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Unknown Soldier Presents Weird Western Tales

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Unknown Soldier Presents Weird Western Tales

Postby unknown_soldier » Sun Sep 28, 2008 5:07 pm

This here is the thread for my Weird Western Tales PbP game hosted here on The good ol' Atomic Think Tank.
Last edited by unknown_soldier on Mon Sep 29, 2008 2:48 am, edited 1 time in total.
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Postby Unknown Soldier » Sun Sep 28, 2008 5:28 pm

You had me very confused for a moment.
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Postby Elric » Sun Sep 28, 2008 6:38 pm

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The Pugilist
Been scrappin’ me whole life, kid. You can give up now and save yourself a beating. Personally, I hope you don’t.

Power Level 8 (120 pp)

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

Skills: Acrobatics 8 (+11)*, Bluff 12 (+13)*, Escape Artist 7 (+10), Gather Information 8 (+9), Intimidate 12 (+13)*, Knowledge [Streetwise] 4 (+5), Medicine 1 (+4), Notice 8 (+11), Ride 1 (+4), Sense Motive 8 (+11)*, Survival 1 (+4), Stealth 8 (+11), Languages 2 (German, Spanish; Base: English)

Feats: All-Out Attack, Assessment, Attack Focus 3 (Melee), Attack Specialization (Unarmed), Blind Fight, Defensive Attack, Defensive Roll 2, Dodge Focus 2, Elusive Target, Evasion, Improved Critical 2 (Unarmed), Improved Initiative 2, Improved Throw, Luck, Power Attack, Prone Fighting, Redirect, Skill Mastery (Acrobatics, Bluff, Intimidate, Sense Motive), Startle, Stunning Attack, Takedown Attack 2, Uncanny Dodge (Hearing)

Combat: Attack +6 (+9 melee, +11 Unarmed) [Unarmed 5 dmg, 18-20 crit], Defense 19 (14 flat-footed), Initiative +11, Grapple +14, Knockback -3

Saves: Toughness +7 (+5 flat-footed), Fortitude +7, Reflex +7, Will +6

Abilities 36 + Skills 20 + Feats 29 + Combat 26 + Saves 9 = 120

Notes: The Pugilist is a conversion from the 1e archetype character. I have a PL 10, 150 pp version of the Pugilist representing an immortal version of him on my Roll Call thread.

Background: Seamus Connolly grew up in a crowded neighborhood of New York City in the mid-1800s. He was never too interested in school, with its book learning, but discovered from a young age, in trial by fire, that he liked fighting and was quite good at it. After dropping out of school as a teenager, he took up his real passion, boxing, while working odds jobs to earn some money.

After languishing in obscurity, Seamus started winning amateur welterweight matches, and dreamed about becoming a boxer full time. He couldn’t stand the boxing gloves that were required by the recently adopted Marquess of Queensberry rules, but fighting was better than working in the local kosher bakery all day, so he didn’t complain.

Soon he was to get an unwelcome bout of bare knuckled fighting. When a crime boss told him to throw his biggest fight to date, Seamus refused. Who was that guy to tell him what to do, anyway? The night after winning the fight, masked men with various crowbar-like objects swarmed into his family’s home. Awakened by his kid brother’s screams, Seamus managed to beat up all of the invaders, though he ended up with at least one cracked rib and two black eyes for his troubles.

The family realized they couldn’t stay in New York and wait for further, better-armed retaliation, so a week later they moved to North Dakota. North freakin Dakota. Seamus couldn’t stand it there; no one around, nothing to fight but the bitterly cold wind. When the chance came to work on a railroad in the West, he eagerly took it… Over the next decade, Seamus would become known as one of the meanest brawlers in the West, a man who could punch as hard as a pistol shot and outdrink, or outfight, an entire bar at once.

He had a woman in most every Western town, but traveling was awkward because he often didn’t care enough about them to learn their names. Seamus decided to travel even further West, because that’s what people like him did, and headed for California. One day he was on a train from San Francisco bound for Sacramento and nothing happened. However, he did hear about some strange incident involving a train heading from Sacramento to San Francisco. It was only later that he’d wonder why he couldn’t have been on the other train—who knows, maybe he’d have become immortal. Never mind. He’d have to earn immortality with his fists.
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Postby angelbialaska » Sun Sep 28, 2008 8:09 pm

Maureen O'Reilly

Age: 18
Height: 5'3
Weight: 102
Hair: Red
Eyes: Green

Maureen O'Reilly is the daughter of textile factory owner Duncan O'Reilly and grew up to a life in privilege, as a single child to a rich and influential family.
As an educated young lady she attends the Mills College (an all-girls college) and was actually on her way to the college when the flash occured, the flash which changed her entire life.
Recently she found that the flash had changed her, when her hair began taking on a life of it's own. At first she thought it had been possessed by the devil, but then realized that she could control it's movements, making it do what she wants it to do.

Power Level 8 (120 pp)

Abilities: STR: 10 [30] (+0/+10), DEX: 10 (+0), CON: 10 (+0), INT: 14 (+2), WIS: 12 (+1), CHA: 14 (+4)

Skills: Bluff 4 (+6, +10 w. attractive), Diplomacy 6 (+8, 12 w. attractive), Gather Information 4 (+6), Handle Animal 4 (+6), Ride 4 (+4), Sense Motive 4 (+5), Language 2 (English, French, Spanish), Knowledge (Art) 4 (+6), Knowledge (Theology & Philosophy) 4 (+6)

Feats: Benefit (Wealth) 2, Benefit (family status) 1, Attractive, Connected, Contacts, Well-Informed, Jack-of-all-trades

Powers:
Prehensile Hair 6 (Elongation [1] 5 ft, 25 [5] tendrils) [6 PP]

Shield 8 (Linked: Force Field) [8 PP]
Force Field 8 (Linked: Shield; Extra: Impervious) [16 PP]

Snare 10 (Extra: Engulf [+0], Suffocating [+1], Power feat: Accurate 3, 1 Alternate Power) [34 PP]
AP: Enhanced Strength 20 (Extra: Penetrating 5; Flaw: Limited: applies only to hair, duration: sustained, Power Feats: Accurate 3, Split Attack 5) and Super-Strength 10 (Limited: applies only to hair, duration: sustained)

Super-Movement 4 (Wallcrawling 2, Swinging, Slithering, 2 Alternate Powers) [10 PP]
AP: Speed 5 (250 MPH)
AP: Immovable 8 (duration: sustained)

Enhanced Feats 4 (Chokehold, Improved Trip, Improved Pin, Improved Grab, Ambidexterity) [5 PP]

Combat: Attack +0 (+6 w. hair strike) [hair (unarmed) +10 dmg], Defense 18 (10 flat-footed), Initiative +1, Grapple +0 [+26 w. hair], Knockback +0/-8

Saves: Toughness +8 (+0 flat-footed), Fortitude +4, Reflex +4, Will +7

Abilities 10 + Skills 9 + Feats 8 + Powers 79 + Combat 0 + Saves 14 = 120
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Postby kirinke » Sun Sep 28, 2008 9:09 pm

Character Name........ Lady Marshal, Spirit of the old west
Concept..................... Immortal Gunslinger, free-lance bounty hunter. Works both sides of heaven and hell
Quotation..................Mah job is tah stop the things no one else can stop before they can cause mischief. Savvy?
Real Name................She calls herself Cassandra most of the time.
Identity......................Secret/Unknown.
Origin........................Mystical/Mutant/Spectral
Allegiance.................Justice
Motivation.................Responsibility
Gender.......................Female
Age............................ Looks to be in her twenties.
Height........................5ft, 10 inches
Build..........................Slender, Graceful
Hair............................Bright red, the colour of red-hot coals.
Eyes...........................Blue with white pupil's and black irises.
Occupation................Mercenary, bounty hunter, vigilante.
Nationality................USA.
Ethnicity....................Caucasian
PL/PP........................ 8


ABILITIES
STR: 12 (+1).......2 pp spent
DEX: 18 (+4).......8 pp spent
CON: 14 (+2)......4 pp spent
INT: 16 (+3).......6 pp spent
WIS: 14 (+2)......4 pp spent
CHA: 18 (+4)......8 pp spent
TOTAL PP SPENT: 32

SAVES:
FORT: +2 ability +3 rank = 5.
REFL: +4 ability +3 rank = 7.
WILL: +2 ability+3 rank = 5.
TOTAL PP SPENT: 09

COMBAT
Defense: 3
Dodge bonus: 1 base + 2 feat bonus = 3
Toughness: +2 ability + 5 shield bonus = 7
TOTAL PP SPENT 6

ATTACK
Base attack: +2
Ranged bonus +4
TOTAL PP SPENT: +4

FEATS
Ranged bonus +4. Dodge bonus +2. Luck Bonus +3. Improved Aim.
Jack of all trades. Move by action. Quick draw. Precise shot. Wealth 1.
TOTAL PP SPENT: 15

SKILLS
Diplomancy............ 4 ability +4 rank = 8
Escape Artist.......... 4 ability +4 rank = 8
Investigate............. 4 ability +4 rank = 8
LANGUAGES...........................Rank 1 = 1
-English (Default)
-Spanish
-Navaho
-Apache
-Comanche
Notice.................... 2 ability +4 rank = 6
Search................... 3 ability +4 rank = 7
Ride....................... 4 ability +4 rank = 8
Sense motive.......... 2 ability +4 rank = 6
Stealth................... 4 ability +4 rank = 8
Survival................. 2 ability +4 rank =6
TOTAL PP SPENT: 10


POWERS

DEVICES
Device 2 (Heaven and Hell Revolvers, Easy to Lose, Power Feats: Restricted 2; won’t harm owner or innocents, Indestructible, Feature: Twin Revolvers, has to be disarmed twice to take it away) (10 pp, same as before) Heaven and Hell: Blast 4 (Power Feats: Accurate, Variable Descriptor [blessed or cursed])
TOTAL PP SPENT: 10

INDEPENDENT POWERS
Immortality Rank 5
Force Field +5
Regeneration: Bruised rank 3
Sense communicate with spirits rank 5
TOTAL PP SPENT: 18

The Marshal's Oath Rank 6
As the Heavenly Marshal, Cassandra can weild both Holy fire and Hell-fire depending on the situation. Cassandra rarely weilds the Hell-fire part of her powers, due to the general feeling of wallowing in filth she feels afterward.

Creat Object Rank 4: precise, variable (Limited to hellfire and holy fire)
Emotion Control Rank 6: Limited to Hope, fear and despair
Blast: Rank 5: Precise, variable (limited to hellfire and holyfire)
Teleport Rank 3: affects others, change velocity, easy
Heal Rank 5: stabilize
PP SPENT: 16

BACKGROUND:
Mah name is, or was Cassandra White. While ah was on a train bound fer San Fran, there were this bright flash of light. Time seemed to kinda stop fer me, and mebbe some other folk too, Ah kinda caught the sense of that and this fella came to me. He was dressed like a cowboy, but all in white, cept for a black duster and cowboy hat, like some dime-store novel writer's idear of a good-guy gunslinger.

He smiled at me and then I knew. "Time's up Cassandra White. The world ain't full of roses and sugar, tea and buskets an there be things that go bump in tha night, bad things that need tah be stopped. We're pickin you to be the one to stop it. You got it in you, to see the wrong things made right, tah put the bad-things put back in their place. You is the one Cassandra White. Now you're the Marshal, the one that stands betwix heaven an hell, between tha livin an the dead. Your job is to bring the bad-uns back to hell and protect the innocent. It tain't an easy job, but we know you kin do it. Are ya ready t'be strong?" he asked, holdin out a bright, shiny Marshal badge and a pair of six-shooters, one white and one black.

Ah took em.

And mah life was changed ferever.

Now Ah'm the Spirit of the West, the Lady Justice, The Marshal between heaven an hell. Folks round these parts call me either Lady Marshal or the Heavenly Marshal. That's when they bein polite. And they always polite 'round me.

My idea is that she is a gun-slinger, able to weild the powers of hell-fire and holy fire, depending on what she's trying to stop. Cuz, not all the white hats mean anything good to humanity, just like all the black-hats mean evil.

She'll stop em no matter who they work for. Cuz, that's her job.

DEDICATION:
Cassandra is the Heavenly Marshal, God's bounty hunter, the final arbiter of fate. She answers to the Voice of God, Metranon. She will also occasionally answer to Lucifer, when the need arises, because sometimes, bad things will escape Hell and he needs someone to go bring them back.

PERSONALITY
Cassandra is a quiet, soft spoken southern lady, her accent is very much deep south. She's slow to anger and quick with her guns when she has t'be, though she does her best to not use em unless she doesn't have to. Most folks like her immediatly, due to that southern charm, but when she has to, she possesses a steely nerve, comin from the shared experience of all the Heavenly Marshals before her.

COSTUME
She is dressed in an all-white gunslinger outfit, though the duster and hat are black. Around her neck is a necklace with a dull iron cross made of two rough nails fused together. Though not relics by any means, the cross is a symbol of her faith, though she herself does not have any particular leanings to any one church or cult. She also sports a bright, shiny Marshal badge.

She packs a pair of six-shooters that never seem to run out of bullets, one of em is black, the other white. The black one is called Heaven and the white one Hell (Or the Brimstone gun if you want to get formal), because sometimes, the truth is topsy-turvy from what you'd expect. At least that's what she tells folks anyway.
Last edited by kirinke on Mon Oct 13, 2008 3:44 pm, edited 13 times in total.
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Postby Ecalsneerg » Sun Sep 28, 2008 11:30 pm

Only a couple of design notes; namely Ultimate Power named temporal effects as a very uncommon descriptor, i.e. Immunity 1. So I went with that. Secondly is that I can easily make his guns Devices in order to be allowed to use his Time Control array on them. His Time Control also doesn't have Affects Others and Ranged on it because, well... he doesn't know how to.

Another note is, although his immunity to aging is only active while his time control is, this is simply a way to justify him not aging and dying stupidly quickly.

James 'Deadeye' Cooper

PL: 8 (120pp)

Abilities: STR: 10 (0) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 16 (+3) CHA: 12 (+1)

Skills: Bluff 6 [+7], Diplomacy 6 [+7], Gather Information 6 [+7], Notice 6 [+9], Profession (Bounty Hunter) 4 [+7], Ride 2 [+5], Search 6 [+6], Sense Motive 6 [+9], Survival 6 [+9]

Feats: Accurate Attack, Attack Focus [Ranged] 2, Attack Specialisation (Pistols) 1, Defensive Roll 2, Dodge Focus 4, Equipment 2, Improved Aim, Improved Critical (Pistols) 1, Luck, Precise Shot 2, Quick Draw, Track, Uncanny Dodge (visual)

Powers: Container 9 (Sustained, 45 pp) Time Control
Enhanced Attack 4, Enhanced Dodge Focus 4, Enhanced Reflex Save 3
Immunity 2 (aging, temporal effects)
Super-speed 5 (250 MPH speed, x50 quickness, +20 Initiative, Feats: Move-by Action)
Time control array:
Deflect 5 (slow and fast projectiles)
AP: Autofire 2 extra on firearms, up to 5 ranks
AP: Burst Area and Selective Attack extras on firearms, up to 5 ranks
Combat: Attack +8, +10 ranged, +12 pistols, +8 grapple; Damage +0 [Unarmed], +4 [Heavy pistols, 19-20 critical]; Defense +12 (+2 flat-footed); Init +23

Equipment: Twin Heavy Pistols (Blast 4, Split Attack)

Saves: Toughness +4 (+2 flat-footed); Fortitude +5; Reflex +10; Will +5

Abilities 18 + Skills 12 (48 Ranks) + Feats 19 + Powers 45 + Combat 16 + Saves 9 – Drawbacks 0 = 120pp

'Deadeye' Cooper was a bounty hunter, and a good one. He had some skill in tracking down his quarry, and when it came to bringing them in was a brilliant shot. Despite his unsavoury profession, he was nonetheless a quiet, well-liked man. Thus it was that he easily got onto that train that day while in pursuit of a fugitive.

The flash on the train endowed him with the ability to 'disconnect' himself from time, moving either faster or slower than everybody else. He found out that he could clear a room in the time it took someone to blink, and empty whole clips and reload in the time it had previously taken him to fire two or three shots. This has only cemented his reputation as a dead shot, but he can't help but wonder if this power is a 'gift' from the Devil in reward for the men he has killed...
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Postby Thomas Hobbes » Mon Sep 29, 2008 1:18 pm

Terry Williams, "Boy Wonder"
PL 8, 120 pts

"Gee, mister, sure is a shame that happened. Guess you'll have to come quietly after all!"

Terremina Williams was born a darling of the New Orleans upper class, guided expertly by her mother, undisputed queen of the social scene, and doted upon by her father, a successful banker. Despite the luxuries New Orleans had to offer and the standards of the time, Terremina grew with quite the tomboy streak, and when talk started in the Williams household of her marriage to any number of young, handsome, wealthy, and entirely boring men, Terremina panicked and went weeping to her mother for help.

There she learned a secret: her mother had not always been the proper and dashing society lady she once was, but instead an adventuress! She had traveled about the West having more fun than Terremina could possibly imagine before happily settling down with a doting man with a pile of money, who was never the wiser to her status as a highly improper lady. Inspired and encourage, and with her mother's help, Terremina slipped away from New Orleans to begin a life of adventure. Keeping in mind the trouble her mother had had because of her status as a member of the fairer sex, she started wearing pants, cutting her hair short and binding her chest: "Terry" was born.

She was still hadn't found her adventure when the bright flash of light hit the train. After that, things started going her way. As someone who had been born priveleged, "Terry" didn't really notice... until things really started going her way. The bolt of lightning hitting a bandit about to shoot her down forced her to reconsider what it actually means to lead a "charmed life."

Now she wanders the West, bringing justice and plucky good cheer. She's already made something of a name for herself (or, at least, for Terry), and her exploits have started to bring hope to the often afflicted frontiersmen and women.

ABILITIES: Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 16

COMBAT: Attack +6, Damage +0 (unarmed or whip), +2 (sap), +3 (pistol), +8 (blast), Defense +8, +2 flat-footed, Initiative +6, Grapple +6, Knockback -4

SAVES: Toughness +8 (+2 flat-footed), Fortitude +3, Reflex +4, Will +3

SKILLS: Bluff 7 (+10), Climb 4 (+4), Diplomacy 7 (+10), Disguise 7 (+10, +20 with morph), Gather Information 7 (+10), Handle Animal 4 (+7), Intimidate 3 (+6), Knowledge: History 1 (+2), Knowledge: Current Events 1 (+2), Knowledge: Streetwise 1 (+2), Language 1 (French), Notice 4 (+5), Ride 5 (+7), Sense Motive 8 (+9), Stealth 4 (+6), Survival 4 (+5)

FEATS: Connected, Defensive Roll 2, Dodge 3, Equipment 2 (Duster [+1 toughness], Gun belt array: Light Pistol, Whip, Sap, 1 more point), Improved Initiative, Quick Change

POWERS:

Probability Control 8 (Subtle) (33 points)
AP: Deflect (all types, free action [+2], Fades [-1], Subtle) (1 point)
AP: Blast (Perception range [+1], Penetrating [+1], Indirect) (1 point)
AP: Stun (Perception Range [+2], Triggered: When Attacked) (1 point)

Luck Control 1 (force reroll) (3 points)

Enhanced Feats 13 (13 points)
-Luck 4
-Defensive Roll 4
-Dodge 2
-Uncanny Dodge (mental)
-Beginner's Luck
-Fearless

Morph 2 (male version of self, Sense-Dependent [-1], Innate) (2 points)

DRAWBACKS:

Power Loss: Mundanity and Maturity (If Terry ceases seeking a life of adventure, her luck powers shut down. She does much better in a gunfight than she has any right to, but she'll only be as good a stockbroker as she should be. Furthermore, Terry's ability to look and sound like a boy won't last as she continues to grow. Minor, Uncommon, 1 point)

COMPLICATIONS:

Secret- Most people think cowgirls are like dogs that walk on their hind legs: it is not that they do it well, but that they do it at all- hence "Terry." But she fears that if people find out, they won't be amused that the wool's been pulled over their eyes.

Fame- Stories of Terry Williams, the Boy Wonder, and the amazing coincidences that follow him have started to spread. Fighting bandits, saving homesteaders from foreclosure at the hands of greedy bankers, and so on has earned Terry a reputation that precedes him, sometimes to his inconvenience.

Bounty- Terry's dad, although wishing her well, would not understand her wild tomboyish ways. All he knows is that his daughter has run away and is probably in dire trouble, and has put out a substantial reward that people are sure to come looking for.

Honor- Terry's a thrill seeker, but she's also informed by a sense of justice. She won't stand back when she sees good folks suffering at the hands of bad, but she'll give the bad a fair shake, too- with talents like hers, surely there's no need for killing?

THE MATH: Abilities 16 + Combat 18 + Saving Throws 6 + Skills 17 + Feats 10 + Powers 54 - 1 Drawbacks = 120

:arrow: Thanks to baixiwei, whose format I mostly jacked.

:arrow: As far as pronoun's go, I'm improvising. "She" seems standard, even when using the name "Terry" (it's a nickname for her as well as for her persona), but I seem to use "he" when talking about the persona specifically- if someone thinks something about Terry, they think "he is such-and-such." It's possible I'm the only one who cares about bits of grammar like this, but if not and my choices annoy you, I'd be happy to accommodate. Other folks should stick to "he" until/unless there's a Dramatic Reveal.
Last edited by Thomas Hobbes on Tue Oct 07, 2008 4:51 pm, edited 3 times in total.
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Postby kalendesh » Mon Sep 29, 2008 5:55 pm

Image
CACTUS" JACK CONROY PL: 8 (120 pp)

ABILITIES: STR: 22 (+6/+3) DEX: 14 (+2) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 16 (+3)

SKILLS: Bluff 6 (+9), Diplomacy 2 (+5), Handle Animal 2 (+5), Intimidate 5 (+8), Arcane Lore 2 (+3), Notice 4 (+7), Profession: Gambler 4 (+7), Ride 5 (+7), Search 5 (+6), Sense Motive 6 (+9), Sleight of Hand 6 (+8), Stealth 5 (+7)

FEATS: Dodge Focus (4), Improved Initiative (1), Attack Specialization [unarmed] (2), Attack Specialization [pistols] (2), Ambidexterity, Equipment (3), Skill Mastery [Bluff Sense Motive Slight o Hand and Intimadate](1), Improved Grab

POWERS: Protection [8], Impervious [4],
Regeneration [15], Recovery bonus +2 Recovery rate B/U 2 I/S 3 D 2, Resurrection Enhanced Strength [6]
Super Strength [1]

Equipment: Light Pistols 13 EQ [PF: Split attack] [6]

COMBAT: Attack 6 [Grapple DMG +6 ATT +13, Twin Pistols DMG +6 ATT +10] Defense 6 (1 flat-footed) Init 6

SAVES: Toughness 10 (10 flat-footed) Fortitude 7 Reflex 7 Will 6

Abilities 28 + Skills 13 (0 ranks) + Feats 15 + Powers 35 + Combat 16 + Saves 13 – Drawbacks 0 = 120 / 120

The now alive Cactus Jack (per GM request) original is here (here)
Your basic tank regen
I have a seperate idea I am playing with but RL is getting in the way right now.
Edit: I have lowered his recovery rate to correct a point sending error. Thanks for pointing that out I have been doing regen wrong for a looong time now. I am of to redo several others now.
Edit2: Lowered super strength shoulda checked the book. ehe
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Postby Reaper » Tue Sep 30, 2008 1:31 pm

Jack "The Devil" Johnson

PL: 8 (120pp)

Abilities: STR: 10 (0) DEX: 10 (0) CON: 10 (0) INT: 14 (+2) WIS: 14 (+2) CHA: 16 (+3)

Skills:
Bluff 4 [+7], Diplomacy 4 [7], Handle Animal 4 [+7], Notice 4 [+6], Ride 4 [+4], Sense Motive 4 [+6], Sleight of Hand 4 [+4], Suvival 4 [+6]

Feats:
Attack Focus [Ranged] 2, Quick Draw,

Powers:
Probability Control 8 (Flaws: Side Effect [Self Jinx on Failed Roll using PC; -1]) (24pp)
Container 8 Lucky Devil (Passive) (40pp)
Device 2 Old Lucky (Easy to lose) (6pp)

Lucky Devil (38pp Total)
Enhanced Feats 8 (Blind-Fight, Elusive Target, Evasion, Improved Aim, Improved Initiative 2, Precise Shot, Uncanny Dodge [Mental]) (8pp)
Protection 8 (8pp)
Ehanced Defense 8 (16pp)
Enhanced Attack 2 (4pp)
Super Senses 2 (Danger Sense [Mental], Time Sense) (2pp)

Old Lucky
Blast 4 (Power Feats: Accurate, Improved Range) (10pp)

Combat: Attack +4 [Melee], +6 [Ranged], +8 Old Lucky; Damage +0 [Unarmed], +4 [Old Lucky]; Defense 18 (18 Flatfooted); Init +8

Saves: Toughness +8; Fortitude +7; Reflex +8; Will +8

Abilities 14 + Skills 8 (32 Ranks) + Feats 3 + Powers 70 + Combat 4 + Saves 21 – Drawbacks ? = 120pp

Jack wasn't much before the train changed his life. He cheated people out of their money at poker and gun down a few too. He was quick with a gun and decently accurate which he used to his advantage in duels, but nothing like now. After that strange train ride he had a new found confidence and skill. All the sudden his luck changed for the better. He started winning all the games and could shoot a card through the middle from across the room. He quickly gained a reputation as The Devil because his people said he'd sold his soul to the devil in exchange for his skills. As all things given by the devil have a price so does Jack good fortune. It seems that when he pushes his luck to far it can snap and come crashing down. It happened one such time when he had won one poker game to many and a local thug accused him of cheating by trying to shoot him. That day Jack barely escaped with his life after a bloody shoot out. Since then he has laid low for a while and wandered from place to place.
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Postby kirinke » Tue Sep 30, 2008 8:53 pm

wrong thread durn it.
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Postby Mikkelibob » Sun Mar 08, 2009 3:21 pm

fwiw I have an old PC that matches the theme...

Concept: alt.speedster. Summons "ghost horse" than can run super fast. Combined with spiffy lasso. The horse is just for effect - although I suppose it would make for a cool ghostly summoned critter, too.
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