poodles creations 2e

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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Re: poodles creations 2e

Post by poodle » Sun Jul 10, 2011 1:08 am

Alien pl 10 pp 153
The shmee are a cute lovable race of aliens barely four feet tall. They roam the dimensions selling things to other races like their own moons, used tokamak drives, second hand nuclear waste and other similar things that the proud recipient didn't realise they needed so badly. They have avoided war for as long as possible, the last attackers left with 300 tonnes of garvallian whale fodder and a container full of plastic flamingoes. Omega Prime wasn't in the mood for shopping when he destroyed the dimension that the shmee were currently residing in. Omega wasn't threatened by them in any way, they are happy to sell to anyone, the Omega just wanted them gone.
Salesman 3rd class Byrvoni Shmack was consulting the portents when he got the clearest message ever, death was coming, Flee. Luckily the dimensional hopper had just been realigned. Grabbing a small supply of sales goods Byrvoni Shmack leapt in just as the first starbursters reached their target causing his sun to go supernova.

Since then Byrvoni Shmack has been surviving on the edge of shady deals, going from planet to planet looking for others of his race, and a little profit along the way. What humble profit he has made has been spent on detectives, rewards and travel. He goes by the name of Uncle Friendly. What people who meet him don't realise is that under his cuddly exterior he has the morality of a shark and will do just about anything to get revenge on Omega. What he also is not telling anyone is that his people have been selecting for 'luck' for Millenia and many military engagements have been won because of 'bad luck' happening to the enemy. Uncle Friendly has a plan to amass so much information and military power through financial means that he can crush Omega. Unfortunately he is still new to the world of intergalactic trading but hopes to pick it up as he goes along.

Image
Str 6
Dex 16
Con 10
Int 12
Wis 14
Char 18
16pp

Small size +1att/def -4 grapple, +4 stealth, -2 intimidation permanent 2pp
Attack melee 4/ranged 8 DCmax 12 6pp
Defence 6(+6 dodge bonus) 10pp
14pp total.

Toughness 8 toughness=4+defensive roll4
Fortitude 6
Reflex 10
Will 10
pp 25

Skills: Bluff12+4+(attractive2)=16(24), Diplomacy12+4+(attractive2)=16(24), escape Artist8+3=11, Gather Information8+1=9, Notice8+2=10, Sense Motive 12+2=14, Sleight of Hand12+3=15
18pp

Feats: All-out attack, Accurate attack, Attack focus (ranged)+4, Attractive2 (+8), Defensive roll 4, Distract, Dodge focus 6, Luck 5, Power Attack, Uncanny dodge (mental).
26pp

Luck power array
Probability control rank 12 48pp
AP-"Look out for that..." As a standard action, you can cause a damaging
“accident” to befall someone: a load of bricks falls on them,
they’re hit by a car, or by a bolt of lightning out of the blue;
anything you can reasonably justify to the GM as possible (if
highly improbable). This is a Perception Range Penetrating
Damage effect with rank 12
AP-"That was close" Attacks just seem to miss you. This is Deflect (all attacks), Free Action, with a rank equal to your Probability Control.
AP-"it was in gear." The forces of chance help you out from time to
time, moving things out of your way (or into someone else’s
way), creating a Move Action Perception Range Move Object
effect at your Probability Control rank.
AP-"Lucky I had that." gadget power rank 8 40pp of gadgets(Hard to remove). Limitation: unreliable.
AP-"Not as bad as it looks" heal rank 15 extras:total PF:persistent, regrowth.
AP-"you lucky sonovagun" Luck power rank 3
AP-"The lucky 8 ball" uncontrollable precog.
AP-"banana peel" trip rank 12 extra: knockback, flaw:range=touch extra:area,PF:selective.
linked to drain rank 11 (dexterity only) extra:area PF:selective
56pp

Gadgets in use: Universal Translator understands and speaks all languages and machine communication.10pp
pheremone spray. Range touch: extra:area(cloud),flaw: love only. Flaw: sense dependent. PF:subtle2. PF:Mind blank. 5pp
transmogrifier pistol. transform11 flesh to gold.33pp
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Re: poodles creations 2e

Post by poodle » Mon Jul 11, 2011 3:34 am

Image

Byrvoni Shmack (Uncle Friendly) pl 10 pp 153
The shmee are a cute lovable race of aliens barely four feet tall. They roam the dimensions selling things to other races like their own moons, used tokamak drives, second hand nuclear waste and other similar things that the proud recipient didn't realise they needed so badly. They have avoided war for as long as possible, the last attackers left with 300 tonnes of garvallian whale fodder and a container full of plastic flamingoes. Omega Prime wasn't in the mood for shopping when he destroyed the dimension that the shmee were currently residing in. Omega wasn't threatened by them in any way, they are happy to sell to anyone, the Omega just wanted them gone.
Salesman 3rd class Byrvoni Shmack was consulting the portents when he got the clearest message ever, death was coming, Flee. Luckily the dimensional hopper had just been realigned. Grabbing a small supply of sales goods Byrvoni Shmack leapt in just as the first starbursters reached their target causing his sun to go supernova.

Since then Byrvoni Shmack has been surviving on the edge of shady deals, going from planet to planet looking for others of his race, and a little profit along the way. What humble profit he has made has been spent on detectives, rewards and travel. He goes by the name of Uncle Friendly. What people who meet him don't realise is that under his cuddly exterior he has the morality of a shark and will do just about anything to get revenge on Omega. What he also is not telling anyone is that his people have been selecting for 'luck' for Millenia and many military engagements have been won because of 'bad luck' happening to the enemy. Uncle Friendly has a plan to amass so much information and military power through financial means that he can crush Omega. Unfortunately he is still new to the world of intergalactic trading but hopes to pick it up as he goes along. For a hobby he makes miniature firearms and sells them. Despite his cheerful demeanour and supposedly peaceful nature he does fantasize about getting an agent of Omega and killing him slowly with some archaic weapon or torture device.

Str 6
Dex 16
Con 10
Int 10
Wis 14
Char 18
14pp

Small size +1att/def -4 grapple, +4 stealth, -2 intimidation permanent 2pp
Attack melee 4/ranged 8 DCmax 12 6pp
Defence 6(+6 dodge bonus) 10pp
14pp total.

Toughness 8 toughness=4+defensive roll4
Fortitude 6
Reflex 10
Will 10
pp 25

Skills: Bluff15+4=19, craft:weaponry8+0=8, Diplomacy15+4=19, pilot8+3=11, Gather Information10+4=14, Notice8+2=10, Sense Motive 12+2=14, Sleight of Hand8+3=11
19pp

Feats: All-out attack, Accurate attack, Attack focus (ranged)+4, Ultimate aim, Defensive roll 4, Distract, Dodge focus 6, Luck 5, Power Attack, Skill Mastery: (Pilot, Bluff, Diplomacy, Sleight of hands),Uncanny dodge (mental).
24pp

Luck control2
-You can spend an HP on another characters behalf
-You can spend a hero point to force a reroll and take the lowest 6pp

Probability control rank 10 40pp
AP-"Look out for that..." As a standard action, you can cause a damaging
“accident” to befall someone: a load of bricks falls on them,
they’re hit by a car, or by a bolt of lightning out of the blue;
anything you can reasonably justify to the GM as possible (if
highly improbable). This is a Perception Range Penetrating
Damage effect with rank 10
AP-"That'll leave a mark" He can cause a damaging "accident" to befall someone. This is a ranged penetrating damage effect 12 PF:ricochet1 PF:indirect3 (an attack can come from any direction, even behind the target directed towards you).
AP-"That was close" Attacks just seem to miss you. This is Deflect (all attacks), Free Action, with a rank equal to your Probability Control.
AP-"it was in gear." The forces of chance help you out from time to
time, moving things out of your way (or into someone else’s
way), creating a Move Action Perception Range Move Object
effect at your Probability Control rank.
AP-"not as bad as it looks" Heal rank 12 extra:total PF:persistent PF:regrowth
AP-"The lucky 8 ball" uncontrollable precog.
AP-"banana peel" trip rank 10 extra:area, extra:selective.flaw:range=touch
drain dex rank6, subtle 2.

48pp
Last edited by poodle on Thu Jul 28, 2011 1:59 am, edited 1 time in total.
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Re: poodles creations 2e

Post by ronyon » Thu Jul 14, 2011 7:32 pm

I love your Killshot,Blindspot, and Huntsman characters!great backgrounds, simple, or no powers, lovely flavor.

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Re: poodles creations 2e

Post by ronyon » Thu Jul 14, 2011 7:44 pm

I also love Killshots weapons.The Saiga is a gun that just makes sense,and combine it with the latest ammo is borderline cyberpunk.I noticed you didn't make the Saiga full auto,which is probably good,as it would be potentially devastating,cost prohibitive, and hard to do in game terms(Area effect explosive rounds+Autofire=?).

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Re: poodles creations 2e

Post by poodle » Sat Feb 04, 2012 8:03 pm

Loup Garou 150pp

Image
Str 28/38 +8/+14
Dex 20 +5
Con 20 +5
Int 6 -2
Wisdom 20 +5
Char 4 -3
[38pp]

Attack+6 (DC trade-off) Defence +8 (toughness trade off)
[28pp]

Toughness +5+7=+12
Fortitude +5/+10
Will +5/+10
Reflex +9
[11pp]

Skills: Notice2 +8+5=13, Stealth3 +12+5=18
[5pp]

Feats: All out attack, Blindfight, Fearless, Improved Grab, Improved Grapple, Improved Pin, Move-by-action, Power attack, Prone fighting, Rage 5 (strength+10, Fort +5, Will +5, Defence-2 10rnds).
[14pp]

Powers:
Total Regeneration PF:persistent, PF: Regrowth Flaw: limited against silver or magic. 18pp.
Superspeed 4, spd 100mph, +12 to initiative, routine tasksx25 PF:rapid attack 20ft radius, PF: wall-running. 21pp
leaping3 (distanceX10) 3pp
Supersenses. Darkvision, Scent, tracking, ultrahearing, extended hearing.6pp
immunity disease, poison, need for sleep,heat, cold, suffocation 6pp
[54pp]

+ a few points
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Re: poodles creations 2e

Post by poodle » Tue Mar 13, 2012 6:16 pm

Huntsman PL10/150pp 2E

Huntsman comes from a long line of bounty hunters. Knowledge has been passed down over the years on how to do it. They train hard knowing whoever they face will usually be more desperate than they are. They fight back by being nastier and smarter than whoever they are up against. Deep in the Ozarks where they are from the family has kept the old knowledge alive as they can while learning new skills and new tricks to help them in their job. Sometimes it is just a psycho on the run. The bounty helps them to pay for their lifestyle. Sometimes it is something worse, and they will stop it, a dangerous thankless job but it pays well. When Supers appeared on the scene the family adapted the knowledge they had to deal with Rogue Powers. Hell, for them it's just another day at the office.

Lately though the line between bounty and professional hit has disappeared. Mathias will do any job, so long as it pays well. Dead or alive don't bother him too much anymore. His family is working for the highest bidder at the moment but maybe it is time to become independent.

Mathias Wheeler is the latest generation to take up the family business. He trains hard and tries to be the best at what he does but is still a little inexperienced. He is learning as he goes and has his family to fall back on for help and advice.

3 Beliefs

BELIEFS
Blood is Thicker than Water – Family always comes first no matter what. Tradition suspends this clan mantra when members of the family take on conflicting jobs. Then they have the honor of competing against each other to the best of their abilities.

A Man’s Word is his Bond – The Wheeler family holds vows, promises and verbal contracts very seriously. They never swear to complete a task unless they are willing to put their lives on the line to accomplish it. Those who break their word have no value as an individual.

What doesn't kill you makes you stronger - Mathias is always looking for a more challenging job, a tougher assignment. He knows it is what he has to do to become the best.

3 Goals
Short-term goal - get a bottle of white lightning and some quiet time in the wilderness.
Medium term goals - establish a permanent base of operations in Caldera for the family.
Long term -secure the future of his family

Complications:
Vengeful (Eye for an Eye) - If someone wrongs him he makes sure to wrong them in turn.
Hatred - Mathias always tend to disagree with bureaucrats and their underlings.
Responsibility - He has very deep ties with his family and occasionally has to carry out duties for their benefit.

Strength 20
Dex 20
Con 18
Int 14
Wis 20
Char 16
[pp 48]

Attack 12/DC trade-off /Defence 10
[44pp]

Toughness 4 (CON) + 6 (Defensive Roll) = +10 (Toughness)/ +2 (Flat-footed*)
Fort 2 (BASE) + 4 (CON) = +6 (Fortitude)
Reflex +5 +5=10
Will +3 +5=8
[10pp]

Skills: Acrobatics +4+5=9, Bluff +8+3=11, Craft: Artistic +8+2=10, Craft: Mechanical 8+2=10, Diplomacy +4+3=7, Disable Device 8+2=10, Drive +4+5=9, Gather Information +8+3=11, Intimidate +4+3=7, Investigate +8+3=11, Knowedge Arcane +12+2=14, Notice 12+5=17, Search +4+2=6, Stealth 8+5=13,
[25pp]

Feats: Artificer,* Ritualist,* Contacts,* Defensive Roll+6, Die Hard, Eidetic Memory, Elusive target, Equipment 5, Precise Shot 2, Quick Draw, Ranged Pin, Seize Initiative, Well-Informed,*
[23pp]

Benefits
Trivial Knowledge (Caldera) - Any Knowledge checks pertaining to the city of Caldera gain a +1 bonus. This is not limited by the Power Level.

equipment

long range subtle.
H K 417 accurised assault rifle. DC+5, critical 19-20, range increment 250, with supressor (subtle) 20
ep.
underbarrel grenade launcher with frag, smoke,flashbang 1ep?
binoculars 1ep
Night vision goggles 1ep
Parabolic mic 1ep
Masterwork magic tools 1ep

Close Protection
[img=http://world.guns.ru/userfiles/images/s ... _cased.jpg]MP5K[/img]
SMG. +4 dam, crit=20, Ballistic+autofire, range 40ft, concealment vsual (in briefcase) 16ep.
Undercover tactical vest toughness+3 (subtle). 4ep.
Smoke grenade 4ep
Masterwork magic tools 1ep.

Not subtle
[img=http://world.guns.ru/userfiles/images/m ... /m60e4.jpg]m60[/img] Assault rifle dam +5, crit 20, Ballistic+Autofire 2, increment 50ft, 21ep
Masterwork magic tools 1ep.

Hunting season.
Bow: dam +3* critical 18-20, piercing subtle, range inc. 40ft, large. ep 11. (using broadhead arrows)
Big knifes Dam+2, crit 19-20, piercing increment 10ft, 5ep.
Axe, dam +3, crit 20, slashing, 4ep.
camo 1ep.
masterwork magic tools 1ep.

Holdout weapons;
Obsidian knives, dam +1, crit 18-20,piercing +subtle2(limited metal detectors), increment 10ft 6ep.
cermaic shuriken dam +1, crit 20, piercing+autofire+subtle2 (limited metal detectors), increment 10ft, tiny 4ep.
Garrot, dam+3, crit 20, suffocate3, tiny, 10ep.

Rituals
Waking the beast. Morph. PF:metamorph, 2pp. Transforms him into this
The hunters arsenal. Dimensional portal2 subtle 2, 6pp
The hunters cloak. Concealment (all visual) 8pp
Senses of the wolf: Track 3, darkvision, scent, extended hearing2, 8pp.
Blend with the herd: Morph1 rank 8. 8pp.
Blessing of the hunt lord. Empowerment rank 2, flaw: weapons only. 10pp.
examples=drain con3, extras=duration/continuous.. pf=incurable.
=fatigue5.
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Re: poodles creations 2e

Post by poodle » Tue Mar 13, 2012 6:21 pm

Dimitri Pavelovich / blackbag PL 8 120pp


Str 14+2
Dex 12+1
Con 18+4
Int 10+0
Wis 16+3
Charisma 14+2
[pp24]

Att +8/Defence+8
[32pp]

Toughness +4 (+4 Tac vest)=+4 (+8)
Fort +4+4=8
Reflex +1+6=7
Will +3+5=8
[15pp]

Complications
Deep hatred of terrorists. "The only good terrorist is a dead terrorist."
Dislike of America, especially american weapons.
Patriotic to a fault- Russia is the greatest nation in the world.
Enemies-due to his success at counter-terrorism he has made a few enemies along the way.

Acrobatics1 +4+2=6, Bluff1 4+2=6, Craft:Chemical (explosives (spec))2 +8+0=8, Craft:mechanical (boobytraps (spec))2 +8+0=8, Diplomacy1 +4+2=6, Disable Device2 +8+1=9, Drive1 +4+2=6, Gather Information2 +8+2=10, Knowledge:Streetwise2 +8+1=9, Languages1 fluent in( russian, german, arabic, english, Spanish ), Medicine1 +4+3=7, Notice3 +12+3=15, Profession:soldier1 +4+3=7, Search1 +4+1=5, Sense Motive2 +8+3=11, Stealth2 +8+1=9, Survival1 +4+3=7,
[24pp]

Feats.Quickdraw1, Connected, Contacts, Well informed. Precise Shot2, Seize initiative, Diehard, Equipment8, power attack, all-out attack, track, Ultimate aim, luck,
[21pp]

Dimensional Portal (container)
rank1 PF=progression2, 500lbs.
[4pp]

Dimitri was a part of Spetsnaz Alpha brigade (counter terrorism) when the wildcard hit him. He had been hunting seperatists in a remote part of chechnya when he stumbled into the pocket of spores that had lain dormant in the ruins of a dacha. He expected the worst but nothing seemed to happen. Over the next 3 days he thought he was losing his mind though. He would put things down and not be able to find them again. He kept the information to himself and prayed that nothing else would happen to him.
One day before heading out on a mission he was absent-mindedly loading his backpack for a mission when he realised he had been loading it with ammo for the last 40 minutes! He shook his bag. It wasn't any heavier, it didn't rattle, the ammo wasn't on the floor. He put his hand in and could feel the ammo there. He tipped up his bag and an impossible ammount of ammo came out of it. He stuck his hand in to feel around and his whole arm went in. As an experiment he tried putting his leg in, to his surprise he managed to fit his whole body in as well. Over time he learned that he didn't need the backpack, that he was creating the space somehow.

He started to get a reputation as a man who could achieve the impossible, smuggle weapons anywhere, and take out targets. After a string of evaluations and tests he was taken away from front-line work and moved into covert ops. With his gift for languages and his unique skills he has been relatively successful although still quite new to the job. He has even taken out an ace or two, usually with a very large caliber round to the head. When word of his achievements leaked out The Fixers thought that he might be an asset. Dimitri is looking forward to the job. He has built up quite an extensive collection of contacts and agents on both sides of the law and will do whatever job Mother Russia asks of him, even working for NATO.

Contacts:
Seargent Viktor Botovski Spetsnaz Quartermaster. He served with Dimitri and they have done a few shady deals together.
Mustafah Al-Alamein. Armenian drug-dealer and fixer. Dimitri spared his life once. Mustafa repays him with information that he thinks might be useful, for a price.
Gertrude Stoller: ex-baader-meinhof cell-member, occassionally Dimitri's lover.
Nikita Ludmenko: Dimitri's GRU controller.
Rudi Goldfarb: MOSSAD agent. Dimitri and Rudi have found it convenient to quietly exchange information and assistance in the past.
Alpha brigade. Dimitri has tried to keep in touch with the old members of his unit.
Sasha Pavelovich, his grandfather. His grandfather was in the army and is probably responsible for Dimitri's career path, filling a young man's head with tales of war and glory, and teaching him how to shoot.
Plaurent dervishav. Albanian criminal and gang-leader. He helped Dimitri keep his skin in one piece, in return Dimitri didn't tell the authorities about the drug shipment Plaurent was organising.

Equipment Array (points cost to be decided on):
Silenced .50 cal with AP rounds.+8 penetrating, critical 18-20, range increment 400ft, subtle, telecopic sight (improved aim). 30ep
Silenced assault rifle +6Dam, Autofire, subtle.1ep
silenced underbarrel grenade launcher +6Dam (blast), subtle 1ep
RPG-32 Antitank rocketDam 10 (penetrating) innaccurate -1pp -2to attack roll. 1ep
RG 50 large bore grenade launcher firing APslug DC+8 (penetrating), Frag DC6 (blast), rubber baton DC+7 (non-lethal), teargas (dazzle5+nauseate5 Cloud), flashbang Dazzle7 Visual and auditory (burst), Smoke (obscure visual8 )PF:progression1 radius 80ft. 1ep
gas mask 1ep
Undercover vest +3 subtle 4ep
night vision goggles 1ep
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Re: poodles creations 2e

Post by poodle » Thu Mar 29, 2012 9:18 pm

Twist PL 10-156pp Earl Vincent 19yrs old
Image
Earl's mom was the first to realise her son was special. She tried to get rid of his teddybear when he was 8 but no matter what she did it always was there in his bed in the morning. She even burnt it but it was still there in the morning, same as always. She figured her son had a guardian angel. That was before the sleepwalking began. Noone ever saw him leave his room but they would find him downstairs asleep on the couch. Once, , after a frantic morning searching,they found him asleep at his grandma's house 14 blocks away. If that wasn't weird enough Earl began to have nightmares. He was afraid to go to sleep in case he was tormented by the visions of his family being killed. It wasn't all bad though. He had a glimpse of a winning keno ticket while he waited for the bus. When he told his mother she went out and brought a ticket straight away. When she won enough to pay off some of the family's bills she couldn't help but tell her friends.

It wasn't too much later that a black limo arrived at the family home with some well-dressed thugs in it who politely extended an invitation for the entire family to go and meet their boss. No guns were pointed but none were necessary. Mom, Dad, Juney (Earls kid sister) and Maybeth (the baby) were driven to a large villa with more well-dressed thugs patrolling the grounds. They were lead into a room and introduced to a dapper gentleman with pale blue skin. "Welcome welcome you must be the Vincents. I have heard so much about you and especially you Earl and your amazing gift. Sorry I am being rude, You can call me Blue Lou. I am the head of a rather important syndicate within this city and I have a business proposition for you. My associates are keen sportsmen and would like to know who is going to win the Eastern conference on Saturday. Would you tell us Earl?"
"it-it doesn't work like that. I can't control it."
Blue Lou seemed amused by this. "I think you are simply not motivated enough. Would you do it for a million dollars?"
"I can't just make it happen. If I could I would make it stop forever." shouted Earl.
"Hmmm...apparently some of us manifest under extreme stress." With a slow cold smile Lou gives the nod to some lurking henchmen who immediately restrain Earl's family with cable ties. "I'll ask again, my syndicate are investing aLOT of money on this game." Blue Lou pulled out an automatic pistol and pointed it at his dad's head. "Still waiting."
"I can't do it, I don't know how to control it," sobbed Earl. "Please don't.."
BANG "Still waiting." Blue Lou smiled his sharklike smile as he pointed the gun at his mother's head.
"Wait wait let me try again." Earl concentrated as hard as he could but nothing happened.
BANG"Oh how sad, orphans. Try harder."
Earl was in a state of shock. All he could see was the bodies of his parents bleeding into the couch. and the gun held to the head of Juney his sister. Time seemed to slow for Earl as Blue Lou's finger tightened on the trigger of his gun. Earl threw himself at his sisters, trying to cover their body with his own. The world went dark for a moment. 'I'm dead' thought Earl. Instead he looked up to see Blue Lou staring in surprise at the bleeding hole in his own chest as he collapsed.
Earl grabbed his two sisters and again the world went dark. This time he found himself in his own bedroom with the girls in his arms. "Oh no... oh no...oh no," he thought.Trying not to panic he freed his sisters and began stuffing clothes and important items into a backpack. "Juney, we gotta get out of here. Those guys are gonna think we killed that Blue Lou guy."
It's been six tough months since that day. Earl has been looking after his sisters and learning how to survive on the streets. He has started going after the syndicate with the help of others harmed by them. Killing isn't his goal. He wants to break the organisation piece by piece. A dead gang member is garbage. A live gang member is a resource. Besides death is too quick, he wants the syndicate to live in fear just like he does.

Description: Earl is a 19 yr old street kid with a dark-camo overcoat worn over a hoodie. He has a wiry build. He seems a little reserved and cautious and spends more time watching than talking.

complications:prejudice (paragon), Powerful enemy, has code of non-lethality, dependents(Maybeth 2yrs old and Juney 16yrs old)
Motivations: wants revenge on the syndicate, wants to keep family safe and wants them to have a normal life (he realises his life will never be normal).

Contacts: Sasha Szynecki: 45 yr old polack cop. Claims to be the last honest cop in town.
Marcius Mayweather: Charity worker, helps run the 'little sister's of mercy' welfare centre.
Gloria Goldfarb: Aunt and socialite, views Earl as a 'project'.
Fishmouth George: Streetperson and low-level fixer. Had his legs broken by the syndicate.
Tommy 'the toolbox' Franconi. mafia thug- lost friends in gang wars with the syndicate. Happy to help people cause trouble for them.
Lorretta Dever-reporter. She is on the crime beat and sometimes knows more stuff than she can write about.
Callie, new member of the anti-syndicate group called 'the club'. She has minor powers of TK and narrowly escaped being 'recruited'. She uses her powers for bag-snatching, pickpocketing and opening locked doors and windows mainly, although she sometimes uses it to throw shrapnel to defend herself.

Str 12 (+1), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Char 10(+0)
[12pp]

HP 3
Initiative+2
Attack +10 Defence +10
[40pp]

Toughness +2+6(defensive roll)=8
Fort +2+6=8
Will +1+8=9
Reflex +2+6=8
[20pp]

Skills: Acrobatics 4+2=6, Computers 4+0=4, Diplomacy 4+0=4, Disable Device 8+0=8, Drive4+2=6, gather Information 8+0=8, Knowledge:Streetwise 8+0=8, Medicine 4+1=5, Notice 8+1=9, Search 4+0=4, Sense Motive 8+1=9, Stealth 8+2=10, Survival 4+1=5.
[18pp]

Feats: Connected, Contacts, Defensive roll 6, Evasion 2, Equipment 6, Elusive Target, Luck2, Seize Initiative, Sneak attack 3 (+4 DC), Quick Draw 2, Track, Uncanny Dodge (mental),
[27pp]

Powers: Dimensional Powers (container)
teleport 9; extra=accurate, PF: Change direction, Change Velocity, Easy, Turn-a-round. 31pp
AP-Teleport 6; extra=accurate,extra=portal.1pp
AP-ESP 8 (Visual+hearing) PF=subtle 1pp
Deflect 8; extra=reflection. PF=indirect.1pp
Dimensional Pocket1 (100lbs) 2pp
Precog; flaw=uncontrollable. 2pp

[47pp]

equipment: Utility harness.
Grenade Launcher loaded with teargas, sleepgas, flashbang, dazzle, Beanbag Rnd (stun ammo) stun 5. 20ep
Paired Silenced Heavy Automatic pistols wildcat ammo DC+5,PF: split attack feature=supressor, Feature=stun ammo, 1pp
gas mask and night goggles2pp
Deluxe stunbaton stun 10 1ep
Parabolic Mic 1ep
Laptop 1ep
Video Camera 2ep
Urban Cammo 1ep
Binoculars
cry havoc and let slip the poodles of war
Uncle friendly
My builds
Zephyr
Fixxer

Locked