OUBLIETTE (Original 2E Builds)

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.
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Michuru81
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UC #18: Paul Brindley

Post by Michuru81 » Sun Jul 26, 2009 9:27 pm

PAUL BRINDLEY (Power Level 6)

Image

STR 10, DEX 10, CON N/A, INT 10, WIS 8 (-1), CHA 13 (+1)

SKILLS: Knowledge (popular culture) 3, Language 1 (his own)

FEATS: Attack Focus (ranged) 2, Equipment 2

POWERS: Immunity 30 (Fortitude effects), Protection 2

Equipment: Bluetooth headpiece (as attractive), heavy pistol, hospital gown

COMBAT: Attack +2 (+4 ranged), Grapple +2, Damage +0 (+4 heavy pistol), Defense +2 (+1 flat-footed), Knockback -1, Initiative +0

SAVES: Toughness +2, Fortitude N/A, Reflex +2, Will +4

COMPLICATIONS: Phobia (Dark), Rivalry (Hartley and, uh, kinda Charlie…), Secret… Kinda… (HIV Positive)

Abilities -9 + Skills 1 (4 ranks) + Feats 4 + Powers 32 + Combat 8 + Saves 7 = 43 points
Michuru81 wrote:Paul rounds out the main cast of I AM NOT INFECTED, a comedy series about zombies and the greatest web series available. Paul is easily recognized of the trio given how he dresses through the bulk of the show: when the zombie outbreak occurred Paul was at a free clinic getting the test results back on his HIV test (he’s infected) and now runs around Los Angeles in a hospital gown that is perpetually open in the back.

According to Paul himself, he’s the most expendable of the three (Charlie runs the website and Hartley lifts heavy things) which is eventually proven true as he’s now infected (again): Paul is now a zombie.

The zombies of IAMI eventually lose their senses but as we’ve seen twice (first with Katie’s daughter and now with Paul), soon after the infection they’re still capable of communicating. When asked what he’s doing Paul answers clearly, “Eating Larry’s brains.” Until Paul begins to groan incoherently in the manner the others do he is still in possession of his Intelligence and Charisma scores.

Not a whole lot say about Paul. Then again, I don’t really like Paul. I’m kind of glad he’s a zombie. Here’s to hoping Charlie offs him at some point.
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Re: OUBLIETTE - Inoue Orihime, Charlie Coutrakon, Paul Brindley

Post by MorningKnight » Tue Aug 04, 2009 12:45 pm

Nice Bleach and I Am Not Infected builds. I now wanna watch IANI.

Michuru81
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#213: The Frog

Post by Michuru81 » Sun Oct 11, 2009 9:44 am

THE FROG (Power Level 10)

Real Name: Pierre Money
Height / Weight: 5’7” / 146 lbs.
Hair / Eyes: Brown / Green
Place of Birth: Soissons, Picardie, France (June 14, 1916)
First Appearance: Vindicators #1

Physical Description: Pierre is otherwise ordinary in appearance; he is a mustachioed man with hollow cheekbones who prefers baggy clothes—including the basic uniform he wore as a Vindicator.

Biography: On July 1, 1940, the Free French government-in-exile created its own intelligence service. The Service de Renseignements, which worked with MI6, was commanded by Major Dewavrin and amongst their number was a young spymaster by the name of Pierre Money.

Pierre was renowned for being able to get into and out of the most guarded of places without detection. It wasn’t until 1943, when Majors Henri Giraud and Charles de Gaulle reconciled that Pierre came out about his unique talent…

Pierre explained to them that he, like his father before him, had certain abilities that put him above ordinary men. It wasn’t until two years later that this sect of humanity had a name: Neo-Sapiens.

Pierre’s physiology mostly resembled that of a frog’s. Most notable were his extraordinary leaping prowess and his long, prehensile tongue. Giving these abilities to the service of his homeland, Pierre continued to serve as a spy of unequal caliber.

When Johann Meinstein made his attack on September 8, 1945, the French government called on their son for a new mission: as the Frog, Pierre represented France on the Vindicators—the world’s premier super-hero team. The Frog was charged with a secret mission on their inaugural battle: General Giraud did not believe it safe to allow Meinstein to live and the Frog took a service pistol with him to Germany…

While he failed to assassinate the Fuhrer of the Fourth Reich, the Frog and his comrades stood victorious over the villains and opted to stay together and defend the world from the other super-powered threats that the Fuhrer had simply been the forerunner for.

On March 21, 1947, President Harry S. Truman signed Executive Order 9835—a loyalty program designed to root out communist influence within varying departments of the U.S. federal government.

In 1948, the Department of Justice deemed the Vindicators subversive and campaigned for the heroes—Uncle Sam, Crusader, the Frog, Tiānmìng and the Iron Curtain—to submit to loyalty review thanks to the presence of a Russian and a Chinese man on the team.

A year later Uncle Sam was killed in action, Tiānmìng had died of natural causes and Senator Joseph McCarthy dug his teeth into the Iron Curtain. America pressured the United Nations into terminating the Soviet’s son from the Vindicators and, grudgingly, the powers that be buckled.

The Iron Curtain was ousted and Crusader responded by quitting in disgust. The Frog remained as the lone member of the world’s premier super-hero team… but a new incarnation was soon to follow…

April 4, 1949, the North Atlantic Treaty Organization was formed. NATO served as military alliance that vowed to defend each other in the event of an attack on any member. As a sign of faith each country presented a national super-powered being to represent them in the second incarnation of the Vindicators.

The United States of America named Liberty as their champion while the United Kingdom brought forth the Templar.

Once more the Frog stepped forward to represent his homeland of France while Canada sent their son, Captain Canada. Advocating the Netherlands was Falkenburg while Lodestone represented Portugal.

Hailing from Denmark was Cecaelia and from Belgium came Trappist. From Luxembourg came the Archmagus, from Norway came Tick-Tock and from Italy came Murmillo.

Though Iceland joined NATO under the clause that they did not have to keep a military, they supplied a hero of their own: Iceland sent forth Absolute Zero.

During this period the Frog found himself frequently facing one of his former friends: in answer to NATO’s Vindicators, a team of Communist super-heroes—the Cold Warriors—was formed under the leadership of the Iron Curtain. Both teams responded to a distress call from Iraq that combatants from the Battle of Dhi Qar (c. 609) were rising from the sands… On September 8, 1957, the Vindicators and the Cold Warriors formed a truce as they moved to engage the undead hordes…

Many of them were never seen again…
  • STR 13, DEX 20, CON 14, INT 15 (+2), WIS 14 (+2), CHA 9 (-1)

    SKILLS: Acrobatics 4 (+9), Bluff 6 (+5), Gather Information 8 (+7), Knowledge (tactics) 2 (+4), Language 2 (English, French [base], German), Notice 6 (+8), Pilot 4 (+9), Profession (spymaster) 8 (+10), Search 6 (+8), Sense Motive 6 (+8), Stealth 8 (+13)

    FEATS: Acrobatic Bluff, Attack Focus (melee) 4, Attack Specialization (tongue) 3, Benefit 2 (Status [BCRA, Vindicators]), Defensive Roll 10, Dodge Focus 4, Improved Initiative 1, Grappling Finesse, Move-by Action, Teamwork 2, Well-Informed

    POWERS: Additional Limbs 1 (tongue) Burrowing 1, Concealment 2 (visual; Flaws: Blending [-1]), Elongation 3 (x25; Flaws: Limited [tongue, -1]), Features 1 (frog call [voice can travel up to 1 mile]), Immunity 1 (suffocation [underwater]), Leaping 5 (x50), Paralyze 5 (epibatidine; Extras: Aura [+1], Duration [Sustained, +2]), Strike 3 (tongue lashing; Power Feats: Mighty) Super-Movement 1 (Wall-Crawling 1; Drawbacks: Power Loss [when wet, -1 point]), Swimming 1

    COMBAT: Attack +4 (+8 melee, +14 tongue), Grapple +13, Damage +1 (+6 strike), Defense +14 (+2 flat-footed), Knockback -3 (-1 flat-footed), Initiative +9

    SAVES: Toughness +6 (+2 flat-footed), Fortitude +5, Reflex +12, Will +5

    COMPLICATIONS: Prejudice (Neo-Sapien)

    Abilities 25 + Skills 15 (60 ranks) + Feats 30 + Powers 44 + Combat 16 + Saves 13 = 143/150 points
Michuru81 wrote:It took a while to get me here (no, not to post another build) but Pierre wraps up the original Vindicators. I know I'm normally faithful to taxonomy when I do an animal-esque build but having the powers of various frogs isn't the genetic lottery so Pierre pulls from many different species... Most stuff should speak for itself but...

Pierre's tongue should be rank 4 given how it's flawed to a 2 rank/1 point ratio BUT a 50' tongue is a bit absurd and I wanted at least rank 3 to allow him to move with his tongue. As for the flaw... it's just there to prevent whoever's in control of his character from elongating his arms, legs, neck, whatever...

Pierre's powers take from the best of the frog world: the Australian rocket frog can leap fifty times its body length, the poison dart frog contains a painkiller two-hundred times more potent than morphine, and the Pacific tree frog can change its color. Ultimately, Pierre's abilities are borrowed from many different genus... just so he doesn't completely suck.

Lastly, the frog's call: frogs have multiple vocal sacs that allow a mating call/distress signal to be heard up to a mile away. It's a fairly pointless feature but included in case a creative player can figure out how to make use of it.

Lastly, I debated with giving Pierre some mild form of Absorption to let him pretty much eat water attacks. I also considered adding on a vulnerability to attacks that draw water from him. I still might; I dunno.
Last edited by Michuru81 on Sun Jan 24, 2010 2:37 pm, edited 1 time in total.
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#214: The Fuhrer

Post by Michuru81 » Sun Oct 11, 2009 10:09 am

THE FUHRER (Power Level 12)

Real Name: Johann Meinstein
Aliases: Erich von Zelewski
Height / Weight: 6’ / 180 lbs. (5’8” / 154 lbs. as Erich)
Hair / Eyes: Brown / Hazel (Blonde / Blue as Erich)
Place of Birth: Germany (1918) / Elk Horn, Iowa (July 25, 1966 as Erich)
First Appearance: Vindicators #1 (as Johann) / New Vindicators #52 (as Erich)

Physical Appearance: Johann Meinstein’s original body possessed average height and an average build who kept an appearance uniform for his position and rank within the German Armed Forces.

As Erich von Zelewski his appearance shifted drastically. Erich is shorter than Johann and possesses shoulder-length, blonde hair, a thick beard and sports an earring.

Biography: As a loyal soldier under Hitler’s regime, Johann Meinstein was devastated to learn of his fuhrer’s suicide. He joined the Heerespruppe Mitte and took part in the Prague Offensive. Shot once in the shoulder, twice in the back and once in the knee, Johann Meinstein fell and was taken captive. It was while he was jailed that he discovered his abilities: as an Esper, Johann Meinstein could compel anyone to do anything.

This power birthed a new era—one he dubbed the Fourth Reich. Seizing the wills of several Allied soldiers, Meinstein continued the war and revealed the existence of super-powered people to the world.

The Allies drafted a team of individuals to stop him and the Vindicators were born. Uncle Sam, Crusader, the Frog, the Iron Curtain and Jaundice fought through the men Meinstein had dominated and the super-powered allies he drafted in his campaign to realize Hitler’s mad ambition. The heroes were victorious and Meinstein was presumed to have been defeated…

NEW VINDICATORS: Hostis Humani Generis—It was decades later when the New Vindicator codenamed Suicide King discovered that his German teacher, Erich von Zelewski, was actually the Fuhrer.

Jaundice (who was secretly Asmodeus) had used his abilities to recalibrate the Fuhrer’s mind. Johann Meinstein was depleted of the propaganda that littered his personality and was left only with the instinct to survive. When one body began to fail him he used his telepathic powers to jump ship and continued living like a parasite that jumped from host to host.

Eventually he was found and taken in by Black Box and at some point came into contact with a Hyperborean artifact that restored his lost memories. Immediately he moved to pick up where he had last left off and began gathering an army of Espers to join him in his latest plot.

Intending to switch bodies with Rockwell G. Lincoln (to gain access to the youth’s Neo-Sapien ability to command flame) he changed gears when he realized the potential possessed by Suicide King. He took the young hero’s body and proceeded to lead the Sixth Reich on their initial attack only to be bested by the New Vindicators, the Affiliation and their Esper allies.

Forced back into his body by Prompt, Exempt contained his powers and then allowed the Damned to use his arcane abilities to banish the Fuhrer (and Schadenfreude and Weltschmertz) to the Astral Plane…

NEW VINDICATORS: Contraria Contrariis Curantur—The Fuhrer’s telepathy located others inside the Astral Plane and the Sixth Reich set out to find them. Ultimately they discovered the prison the Vindicators set up in San Francisco and the Fuhrer took a new host body... With Bulwark's body, the Fuhrer led a riot that saw San Francisco devastated. Ultimately he was once more thrust back to the body of Erich von Zelewski by Prompt and imprisoned once more in the Astral Plane.

NEW VINDICATORS: Igne Ferroque—The Fuhrer's riot caught the attention of the Basileus and earned him a place amongst the Aeropagus. Granted the power of Taurus, Johann's will managed to supress the artifact's control over him and ventured out of his prison once more. In the attack on Chicago, the Fuhrer encountered Bulwark and a battle between the two began...
  • STR 13 (+1), DEX 12 (+1), CON 13 (+1), INT 14 (+2), WIS 10, CHA 13 (+1)

    SKILLS: Climb 4 (+5), Concentration 6, Intimidate 6 (+7), Knowledge (arcane) 4 (+6), Knowledge (tactics) 6 (+8), Language 1 (English, German [base]), Notice 4, Profession (soldier) 5, Search 4 (+6)

    FEATS: Benefit 1 (Military Rank), Dedicated, Equipment 10, Leadership, Master Plan, Minions 10 (250 45-point minions), Teamwork 1

    POWERS: Comprehend 2 (Languages [speak and understood]; Power Feats: Progression 3; Extras: Affects Others [+1], Range [Perception, +2]), Device 2 (Amulet of Noarron [hard to lose]), Mind Shield 5 (Extras: Impervious [+1]), Super-Senses 1 (Enhanced Senses: Mental Awareness), Telepathy 15 (Dynamic Alternate Powers: Illusion [all senses; Extras: Selective Attack [+1]; Flaws: Phantasms {-1}], Mental Blast, Mind Control [Extras: Area, Duration {Sustained, +1}; Flaws: Limited {common mentality, -1}], Mind Switch; Extras: Wide [+1])

    Amulet of Noarron: Immunity 10 (magic effects)

    Equipment: 9mm Luger Pistole 08 (as light pistol); 44 free equipment points as needed

    COMBAT: Attack +5, Grapple +6, Damage +1 (+3 service rifle), Defense +5 (+2 flat-footed), Knockback -0, Initiative +1

    SAVES: Toughness +1, Fortitude +5, Reflex +5, Will +8 (+13 versus mental, +5 impervious)

    COMPLICATIONS: Enemy (The Vindicators [particularly Crusader], Prompt, Bulwark), Obsession (Nazism)

    Abilities 15 + Skills 10 (40 ranks) + Feats 25 + Powers 86 + Combat 20 + Saves 16 = 170 points
Michuru81 wrote:The Fuhrer wore the Amulet of Noarron from his attack on the world in 1945 until his defeat at the hands of the New Vindicators in 2008. In order to banish him into the Astral Plane through magical means, the Damned was forced to remove it from him and has since carried it in his possession. He has since retrieved the artifact and currently wears it while plotting his next move...
Last edited by Michuru81 on Sun Jan 24, 2010 2:37 pm, edited 1 time in total.
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Michuru81
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#215: The GM

Post by Michuru81 » Sun Jan 24, 2010 2:24 pm

The GM (Power Level 8)

Real Name: Greg Gynax
Height / Weight: 5’8” / 213 lbs.
Hair / Eyes: Brown / Green
Place of Birth: Watertown, New York (April 3, 1986)
First Appearance: New Vindicators #24

Physical Description: The obese leader of the power_gamers seldom combs his shaggy, brown mop of hair. He is typically clad in ironic T-shirts stretched over his girth but when on a heist he wears clunky, unauthentic plate armor.

Biography: When he was 15-years-old, Greg’s best friend introduced him to D&D. Their GM had been looking for a new player after their dwarven fighter had gone to college in Syracuse. “4d6, rolled six times,” Greg’s friend had told him as he began to create his character. “Drop the lowest die each time.”

He proceeded to roll his stats and ended up with a 7, a 13, a 15, two 8’s, and a 10. He accepted the other player’s condolences and began to build a replacement tank.

Drundar, the Dwarf Fighter, died two hours and seventeen minutes later, at the hands of a Tabaxi Lord.
Greg seized the four six-sided dice and moved to roll a new character. As he shook the dice he told himself he needed to roll better: he told himself that the party was counting on him. He opened his hand and watched as twenty-four dots stared up at him.

“18,” one of the other players said. “You’re already off to a good start. Greg took the dice up once more and rolled and once again rolled four 6’s. Already the players were impressed but when the third 18 surfaced, they laughed and took away his dice—offering him different dice to ensure the dice weren’t loaded.

Again and again and again he repeated the monumental feat: Greg Gynax rolled six 18’s for his ability scores and the legend of Danath, Human Paladin, began…

It was that night that Greg’s Neo-Sapien powers to command fortune and probability first manifested. Over time he learned to control it—allowing him to avoid suspicion as the dice always seemed to come up with whatever he needed. It was a power he hid even as he started his own gaming group…

When Greg was 21-years-old, however, he found himself revealing his powers for the first time: one-by-one, every member of his gaming group was forced to expose themselves as Neo-Sapiens. Together, they decided to cast off their trivial lives of employment and fuel their gaming addiction by turning to a life of crime.

The power_gamers were born and their trusted GM was at the helm…

NEW VINDICATORS: absit omen—In their first encounter with other SPBs, the GM was seized by Bulwark and used as a club against his comrades. Such an act left the GM crippled. Still, such an injury was not as painful as watching his team abandon him in their flight…

ILLUMINATI: Interwebs—The power_gamers were still loyal to the GM however and plotted to free him from Alcatraz. After sharing one of Elemenoh P. Quarez’s adventures with the Illuminati, the power_gamers not only liberated their leader—they discovered the cosmic kender had healed his spine.
  • STR 10, DEX 10, CON 10, INT 16 (+3), WIS 14 (+2), CHA 14 (+2)

    SKILLS: Bluff 4 (+6), Craft (artistic) 2 (+5), Diplomacy 4 (+6), Knowledge (arcane lore) 2 (+3), Knowledge (popular culture) 10 (+13), Knowledge (tactics) 2 (+5), Notice 4 (+6), Perform (acting) 4 (+6), Sense Motive 4 (+7)

    FEATS: Assessment, Attack Focus (ranged) 2, Eidetic Memory, Equipment 2, Inspire 2, Leadership, Master Plan, Precise Shot 1, Speed of Thought, Throwing Mastery 1, Ultimate Effort 2 (Ultimate Aim, Ultimate Skill [Knowledge {popular culture}])

    POWERS: Probability Control 8 (Extras: Fortune [+1], Jinx [+1], Range [Perception, +2]), Quickness 3 (Power Feats: Innate; Flaws: Limited [game mechanics, -2])

    Equipment: bag of dice (d4’s as caltrops, all others as shuriken), full plate armor, glasses, laptop

    COMBAT: Attack +2 (+4 ranged), Grapple +2, Damage +0 (+2 dice), Defense +2 (+1 flat-footed), Knockback -0, Initiative +3

    SAVES: Toughness +6, Fortitude +2, Reflex +2, Will +8

    DRAWBACKS: Disability (Nearsighted [-1 points])

    COMPLICATIONS: Enemy (Bulwark), Phobia (Bulwark), Prejudice (Neo-Sapien), Responsibility (power_gamers), Secret (power_gamers)

    Abilities 14 + Skills 9 (36 ranks) + Feats 17 + Powers 65 + Combat 8 + Saves 10 - Drawbacks 1 = 120 points
Last edited by Michuru81 on Sun Jan 24, 2010 2:38 pm, edited 1 time in total.
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Michuru81
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#216: sp4wn_p01nt

Post by Michuru81 » Sun Jan 24, 2010 2:36 pm

sp4wn_p01nt (Power Level 6)

Real Name: Takeshi Naru
Height / Weight: 5’3” / 130 lbs.
Hair / Eyes: Black / Hazel
Place of Birth: Tokyo, Japan (September 2, 1987)
First Appearance: New Vindicators #24

Physical Description: Little stands out about this Japanese man other than the faux hawk he typically wears his hair in.

Originally, the power_gamers wore costumes when on a heist and sp4wn_p01nt’s costume was Master Chief, from Halo. Since the GM’s arrest, the costumes have been abandoned.

Biography: A computer programmer, Takeshi’s father moved the family from Tokyo to New York in 1998 when he was hired to help prepare Wallstreet for the perceived threat of the Y2K bug. After the new millennium arrived, the Naru family remained in New York and Takeshi grew up in America.

It is unknown when he discovered his Neo-Sapien ability to teleport—only that he revealed it to his gaming group in 2007 and became the quintessential member of the power_gamers: the transporter.
  • STR 10, DEX 16 (+3), CON 10, INT 14 (+2), WIS 12 (+1), CHA 14 (+2)

    SKILLS: Acrobatics 4 (+7), Bluff 2 (+4), Diplomacy 2 (+4), Knowledge (popular culture) 3, Language 1 (English, Japanese [base]), Notice 2 (+3), Perform (dance) 4 (+6), Search 2 (+4), Sense Motive 4 (+5)

    FEATS: Acrobatic Bluff, Attack Specialization (unarmed), Attractive, Challenge 1 (Acrobatics [Perfect Balance]), Defensive Roll 2, Dodge Focus 2, Improved Initiative 2, Improved Trick, Redirect, Sneak Attack 2, Teamwork, Set-up

    POWERS: Enhanced Defense 6, Teleport 6 (Power Feats: Change Direction, Change Velocity, Easy, Progression, Turnabout; Extras: Accurate [+1])

    COMBAT: Attack +2 (+4 unarmed), Grapple +2, Damage +1 (+4 sneak attack), Defense +10 (+1 flat-footed), Knockback -0, Initiative +11

    SAVES: Toughness +1 (+0 flat-footed), Fortitude +2, Reflex +8, Will +3

    COMPLICATIONS: Prejudice (Neo-Sapien), Secret (power_gamers)

    Abilities 16 + Skills 6 (24 ranks) + Feats 16 + Powers 35 + Combat 8 + Saves 9 = 90 points
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#217: n00b

Post by Michuru81 » Sun Jan 24, 2010 2:46 pm

n00b (Power Level 6)

Real Name: Jim Thompson
Height / Weight: 5’10” / 140 lbs.
Hair / Eyes: Brown / Blue
Place of Birth: Gridley, California (July 27, 1990)
First Appearance: New Vindicators #24

Physical Description: Gangly and pimply, he is the youngest of the power_gamers. His bowl haircut is greasy. When on a heist, he wears a red Starfleet uniform.

Biography: When Jim was 16-years-old, his father’s company transferred him from their California offices to Manhattan. The single child had been torn from his friends and his parents earnestly hoped he would make new friends…

They regretted such prayers when Jim began hanging out with four men in their twenties.

Jim had begun frequenting a local gaming store and eventually was inducted into a gaming group. He was thankful to find friends who shared his interests but he didn’t know how much they truly had in common…

Like Jim, all of his fellow gamers were Neo-Sapiens. Unlike Jim, they were forced to work to support their hobby (and themselves). Enticed by the idea of using their abilities in a life of crime, the group coerced him into joining them. Jim eventually dropped out of high school in order to continue adventuring with his friends full-time.
  • STR 10 [30] (+10), DEX 10, CON 10, INT 18 (+4), WIS 14 (+2), CHA 12 (+1)

    SKILLS: Computers 8 (+12), Craft (electronic) 6 (+10), Disable Device 4 (+8), Intimidate 4 (+5), Knowledge (popular culture) 5 (+9), Knowledge (technology) 6 (+10), Language 1 (C++, English [base]), Profession (technician) 6 (+8)

    FEATS: All-out Attack, Improved Sunder, Inventor, Power Attack, Skill Mastery 1 (Computers, Disable Device, Knowledge [technology], Profession [technician]), Takedown Attack 1, Teamwork 1

    POWERS: Density 10 (Enhanced Strength 20, Immovable 5, Protection 10 [Extras: Impervious {+1}], Super-Strength 5)

    COMBAT: Attack +1, Grapple +1 [+16], Damage +0 [+10], Defense +1, Knockback -10, Initiative +0

    SAVES: Toughness +5 [+10 {+10 Impervious}], Fortitude +5, Reflex +2, Will +4

    COMPLICATIONS: Prejudice (Neo-Sapien), Secret (power_gamers)

    Abilities 14 + Skills 10 (40 ranks) + Feats 7 + Powers 46 + Combat 4 + Saves 9 = 90 points
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#218: Ding!

Post by Michuru81 » Sun Jan 24, 2010 2:51 pm

DING! (Power Level 6)

Real Name: Nora Mondale
Height / Weight: 5’11” / 105 lbs.
Hair / Eyes: Black / Brown
Place of Birth: Milton, Wisconsin (April 13, 1981)
First Appearance: New Vindicators #101

Physical Appearance: The tallest of the power_gamers, this sickly-thin young woman has long, black hair, a wide forehead, a square nose and large lips.

Biography: Growing up in Wisconsin, Nora suffered from bipolar disorder. There were periods were she was extremely positive and points where she didn’t see a point in getting out bed. She pushed her friends away with accusations that they hated her—often claiming that they had blown her off if they ever dared to make plans without her—and then lamented her lack of a social circle.

Nora eventually went to attend classes at Northland College in Ashland where she attained a BA in English. Upon moving home, she floated from one job to the next—always in sales. Her self esteem had hit new lows and despite having spent four years attaining a degree, she didn’t seek to apply it in her professional life.

As the depression continued to grow, she frequently began to put herself down. She began putting herself down in the hopes that those around her would compliment her in retaliation. Eventually, hearing them perpetually tell her how pretty she was caused her to believe she had a career in modeling. With that, she packed her bags and moved to New York City where—unsurprisingly—she failed to find work as a model.

Needing a new group of people to bolster her ego, Nora began frequenting comic book shops and gaming stores. It didn’t matter that she wasn’t attractive—she was a girl and that warranted them showering her with affection.

Every gamer invited her to join their group—every gamer but those who played in Greg Gynax’s game. Intrigued by their avoidance of her, she pursued them. Eventually she discovered their secret: they were Neo-Sapiens. Exposing her own ability to increase or decrease any aspect of a person, Nora won a spot in their game and on their team: the power_gamers.
  • STR 10, DEX 10, CON 10, INT 15 (+2), WIS 10, CHA 8 (-1)

    SKILLS: Craft (art) 3 (+5), Knowledge (arcane lore) 4 (+6), Knowledge (art) 3 (+5), Knowledge (popular culture) 6 (+8)

    FEATS: Equipment 1

    POWERS: Boost 6 (Alternate Powers: Drain 6 [Extras: Range {Perception, +2}]; Extras: Range [Perception, +2])

    Equipment: cell phone, laptop; 3 free equipment points

    COMBAT: Attack +0, Grapple +0, Damage +0, Defense +0, Knockback -0, Initiative +0

    SAVES: Toughness +0, Fortitude +2, Reflex +2, Will +5

    COMPLICATIONS: Fame (Female Gamer), Prejudice (Neo-Sapien)

    Abilities 3 + Skills 4 (16 ranks) + Feats 1 + Powers 43 + Combat 0 + Saves 9 = 60 points
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UC #19: Natsu Dragneel

Post by Michuru81 » Sun Jan 24, 2010 3:43 pm

NATSU DRAGNEEL (Power Level 10)

Image

STR 18 (+4), DEX 16 (+3), CON 18 (+4), INT 10, WIS 8 (-1), CHA 10

SKILLS: Intimidate 5, Knowledge (arcane lore) 3

FEATS: Fearless, Improved Initiative 1, Luck 1, Power Attack, Sidekick 7 (Happy), Takedown Attack 2, Teamwork 1

POWERS: Absorption 10 (Boost Energy Aura; Alternate Powers: Healing; Extras: Energy Magnet [+1]; Flaws: Limited [heat, -2]), Container 7 (Dragon Force; Enhanced Constitution 10, Enhanced Dexterity 10, Enhanced Strength 10, Impervious Toughness 5; Flaws: Uncontrolled [-1]), Energy Aura 5 (Alternate Powers: Blast 6 [karyuu no houkou; Extras: Area {Line, +1}], Strike 8 [karyuu no tekken; Power Feats: Mighty]), Immunity 1 (cold environments), Super-Senses 2 (Enhanced Senses: Acute Scent, Tracking [Scent])

Equipment: bedroll, scarf

COMBAT: Attack +8, Grapple +12, Damage +4 (+12 karyuu no tekken), Defense +8 (+4 flat-footed), Knockback -2, Initiative +7

SAVES: Toughness +4, Fortitude +11, Reflex +6, Will +6

DRAWBACKS: Disability (Motion Sickness, common, major, -4 points)

COMPLICATIONS: Honor, Obsession (Igneel), Phobia (Erza Scarlet), Reputation (Path of Destruction), Rivalry (Gray Fullbuster, Erza Scarlet, Kageyama, Gajeel Redfox, Wally, Fukurou, Gérard Fernandes, Laxus Dreyar, Gildarts Clive…), Temper

Abilities 20 + Skills 2 (8 ranks) + Feats 8 + Powers 56 + Combat 32 + Saves 17 - Drawbacks = 165 points
Michuru81 wrote:As a young orphan, Natsu was taken in by the fire dragon Igneel and raised as a foster son. Igneel taught Natsu Dragon Slayer Magic, letting him evoke the abilities natural to his foster father. Typically, Natsu starts off slow and eventually finds some source of flame to eat and either power up his magic or heal him from the beating he’s likely taken by this point.

Throughout the story, Natsu has employed several different attacks but the Flame Dragon’s Roar (karyuu no houkou) and Flame Dragon’s Fist (kanryuu no tekken) are typically what he throws. Rather than give Natsu several variations of Strike, I’ve chosen to chalk these up to extra effort. Natsu essentially pulls these attacks out of his butt and burns a hero point off to shake off the fatigue. While I’m opting to make quirky effects (like the roar he used to beat Cobra) follow a similar logic, his Dragon Force ability is something I’ve chosen to represent… Natsu doesn’t have much control over this rarely used form, but when he enters it, his physical abilities go up. It’s one thing to Extra Effort a different style of Blast but an entire set of abilities is a different story.

Lastly, Natsu has a slight problem with transportation… He’s easily effected by motion sickness—typically in trains, carriages, cars, boats, air ships… So long as the floor beneath his feet is moving, Natsu is pretty much indisposed.
Last edited by Michuru81 on Sun Jan 24, 2010 3:51 pm, edited 2 times in total.
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UC #20: Happy

Post by Michuru81 » Sun Jan 24, 2010 3:50 pm

HAPPY (Power Level 0)

Image

STR 1, DEX 14 (+2), CON 10, INT 8 (-1), WIS 6 (-2), CHA 12

SKILLS: Intimidate 0 (-5), Stealth 0 (+13)

FEATS: Hide in Plain Sight, Teamwork 1

POWERS: Additional Limbs 1 (prehensile tail; Power Feats: Innate), Flight 2 (Extras: Affects Others [+1]; Drawbacks: Power Loss [when wings are bound, -1 point]), Shrinking 12 (Power Feats: Innate; Extras: Duration [Continuous, +1], Normal Movement [+1]; Flaws: Permanent [-1])

COMBAT: Attack +4, Grapple -16, Damage -5, Defense +4 (+2 flat-footed), Knockback +1, Initiative +2

SAVES: Toughness -3, Fortitude +0, Reflex +5, Will -2

COMPLICATIONS: Reputation (Eccentricity)

Abilities 0 + Skills 0 + Feats 2 + Powers 32 + Combat 0 + Saves 3 = 35 points
Michuru81 wrote:Natsu's partner in crime, Happy, is a blue, bipedal, talking cat who occasionally sprouts wings, grabs someone and carries them through the air.

Seriously.

There isn't much to Happy... One think I want to point out is Happy's "Hide in Plain Sight." Frequently in the manga, there are moments where the characters articulate something like, "You can't treat us that way! ...And Happy, too!" or "The four of us will go! ...And Happy, too!" It's possible this is Happy's true power: no one can remember that he's there.
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UC #21: Lucy Heartfilia

Post by Michuru81 » Sun Jan 24, 2010 3:58 pm

LUCY HEARTFILIA (Power Level 8)

Image

STR 10, DEX 13 (+1), CON 10, INT 15 (+2), WIS 16 (+3), CHA 15 (+2)

SKILLS: Craft (writing) 4 (+5), Knowledge (arcane lore) 6 (+8), Knowledge (popular culture) 6 (+8), Notice 4 (+6)

FEATS: Attractive 1, Benefit 1 (Status [Heartfilia]), Equipment 1, Teamwork 1

POWERS: Device 1 (Wind-Reading Glasses [easy to lose]; Quickness 15 [Flaws: One Task [Reading, -2]), Summon Minion 10 (Power Feats: Progression 4; Extras: Heroic [+1], Type [Celestial Spirits, +2]; Drawbacks: Power Loss [keys, -1 point])

Equipment: whip

COMBAT: Attack +3, Grapple +0, Damage +0, Defense +3 (+1 flat-footed), Knockback -0, Initiative +1

SAVES: Toughness +0, Fortitude +2, Reflex +3, Will +13

COMPLICATIONS: Honor, Secret (Heartfilia)

Abilities 19 + Skills 5 (20 ranks) + Feats 4 + Powers 56 + Combat 12 + Saves 14 = 110 points
Michuru81 wrote:God bless you, Lucy Heartfilia, and the copious amounts of fanservice you provide.

The main character of Fairy Tail, Lucy Heartfilia is a Celestial Spirit Mage--meaning she collects keys that open door ways to different entities. I'd like to say that I'm going to be posting builds of Lucy's various summons (Plue and Loki, especially...) but let's be frank here: I tend to neglect this area of the boards. Besides, Gray and Erza builds should come before the army of Lucy's summons...
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Re: OUBLIETTE: power_gamers, Fairy Tail

Post by MorningKnight » Sun Jan 24, 2010 10:09 pm

I really like the power_gamers.

I could really be n00b.

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Re: OUBLIETTE: power_gamers, Fairy Tail

Post by Arthur Eld » Mon Jan 25, 2010 8:16 am

The power_gamers are awesome. One thing, though, on Ding!'s build, you didn't list what she Boosts and Drains, you just have her Perception Range listed twice.

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Re: OUBLIETTE: power_gamers, Fairy Tail

Post by Michuru81 » Mon Jan 25, 2010 8:56 am

Arthur Eld wrote:The power_gamers are awesome. One thing, though, on Ding!'s build, you didn't list what she Boosts and Drains, you just have her Perception Range listed twice.
Ding! boosts and drains all traits simultaneously. The first perception is on the Drain alternate power while the other is part of the main effect. I'm just anal about listing every extra and flaw. Mild OCD for the win.
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Re: OUBLIETTE: power_gamers, Fairy Tail

Post by Thorpacolypse » Wed Jan 27, 2010 5:41 pm

Love those power gamers, Michuru81. I could see myself being n00b, too.
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