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Kirinke's characters and builds

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Kirinke's characters and builds

Postby kirinke » Mon Aug 02, 2010 5:15 am

Well, here is my Elementalist build, based off the Avatar (Last Airbender) series
Concept art: http://lyzzart.deviantart.com/art/Reque ... -144131273

Image

Character Name: Ashe
Concept: Elementalist (Avatar series)
Quotation: I woke up with fire in my mind and ice at my fingertips.
Real Name: Unknown
Identity: Public
Origin: Unknown
Allegiance: Good, the innocent, the helpless, balance
Motivation: justice, responsibility
Gender: Female
Age: appears to be in her early twenties
Height: 6ft
Build: Slender, Graceful
Hair: Black
Eyes: Amber
Occupation: mercenary, adventurer
Nationality: the fire kingdom, now USA
Ethnicity: Asian/caucasian
PL 10 (162 PP)
Init: +8
Hero Points: 3

ABILITIES
STR 10
DEX 18
CON 18
WIS 18
INT 18
CHA 18
PP 40

SAVES
FORT 6
REFL 6
WILL 8
TOUGH 8 (Base 4 + 4 protection)
PP 12

COMBAT
ATTACK 2
Ranged 8
DEF 5
INIT 8
PP 22

SKILLS
-Concentration 16
-Diplomacy 16
-Intimidate 16
-Notice 12
-Search 12
Knowledge
-Cosmology 8
-Theology/phil 8
-Arcane lore 8
-Streetwise 8
-Tactics 8
-popular culture 8
PP 21

FEATS
Improved inititive x1. Luck x2. Connected. Contacts. Fearless.
Benefit Diplomatic immunity wherever Avatars are welcome. Member of the Fire nation royal family.
PP 7

DRAWBACKS
-1 Noticable powers
-4 Power loss (movement) must move to use elemental power array
-5 PP TOTAL

ELEMENTAL POWER ARRAY 12, precise, affects insubstantial full power
Default Fire Control rank 10
-Air Control rank 10 (freshen air, air blown effects)
-Cold Control rank 10
-Water Control rank 10
-Earth Control rank 10
-Blast rank 10 variable to elemental powers
-Dazzle rank 10 (sight) variable to elemental powers
-Create object rank 7, continuous variable to elemental powers
-Ignite rank 6
-Snare rank 6 shapable area, variable to elemental powers, tether
-Environmental 10 (variable, mix and match)
PP 37

UTILITY ARRAY RANK 10
DEFAULT Chi Sense
Basic Chi sense (acute/analytical), postcognition/precognition, aura reading, cosmic awareness (acute analytical)
-Super Senses: True sight, Trace Teleport (acute/analytical) sense spirits,
-Spirit control 8 DAP Exorcise/Banish (undead, ghosts, spirits, demons and the like)
-Teleport (transmit via spirit realm) easy rank 8
-Heal rank 6 (total, regrowth)
-Boost 8 (trait group 2 per rank) variable (broad group)
-Drain 8 (trait group 2 per rank) variable (broad group)
-Telepathy 8 DAP Emotion Control/Telelocation
-Comprehend Languages (all), spirits (all)
PP 28




COMPLICATIONS
MERCENARY WITH HONOR
She prides herself on low or no casualties, sticks mainly to non-lethal attacks, hates those who harm innocents and the helpless (one of the very few things that pushes her beserk button) and does not like to kill sentient creatures. She avoids this whenever possible. It's not saying she won't kill, but she does respect life and it is a very last option for her. She is well regarded in the communities she does frequent.

SITH BAIT
In the Jedi community, she is known somewhat affectionately (rather in exasperation) as the "Sith Bait", due to her tendency to attract the little meglomaniacs like bees to honey, mainly because as the Avatar, she has a very powerful presence in the force.

She tends to give most Jedi fits, because she draws equally on the Light (creative, healing) side of the force (or nature as she calls it) and the Dark (destructive, aggressive) side of the force and it boggles their mind as to how she does it without being evil and she is clearly not evil.

RELATIONS
She is a member of the Fire Nation's (China) royal family. She is a Great Aunt of Firelord Zuko (on his mother's side of the family) and still keeps in touch with him. She has what amounts to diplomatic immunity in any nation where the Avatar is welcomed and is considered both a citizen of the United States and the Fire Nation, mainly because she did wake up in California when the walls came down. It was only much later that she found she had living relations in China. In her own time, she was a member of the fire nation nobility.

OUT OF TOUCH
Ashe was the Avatar well before Roku and Aang, perhaps some four hundred years before their stories took place. As such, she is rather uncomfortable dealing with technology and prefers not to deal with it at all if she has her way, though due to her friends ahem nagging, she has learned to use the infernal machines.

HISTORY
This world.... Is different, so different from my own. So out of balance. It is still reeling from the merger, from when everything tumbled together here. We are all still trying to sort ourselves out. Well. That's nothing you don't know. My story began like many others. Six years ago, I woke up to this world, I didn't have a clue, one moment I was sleeping in my own room the next, I was in a field with strange animals, you call them sheep I believe. I am still learning, so are the others. So you wish for me to join your agency? This Firewall. How appropriate....

****
Ashe was born when the fourth wall came down. Her own name she felt ceased to have any meaning, so she took up a new moniker, Ashe. She comes from a little known fanfiction based on the Avatar series, where she is one of the previous Avatars from the fire nation, well before Roku and Aang. She tends to be a bit uptight and very calm, even under extreme circumstances. Ashe also finds the term "Firewall" to be humorous, considering that she is from a very proper Fire-Nation noble house.

APPEARENCE
Ashe appears as a lovely woman of asian descent, though her hair and eyes betray a more extraordinary pedigree, for she is in fact a member of the Fire-Nation. She tends to dress in an oriental-style vest, tunic and trousers, though instead of the traditional sandals, she has discovered the joys of boots. Strapped to her back is an odd looking staff, courtesy of one of her Air-bending masters, who had given it to her when she had completed her training with him.

PERSONALITY:
Calm, cool, collected and essentially grounded describes Ashe perfectly. Nothing seems to phase her, very little surprises her. She is kind underneath the calm exterior and truly cares for those she protects. Supremely confidant, she rarely shows off, she doesn't feel the need to. It takes a great deal for her to feel fear and it would have to be a truly dire situation for her to invoke her own Avatar State.
***
"You would not like to see me angry my friend. Those who do, do not live to regret it." Ashe says without looking up at the hulking brute beside her. She nurses her hot tea calmly. "Are you still there?" she looks up, curiously and sighs as the brute knocks her tea from her hand.

"That's my seat wench," he growls.

"How uncivilized." she says and makes a complicated gesture with her hand. A blast of air encircles the brutal looking being, who yells like a stuck pig as he is lifted up off his feat easily.

"Now, go away." she tosses him out of the bar and calmly returns to her seat and orders another drink.
Last edited by kirinke on Fri Jul 29, 2011 8:12 pm, edited 18 times in total.
kirinke
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FIREFLY PL7

Postby kirinke » Mon Aug 02, 2010 5:16 am

Concept art:
Image


Character Name: Firefly
Concept: Amnesiac Light Controller/psychic
Quotation: Who am I? Who are you and how the heck do we get outta here?
Real Name: Dawn (Not sure if it's her real name. Just popped into her head)
Identity: Unknown
Gender: Female
Age: 15
Height: 5ft 6inches
BUILD: Slender, Graceful
Hair: red
Eyes: Blue
POWER LEVEL: 7
POWER POINTS: 105
HERO POINTS: +3 (+1 BASE +2 LUCK BONUS)
INITATIVE: +8

Firefly - Dawn

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

Tough: +7, Fort: +7, Ref: +7, Will: +5

Skills: Concentration 4 (+7), Language 4 (+4), Notice 4 (+7)

Feats: Attack Focus (ranged) 6, Improved Initiative 2, Luck 2

Powers:
Array 11 (default power: light control)
Blast 7 (Array; DC 22; Perception Area (General))
Communication 10 (Array; sense type: mental; Omni-Directional Area; Selective)
Comprehend 6 (Array; animals - speak to, animals - understand, languages - read all, languages - speak all, languages - understand all, languages - you're understood)
Create Object 5 (Array; Max Size: 5x 5' cubes, DC 15; Movable (Radius: 25 ft., Strength: 25, Force: 800 lbs.), Duration (continuous))
Dazzle 7 (Array; DC 17; Perception Area (General))
Environmental Control 10 (Array; heat, light, Radius: 5000 ft.)
ESP 11 (Array; affects: 2 types)
Healing 9 (Array; DC 19; Persistent, Regrowth, Stabilize)
Light Control 10
Snare 7 (Array; DC 17; Perception Area (General); Tether (700 ft.))
Teleport 9 (Array; 900 ft. as move action, 20000 miles as full action, DC 19; Easy, Change Velocity, Change Direction)

Independent powers
Flight 6 (Speed: 500 mph, 4400 ft./rnd; Permanent; Noticeable)
Force field 7 (+7 Toughness; Noticeable (glows))

Attack Bonus: +1 (Ranged: +7, Melee: +1, Grapple: +1)

Attacks: Blast 7 (DC 22), Dazzle 7 (DC Fort/Ref 17), Snare 7 (DC Ref/Staged 17), Unarmed Attack, +1 (DC 15)

Defense: +4 (Flat-footed: +2), Knockback: -3

Initiative: +8

Languages: Chinese (Mandarin), English, German, Japnese, Native Language

Totals: Abilities 16 + Skills 3 (12 ranks) + Feats 10 + Powers 49 + Combat 10 + Saves 17 + Drawbacks 0 = 105


Independent powers
Flight 6 (Speed: 500 mph, 4400 ft./rnd; Permanent; Noticeable)
Protection 7 (+7 Toughness)

Attack Bonus: +1 (Ranged: +7, Melee: +1, Grapple: +1)

Attacks: Blast 7 (DC 22), Dazzle 7 (DC Fort/Ref 17), Snare 7 (DC Ref/Staged 17), Unarmed Attack, +1 (DC 15)

Defense: +4 (Flat-footed: +2), Knockback: -3

Initiative: +0(+8)

Languages: Chinese (Mandarin), English, German, Japnese, Native Language

COMPLICATIONS:
Amnesia
Teeanger
Fear of cages and being caged.
Enemy-Red Queen
Hyperactive: Never feed her sugar. Ever
Last edited by kirinke on Sat Mar 03, 2012 10:23 am, edited 1 time in total.
kirinke
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Re: Kirinke's characters and builds

Postby kirinke » Mon Aug 02, 2010 5:17 am

Character art concept: http://titian.deviantart.com/art/redhea ... 8?q=1&qo=1
Image

Name: Alethia White
Age: 27
Hgt: 6ft tall
Build: slender, graceful
Hair: red
Eyes: Blue-green
Core Concept: Street Smart homicide detective
Power Level: 3
Power Points: 45

ABILITIES
STR: 10 (+0)
DEX: 14 (+2)
CON: 10 (+0)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 14 (+2)
PP SPENT: 16

COMBAT
Attack 2 (Melee 2, Ranged 3) [Unarmed +0 (Bruise)]
Defense 1 (1 flat-footed)
Initiative 2
PP SPENT: 6

SAVES
Toughness 0 (0 flat-footed)
Fortitude 2
Reflex 2
Will 2
PP SPENT: 2

SKILLS
Acrobatics 6. Concentration 6. Diplomacy 6. Gather Info 6. Investigate 6. Knowledge: . Streetwise 6.
Civics 6. Tactics 6. Notice 6. Search 6. Sense Motive 6. Stealth 6
LANGUAGES: English, Spanish, German, Japanese, Mandarin chinese
PP SPENT: 13

FEATS
Precise Shot (1). Well-Informed. Contacts. Connected. Improved Disarm. Equipment 2
Attack focus ranged +1.
PP SPENT: 8

Powers:
Energy Aura 1 (energy type: fire, DC 16; Duration (continuous); Uncontrolled; Lethal)
Fire Control 5 (Limited Direction)
Immunity 6 (damage type: fire, environmental condition: heat; Limited - Half Effect)


Equipment: Undercover Vest (+3 toughness). Light pistol (+3 damage bonus, 30ft range). Cell-phone.



Complications
Commitment issues. Alethia is afraid of getting truely close to anyone, due to loosing her parents at a young age. Basically, she's afraid that if she gets really close to anyone, they'll die. Just like her parents. It's a deepseated fear, one that even she isn't consciously aware of.

Personality and background:
Alethia is best described as kind and empathic. In the middle of a firefight, children run towards her and animals like her immediately. In school, she always excelled in such sports as track and basketball and she also got fairly good grades. After high school, she immediately applied to the Academy and to everyone's surprise, she took to it like a duck to water.

Alethia is an orphan, her parent's having died in a drunk-driving accident. She grew up with her grandparents and spent alot of time on the street, learning the ins and outs of gangs, who to trust, who to run from, who could be intimidated and who was best left alone. She hates injustice and child abusers with a passion, giving her personal attention to those who would willing harm the most defenseless of society.

When she was twelve, her grandparents sent her to summer-camp, where she somehow got lost in the near-by hills and took shelter in an old indian burial cave for the night (she was found the next day thankfully). Being so near death for the first time made a marked impression on her, making her wonder who they where, what lives they led and how they died. That early experience gave her the incentive to want to solve mysteries and from there, her fascination with the law took off.

Alethia has recently moved back to her home town (and transferred to the local PD) after solving a rather nasty case involving a serial killer. The case left her with a broken arm, so she's stuck to desk duty until it heals and she passes her psych evaluation. When she was invited to her high school reunion she decided to go.

Appearance:
Alethia is a 6ft tall, strapping young woman with a cascade of bright red hair falling well past her shoulders. Her blue-green eyes miss nothing. On duty, she's normally dressed in a conservative pant-suit with shoes that allow her to run comfortably in. When out in the field, she'll normally procure for herself a vest, but then, that's standard procedure if the situation is about to go hot.
Last edited by kirinke on Wed Nov 03, 2010 9:10 am, edited 1 time in total.
kirinke
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Re: Kirinke's characters and builds

Postby kirinke » Mon Aug 02, 2010 5:18 am

Concept Art: Image
Character Name: Shimmer
Concept: Half-human Half-Star
Quotation: You see that little bright star on the left of the Bernard's Star? That's my mom. Honest!
Real Name: Maria Celia Black
Origin: Cosmic
Allegiance: Humanity, good
Motivation: Justice
Gender: Female
Age: 14
Height: 5ft, 6inches
Build: Slender, graceful
Hair: red
Eyes: dark blue
Occupation: student
PP/PL: 9/135
Init: +8
Hero Points: +3 (+2 temporary)

Background
Sixteen years ago, Maria's mother fell to earth, assuming a human form as she escaped some cosmic catastrophe and fell in love with an ordinary mortal man. As things do happen, they married and soon after, her mother became pregnant with her.

After she was born, her mother had to return to the sky, her time as a human drawing to an end. She left the baby safe in the arms of her father, who raised her with love and generosity, teaching her honest values.

Maria joined the League as soon as she was able, because they were the ones best able to help her harness her powers and protect her while she grew into them. As a PL 9 super-hero, she might not be the most powerful girl on the block, but she more than makes up for it with her innate toughness and willingness to give it all she has.

Personality
Sweet and good natured, Maria rarely gets angry, but when she does, you better run, because she has the heart and soul of a star. Quite literally. She hates injustice and casual cruelty with a passion and nothing pleases her more than stomping some tin-pot dictator into the ground, whether it be here on earth or on some other planet. Practically fearless, she'll bend over backwards to help a team-mate and is generally well-liked.


COMPLICATIONS
Non-violent: Shimmer is essentially a very gentle person, she does not like to hurt anything or anyone, though she will do so in order to protect the helpless and innocent. Her first inclination is always to try diplomacy first and non-hurtful means to disable an opponent. When all else fails, she will reluctantly unleash her full powers.

Wolf-Cub
She is Tulva's second guide to the universe, her own chosen role is to teach the planet how to interact with others in a positive way, which doesn't include massive amounts of damage to the other party.
Abilities
STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +3 (16), WIS: +3 (16), CHA: +3 (16)

Saves
Tough: +9, Fort: +7, Ref: +7, Will: +7

Skills:
Concentration 9 (+12), Diplomacy 9 (+12), Notice 6 (+9), Search 6 (+9), Sense Motive 6 (+9)

Feats:
Attack Focus (ranged) 7, Improved Initiative 2, Luck 2, Precise Shot 2
Benefit (Legion Academy Cadet), which will allow you to use legion technology and access legionnaires occasionally like the Contacts feat, but, more specific

Powers:
Main Power Array 10 (default power: cosmic energy control)
Blast 9 (Array; DC 24; Affects Insubstantial 2 (full power))
Boost 9 (Array; boost: trait w/ descriptor, DC 19; Variable Descriptor 2 (Broad group))
Cosmic Energy Control 9 (Default; DC 24)
Create Object 6 (Array; Max Size: 6x 5' cubes, DC 16; Duration (continuous); Precise, Tether)
Dazzle 9 (Array; affects: 2 sense types, DC 19)
Healing 6 (Array; DC 16; Total; Regrowth)
Snare 8 (Array; DC 18; Tether (800 ft.), Affects Insubstantial 2 (full power))
Super-Senses 15 (Array; acute: cosmic awarness, analytical: cosmic awareness, aura reading, cosmic awareness, infravision, spatial awareness, ultravision)
Teleport 9 (Array; 900 ft. as move action, 20000 miles as full action, DC 19; Easy, Turnabout)
Comprehend 4 (languages - read all, languages - speak all, languages - understand all, languages - you're understood)

Independent Powers
Flight 8 (Speed: 2500 mph, 22000 ft./rnd; Permanent; Reduced Load 2 (Light Load))
Protection 9 (+9 Toughness)

COMBAT
Attack Bonus: +2 (Ranged: +9, Melee: +2, Grapple: +2)
Attacks: Blast 9, +9 (DC 24), Cosmic Energy Control 9, +9 (DC 24), Dazzle 9, +9 (DC Fort/Ref 19), Snare 8, +9 (DC Ref/Staged 18), Unarmed Attack, +2 (DC 15)

Defense: +7 (Flat-footed: +4), Knockback: -4
Initiative: +8



Languages: Native Language

Totals: Abilities 18 + Skills 9 (36 ranks) + Feats 13 + Powers 59 + Combat 18 + Saves 18 + Drawbacks 0 = 135
Last edited by kirinke on Mon Jan 10, 2011 8:25 pm, edited 10 times in total.
kirinke
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Re: Kirinke's characters and builds

Postby kirinke » Wed Sep 29, 2010 6:21 am

Lady Gray 3E

pic link: http://fc01.deviantart.net/fs50/f/2009/ ... zLover.jpg
Image

Character Name: Lady Gray (or Aether/The Gray Queen)
Concept: CSI detective, master hacker, super genius and electrical controller
Quotation: You want the best, I am the best. Now that the posturing is over, let's get to work.
Real Name: Abigael Jacobs. Her coworkers call her (affectionately) Pixie or Tinkerbell/Tink due to her almost waifish/fey looks and almost supernatural ability to get into trouble.
Identity: Public
Origin: Mutant
Allegiance: The innocent and helpless, police, justice, friends/family
Motivation: Responsibility
Gender: Female
Age: 28
Height: 5ft 2inches tall
Build: Slender, Graceful
Hair: platinum blonde
Eyes: gray
Occupation: CSI detective computer/electronic specialist
Nationality: USA
Ethnicity: Caucasian
PL/PP 10/150

BACK GROUND
Abigail is a genius. Certifiable, one hundred percent genius. Only a few can equal her intelligence and none can equal her skills behind a computer screen. At the age of six, she had hacked the pentagon. At the age of seven, she had raided the Kremlin. There wasn't a computer she could break into, there wasn't a system she couldn't crash. She steadily crept her way up the hacker hierarchy, establishing a name for herself. The Gray Queen, Lady Gray. Aether. It was said that there was the hacker elite and there was the Gray Queen and Glowworm.

Glowworm was her opposite, her evil twin some said (It wasn't true). Where she used her powers for at worst criminal mischief, he was a certified terrorist. His idea of a good time was bringing down planes, just to see the explosions. When he brought down a plane in her neighborhood, killing people she knew, it was war. She tracked him down and stopped him from hacking into New York's transit system. This began a deadly game of cat and mouse that lasted three years, cumulating in a vicious electronic battle right in NORAD's main computer system, where he had hoped to set off world war three. Abigail stopped him, defeated him and led the FBI right to his doorstep.

He turned out to be a 26 year old cripple, turned psychopath with delusions of grandeur. He couldn't accept the fact that a thirteen year old child and stopped him and he vowed revenge, even as he was sentenced to life with no possibility of parole.

While she had committed many felonies during her mini-war with Glowworm, she had done so to protect the lives of innocent people. The government and the courts were lenient with her under the circumstances. They sentenced her to help them improve government security, by having her try to break into systems, to find security faults and then help shore them up. In return, the government dropped all charges on her and wiped her record clean.

While she was doing this, she finished high school in record time and got her degree just as quick. Her foray into government work gave her a taste for it and she decided to become a CSI detective and in doing so, became one of the youngest female detectives in the history of Freedom city.

COMPLICATIONS:
Enemy: Glowworm. Master hacker/terrorist with an extreme hatred of the Lady Gray.
Villians who specialize in technology/computer/electronic based crimes are either infatuated with lady gray or want her to join them whether she wants to or not. Being a police officer and public figure offers her a great deal of protection from other governments, but from these villains... perhaps not as much as she would like. At work and in the Freedom League), there is a running pool on who is going to try to kidnap her next.

Friends:
Daedelus: After she was caught, she and Daedelus began to develope a mentor/student type relationship (he's the one who got to give her the coming to jesus talk about super-powers, not that she really needed it, but she apprecated his concern). Since then, she has become his friend and collegue, which has in turn engineered the hatred and jelousy of Doc Oktatu, who has vowed to either win her for himself, enslave her or destroy her and present her corpse to Daedelus (the first two options are preferable to the third).

Bad-Luck with Men
Abbey generally has lousy luck in the dating arena. If they don't want to kill her, they want to use her for their own ends.

ABILITIES
STR: 0, STA: 0, AGI: 0, DEX: 0, FGT: 1, INT: 10, AWE: 2, PRE: 2

DEFENSES
Dodge +5/3 (15/13; 0 Agi, 5), Parry: 5/3 (15/13; 1 Fgt, 4), Tough: +10 (0 Sta, 10 Protection), Fort: +8 (0 Sta, 8), Will: +9 (2 Awe, 7)

Skills: Deception 8 (+10), Expertise (police CSI detective) 4 (+14), Intimidation 8 (+10), Persuasion 12 (+14), Stealth 10 (+10), Vehicles 10 (+10)

Advantages
Connected, Contacts, Eidetic Memory, Equipment 4, Fearless, Improved Aim, Improved Initiative 2, Improvised Tools, Inspire, Inventor, Jack-of-All-Trades, Luck 2, Precise Attack 2 (Ranged, Cover and Concealment), Ranged Attack 7, Well-Informed

Powers:
Electrical and Magnetic Powers (Array 10) (default power: electrical control)
Blast 7 (Array; DC 18/22; Perception Area (General); Activation: Standard Limited to Half Ranks)
Communication 4 (Array; sense type: radio; anywhere on Earth)
Comprehend 7 (Array; codes & ciphers, languages - read all, languages - speak all, languages - understand all, languages - you're understood, machines / electronics - speak to, machines / electronics - understand)
Datalink: Communication 4, Comprehend 2, Move Object 10; Cyberspace (Array; sense type: mental, Communication Limited to Machines, Move Object Limited to Controlling Machines -2, Comprehend Machines)
Dazzle 5 (Array; affects: 2 sense types - sight and hearing, DC 15; Perception Area (General))
Deflect 10 (Array; close range)
Blast 10 (Default; DC 25)
Environment 9 (Array; Radius: 1 mi.; Selective (Mix and Match), Variable Descriptor 2 (Broad group - limited to electrical/magnetic effects and powers))
Remote Sensing 20 (Array; 4,000 miles; affects: 2 types; Medium [2 extra ranks], Notes: medium is electrical/mechanical )
Move Object 6 (Array; Limited: to Magnetic Objects)
Snare 7 (Array; DC 13/17; Activation: Standard Limited to Half Ranks)
Teleport 6 (Array; Accurate, Extended, medium: electrical/machines, 1,800 ft. as move action, 60 miles as two move actions)
Protection 10 (+10 Toughness)

Equipment:
Computer Kit:, Handcuffs, Investigator's Kit, Laptop Computer, Light Pistol, MOLLE Vest, Multi-Tool, PDA, Toolkit (Basic)

OFFENSE
Attack Bonus: +1 Close, +7 Ranged

Attacks: Blast 6 (DC 21), Dazzle 5 (DC Fort/Ref 15), Electrical Control 10, +7 (DC 25), Light Pistol, +7 (DC 18), Snare 6, +7 (DC Dodge/Str or SoH 19), Unarmed Attack, +1 (DC 15)

Initiative: +8

Languages: Native Language
kirinke
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Re: Kirinke's characters and builds

Postby kirinke » Mon Oct 18, 2010 8:34 pm

Well I was thinking that if everything in Corelines is pretty much every fandom and idea lumped together in one universe, then the Western states are gonna be downright crazy, especially during the first year or so. So here's an idea for a possible lawman type character to suit that sort of storyline if we ever get that far.

Concept art: http://www.conceptart.org/forums/attach ... id=1006489Image

Character Name: The Lady Marshall
Concept: Lady imbued with the powers of justice & retribution
Quotation: US Marshalls! You onry, flee-bitten varmits had better cease an dee-sist ya'lls cussed bee-hav-yah before Ah get mad!
Real Name: Cassandra White
Identity: Public
Origin: Divine/Infernal
Allegiance: good, the innocent and helpless, justice, balance
Motivation: responsibility
Gender: Female
Age: Unknown, at least 200 years old
Height: 5ft 6inches tall
Build: Slender
Hair: Red, the color of red-hot coals
Eyes: Pupils are blue, iris' are black
Occupation: US Marshall
Nationality: USA (the wild, wild, weird west)
Ethnicity: Caucasion (deep south)
Power Level: 10 (150)
Hero points 4
Initative +12

HISTORY
Ah was born along time ago, nigh unto let's see.... Hah. Nigh unto 1860 it was, Ah came into this world. So, ya'll no doubt have haed tha stories about mahself Ah reckon. Well some of em ah true and some h'aint and the one's thaht are true are more impossible than the tall tahls if'n you get mah meanin cleah.

Well t'begin with 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 Marshall betwixt heaven an hell. Mah job is to remand angels and tha things out thah that most folk don't want to meet an greet that the rules are thah foh a reason an tah punish the guilty pahties. 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.

BACKGROUND
No one knows where Cassandra White came from, even she doesn't rightly know. She probably hails from some forgotten alternate history fiction, where the wild, wild, west was really weird indeed. When the walls came down, she appeared in Tombstone Arizona, a long way from California. She along with all of the old west that made that town famous came into being in one fell swoop. All over, the same thing was happening. It was panic as ghosts, monsters out of most folks deepest nightmares, undead, demons and native american spirits vied for power, subjecting both innocents and the guilty alike to their deprevations. Cassandra stepped up and rallied the old heroes of the west along with the new comers as well.

Together, they started to civilize things and reformed the US Marshals and the Texas Rangers into a thing to be feared and respected by all. Slowly law and order became the rule rather than the exception and things have settled down to a semblance of normality. It's still wild and whoolly in places, which is why she is one of the drifting lawmen of the west, a living legend and a force to be reckoned with.

COMPLICATIONS
Well Known:
Cassandra is very well known in the Western and Mid-Western States. She is considered a living legend, having reformed the US Marshalls and the Texas Rangers into a fighting force against the wild darkness that now threatens embattled towns, bringing a sense of law and order in a largely lawless land. She holds a high rank in both organizations, though she declined the honor of being made director of either. As she said "Ah am bettah suited to huntin critters an protectin folk than sittin behiand a desk, shufflin papers."

Enemies:
Just about anything that threatens the lives of innocent folk (whatevah they may be).

DRAWBACKS
- 3pp Geasa - Cassandra is the heavenly marshal, tasked to keep the angels (both fallen and elect) in line and to carry out God's justice. On the otherside of the coin, she is a bounty hunter of Hell as well, tasked to bring damned souls back to hell.

ABILITIES
STR 10. DEX 10. CON 10. INT 10. WIS 10. CHA 18.
PP 8

SAVES
FORT 5. REFL 5. WILL 8. TOUGH 6 (+6 protection).
PP 22

COMBAT
ATTACK 2. RANGED 8. DEFENSE 4.
PP 20

FEATS
Precise shot x2. Luck x3. Connected. Contacts. Hide in plain Sight. Well informed. Ultimate effort (will)
Fearless. Quick draw. Benefit Security Clearance (US Marshal/Texas ranger). Improved Init x3
PP 16

SKILLS
Bluff 4 (+8), Concentration 8 (+8), Diplomacy 4 (+8), Disable Device 8 (+8), Gather Information 4 (+8), Intimidate 6 (+10), Investigate 8 (+8), Knowledge (arcane Lore) 8 (+8), Knowledge (police sciences) 8 (+8), Knowledge (popular culture) 8 (+8), Knowledge (streetwise) 8 (+8), Knowledge (tactics) 8 (+8), Knowledge (theology & philosophy) 8 (+8), Notice 14 (+14), Search 8 (+8), Sense Motive 10 (+10), Stealth 1 (+1), Survival 10 (+10)
SKILLS 34

POWER ARRAY 12. Dimensional (any) Affects insubstantial full power. Noticable Powers -1.
DEF HELLFIRE CONTROL 10 DAP Divine Fire Control. Spirit Control
ALT BLAST 10 (variable effects within array). Dazzle (sight)
ALT Create Objects, precise 10. Snare (tether)
ALT Heal 9 (regrowth, persistent, stabilize)
ALT Boost 10 (2 trait group variable broad range)
ALT Teleport 8 (accurate)
ALT Comprehend Languages all. Animals all. Spirits all (detect spirits). codes/ciphers
ALT Super-Senses: (acute: Scent, analytical: Scent, cosmic awareness, danger sense: Scent, detect: supernatural creatures 1, detect magic, detect weakness, direction sense, distance sense, infravision, scent, see invisible, spatial awareness, trace teleport)
PP 35

INDEPENDENT POWERS
Immortality 5. Fast Ressurection 7
Regeneration 3 Bruised/unconscious
PP 18

Devices (Plot device)
Heaven and Hell
These two Pistols, one made of a bright shiny silvery metal (etched in gold) and the other, pitch black, etched in silver are the weapons of the Heavenly Marshal. They can banish angels and demons back to their home dimensions or even kill them if she's ordered to (by god or the devil, though they can only order the deaths of their own creatures). They never run out of bullets and she'll only use them when on a hunt.
Last edited by kirinke on Wed Jul 27, 2011 7:53 pm, edited 15 times in total.
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Re: Kirinke's characters and builds

Postby kirinke » Sun Oct 24, 2010 5:35 pm

Linkie: http://fc07.deviantart.net/fs43/i/2009/ ... go_red.jpg
Image

Character Name: Tempest
Aliases: The tempest before him, Wrath, Time Walker's daughter, The Unholy Hellspawn (the master's contribution)
Concept: A time lord’s idea of a perfect weapon. Well, they were drunk out of their minds at the time anyway.
Quotation: They thought I was the perfect weapon, a weapon they could use and discard at will. Really. Personally, I think they were smoking something potent when they made me. I mean, my parental units include: A genocidal madman with control issues, an eccentric madman who can't step out of his TARDIS without getting into trouble and an immortal man with the morals of a rabbit in heat. Needless to say; I didn't quite turn out the way they expected.
Real Name: Tehuriel anael ipaathit asisomielanbat (Anna to most everyone else)
Origin: Mutant/Time Lord
Allegiance: The Doctor, Jack Harkness, the Master on occasion, Timelords, Earth, friends, family (not necessarily in that order)
Motivation: Justice, responsibility, a bit of madness and having alot of fun turning the establishment on its ear.
Gender: Female
Age: appears 21 Time Lord equivalent of 16, actual age is unknown.
Height: 5ft, 6inches
Build: Slender
Hair: black
Eyes: dark blue
Occupation: mercenary for hire
PP 12/197

HISTORY (CORE-LINES)
Anna was born in a sub-reality of the Doctor Who-Verse. In that timeline, the Time War was progressing merrily enough when the Time Lord scientists decided to create the perfect weapon to use against the Daleks. Well that was the official line.

What really happened was a bunch of them got completely smashed (at least, this is Anna's theory). They broke into one of the cold-rooms and got some DNA from random vials and threw it into the looms to see what it'd produce. What they got was Anna.

Later, when they sobered up, they realized that the vials contained DNA from the Doctor, the Master and Jack Harkness, three of the most difficult to kill or permanent destroy men in the universe. They had a rather big 'oh crap' moment and sent her to Earth, using a stolen chamelon arch to hide her as a human. Well as things go, they lost the war and the Doctor Time Locked the lot of them. Anna eventually opened the weird watch she had always carried with her and that was almost exactly when the walls came down.

Now, in her own heavily modified TARDIS, she plies the new space lanes and time streams, looking for her parents and family members, running alot, helping those that need it, turning the establishment on its proverbial ear and having a blast while doing it. Sometimes literally.

ABILITIES
STR 10
CON 10
DEX 10
INT 34
WIS 34
CHA 34
PP 70

SAVES
FORT 10
REFL 10
WILL 12
Tough 10 (protection)
PP 30

COMBAT
ATTACK 6
RANGED 6
DEFENSE 6
PP 30

FEATS
Precise Shot x2. Luck x3. Masterplan. Connected. Contacts. Well Informed. Improvised tools. Inventor
PP 11

DRAWBACKS
-1 Noticable Powers

INDEPENDENT POWERS
Regeneration Innate
-Bruised/Unconscious rank 3
-Injured/Staggered rank 5
Immortality 5 (innate)
Immunity 4
-Time Travel Stress 1
-Suffocation (breathe normally in most atmospheres) 2
-Sleep (only need 4 hours per day) 1
PP 27

Main Power Array 14
Def Telepathy 12 (spatial awareness)
AP Comprehend -Thoughts. Languages All. Spirits all. Animals All. Machines all. codes/ciphers
AP Mind Control 12
AP Emotion Control 12
AP ESP (sight) 12
AP Telelocation 12
AP Boost 12 (variable broad range, 2 trait group)
AP Heal 11 (stabalize, regrowth, persistent)
AP Electrical Control 12 (DAP Blast/Dazzle (sight))
AP Datalink (cyberspace, machine control) 12
AP Transmit 12 (easy, turnabout)
AP Electrical aura 7
AP Telekinesis 12 (precise)
AP Super senses
Detect temporal anomalies (acute/analytical) 4. Time sense (acute/analytical) 3. Postcognition/precognition 8
Extended x2 Sight/hearing/scent 6. Cosmic awareness 2. Trace teleport 2. Sense electrical flow 2
PP 41

COMPLICATIONS
Well Known parents (can be both a blessing and curse in some situations)
Loyalty Issues (considering her family, it's no surprise)
Enemies (the family has a rather bad habit of annoying powerful aliens, she's no different)
Control Issues (Anna has a tendency to play fast and loose with the rules and laws of just about any government, including the Timelords, who somehow got out of the timelock when the walls came down).
Ego: Like most Time Lords, Anna does have a bit of an ego problem, though it's not as bad as some.
Last edited by kirinke on Sun Mar 27, 2011 8:32 pm, edited 18 times in total.
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Re: Kirinke's characters and builds

Postby kirinke » Tue Oct 26, 2010 8:22 pm

Image
linkie: http://fc01.deviantart.net/fs45/f/2009/ ... ootten.jpg
NAME: Alematalemnneeesenne and Keliseraomisannecoer
Character Name: Atale and Kelis respectively
Concept: Bronze Dragon in the modern age
Quotation: Pirates make a lovely afternoon snack, don’t you think?
Identity: Public
Origin: Some sort of Dungeons and Dragons game, possibly play by post
Allegiance: Good, the innocent, the helpless.
Motivation: justice, responsibility
Gender: Female and male dragons (mated pair)
Appearance: Big or small, human or not, it depends on their moods and whims
Occupation: Parents to be, pirate hunters and dragon holders over the Florida Keys and the coast of Florida
Nationality: Theirs, fire burn it!
Ethnicity: Dragon!
PL 10/398

PP SPENT
STR: 40. DEX: 30. CON: 30. INT: 30. WIS: 30. CHA: 40.
PP SPENT: 140

SAVES
TOUGH: 10. FORT: 10.REFL: 10.WILL: 10.
PP SPENT: 0

COMBAT
ATTACK: 10. DEFENSE: 10.
PP SPENT: 40

FEATS
Accurate attack. All out attack. . Blind fight. Defensive attack. . Elusive target. Fast overrun. Improved aim. Improved overrun. Improved pin. Power attack. Move-by action. Precise shot x2. Sneak Attack x2 Luck x2. Assessment. Eidetic memory. Fearless. Instant up. Master plan. Artificer. Hide in plain sight. Improved tools. Inventor. Ritualist. Startle. Taunt. Track. Well Informed. Connected. Contacts. Ranged pin. Redirect.
Jack of all trades.
PP SPENT: 36



POWERS
-Additional Limbs x5 (front/rear legs, wings, prehensile tail) 5pp
-Flight rank 10
-Space Flight rank 5
-Dimensional movement rank 3
-Immunity 10 life support, aging
-Regeneration rank 3, bruised
-Regeneration rank 3, unconscious
-Regeneration rank 6, injured
-Regeneration rank 6, staggered
-Universal translator rank 10, animals (speak, understand)
-Growth 11
-Shrinking 11
-Morph 3
PP SPENT 106

Elemental Array 14
Weather Control Rank 14:
(Precise. Variable, limited to air, fire, water, cold and electrical effects/powers/abilities)
-Environmental Control rank 10, area perception
-Blast rank 10, area perception, knock back x3
-Dazzle rank 10, area perception
-Create objects rank 10, continuous duration, movable
-Snare rank 10, engulf, tether, movable
-Stun rank 10, area perception
-Drain rank 10
-Super-Senses: Aura reading (rank 5). Detect Magic acute/analytical (rank 3). Direction sense (rank 1)
Distance sense (rank 1). Infravision (rank 1). Postcognition (rank 4). Precognition (rank 4)
Ultra hearing (rank 1). Ultra vision (rank 1). Cosmic awareness (rank 2). Scent (rank 1)
PP SPENT: 39

Magical/Mental Array rank 12
Default Mystic Blast rank 10, area perception
-Dimensional Gate rank 12
-Mystic Passage rank 12
-Mystic hand rank 10, precise
-Dispel magic rank 10
-Emotion control rank 10
-Fog of forgetfulness rank 10
-Glamour rank 10
-Light of truth rank 10
-Transformation rank 4
-Telepathy rank 12
-ESP (sight/hearing) rank 12
-Healing rank 10 (total)
PP SPENT: 37

DRAWBACKS
-6 Weakness: Dragons-bane. In sufficient amounts, dragon’s bane will kill, in small amounts; it will make her sick and incapacitate her.


HISTORY-CORELINES
My name is Alematalemnneeesenne, though you may call me Atale if you find it too difficult to pronounce it. I found myself flying over strange waters, until I came to a fertile coast, filled with even stranger houses and buildings taller than I have ever seen before. I saw pirates making an attack on a settlement and drove them back with the help of another bronze, a handsome fellow by the name of Keliseraomisannecoer. (he goes by Kelis).

After discovering that we had somehow flown through a rift of some sort, we decided to make this strange place our home, keeping the pirates at bay as well as other innocents, for we found that these wetlands and coastal are home to some truly horrendous creatures and artifacts that could well destroy the world if they ever found their way into evil or unscrupulous hands and the locals have no real way of dealing with them. So, we keep them off, with flame and magic, though I suspect the ones who claimed this place before are none too pleased with it. Oh well. Fire take them, if we can’t keep them off, they will discover what we contained to their sorrow. Did I tell you that Kelis offered to fly the mating dance with me? I think I shall accept his offer.

When the walls came down, the dragons flew once again, flew over the Alantic Ocean and eventually found themselves flying over the Florida coast. There they found the chaos of a million different piratey stories fighting themselves out over the warm Carribean waters and decided to instill their own sense of order to things with fire, magic and claws (not to mention collecting all of the pirate booty, but that was a happy coincidence, really). Since then, the US has officially declared most of southern Florida off-limits, mainly because they haven’t found a way to deal with the Big Freaking Dragons.

(Disclaimer: These dragons are meant to be NPCS, I kinda went nuts here, just went with PL 10 as a starting point)
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Re: Kirinke's characters and builds

Postby kirinke » Sat Oct 30, 2010 5:22 pm

Concept art linkie http://www.conceptart.org/forums/attach ... 1287238414

Image

Commander Sparky McKallahan The Third!
Quote: ARhoo! Boogies on tha sta'board side maties! I'll take tha big one!
Concept: Man's Best friend is really his best friend!

Power Level: 11; Power Points Spent: 377

STR: +4 (18), DEX: +15 (40), CON: +10 (30), INT: +10 (30), WIS: +10 (30), CHA: +4 (18)

Tough: +10, Fort: +10, Ref: +15, Will: +10

Skills: Bluff 12 (+16), Diplomacy 12 (+16), Gather Information 12 (+16), Handle Animal 12 (+16), Intimidate 12 (+16), Knowledge (current events) 6 (+16), Knowledge (cyberculture) 6 (+16), Knowledge (popular culture) 6 (+16), Knowledge (streetwise) 6 (+16), Knowledge (tactics) 6 (+16), Knowledge (technology) 6 (+16), Medicine 6 (+16), Navigate 6 (+16), Notice 6 (+16), Pilot 1 (+16), Ride 1 (+16)

Feats: All-Out Attack, Ambidexterity, Assessment, Benefit (military rank) 5 (major / commander), Blind-Fight, Chokehold, Combat Driver (ground) 16, Combat Driver (water) 16, Combat Pilot (air) 16, Combat Pilot (space) 16, Deadly Aim, Dodge Focus, Eagle Eyes, Elusive Target, Equipment 38, Evasion 2, Eyes in the Back of the Head, Fearless, Fighting Style: Krav Maga, Hide in Plain Sight, Improved Aim, Improved Block, Improved Disarm, Improved Grapple, Improved Trip, Jack-of-All-Trades, Luck 3, Mecha Dogfighter 16, Need for Speed, Passing Attack, Power Attack, Precise Shot 2, Ranged Pin, Salvage, Sniper, Tiger Leap, Up The Wall, Well-Informed, Windracer, Wolf's Ears

Powers:
Comprehend 9 (animals - speak to, animals - understand, codes & ciphers, languages - read all, languages - speak all, languages - understand all, languages - you're understood, machines / electronics - speak to, machines / electronics - understand)
Datalink 10 (sense type: mental; Cyberspace, Machine Control)
Super-Senses 13 (acute: scent, analytical: scent, danger sense: mental, darkvision, direction sense, distance sense, scent, tracking: sight/hearing 3 (all-out), ultra-hearing, ultravision)

Equipment: Vehicle: Space Fighter

Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +14)

Attacks: Unarmed Attack, +10 (DC 19)

Defense: +11 (Flat-footed: +5), Knockback: -5

Initiative: +15

Languages: Native Language

Totals: Abilities 106 + Skills 29 (116 ranks) + Feats 159 + Powers 43 + Combat 40 + Saves 0 + Drawbacks 0 = 377


HISTORY-CORLINES
No one knows where Sparky came from, when the walls came down, he came screaming in over New York City, taking on a squadron of Cylons and decimating the entire mechanical brood. He immediately signed up for the Air-force as a figher pilot extraordinare and has since then helped protect America and Earth from the various extra terrestrial threats that menace his new home planet

PERSONALITY
Outgoing, friendly and gung-ho, there isn't any threat that Sparky can't take on with a howl of bloodlust.
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Re: Kirinke's characters and builds

Postby kirinke » Sat Nov 27, 2010 7:36 pm

http://fc06.deviantart.net/fs71/f/2009/ ... _OHARU.jpg
Image

CHARACTER NAME: Medic
REAL NAME: Unknown
PP/PL 6/90

ABILITIES
STR: 10. DEX: 10. CON: 10. INT: 16. WIS: 16. CHA: 16.
PP SPENT: 18

SAVES
FORT: 4
REFL: 3
WILL: 6
TOUGHNESS: 4 (Protection)
PP SPENT: 14

COMBAT
ATTACK: 5
DEFENSE: 3
Init: 4 (improved init feat)
PP SPENT: 16

SKILLS
+7 Diplomacy. +7 Intimidate. +7 Search. +7 Notice. +7 Medicine
PP SPENT: 5

FEATS
Precise shot x2. Luck x2. Improved Init x1. Fearless. Hide in plain sight. Improved init 1
PP SPENT: 8

INDEPENDENT POWERS
Immunity 2 (Disease and poison)
PP SPENT: 1

POWER ARRAY 6
Holy Fire (Default) rank 6
Blast rank 5 (area perception)
Snare rank 4 (area perception, tether)
Healing rank 5 (total)
Magic Create food/water (basic stuff)
Continuous create object 4 precise
Supersenses: Postcognition (uncontrollable), Precognition (uncontrollable), Danger sense (Mental), scent acute
Universal translator 8
PP SPENT: 19

DEVICE 6
Flame Thrower (Bobbin): Blast (fire) 5 Easy to Loose
Gun (Betsie): Blast 5 (Projectile) easy to Loose

EQUIPMENT
Shovel
Backpack/Bedroll (basic items clothes etc)
Medkit
Multi-tool
Messkit

BREAKDOWN
ABILITIES +18. SAVES: 15. COMBAT +16. SKILLS +6. FEATS: +8 POWERS +19 DEVICES +6 EQUIPMENT +1

BACKGROUND
Ah had a normal life once, before them durned aliens showed up and wrecked everything. Somehow or another, Ah got caught up in an explosion. Everything went white. When I woke up, I was glowing with power and managed to blast one of them buggers to all heck. Now, well, since my own life is so much ashes, I just call meself the Medic. Suits me, it's simple and easy enough for folks to remember. Since life is hell around these parts, tis nice to bring a bit of light back into it. Even if sometimes I gotta use Betsie and me Bobbin here, (She pats her pistol and flame thrower with a mad light in her eye then) on occasion to put the rowdies in place.

HISTORY
Medic was hit by a stray blast of radiation from one of the Alien's ships, which somehow opened her up to extra dimensional energy, holy energy that helps her deal with both patients and those who have a darker purpose than being healed. Those she takes care of with well aimed blasts of fire, both the mystical and the more mundane kind (Nobody quite knows how she got her hands on either of her weapons, they never seem to run out of fuel or bullets and she just grins that mad grin of hers and tells them 'ya don't want to know padna, it'd screw with ya brain too much'.

PERSONALITY
She's a bit strange, but pleasant enough to be around, especially when you're guts are hanging in places they shouldn't be. All things considering, she could be alot crazier, but she isn't and she's practically fearless in a fight, which is a good thing.

Notes:
This one is good for a street level invasion/post apocalyptic type setting or a 'war setting'.
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Re: Kirinke's characters and builds

Postby kirinke » Fri Dec 17, 2010 7:59 pm

http://my.ddo.com/major_pain/wp-content ... female.jpg
Image
Character Name: Melanie O'Brian
Concept: Real life "saint/holy warrior" in the form of a modern girl and part time ren-faire enthusiast who fights the forces of darkness and evil unbeknown to almost everyone around her
PL 12/184

ABILITIES
STR: 14. DEX: 18. CON: 18. INT: 18. WIS: 18
PP SPT 44

SAVES
FORT 8. REFL 8. WILL 9. Toughness 10
PP SPT 13

COMBAT
ATT: 12. DEF: 6. INIT 12.
PP: 36

SKILLS
Concentration 12. Diplomacy 12. Intimidate 12. Investigate 12. gather info 12. Notice 12. Search 12
knowledge: arcane lore 12. theology/phil 12. streetwise 12. tactics 12.
PP SPT: 22

FEATS:
Precise shot x2, Improved init x2, Luck x3, Artificer, Ritualist, Improvised tools, connected, contacts, well informed, masterplan
PP SPENT: 14

INDEPENDENT POWERS
Regeneration 3 bruised/unconscious
Protection 6
PP SPENT: 12

MAIN POWER ARRAY 16
-FEATS indirect, accurate, precise variable area, selective
“Holy Fire” Control rank 12
Default Environmental Control (DAP dazzle sight/hearing) Variable limited to heat/cold/fire/light effects/powers
Blast 12 (DAP Stun/Confuse/Strike) variable to powers in array
Healing 12 (DAP nauseate)
Boost 12 (DAP Drain) variable
Continuous create object 12 DAP (Snare) Engulf, tether, movable,
Control Spirits 12 (DAP Exorcise/Banish/Seal object)
Teleport 12 Easy, change direction DAP Teleportal/Dimensional Travel (Any)
Telepathy 12 (Comprehend) DAP Telelocation/Emotion control/Empathy
Telekinesis 12 (damaging) DAP Deflect (slow and fast projectiles)
SUPER SENSES (acute/analytical)
Danger Sense (Mental) detect magic, detect mavolent intent, Detect Magic, direction sense, distance sense, infravision, postcognition/precognition (uncontrollable), Ultra hearing, Aura reading, cosmic awareness, true sight, cosmic awareness,
Comprehend Languages (all) animals (all) codes/ciphers spirits
PP SPENT: 46

DRAWBACKS
-Power loss must mediate at least 1 hr a day to replenish reserves -3pp. This mediation is the same as praying as some of her powers are actual spells and some are just apart of who she is.
Last edited by kirinke on Sat Dec 18, 2010 6:49 am, edited 2 times in total.
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Re: Kirinke's characters and builds

Postby JoshuaDunlow » Fri Dec 17, 2010 10:21 pm

Nice character, I always love a Medieval spin on a modern character.
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Re: Kirinke's characters and builds

Postby kirinke » Sat Dec 18, 2010 6:33 am

Heh. Actually, was trying to create a D&D flavored exalted cleric/saint in M&M, although, since M&M is mostly a modern era-futuristic game, she's now a ren-faire enthusiast and since most clerics/mages in D&D have to pray/meditate and whatever in order to get their spells, I figure that power-loss drawback was sensible. :twisted:
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Re: Kirinke's characters and builds

Postby JoshuaDunlow » Sat Dec 18, 2010 11:04 am

kirinke wrote:Heh. Actually, was trying to create a D&D flavored exalted cleric/saint in M&M, although, since M&M is mostly a modern era-futuristic game, she's now a ren-faire enthusiast and since most clerics/mages in D&D have to pray/meditate and whatever in order to get their spells, I figure that power-loss drawback was sensible. :twisted:


Well M&M can be used for what ever you want, not just "super hero" stuff. I particularly like ren-fair angle here. But I actually use M&M for my own fantasy world, and many others which i put in my fantasy thread. The only thing that stood out to me as not making much sense on this build though, was the high dexterity. I would almost think you'd want a high strength for doing damage with a melee weapon. But if she's a saint, then theres not much reason for the strength after all.

It is definetly alot tougher making something like this work in a "Modern" setting.
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Re: Kirinke's characters and builds

Postby kirinke » Sat Dec 18, 2010 12:02 pm

I envision her as less of a 'brick' character and more of a guerrilla type fighter; quick, calculated strikes rather than using pure brute force, so the higher dexterity makes sense that way. Plus, with boost, she is able to make herself stronger (temporarily) if necessary.

Bah, Changed my time lordish character to PL 13/200. That works and is within PL/PP, only 5pp over. Not bad
kirinke
Overlord
Overlord
 
Posts: 4579
Joined: Sat Sep 29, 2007 8:14 pm
Location: Behind the mayo, to the left of the cheese, next to the mystery meat leftover from last week

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