)
Defense 20 (Flat-footed: 20) Initiative +3
Grapple: +12 (Attack - +10,Strength - +2,Size - +0)

Saves: Toughness +2 (+5 with jumpsuit, +10 with Defensive roll, +17 with Protection (only when not healing))
Fortitude +15 Reflex +15 (+20 with defensive roll) Willpower +20

Lifting: 175 lb.
Equipment (10 points):
Armored Jumpsuit (3), Quarterstaff (4), Commlink (1), Handcuffs (1), Rebreather (1)

Drawbacks:
Power Loss (if she fails Danu's trust; Uncommon, Minor)

Cost Summary:
Ability 38 + Skills 20 (80 Ranks) + Feats 16 + Powers 100 + Combat 40 + Saves 40 - Drawbacks -1 = 253 / 225

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Mercy is the Wild Hunt’s healer, telepath and diplomat. She’s pureblooded Irish…and despite her name and power set, she’s got a vicious temper, and can be as ruthless as any of the others.

Her big punch is the Mental Blast. In melee, she doesn’t come any where near her caps…and her toughness is seriously impaired any time she’s healing. I realize having Protection, a Permanent power, as an AP isn’t quite kosher, but the idea is she doesn’t have her protection at all while she’s healing…and it isn’t actually a force field. She doesn’t have to concentrate on it. It just can’t be used while she’s healing.

On the other hand, her abilities as a healer make her invaluable to the team, her mental blast makes her someone to reckon with in combat, and she’s far more resistant to non combat effects than the rest of the team. She will almost always be clear headed, and able to fix their problems.

She is, by the way, a tallish (5'8") redhead, with green eyes, and lightly freckled pale skin. She wears a white armored jumpsuit with a stylized red hand on her left breast. Her quarterstaff collapses into a hand sized rod for easy carry in her red utility belt. She wears red boots, folded over at the knee, and red gloves, folded at the wrist. She sometimes adds a red, hip length vest or jacket.
Last edited by JackGiantkiller on Tue Sep 18, 2007 3:45 pm, edited 1 time in total.
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Geomancer

Postby JackGiantkiller » Thu Sep 13, 2007 1:22 pm

Geomancer, aka the Gnome
Geoffrey Marl

Power Level: 15 (248 power points)

Abilities: STR 12(+1) DEX 14(+2) CON 30(+10) INT 14(+2) WIS 16(+3) CHA 14(+2)

Skills: Climb 5 (+6), Computers 2 (+4), Concentration 6 (+9), Diplomacy 3 (+5), Intimidate 5 (+7), Investigate 4 (+6), Knowledge (Arcane Lore) 5 (+7), Knowledge (Earth Sciences) 8 (+10), Knowledge (Theology and Philosophy) 5 (+7), Language (German), Profession (Teacher) 4 (+7), Search 3 (+5), Sense Motive 6 (+9), Survival 2 (+5)

Feats: Attack Specialization (Earth Control), Diehard, Endurance, Environmental Adaptation (subterranean), Equipment 4, Favored Environment (While touching the earth), Interpose, Quick Change

Powers: Burrowing 15 (E: Affects Others),
Comprehend 5 (Language (Hearing = Understanding), Language (Understand, Speak all), Objects (Communicate with); F: Earth Elementals, Rocks, Hills Only (1)),
Element Control (Earth) 15
AP-Blast 15,
AP-Create Object 15 (E: Duration (Sustained->Continuous); F: Distracting),
AP-Density 10, (Str +20, Immovability 3, Impervious Protection +5, Super Strength 3)
AP-Gravity Control 15,
AP-Magnetic Control 15,
AP-Snare 15,
AP-Summon Earth Elementals 10(Progression 4, Horde(up to ten 150 pt minions all at once),
Immunity 20 (Critical Hits, Damage Type (earth), Life Support, Need for Sleep, Starvation and Thirst, UC. Descriptor (gravitic)),
Impervious Toughness 10

Immovability 3 at max density (+12 vs attempts to shift…total +28 with Str and Super Str)
Super Strength 3 at Max Density (max load 12 tons)

Combat: Attack +12 (+14 earth blast) (+12/+15 if in contact with earth)
Damage Unarmed +1 (dc 16) max density + 11 (dc 26) earth blast +15 (dc 30)
Defense 25 (Flat-footed: 17) Initiative +2
Grapple: +13 (Attack - +12,Strength - +1,Size - +0) +26 at max density

Saves: Toughness +10 (+15 max Density, all Impervious)
Fortitude +15 Reflex +10 Will +10

Lifting: 130 lb.
Equipment (20 points):
Underground Lair (17), Commlink (1), Handcuffs (1), Multi-tool (1)

Cost Summary:
Ability 40 + Skills 17 (65 Ranks) + Feats 11 + Powers 106 + Combat 54 + Saves 20 = 248 / 248

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Geomancer is the Wild Hunt’s earth elemental, blessed with near total control over the earth and the spirits thereof. He’s nigh invulnerable, simply immune to a host of perils (as his body has been permanently imbued with the endurance and energy of the earth itself) and his offensive power is staggering.

He is, in many ways, the most powerful member of the team… but since he can only do one trick at a time with his Earth Control, he comes in at less points.
He tends to stay close to Mercy, and protects her from harm, almost obsessively.

He used his powers to delve and build the team’s HQ, and to burrow the tunnel between the HQ and Stone Mountain.

He wears a bodysuit of many shades of brown, with dark brown boots, utility belt, and vest…much like Mercy.

He hits his defensive caps only when at full density, and his offensive caps only with his earth blast, while touching the ground.
Last edited by JackGiantkiller on Sun Aug 15, 2010 12:23 pm, edited 1 time in total.
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Wylde

Postby JackGiantkiller » Mon Sep 17, 2007 1:45 pm

Wylde
Real name unknown
Power Level: 15 (277 power points)

Abilities: STR 14(+2) DEX 18(+4) CON 20(+5) INT 12(+1) WIS 20(+5) CHA 12(+1)

Skills: Acrobatics 6 (+10), Climb 5 (+7), Concentration 5 (+10), Diplomacy 2 (+3), Intimidate 5 (+6), Knowledge (Arcane Lore) 5 (+6), Knowledge (Life Sciences) 5 (+6), Medicine 1 (+6), Stealth 6 (+10), Survival 5 (+10), Swim 5 (+7)

Feats: All-out Attack, Fearless, Power Attack, Rage 2

Powers:
Additional Limbs (Hair) 1 Elongation (Hair only) 2 (25’)
Animal Control 10 (E: Sensory Link; PF: Mental Link),
Immovable 10 (roots grasp the ground)
Immunity 9 (Aging, Cold, Critical Hits, Heat, High Pressure, Need for Sleep, Suffocation)
Plant Control 15 (E: Area - Shapeable (15 5' Cubes); PF: Dimensional, Photosynthesis, Progression (Subjects,2 Steps)
AP-Animate Objects 15 (E: Horde; F: Limited (Trees) He can animate up to ten trees at once, granting them mobility and enormous strength.
AP-Healing (Self Only, Total, Persistent, Regrowth 15, only in contact with ground)
Protection 10 (E: Impervious) Bark like skin and tough wooden flesh
Strike 10 (E: Penetrating; PF: Mighty) Sharp wooden branchlike talons
Super-Movement 4 (Sure-Footed, Swinging, Trackless, Wall-Crawling (1/2 Speed))
Produces vine-lines, swings from branches, grips walls with roots from hands and feet, marks left by his feet disappear in moments, as his passage does the earth no harm.
Combat: Attack +15
Damage +12 claws (dc 27) +15 claws when raging (dc 30)
Defense 25 (Flat-footed: 17) 23 raging
Initiative +4
Grapple: +17 (Attack - +15,Strength - +2,Size - +0)

Saves: Toughness +15(+5) Impervious 10
Fortitude +15(+18 raging) Reflex +5 Willpower +10 (+13 raging)

Lifting: 175 lb.

Complications:
Phobia (fire), Prejudice (looks part plant), Temper (feral rage)

Drawbacks:
Noticeable (Protection: Barklike skin; Uncommon, Minor ), Noticeable (Immovable: Root-like feet grasp ground; Uncommon, Minor ), Vulnerable (fire; Common , Moderate)

Cost Summary:
Ability 36 + Skills 13 (50 Ranks) + Feats 5 + Powers 152 + Combat 60 + Saves 16 - Drawbacks -5 = 277 / 277

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta




Wylde joined the Wild Hunt later in its history…no one knows where he came from (not even him). He seems to be a classic ‘Green Man’ or wood sprite: He’s feral and fey, somewhat alien in outlook, and he has power over both the plants and animals of the natural world.

He looks like a bark-fleshed humanoid, dark brown of skin. His eyes are deep and lambent green, devoid entirely of white or pupil. His hair, if it can be called that, is a tangled mass of foliage, vines, and leaves that shifts constantly under its own power. It is this shifting foliage that, working with the rootlets of his hands and feet, allows him to scale buildings and traverse distances, the vines and leaves curling around things and grasping them to swing him along or pull him up.

In battle, he lashes out with his wooden claws, or slashes with sharp edged leaves in his hair. He only hits his caps offensively if raging, but can open himself up to attack in order to hit better, or reduce his accuracy to do more damage…or both. When damaged (not an easy task in and of itself) he can take a few moments and draw the healing power of the Wild into himself.

In short, Wylde is a creature of awesome power, and enormous flexibility, hampered by his feral mindset and chaotic approach to tactics.
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Tsunami

Postby JackGiantkiller » Tue Sep 18, 2007 5:03 pm

Tsunami

Power Level: 15 (265 power points)

*Abilities: STR 50(+20) DEX 14(+2) CON 50(+20) INT 12(+1) WIS 14(+2) CHA 12(+1)

Skills: Acrobatics 1 (+3), Climb 1 (+17), Language (Japanese), Pilot 1 (+3), Profession (Sumo) 5 (+7), Sense Motive 5 (+7), Swim 5 (+21)

Feats: Attack Focus (Melee) 2, Attack Specialization (Unarmed), Chokehold, Grappling Finesse, Improved Critical (Unarmed), Improved Grab, Improved Grapple, Improved Overrun, Improved Pin, Improved Throw, Improved Trip, Power Attack, Takedown Attack 2

Powers:
Growth 4 (E: Duration (Sustained->Continuous); F: Permanent)
Immovable 10 (E: Unstoppable)
Impervious Toughness 15
Insubstantial 1 (Fluid)
Immunity 19 (Life Support, Impact Damage (blunt trauma))
Suffocate 10
AP-Corrosion 10 (F: Limited (only ferrous metals)
AP-Element Control (Water) 10)
Super-Strength 10 (PF: Groundstrike, Shockwave, Thunderclap)
Swimming 10

Combat: Attack +6 melee +8 unarmed +10 (counting –1 from Growth)
Damage +20 unarmed (dc 35)
Defense 20 (Flat-footed: 15) Initiative +2
Grapple: +43 (Attack - +9,Strength - +20,Size - +4, Super-Strength - +10)

Has an additional +40 vs being moved, tripped or thrown. May automatically escape any grapple by going fully liquid.

Saves: Toughness +20 (15 Impervious)
Fortitude +20 Reflex +5 Willpower +5

Lifting: 26.2K tons

* - includes bonuses from Growth

Complications:
Prejudice (8' liquid sumo)

Drawbacks:
Disability (permanent semi-liquid form; Uncommon, Minor),
Noticeable (Insubstantial (liquid form); Uncommon, Minor)

Cost Summary:
Ability 80 + Skills 6 (24 Ranks) + Feats 14 + Powers 126 + Combat 34 + Saves 6 - Drawbacks -2 = 264 / 264

Size: Large
Description:


Created With Mutagen! version 0.8.7a - beta



Tsunami, also known as James Perry Toranaga was also a later addition to the Wild Hunt. After the original water elemental, Naiad, left the team to travel through the oceans of a dozen worlds, this cursed young man took her place.

‘Blessed’ by the ocean god Susano-O with the might of all the world’s waters, he is cursed as well, for he may never return to human form. He is an 8’ tall, 1100 lb behemoth made of shifting water, in multiple shades and colors…every color of sea and stream in the world. His ‘skin’ seems firm enough, and he can generally act as if he were solid…but he is no longer human, no longer flesh. His amorphous form makes him nearly impossible to hurt…blunt trauma does literally nothing, and everything else, well, it has to be world-shattering. He strikes with the force of his namesake.

He’s right at his caps, all around, at least unarmed.
Last edited by JackGiantkiller on Thu Feb 14, 2008 2:32 pm, edited 1 time in total.
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Postby JackGiantkiller » Wed Sep 19, 2007 3:38 pm

Judas Barrister

Power Level: 10 (180 power points)

Abilities: STR 26(+8 ) DEX 12(+1) CON --(--) INT 16(+3) WIS 16(+3) CHA 16(+3)

Skills: Bluff 10 (+13), Concentration 5 (+8 ), Diplomacy 10 (+13), Gather Information 7 (+10), Intimidate 10 (+13), Investigate 7 (+10), Knowledge (Arcane Lore) 5 (+8 ), Knowledge (Behavorial Sciences) 5 (+8 ), Knowledge (Business) 5 (+8 ), Knowledge (Civics) 10 (+13), Knowledge (Current Events) 5 (+8 ), Knowledge (History) 5 (+8 ), Knowledge (Streetwise) 5 (+8 ), Knowledge (Tactics) 1 (+4), Knowledge (Theology and Philosophy) 1 (+4), Language (French, German, Portuguese, Romanian, Russian, Spanish), Notice 5 (+8 ), Profession (Crime Lord) 5 (+8 ), Profession (Lawyer) 10 (+13), Sense Motive 10 (+13), Stealth 5 (+6)

Feats: Assessment, Attack Focus (Melee), Attack Specialization (swordcane), Attractive, Benefit (Above the Law), Benefit (Status), Connected, Contacts, Dodge Focus 3, Equipment 2, Fascinate (Diplomacy), Fearsome Presence 10, Improved Disarm, Improved Initiative, Master Plan, Quick Draw, Ritualist, Taunt, Uncanny Dodge, Well-Informed

Powers: Animal Control 5 (E: Area - Shapeable (5 5' Cubes);F: Limited (rats, bats, wolves)(1);PF: Mental Link)
Drain (Constitution) 2 (E: Linked to Strike)
Immunity 30 (Save Effect (Fortitude))
Mind Control 5 (F: Sense-Dependent x2;
PF:AP-Emotion Control (Sense dependant) 5,AP-Paralyze 5)
Protection 7 (E: Impervious; F: Limited (not vs. holy, magic, or silver weapons)),
Strike 2 (E: Linked; F: Limited (requires grapple);PF: Mighty),
Super-Movement 2 (Wall-Crawling (Normal Speed)),
Super-Senses 1 (Darkvision)

Combat: Attack +7 melee +8 sword +10
Damage unarmed +8 (dc 23) swordcane +10 (dc 25) bite +10 (dc 25) and drain con 2 (dc 12)
Defense 20 (Flat-footed: 20) Initiative +5
Grapple: +16 (Attack - +8,Strength - +8,Size - +0)

Saves: Toughness +7(+0) +3 vs. things his protection doesn’t affect, from vest.

Fortitude +0 Reflex +6 Willpower +6

Lifting: 920 lb.
Equipment (10 points):
Swordcane (subtle) (5), Undercover Vest (4), Cell Phone (1)

Drawbacks:
Power Loss (holy ground, daytime; Uncommon, Minor), Vulnerable (staking, beheading; Uncommon, Major), Weakness (Sunlight; Common, Major), Weakness (holy symbols; Common, Moderate), Weakness (dependence on blood; Common, Minor)

Cost Summary:
Ability 26 + Skills 33 (132 Ranks) + Feats 32 + Powers 66 + Combat 28 + Saves 8 - Drawbacks -13 = 180 / 180

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta




Judas Barrister is three kinds of monster:
One, he’s a lawyer. Specializes in high profile criminal defense.
Two, he’s secretly a crime lord.
Three, he’s even more secretly a vampire.
He owns a lot of people, and has friends in strange places. He’s nearly untouchable, within the law, and knows almost everything that happens in Barrow.
He’s about 5’11”, 200 lbs, with dark brown hair and brown eyes. He’s extremely attractive, and knows it. He has an ever so slight British accent.

He’s no slouch in a fight, but planning and masterminding are his forte, and he’s nearly never unprepared, or unguarded. Lonesome and Weeper are two of his most common underlings.
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Professor Miles Sterling

Postby JackGiantkiller » Wed Sep 19, 2007 5:01 pm

Professor Miles Sterling

Power Level: 10 (150 power points)

Abilities: STR 10(+0) DEX 12(+1) CON 12(+1) INT 24(+7) WIS 24(+7) CHA 16(+3)

Skills: Climb 4 (+4), Computers 1 (+8 ), Concentration 3 (+10), Diplomacy 2 (+5), Drive 1 (+2), Gather Information 5 (+8 ), Handle Animal 1 (+8 ), Intimidate 5 (+8 ), Investigate 5 (+12), Knowledge (Arcane Lore) 15 (+22), Knowledge (Art) 5 (+12), Knowledge (Behavorial Sciences) 5 (+12), Knowledge (Civics) 5 (+12), Knowledge (Current Events) 1 (+8 ), Knowledge (Earth Sciences) 1 (+8 ), Knowledge (History) 15 (+22), Knowledge (Life Sciences) 1 (+8 ), Knowledge (Tactics) 2 (+9), Knowledge (Theology and Philosophy) 15 (+22), Language (*Custom*, Ancient Greek, Aramaic, Atlantean, French, German, Hebrew, Italian, Latin, Russian, Spanish, Sumerian, Utopian), Medicine 2 (+9), Notice 3 (+10), Profession (Teacher) 5 (+12), Ride 4 (+5), Search 5 (+12), Sense Motive 5 (+12), Survival 3 (+10), Swim 4 (+4)

Feats: Artificer, Beginner's Luck, Benefit (Status), Benefit (Wealth), Connected, Contacts, Defensive Roll 3, Eidetic Memory, Ritualist, Second Chance (will save), Track

Powers: Comprehend 3 (Language (Read Any),Language (Understand, Speak all);F: Broad Type(1)), Device (easy to lose) 15

Combat: Attack +3 Defense 13 (Flat-footed: 11) Initiative +1
Grapple: +3 (Attack - +3,Strength - +0,Size - +0)

Saves: Toughness +10(+1) Fortitude +1 Reflex +1 Willpower +10

Lifting: 100 lb.
Devices:
Amulet of Protection (Easy to Lose): Shield 7, Protection 9 (E: Impervious; F: Limited (magic only Only)), Sensory Shield (All Senses) 10 (F: Limited (vs. magic only))
Mirror of Scrying (Easy to Lose): ESP (two sense types) 15 (F: Tiring; PF: Dimensional)
The Chains of Deliverance (Easy to Lose): Nullify (all of magic descriptor) 16 (F: Action (Standard->Full)(1),Range (Ranged->Touch)(1),Restorative(15))
The SoulWEb (Easy to Lose): Communication (*custom*) 12 (E: Area (Omni-Directional);PF: Dimensional, Selective, Subtle x2)

Cost Summary:
Ability 38 + Skills 34 (136 Ranks) + Feats 13 + Powers 50 + Combat 12 + Saves 3 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta

Professor Miles Sterling is a helpful ‘wizard’, masquerading as a simple scholar. He believes he has learned Barrow’s secret, but he has only scratched the surface. He’s the one who has brought the dysfunctional heroes of Barrow together.

He doesn’t even approach his caps in combat until he uses a ritual or crafts an artifact to suit the situation. However, he’s right at his skill caps in many knowledges.

note that while he has comprehend, his Language skills represent the languages he still speaks if someone supresses his translation magic.
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Undead Joker

Postby JackGiantkiller » Wed Sep 19, 2007 6:01 pm

Image

Joker

Power Level: 11 (165 power points)

Abilities: STR 14(+2) raging 24 (+8 ) DEX 16(+3) CON --(--) INT 20(+5) WIS 12(+1) CHA 18(+4)

Skills: Acrobatics 2 (+5), Bluff 10 (+14), Craft (Chemical) 10 (+15), Drive 2 (+5), Escape Artist 5 (+8 ), Intimidate 10 (+14), Knowledge (Arcane Lore) 5 (+10), Knowledge (Technology) 10 (+15), Medicine 2 (+3), Notice 8 (+9), Perform (Comedy) 5 (+9), Pilot 2 (+5), Sense Motive 8 (+9), Sleight of Hand 12 (+15), Stealth 5 (+8 )

Feats: All-out Attack, Attack Spec (Unarmed), Defensive Roll 4, Distract (Bluff), Evasion , Fascinate (Perform), Favored Opponent (Costumed Adventurers), Inventor, Master Plan, Minions 5, Rage 4, Sidekick 19, Sneak Attack 3, Taunt, Uncanny Dodge

Powers: Device (easy to lose) 2, Immunity 30 (Save Effect (Fortitude)), Protection 7, Regeneration 1 (Resurrection (1 week); E: True Resurrection)

Combat: Attack +6 unarmed +8
Damage unarmed +2 (dc 17) sneak +5 (dc 20) raging +8 (dc 23) raging sneak +12 (dc26) additional +1 dmg vs costumed adventurers (that’s +13 at the top end)
Defense 16 (Flat-footed: 16) raging 14 Initiative +3
Grapple: +8 (Attack - +6,Strength - +2,Size - +0)

Saves: Toughness +7(+0) +11 with defensive roll
Fortitude +0 (Raging +5) Reflex +3 (+7 with defensive roll) Willpower +10 (raging +15)

Lifting: 175 lb.
Devices:
Acid Flower (Easy to Lose): Corrosion 3 (F: Distracting, Unreliable (Uses); PF: Extended Reach)
Joker Venom (Easy to Lose): Drain (Constitution) 7 (E: Poison; F: Unreliable (Uses))

Complications:
Prejudice (known to be dead)

Drawbacks:
Weakness (dependency on human flesh; Common, Minor)

Cost Summary:
Ability 20 + Skills 24 (96 Ranks) + Feats 45 + Powers 45 + Combat 24 + Saves 9 - Drawbacks -2 = 165 / 165

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



A while back, someone asked me to stat up an undead Joker. Here he is. He’s a flesh eating ghoul, tough as nails and still bugnuts. He’s got his classic joker venom, and his acid squirting flower (takes some attention to aim it), and unlike some versions of the Joker, this one has a madman’s strength (represented by Rage). His Regeneration is nothing to write home about, except that it will resurrect him one week later no matter what. Technically, there has to be a way to kill him permanently…I’d vote for burying him face down under a comedy club or something.

On a lark, I decided to make him a balanced PL11. He meets his offensive caps by raging, sneak attacking, and fighting costumed adventurers. He’s a bit shy on his defensive caps, without an invention or other field leveler. But since he’ll be back later, no matter what, he’s a very useful villain.


Thanks to Baron and MD Snowman and others…I looked at your builds before doing this one.
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Pinball

Postby JackGiantkiller » Thu Sep 20, 2007 1:30 pm

Pinball
Amanda Dare
Power Level: 10 (150 power points)

Abilities: STR 10(+0) DEX 30(+10) CON 12(+1) INT 14(+2) WIS 8(-1) CHA 14(+2)

Skills: Acrobatics 5 (+15), Computers 5 (+7), Disable Device 4 (+6), Drive 1 (+11), Escape Artist 1 (+11), Pilot 1 (+11), Search 5 (+7), Sleight of Hand 1 (+11), Stealth 1 (+11)

Feats: Acrobatic Bluff, Attack Focus (Melee), Attack Specialization (Unarmed), Defensive Roll 4, Dodge Focus 2, Elusive Target, Equipment, Fast Overrun, Improved Overrun, Instant Up, Move-by Action, Quick Change

Powers: Immunity 10 (V.C. Descriptor (Impact)),
Super-Movement 3 (Swinging, Wall-Crawling (Normal Speed)),
Super-Senses 6 (Acute (Distance Sense), Blindsight, Time Sense),
Super-Speed 8 (PF: AP-Leaping (Bouncing) 10,AP-Strike 10,Rapid Attack, Rapid Fire, Water Run)

Combat: Attack +7 unarmed +10
Damage +10 superspeed strike or rapid fire (dc 25)
Defense 22 (Flat-footed: 15) Initiative +42
Grapple: +7 (Attack - +7,Strength - +0,Size - +0)

Saves: Toughness +1 (+5 defensive roll, +8 with armored jumpsuit)
Fortitude +3 Reflex +10 Willpower +2

Lifting: 100 lb.
Equipment (5 points):
Armored Jumpsuit (3), Caltrops (1), Handcuffs (1)

Drawbacks:
Disability (blind; Uncommon, Minor), Vulnerable (knockback; Uncommon, Minor), Weakness (dependency: special diet; Common, Moderate)

Cost Summary:
Ability 28 + Skills 6 (24 Ranks) + Feats 16 + Powers 66 + Combat 34 + Saves 5 - Drawbacks -5 = 150 / 150

Size: Medium
Description:


Created With Mutagen! version 0.8.7a - beta



Pinball is kinetic frenetic energy in an adolescent package. She runs at 2500 miles an hour, bounces like a superball, climbs and swings like Spiderman. She’s completely immune to blunt trauma and impact damage, and can roll with the blow on most anything else that actually hits her. When she really wants to mess someone up, she slams them, for up to +12 damage (dc 27). She herself takes nothing, because its blunt trauma. However, she gets knocked back more than twice as far by any attack, and bounces a very long way when she hits someone Immovable. In addition, she eats about 8 times a day, each time more at one sitting than a normal human, and requires special supplements.

What most people don’t realize is that she’s blind. She’s a mutant, and her eyes were formed without pupils or iris. No light gets in. But her innate sense of her surroundings is astonishing. It’s as if she just knows, with no reasonable explanation, where everything is, how far it all is apart (down to the nanometer) and exactly how long it will take to get there. In practice, this makes it impossible for her to read normal print (although she can read raised letters, read Braille by sight, and things like that) watch TV, read a computer screen, or distinguish colors. On the plus side, she’s never affected by environmental concealment or darkness. Psychic static, on the other hand, can blind her…apparently she sees by some sort of localized clairvoyance.

Her armored jumpsuit is silver in color, and as such, matches her hair and eyes.

She's a member of Mag7. In many ways, she's the mascot and comedy relief, much like Flash and Spiderman rolled into one. She's also a recent graduate of the Dare Institute, a school for metahumans in (you guessed it) upstate New York.

She scatters the caltrops behind her fairly rarely...more often she throws them, with her Rapid Fire ability.
Last edited by JackGiantkiller on Mon Jan 21, 2008 4:17 pm, edited 3 times in total.
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