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Lord Bayushi's Menagerie

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Lord Bayushi's Menagerie

Postby Lord Bayushi78 » Mon Dec 05, 2011 9:56 am

Just starting a thread to put my MnM 2e creations for quick reference. Questions/Comments are always welcome (though I do tend to defend my positions).

ATT Play by Post Characters:
Sword Breaker, from catsi563's Hero's Unlimited: The Catsiverse game
Seigfried of the Seven Swords, from Lady Golightly's Gotham Knights game; On hold for some time.
The Sphinx, from FuzzyBoots' Time of Crisis game
Alex Apollon, from Tinkerbell's Modern Olympians game; Seems to be dead.
Soma, from mrdent12's A Brave New World: Santa Barbara game

Campaign Conversions:
Mean Street:
AfterShock
Blastar
Shintai

More to come.
Last edited by Lord Bayushi78 on Sat Jan 14, 2012 10:31 am, edited 11 times in total.
Active Characters:
Sword-Breaker in Hero's Unlimited: The Catsiverse
The Sphinx in Time of Crisis
Soma in A Brave New World: Santa Barbara
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Siegfried of the Seven Swords

Postby Lord Bayushi78 » Mon Dec 05, 2011 10:12 am

The Seven Swords:

Gram
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Legend: Ancient sword of Sigurd (or Siegfried) used to slay the dragon Fafnir. It was forged by Wayland the Smith and originally belonged to his father, Sigmund, who received it in the hall of the Volsung after pulling it out of the tree Barnstokk into which Odin had stuck it—no-one else could pull it out. The sword was destroyed and reforged at least once. After it was reforged, it could cleave an anvil in twain.

Actual History: The Gram was the sword that was bound to Siegfried's own bloodline, going back to the time of legend. It has been handed down since that time, and was the source of the family's obsession with the blades of legend. When wielded by one of the bloodline, it destroys any matter it strikes with ease.

Caladbolg
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Legend: Caladbolg was the sword of Fergus mac Róich from the Ulster Cycle of Irish mythology. It was said to be a two-handed sword that made a circle like an arc of rainbow when swung, and to have the power to slice the tops off hills and slaughter an entire host.
During the Tain Bo Cuailnge, Ailill mac Mata takes Caladbolg away from Fergus mac Róich when he discovers Fergus' affair with his wife Medb. He gives it back when the Ulstermen rally against his armies. Fergus wreaks havoc against Ulster's forces with his blade, but Conall Cernach convinces him not to kill Conchobar mac Nessa. Fergus strikes the Three Great Strokes on three small hills instead, blasting off their tops.

Actual History: The Caladbolg was forged from a metorite with dimensional properties. The blade can strike a rift in space, causing a rainbow-like portal that can be used as a door in space. This ability can be used to open portals inside of objects as well, accounting for the stories of destroying hilltops. It was stolen from the mac Róich clan in the 1800's when it was discovered in a sealed family vault.

Shamshir-e Zomorrodnegar
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Legend: "The emerald-studded sword" is a sword in the Persian legend Amir Arsalan. The witch mother of a hideous horned demon called Fulad-zereh used a charm to make Fulad-zereh's body invulnerable to all weapons except the blows of a specific sword called Shamshir-e Zomorrodnegar.
This blade originally belonged to King Solomon, and was carefully guarded by Fulad-zereh, not only because it was a valuable weapon, and indeed the only weapon that could harm the demon, but also because wearing it was a charm against magic. A wound inflicted by this sword could only be treated by a special potion made from a number of ingredients, including Fulad-zereh's brains.

Actual History: The sword of Solomon was forged to kill demons, and it's blows are potent and difficult to heal, but neither has a direct connection to a specific demon. It was part of the treasure of the Knights Templar, and was stolen, along with Zulfiquar, below, when the treasure was transported to America in the 1800's. The Templars are always looking to recover things that they consider to be their property, but they don't know where the swords currently are.

Zulfiquar
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Legend: "Bifurcated" was the sword of the Islamic leader Ali. This scimitar is one of the oldest and best known symbols of Islam.
By some accounts, Muhammad presented Zulfiqar to a young Ali at the Battle of Uhud. During the battle, Ali struck one of the fiercest adversaries, breaking both his helmet and his shield. Imam Husayn ibn Ali used Zulfiqar in the Battle of Karbala, and as a result it is seen by Shi'a Muslims as a symbol of honor and martyrdom. A few conflicting images of the sword exist: some show two parallel blades to emphasize its mystical abilities and speed, while others portray a more traditionally shaped scimitar, and others depict a split, V-shaped blade. Shia Muslims, who consider Ali the rightful successor to Muhammad, consider the sword to be exceptional because its bearers were both Muhammad and Ali, who was highly regarded among Muslims and non-Muslims.
By most historical accounts, Ali used the sword at the Battle of the Trench to cut a fierce Meccan opponent and his shield in two halves. The opponent was Amr ibn Abdawad, whose strength was often compared to that of a thousand men. No one had dared to fight him except Ali, who killed him with one powerful blow. Though Amr wore strong armor and carried powerful weapons, he is said to have been no match to Ali and his sword.
According to the Twelver Shia, Zulfiqar is currently in the possession of Imam Muhammad al-Mahdi, as part of his collection called al-Jafr.

Actual History: The blade is exceptional only in the hands of a member of the appropriate bloodline, and then, strikes with blurring speed and cuts through armor without resistance. Like many other artifacts, Zulfiqar was looted when the Crusaders took Jerusalem during the First Crusade. It became part of the treasure of the Templars, and was stolen by the Sigurd family, along with Shamshir-e Zomorrodnegar, when the treasure was transported to the Americas.

Durendal
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Legend: The sword of Charlemagne's paladin Roland in the literary cycle known as the Matter of France. According to Ludovico Ariosto's Orlando Furioso it once belonged to Hector of Troy, and was given to Roland by Malagigi. The name probably comes from the French verb "durer", "to endure".
In The Song of Roland, the sword is said to contain within its golden hilt one tooth of Saint Peter, blood of Saint Basil, hair of Saint Denis, and a piece of the raiment of the Blessed Virgin Mary. In the poem, Count Roland attempts to destroy the sword to prevent it from being captured by the ambushing Saracens and creates La Brèche de Roland in the Pyrenees in the process. But Durendal proves indestructible, so he hides it beneath his body along with the Oliphant, the horn used to alert Charlemagne.
Local folklore claims Durendal still exists, preserved in Rocamadour, France.

Actual History: The sword was actually reforged from metal from the Trojan sword, but was bound to the Malagigi bloodline with powerful magics and blessings in the middle ages. The wielder of the blade becomes grounded like a stone, and the blades of others shatter against it with little difficulty.
The sword was actually hidden in the hills of Rocamadour, discovered by an archiological team in the 1930's. It was stolen and replaced with a sword of similar age before it could be tested by the scientists.

Colada
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Legend: One of the swords of El Cid Campeador. Won in combat from the Count of Barcelona, the sword was presented (along with Tizona) to his sons in law. According to the heroic verses of the Cantar de mio Cid, after his sons-in-law beat his daughters and then abandoned them on the side of the road, El Cid asked his gifts to be returned. Afterwards, he bestowed the sword upon one of his knights, Martín Antolínez.
Colada appears in the epic poem Cantar de mio Cid as a sword that frightens unworthy opponents if wielded by a brave warrior. Though its authenticity is doubted, a sword named Colada and traditionally identified with that of El Cid can be found in the Royal Palace of Madrid.

Actual History: The ability of the blade to drink the blood of it's foes has been lost to history. The actual sword was lost after Antolínez's death, becoming the property of a mercenary company that was active through-out Europe at that time. It was discovered, by accident, when it was used by a soldier sacking a castle that belonged to a Duke that was a member of the Order of Hermes, who recognized the enchantment of the blade. He purchased it after the attack was repelled, but, two generations later, his great grandson sold it to the Sigurd family for a pittance, never knowing it's value.

Kiku-Ichimonji
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Legend: Kiku-Ichimonji is a collective name given to the Japanese swords made by the thirteen swordsmiths who were in attendance to the Emperor Go-Toba in 1208. Each swordsmith was in attendance to the emperor for a month of the Japanese calendar. The swordsmiths of the Fukuoka School traditionally inscribed only the character "Ichi" on the tang as their signature. They further received permission to append the Imperial chrysanthemum crest on the tang, thus their swords are known collectively as "Kiku-ichimonji". Go-Toba was interested in the construction of Japanese swords, and so he summoned these swordsmiths, granting them court rank and title, and asking them to share the secrets of the production of higher-quality swords.

Actual History: While all the swordsmiths were skilled, only two of the Kiku-Ichimonji were enchanted. The one that was forged by Norimune is still lost to most of history, likely held by a member of Okita Soji's bloodline. However, the sword forged by Sukemune was plundered by U.S. forces following the surrender of Japan, and sold to a private collecter in 1955. That collector was the victim of a theft in the 1980's, when Siegfried's father stole the sword.
When wielded by those of proper blood, the sword cloaks it's wielder in shadows that muffle his steps, and 'sweats' a clear poison that weakens and kills it's victims.

Background of Karl Siegfried and the Sigurd bloodline:

Most people are born into a family, but, for Karl Siegfried, he was born into a bloodline, and was told so from the start. The Sigurd line, from Norse legend, was the bloodline of his family, and the bloodline had both a noble history, and a sacred duty.

The Sigurd family was bound, by blood, to the ancient sword Gram, a blade supposed to be granted great power after being shattered by Odin and reforged. Whatever the cause of the sword's power, when wielded by a member of the bloodline, the sword's power was undeniable. It could score and split steel without effort of strength. It was believed that this sword of power was unique, for a time.

During the Crusades, Agmund Siegfried, a member of the bloodline, was a sworn knight for a Germanic lord, and traveled to the middle east to lay siege to Jerusalem. During this time, the knight was indoctrinated into the Templars, becoming familiar with other forces beyond the natural in the world. Sorcerers and demons were active in the world, and he learned that the power of his blade was not unique. This was the beginning of the family's obsession with the occult.

Agmund was brought into some of the more exclusive circles of the Templars, partially due to their desire to study Gram. He was taught many arcane secrets, and, though never a gifted sorcerer himself, he took home a great deal of arcane knowledge and material as spoils following the Crusade. He also learned that two other swords of power were in the possession of the Templars following the conquest, though he was never allowed to inspect them.

His son, Gregard Siegfried, turned out to be far more gifted in magical arts, becoming an accomplished sorcerer even at a young age. His father used his position of influence to encourage his son's studies, hoping that they would unlock the secrets of the family's legacy. Unfortunately, Gregard was not strong enough to deal with the forces that he was given, and became corrupt and greedy following his father's death. He attempted to take certain Templar treasures by force, and was killed before the age of 30. He had only a single son, but the line continued.

Apart from their contacts in the Templars for nearly 200 years, the Siegfried family cultivated the knowledge that it had on hand. Secrets of magic ritual became common among the heirs of Sigurd, as did the spoils that came with them. Hedge mages and powerful sorcerers alike were among their line, and advances in magic led to understanding. The family made inroads into many cults and circles of power in this time, and eventually came to understand the sword's connection to their own blood.

Following the excommunication of the Templars in 1308, the family attempted to plunder the swords captured in the crusades, but was unsuccessful. The treasure was taken by the Templar fleet which vanished following the purge. Several of the survivors of the purge founded the Order of Hermes, and the Sigurd line infiltrated that organization. It was due to those contacts that the family eventually stumbled onto another sword of power.

In the early 1500's, a Swiss Duke that was a member of the Order discovered an ancient enchantment on a sword. His castle had just survived a siege, and he had purchased the blade from the mercenary company that had supported the invaders cheaply. He claimed that the sword had great power, but other members of the Order that examined it could not unlock the nature of the enchantment.

The Sigund line understood far better. The power of the sword was bound to blood, and they bided their time. They researched the history of the sword, discovering that the blade was the once the property of El Cid Campeador, and was actually the fabled blade Colada. They searched for ancestors of the Lord of Valencia, eventually stumbling on a family in Castile that contained some of the ancient warrior's blood. The Sigurd's arranged a marriage with the family, providing them with an heir of both bloodlines. They then moved to purchase the sword from the Duke's family, now two generations removed. They sold the sword cheaply, never knowing the power of the weapon that they had parted with.

The powers of Colada were confirmed and studied, and supercharged the family obsession with swords of power. They expanded the family holdings with the sole intention of purchasing ancient blades and artifacts that might be enchanted or related to powerful bloodlines. Despite the frenzy, it was another 300 years before the Sigurd's expanded their collection further.

During that time, the family unlocked magics that allowed them to track ancient bloodlines and even to imitate them. In 1817, Frantz Siegfried rose to prominence in the Sigurd line. He was paranoid and ruthless, and killed nearly all of his relations by the time he was 30, cutting the family down to a close knit few all loyal to him. He instituted a plan to steal a recently discovered blade in Ireland. This was a new policy for the family, who had never considered stealing the weapons before. Frantz himself led the robbery, and he collected the blood of an ancestor of the family line of the blade the old fashioned way, through murdering one of the vault's defenders.

The sword was Caladbolg of Irish myth, and it's powers were more substantial than any other blade encountered by the family. Frantz, already power mad, used the blade's power to plunder the treasures of the Templars after learning of their location late in his life. He increased the wealth of the family ten fold, and obtained the swords Shamshir-e Zomorrodnegar and Zulfiquar in the process. Frantz died believing himself to be the greatest Sigurd since time of myth, but his family was happy to be rid of him, and he is remembered as the greatest tyrant of the line.

It took nearly 50 years of work for the line to find traces of blood from both Ali's line and that of Solomon. Both feats required vast sums of money, nearly bankrupting the family, but unlocking the secret powers of the swords stolen from the Templars. The family learned of a flawless sword unearthed by archeologists in France, and switched the blade with another of the many they had aquired through history when they learned it was the sword Durendal. Finding the blood of the Malagigi line was relatively easy, as the family was still somewhat prominent in European society.

As the next fifty years passed, the Sigurd family maintained little of it's previous glory. The family fortune in decline, Gunther Siegfried looked back on the family history and determined that theft was the most profitable course for the family to take, and sought training in that direction for both himself, and, eventually, his son Karl. Gunther was a romantic, using his skills only to steal items of great value. He specialized in museums, stealing priceless items for those that were willing to hide them in order to own them.

One such man was Vandal Savage in Gotham City. Savage was fond of owning priceless works, commissioning the theft of several pieces of art over the years from Gunther. This relationship led, in part, to Gunther relocating to Gotham City in the 1990's with his son. He had already placed his own mark on the family history, having stolen one of the Kiku-Ichimonji from a collector in Japan several years earlier. He had raised his son with the same skills he had learned, and, from a young age, the boy had aptitudes for theft and swordsmanship.

Early in 2010, Gunther was killed attempting to steal something of value from his former employer, Vandal Savage. The reason for the robbery is unknown to all but, perhaps, Savage himself, but, according to the official story, Gunther was discovered by Vandal, then attacked by him. He killed Gunther in self defense, using, oddly to most, a sword.

The official story has never sat well with Karl Siegfried. His father was a gentleman thief, an artist, not a thug. His relationship with Savage had always been one of mutual respect, from his father's point of view. Karl has suspected foul play, but has had no legal recourse. Further, while his father taught him well, he had no experience to temper his skills.

With his intention being eventually to confront Vandal Savage over his father's death, Karl Siegfried decided to hone his skills in Gotham. The last few years have given way to some interesting goings on in the streets, and he decided that it was as good an environment to sharpen his skills as any.

Karl is an unusual man. He has never had much contact with the outside world, being home schooled and taught secret and unusual skills from an early age. He is a thrill seeker and an adrenaline junkie, and has a sense of personal honor that would seem strange to most.

Karl doesn't see theft as wrong, so long as it's done with elegance. A mugging is crass and unacceptable, while stealing a priceless jewel from a sealed vault is a work of art and to be praised. He also doesn't lie. He is a terrible liar if pressed, but prefers to say nothing rather than attempt to deceive. He loves a good fight, even a deadly one, and has respect for those that fight with skill and style. The same isn't held for thugs and ruffians, which he considers brutes.

Karl has used most of his family's assets to expand his ring of contacts across the world looking for other 'treasures' of interest to him and his bloodline. He considers the seven swords to be his by birthright, and they are his most prized possessions. He believes that any swords of power left in the world are the property of those that know how to use them, so his family has as much right to them as anyone outside their original bloodline. Were he to encounter such a sword in the hands of one of the bloodline that it belonged to, it is likely that he would attempt to duel the person for the right to the blade. If he were beaten, he would not attempt to take the blade by other means.

Karl doesn't do actual work, per say. He spends much of his time training, physically and mentally, and much of his time filling his thrill-seeking desires. He sometimes patrols the streets of Gotham looking for challenges, and spends some of the rest of his time looking for items of interest that he might want to steal, either to test his skills or to fill his family vaults. His greatest interest is Vandal Savage. He pays handsomely for any knowledge of the man, and researches such information exhaustively for authentication and any hints to the man's habits, history, possessions, or secret interests.

Appearance:
Image
Karl Siegfried is a man in his mid-twenties, perhaps 5'10" and about 175 lbs. His build is long, with broad shoulders that seem out of place. He has blonde hair with reddish highlights, with a full, but well trimmed beard to match. His eyes are a pale but peircing blue, and, were he to shave the beard, he would look several years younger than he is. His tastes are old-school, and, when out on the town, he is often in expensive suits of dark colors several decades out of trend, though still nice and definately expensive.

When out engaging the criminal element (or on less than legal escapades of his own), he wears an outfit that makes him look like a cross between a knight and a ninja. Armor plates in a somewhat roman style protect his torso and shoulders, with a kevlar weave and the occasional plate protecting his limbs and other areas. The suit is black in color, with bronze trimming and the occasional flash of bright red. If the need to conceal his identity arrises, the outfit has a coif that can be pulled over the head, with a plated mask that connects to it to cover his lower face, furthering the ninja-like motif.

Above this garb is a sophisticated harness that holds seven swords (Caladbolg over the left shoulder, Gram and Durendal over the right; Colada and Shamshir at his left side, Zulfiquar at his right, and the Kiku-Ichimonji along his back reversed, it's hilt accessible from the left near his belt-line), each carefully held into place by modern fibers and attachments. The sheaths themselves are also modern (though styled like their classic counterparts), designed to hold the swords fast unless drawn in a practiced manner while protecting their edges.

Siegfried of the Seven Swords
Karl Siegfried

PL 8, 120 PP

Abilities: [24 PP]
STR 14 [4 PP]
DEX 16 [6 PP]
CON 14 [4 PP]
INT 12 [2 PP]
WIS 16 [6 PP]
CHA 12 [2 PP]

Combat: [22 PP]
Attack +4 [8 PP]/ +6 Melee/ +10 w/ Swords
Defense +3 [6 PP]/ +10 w/ Dodge Focus (+2 Flat-Footed)
Toughness +2 [0 PP]/ +6 w/ Defensive Roll and Equipment
Fortitude +3 [1 PP]
Reflex +5 [2 PP]/ +7 vs AoE Attacks w/ Defensive Roll
Will +8 [5 PP]

Feats: [23 PP]
Acrobatic Feint
Attack Focus 2 (Melee) [2 PP]
Attack Specialization 2 (Swords) [2 PP]
Defensive Roll 2 [2PP]
Dodge Focus 7 [7 PP]
Equipment 3 [3 PP]
Improved Critical (Swords)
Power Attack
Quick Draw
Ritualist
Takedown Attack
Uncanny Dodge (Hearing)

Skills: [22 PP] 88 ranks
Acrobatics +10 (+13)
Climb +2 (+4)
Computers +1 (+2)
Disable Device +9 (+10)
Escape Artist +2 (+5)
Gather Information +5 (+6)
Intimidate +6 (+7)
Knowledge (History) +2 (+3)
Knowledge (Streetwise) +4 (+5)
Knowledge (Arcane Lore) +10 (+11)
Language 4 (English, Spanish, Arabic, Japanese; Native is Norwegian)
Notice +7 (+10)
Search +5 (+8)
Sense Motive +8 (+11)
Sleight of Hand +2 (+5)
Stealth +10 (+13)
Swim +1 (+3)

Powers: [29 PP]
The Seven Swords: Array 9 (AP 8) [26 PP]

-Gram: Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [Initial Power]
--Feat: All-Out Attack {1 PP}
--Corrosion 6 (Penetrating) {24 PP}

-Caladbolg (Portal): Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [AP]
--Teleport 5 (Accurate, Portal) {25 PP}

-Caladbolg (Strike): Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [AP]
--Strike 4 (Effects Insubstantial, Mighty; Penetrating {up to Power 6}) {12 PP}
--Teleport 10 (Change Direction, Progession {Weight}, Turnabout; Short Range) {13 PP}

-Caladbolg (Blast): Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [AP]
--Blast 8 (Accurate 2, Affects Insubstantial, Improved Range 3, Indirect 3) {25 PP}

-Shamshir (Full Name: Shamshir-e Zomorrodnegar): Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [AP]
--Feats: Critical Strike: Demons, Favored Opponent: Demons 5, Fearless, Second Chance (Failed Sense Motive check) {8 PP}
--Immunity 10 (Magic) {10 PP}
--Strike 4 (Mighty, Incurable, Split Attack) {7 PP}

-Zulfiquar: Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [AP]
--Feat: Improved Initiative 3 {3 PP}
--Immunity 5 (Fatigue Effects; Limited to Half Effect) {3 PP}
--Drain Protection 6 (Split Attack, Autofire, Linked, Artificial/Inanimate Protection Only) AND Strike 4 (Mighty, Split Attack, Autofire up to power 6, Linked) {19 PP}

-Durendal: Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [AP]
--Feats: Die Hard, Improved Block, Interpose, Second Chance (Failed Sword Block), Weapon Break {5 PP}
--Immovible 5 {5 PP}
--Regeneration 3 (Heal 1 Bruise per Turn without Rest) {3 PP}
--Strike 4 (Mighty, Split Attack, Penetrating up to Power 6) {12 PP}

-Colada: Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [AP]
--Feat: Leadership {1 PP}
--Emotion Control 8 (Move Action, Perception Area {Vision}, Selective; Limited to Fear, Sense Dependent {Vision}, Touch Range) {8 PP}
--Enhanced Charisma 4 {4 PP}
--Strike 4 (Mighty, Split Attack; Vampiric up to Power 6) {12 PP}

-Kiku-Ichimonji: Device 5 (Easy to Lose; Feature {Detectable by Owner}, Indestructible, Limited Use {Appropriate Bloodline}) [AP]
--Feats: Second Chance (If detected while moving using Stealth), Sneak Attack {2 PP}
--Concealment 3 (Normal Vision and Hearing) {6 PP}
--Strike 2 (Mighty, Split Attack, Linked) AND Drain Constitution 6 (Split Attack, Linked, Poison) {17 PP}

Imitate Bloodlines: Feature (Permanently imitate any Bloodline following a sample of someone in the line's blood and a magic ritual) [1 PP]
Keen Ears: Super-Senses 2 (Accurate {Normal Hearing}) [2 PP]

Totals: Abilities [24 PP] + Combat [22 PP] + Feats [23 PP] + Skills [22 PP] + Powers [29 PP] = [120 PP]

Equipment: {15 EP}
Costume (Protection 2) {2 EP}
Comlink {1 EP}
Night Vision Goggles {1 EP}
Gas Mask {1 EP}
Masterwork Thieves Tools {1 EP}
Masterwork Ritualist Tools {1 EP}
Grapple Gun (Super-Movement 1 {Swinging}) {2 EP}
Headquarters (Penthouse Apartment; Tiny Size; Toughness 10; Communications; Gym; Library; Living Space; Security System 2 (DC 25) {6 EP}

Complications:
Reputation (Family History): The Sigurd Bloodline has made some enemies over the years, and, if it's actions were to be exposed, it is likely that many more would crop up. The sins of the family would certainly be blamed on the surviving members.
Addiction (Adrenaline): Siegfried often takes unreasonable risks in the name of excitement and fun. His sense of right and wrong is skewed by this attitude as well, and is likely to land him in harmful situations.
Honor (Will Not Tell A Lie): Siegfried doesn't lie. He has a personal code that forbids it, and, even if he had no such code (or disregarded it under exceptional circumstances), he has no experience with lying and would be terrible at it.
Honor (Code of Conduct): Siegfried has a strange sense of what is acceptable and what is not. He breaks the law when it is called for, but always strives to act with dignity and style, He looks down on those without a sense of grace, and refuses to act in a manner that he considers crass or droll.
Obsession (Father's Murder): Siegfried wants to find out the truth about what happened to his father, but is realistic enough to understand that going at Vandal Savage head on would be unproductive. He seeks to hone his skills and learn more about his target before moving forward, but his quest for the truth, and also revenge, is foremost in his mind.
Obsession (Claiming Lost Swords): Siegfried considers the seven swords to be his birthright and most prized possessions. Were something to happen to any (or all of them), he would stop at nothing to get it (them) back.

Other Notes:
Okay, if you read through most of that, thanks. The 'Actual History' section of the sword descriptions are meant to represent in-game history, not RL history. The picture isn't really a good representation of the character's appearance, but was the best example of a guy carrying around lots of swords I could find, and represents the 'tone' of the character.

If it looks like some things are missing, the first thing to note is that this character was originally constructed for an odd game that was PL 10, 200 PP; the remade for a game that was PL 12, 180 PP, and now restructured to a PL 8, 120 PP frame (and I also have a PL 10, 150 PP version now, as well), so there have been quite a few changes to make the idea conform to points. Also, the GM in the game for this particular version doesn't use Benefit (Wealth) as part of her game, so that is why that is lacking. The identity of his father's killer was also the GM's decision (no, I don't believe this guy is remotely a match for Savage.) Before anyone asks me to post any of the other versions, I am not going to do so as long as I am playing this one, just to avoid personal confusion.
Last edited by Lord Bayushi78 on Sat Dec 17, 2011 10:52 am, edited 14 times in total.
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The Sphinx

Postby Lord Bayushi78 » Mon Dec 05, 2011 10:24 am

Background:
Walter Mathis was born into a family that had no time for a son. His mother, an heiress to a family with olden robber-baron roots, was far too interested in society to raise a child, and his father, having founded an antiquities and art exchange with his wife's money, was too busy with expanding his business. Walter found himself under the care of a nanny nearly from birth, and was attending a very prestigious boarding school, far away from his home and parents, as soon as he was old enough.

Walter was interested in the east from a young age, and, due to his father's extensive contacts in that part of the world, was able to study abroad in India, China, Nepal, and Japan. His interests, as he aged, strayed into the more esoteric aspects of the eastern cultures, and he became well versed in their religions and both their martial and mystic traditions. This, of course, in addition to being educated and groomed for taking his place in society and business.

In his third year of college, his mother took ill, and he was called home. His father's business was now very large, and he had gained a form of obsession with ancient Egyptian culture and artifacts. His family's new home was like a museum, with beautiful and rare pieces from every era of Egyptian history.

While attempting to care for his ailing mother, Walter was given a position in his father's company, mainly for show. His title was impressive, but his duties were minimal, and he had time to delve into the business's inner workings in a hope to impress his father and finding ways of furthering the family's goals.

As the weeks went on, Walter had reason to be disturbed. His mother's illness continued, and Walter was discovering discrepancies in the company's books, with some items simply going missing while others were sometimes duplicated inexplicably. It took nearly two months, after having first come home, for Walter to discover the source of the discrepancies in his father's company. One of the employees, a man who Walter had never met or heard of, was using the company as a front to smuggle stolen goods, weapons, and even drugs into the country. The steps taken to cover these activities had left an obscure paper trail, that would have been missed by anyone taking a more casual look into the ledgers.

With a sense of adventure in his heart, and a desire to see the person brought to justice, Walter tracked one of the contraband shipments himself and waited to find out who the person behind these activities was. He waited in a warehouse near the docks, crouched low in the shadows, and discovered that the mystery man responsible for these acts was none other than his own father, working through an alias in the computer system. Walter was so dismayed by this discovery that he fled, never letting his father, or the shadowy figures he was dealing with, see who had observed them.

When he arrived home, Walter was in near panic. His father was a smuggler, his mother was dying, and he had no idea what to do about it. In this moment of distress, he had a vision. In his mind's eye, a strange bird-headed man appeared to him, telling him that the time had come for the God's to be appeased in a language that Walter had never heard, yet could still understand. Walter feared he had gone mad, the stress of these past weeks culminating in this night's discovery had finally driven him over the edge.

Within his mind, the bird-headed man continued to address him. He told him that his father's actions were disgraceful to the God's, from his desecration of ancient tombs to the illicit activities that followed. Walter was shown a vision of the unearthing of an ancient priest of Egypt, and the shipment of his sarcophagus to America, where it was delivered to his father. Ancient symbols, that should have been unreadable to him, clearly warned Walter of the danger of opening the antediluvian coffin, but his father was unaware of their meaning, and opened it any way.

Entombed with the priest was an amulet of clear blue stone, shone from within with seven star-like patterns of silvery-white. The star-sapphire was the size of a man's eye, and valuable beyond measure. The amulet was taken by his father, and given to his mother, as a gift. The ancient warnings unheeded, the God's wrath was to be inflicted on his mother, and he knew that now, the sickness that plagued her would erupt into a horrible wasting disease that would infect everyone that had come in contact with the amulet.

The strange man told Walter that the sickness would continue until both of his parents, and all that had profited from the desecration, were dead, or until the God's of ancient Egypt were appeased. Walter asked him what could be done to appease them, and the man said that the God's must be served in order for their lives to be spared. Without hesitation, even for parents that never showed him much love, Walter told the man that he would serve the God's to spare their lives. The man nodded, and led Walter to the amulet, locked away by his mother. Momentarily, the man imparted ancient magical knowledge onto Walter, so that he was able to open even a locked safe with a magical incantation.

Once he had the amulet, the man told him to wear it. Reluctantly, Walter did so. The amulet flashed a vibrant blue, and centuries of ancient knowledge flowed into Walter's mind. He cried out in pain, as the knowledge of Egyptian history and of God's seldom remembered swirled in his mind, unlocking unknown floodgates of understanding and possibility. Magic, the ancient power of the God's, was now within his grasp, but he had much to learn.

The bird-headed man was revealed to be Thoth, Egyptian god of wisdom, knowledge, and magic. The amulet, the Eye of Thoth, was an ancient repository of Thoth's knowledge, gifted to his faithful priests several millennia hence. Thoth demanded this power be used for justice and the first demand of the Gods was that Walter's father be brought to justice for his crimes. Reluctant to work against his father, but fearing it was the only way to save the life of both of his parents, Walter agreed.

Creating a disguise out of the collected Egyptian artifacts of his father's collection, Walter took to the streets, intending to gain first hand knowledge of his father's accomplices and associates. He ran away from home, knowing that he could never face his father while working against him. Cut off for the first time from his family's wealth, Walter began to wonder what he would do when his small stipend of savings ran out, how he would live, or what the God's would demand next.

Appearance:
Image
Walter Mathis is a slightly tall man (5'11") of average build. Though he is in his early twenties, he has a baby face which makes him look several years younger, and which doesn't support facial hair well. He has well groomed dark hair, and, his most striking feature, gray eyes.

As the Sphinx, Walter sports a headdress modeled from the image of the hawk-headed God Horus. It leaves his face visible, which he covers only with a simple domino mask he attained from a costume shop. He wears a royal blue cape, and a simple tunic of white cotton, which he covers with the golden armor of a long forgotten pharaoh. He wears clawed, lion-like gauntlets and carries a chariot whip, which is similar to a bull whip, and wears dark pants and modern boots.

The Sphinx
Walter Mathis

PL 10, 161 PP

Attributes: [34 PP]
STR 16 [6 PP]
DEX 16 [6 PP]
CON 16 [6 PP]
INT 16 [6 PP]/ 20 w/ The Eye of Thoth
WIS 16 [6 PP]/ 20 w/ The Eye of Thoth
CHA 14 [4 PP]

Combat: [42 PP]
Attack +12 [24 PP]
Defense +3 [6 PP]/ +12 w/ Dodge Focus (+2 Flat-Footed)
Toughness +3 [0 PP]/ +8 w/ Defensive Roll and Armor of the Sphinx
Fort +4 [1 PP]
Reflex +8 [5 PP]/ +10 vs AoE w/ Defensive Roll
Will +9 [6 PP]/ +11 w/ The Eye of Thoth

Feats: [24 PP]
Defensive Roll 2 [2 PP]
Dodge Focus 9 [9 PP]
Eidetic Memory
Equipment 4 [4 PP]
Evasion
Improved Disarm
Improved Trip
Power Attack
Quick Draw
Ritualist
Sneak Attack
Trance
Uncanny Dodge (Hearing)

Skills: [17 PP] 68 ranks
Acrobatics +7 (+10)
Bluff +10 (+12)
Climb +2 (+5)
Computers +1 (+4/+6)
Concentration +4 (+7/+9)
Diplomacy +2 (+4)
Escape Artist +2 (+5)
Intimidate +2 (+4)
Investigate +2 (+5/+7)
Language 2 (Mandarin Chinese, Japanese; Default is English)
Knowledge: Arcane Lore +10 (+13/+15)
Notice +4 (+7/+9)
Profession: Executive +2 (+5/+7)
Search +3 (+6/+8)
Sense Motive +7 (+10/+12)
Sleight of Hand +1 (+4)
Stealth +6 (+9)
Swim +1 (+4)

Powers: [43 PP]
The Eye of Thoth: Device 5 (Limited Use {Those Chosen by the Gods}) [26 PP]
-Comprehend 4 (Speak, Understand, and Read All Languages at Once){8 PP}
-Enhanced Intelligence 4 {4 PP}
-Enhanced Wisdom 4 {4 PP}
-Super-Senses 13 (Counters Concealment {Normal Vision}, Danger Sense {Magical}, Magical Awareness {Extended}, Postcognition {Tiring}, Precognition {Uncontrolled}) {9 PP}

Craft of the Gods: Magic 6 (AP 6; Power Loss {When unable to Speak and Gesture Freely}) [17 PP]
-Mystic Passage: Teleport 4 (Turnabout, Cargo Progression 1 {200 lbs]}) AND Flight 1 [Initial Power]
-Light of Truth: Nullify 6 (Any Concealment, Illusion, or Obscure Effect) [AP]
-Cloak of Fog: Concealment 3 (Normal Sight and Hearing) AND Obscure 3 (Normal Sight and Hearing {25ft Diameter Cloud}) [AP]
-Sign of the Ankh: Healing 6 [AP]
-Word of Binding: Paralyze 4 (Perception Area {Hearing}, Selective; Sense Based {Hearing}) [AP]
-Landscape of the Mind: Telepathy 6 [AP]
-Wrath of Thoth: Mental Blast 3 [AP]

Totals: Attributes [34 PP] + Combat [42] + Feats [25] + Skills [17] + Powers [43] = [161 PP]

Equipment: {20 EP}
Armor of the Sphinx: Costume (Protection 3) {3 EP}
Claws of the Sphinx: Clawed Gauntlets (Strike 3; Mighty) {4 EP}
Tail of the Sphinx: Whip (Strike 0, AP 1, Mighty, Extended 2 {15 ft Range}; +2 to Disarm and Trip) {6 EP}
-(Super-Movement 1 {Swinging}) {AP}
Talons of Horus: Throwing Blades (Blast 2, Autofire) {6 EP}
Masterwork Ritualist Tools {1 EP}

Complications:
Device (The Eye of Thoth): Hard to Lose Device.
Enemy (His Father): His father has no innate superpowers, but does have access to a large cache of ancient artifacts, some of which may be empowered by other, more sinister forces.
Responsibility (Bound to the Gods): In exchange for saving his mother's life, Walter has pledged himself to serve the will of the Egyptian Gods.
Secret (Identity): It isn't wise to let the villains know who the new superhero on the street really is.
Sheltered (Unused to Day to Day Worries): Walter is separated from his life of luxury for the first time, and has no experience with 'real life' expenses and responsibilities.

Other Notes:
The Sphinx is a character that is akin to a mix between a Costumed Hero and a Mystic (think Nightwing crossed with Dr. Strange). He is a competent fighter with some skill diversity due to a broad education and changing locations. With the amulet, his Int and Wis are increased, and he has expanded senses (such as the ability to see invisible, sense magic, retcognition and precognition), and an expanded knowledge of languages. In addition, he has a very base knowledge of Magic (like a magic-themed utility belt at the moment, a variety of useful, but not overtly powerful, spells).

In exchange for these powers, he is forced to serve the will of Thoth and the Egyptian gods, which, for the moment, demand he use his powers to deal with the corrupt and criminal elements of his city. At the top of this list, his father, who will seek to recover his amulet, and, though he has no powers of his own, he has access to a large personal cache of ancient Egyptian artifacts (which may include those empowered by more sinister Gods), as well as a great deal of money and personal underworld connections. Finally, having been privileged for his entire life, some of the more basic elements of a 'normal life,' like worrying about paying the rent, are new challenges to Walter, all of which he must strive to overcome.

Tactics:
The Sphinx likes to collect information, if possible, before proceeding into combat. He uses his magics to move to a concealed position where he can observe his foes, and will obtain additional information from their surface thoughts whenever possible (with Telepathy) before actually engaging in battle (if circumstances permit).

Once committed to combat, his tactics depend on the perceived quality of his foes. If he is facing a group that he considers weak minded (i.e. minions), he will often begin with his Word of Binding power, slowing and/or immobilizing his foes before engaging in melee, usually while invisible through his Cloak of Fog power. If he can't get up close and personal, he will attempt to attack from the shadows with either his Talons of Horus or his Wrath of Thoth abilities, depending on which seems more effective.

Against more formidable foes, he will attempt to cause confusion with clouds of Mist, and then attack from a distance with hit and run attacks via his Mystic Passage power. He will attack from unexpected directions when possible, employing Power Attacks when they seem like they could be effective, and disarming and/or tripping foes when it seems to be tactically better than doing damage. If foes still seem too tough to crack (or unable to take by surprise), then he will try Feinting (with a Move Actions first, blowing Standard Actions if the penalties seem too daunting) and following up with strong uppercuts (high trade off Power Attacks), or attempting mental grapples and mental blasts.

The tactics section is part of the campaign, needed for the GM to make decisions about character actions when necessary. Another non-standard campaign rule is that Hard to Lose Devices are considered Complications rather than Drawbacks (no point breaks), while Easy to Lose Devices have a reduced point break (4/5 instead of 3/5).
Last edited by Lord Bayushi78 on Wed Jan 18, 2012 11:30 am, edited 3 times in total.
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AfterShock

Postby Lord Bayushi78 » Mon Dec 05, 2011 12:41 pm

Background:
Kyle Anders wasn't one of the lucky ones early in life. He never knew his real father, and often times wished he had never known his real mother either. She wasn't a whore, not really, but she was a drunk, and a drug addict, and often that led to encounters she shouldn't have been mixed up in. Kyle's life in Los Angles foster care started at the age of six, and concluded when he ran away at the age of thirteen. From there, he was on the streets.

Gang life wasn't hard for Kyle. He was big for his age and quick on his feet, and he had a nose for when people were trying to use him. He made a living by stealing, for the most part, but, eventually, he moved up into more violent crimes, like collecting for the loan sharks. That was his life until he was midway through his seventeenth year, at which point his fate started to catch up to him, in the form of a severe illness, at least, that is what everyone thought.

No one knew what had happened to him, but he was bedridden for weeks, with severe body pain, and a high temperature fever. He could barely keep down any food or liquid, and was finally turned away from the free clinic when they feared whatever it was might be catching. The strangest thing of all was that he was gaining weight, a lot of weight. Two weeks into the 'illness' he had driven away all of his gang 'brothers,' so there was no one to see his bed give way under him in the middle of the night, crashing to the floor in peices.

Kyle thought he was going to die. He didn't get religious, he got mad. He thrashed around his squatting pad in rages, yelling at the walls and ceiling, kicking (and denting) cinder blocks and brick, and yelling with all of his fury about his bad luck and how he didn't deserve this. During one of his rants, he thrust his fist at a wall, and a shockwave blew the wall apart, leveling the room with Kyle still in it. He managed to fight his way through the rubble, not sure that he hadn't snapped, when he suddenly felt better. The fever had broken, and his life had forever changed.

Kyle was a mutant, one of many emerging into the world. His natural state was now of far densier stuff than a normal man, causing him to weigh about five times as much as a normal man, and able to take far more punishment and abuse. In addition, he had the capacity to generate and project powerful shockwaves, which, in the beginning, were very dangerous and hard to control. He did what he could to conceal these abilities, certain that they would lead to trouble if anyone found out about them.

He saw all of this, along with his survival of his 'sickness' as a wake-up call. He needed to do something more with his life. He gathered up what he had left and entered a city-sponsored vocational program for mechanical and electrical apprentices. He excelled in many of his courses, and, though with some difficulty, managed to conceal his 'special features' from the staff and fellow students for the most part (they figured out he was heavy, just never guessed how heavy, and he got pretty good at installing heavy duty shocks on the vehicles he had to work with).

After he graduated, Kyle found work as a small time mechanic. His life was relatively normal until a robbery occured at his garage, one that made Kyle face the working end of a gun for the first time since his 'transformation.' As was normally the case, Kyle's temper led the way, causing him to grab the robber and take the gun away from him. In the course of being disarmed, the kid got off a shot, barely brusing the heavy mutant and even that didn't last more than a few seconds. He managed to talk himself out of the investigation that followed, but packed up and moved to another part of the city. He liked making a difference on the right side of things for a change, but knew it would be dangerous to let his secret get out. He decided he would use a mask (but not tights, like those other losers).

Soon after that, AfterShock made his first appearance on the Los Angles streets. Clad in a leather jacket and military cargo pants, gloves, chains, and boots, he wasn't your typical super-hero. He smoked (a lot), he cursed (a lot), he threw dangerous temper tantrums which often resulted in property damage, and, usually, he got the badguys. He was definately in need of refinement. That is when Avanteguard paid him a call.

The fledgling superteam of Los Angles included the superstar hulk Thrash, the percise boy-scout archer Recurve, the bueatiful and battering Blue Fury, the mysterious wizard Tempest, and the demonic but sexy Carerra (the Santa Monica Succubus). They were in need of more muscle following a defeat by the international terrorist team known as the Berzerkers, and one of the people approached was AfterShock. After a grueling period of being taught the 'right' way to be a super-hero, Kyle fit in well, and stayed a member of the team until it's break-up years later.

Over the years, Avanteguard moved it's separate ways. One of it's later members, the spy turned hero Blastar, who had been involved with the team leader, Recurve, romantically for some time, was repelled by her lover's choice to join CORPS (Covert Operations; Renegade Paranormal Section), a government hunt down and kill branch for those superhumans deemed too dangerous to imprison. Knowing that Kyle had pined over her for years, and knowing she would be safe with him, she left with him to Miami, along with a couple of the other Los Angles vigilantes that had contact with Avanteguard over the years.

Once in Miami, Kyle finally acheived a dream he had as a teen, he opened American Thighs, a high class strip club with headline class live music attractions. Opened in one of the worst areas of the city, it was doomed to fail until a mysterious quartet of masked figures began scareing the crap out of the local thugs and hoods, to the point where they relocated to other neighborhoods. From that time on, business has been booming, and the future for it looks bright.

Appearance:
Image
Kyle Anders is a broad man, about six foot two inches tall with a set of shoulders that belong on a bull. He looks to weigh about 225 lbs, but, due to his mutation, his weight is actually closer to 900 lbs. He has short, but unkempt, brown hair and eyes, and jaw and nose that makes him look like a boxer. He shaves occassionally, so he usually has some short growth of beard. Despite having some money these days, he still dresses like a street punk and a grease monkey, unless his girlfriend buys him something nice.

As AfterShock, he dresses in a mask and suit in black and red desighed after popular BMX bike-riders, with urban camo cargo pants, his leather jacket, and sturdy boots and gloves (and a chain or two for flavor). He is rarely without a cigarette or a cigar hanging out of his mouth, and doesn't act nearly as heroically as many costumed crime fighters seem to (at least as far as his speach and mannerisms are concerned.)

AfterShock
Kyle Anders

PL 11, 185 PP

Abilities: [26 PP]
STR 16 [6 PP]/ 28 w/ Dense Physical Structure
DEX 16 [6 PP]
CON 18 [8 PP]/ 26 w/ Durability
INT 12 [2 PP]
WIS 14 [4 PP]
CHA 10 [0 PP]

Combat: [33 PP]
Attack +8 [16 PP]/ +19 Grapple
Defense +3 [6 PP]/ +8 w/ Dodge Focus (+2 Flat-Footed)
Toughness +10 [0 PP]/ +14 (3 Impervious) w/ Dense Physical Structure, Durability, and Leather Jacket
Fortitude +12 [4 PP]
Reflex +4 [1 PP]
Will +8 [6 PP]

Feats: [25 PP]
All-Out Attack
Diehard
Dodge Focus 5 [5 PP]
Equipment 9 [9 PP]
Improved Grab
Improved Grapple
Improved Pin
Interpose
Inventor
Power Attack
Tough 2
Ultimate Effort (Ultimate Toughness Save)

Skills: [22 PP] 88 ranks
Acrobatics +2 (+5)
Bluff +4 (+4)
Climb +4 (+7)
Computers +1 (+2)
Craft (Electrical) +6 (+7)
Craft (Mechanic) +8 (+9)
Disable Device +2 (+3)
Drive +6 (+9)
Intimidate +10 (+10)
Knowledge (Business) +2 (+3)
Knowledge (Current Events) +2 (+3)
Knowledge (Streetwise) +6 (+7)
Knowledge (Tactics) +4 (+5)
Knowledge (Technology) +6 (+7)
Language 1 (Spanish; Native is English)
Notice +8 (+10)
Pilot +1 (+4)
Profession (Club Owner) +4 (+6)
Search +2 (+4)
Sense Motive +8 (+10)
Survival +1 (+3)

Powers: [79 PP]
Shockwave Powers: Array 14 (AP 4) [32 PP]
-Basic Shockwave: Blast 14 [Initial Power]
-Concentrated Shockwave: Blast 12 (Accurate, Knockback 3; Penetrating; Full Round Action) [AP]
-Wide Area Shockwave: Blast 11 (Knockback 3, Progression Area 3; Line Area {5 ft Wide and 1000 ft Long Line of Effect}; Touch Range) [AP]
-Concussive Shockwave: Stun 14 (Ranged; Full Round Action) [AP]
-Shockwave Release: Blast 10 (Burst Area {50 ft Radius}, Linked; Full Round Action, Touch Range; Full Power Only) AND Stun 10 (Burst Area {50 ft Radius}, Linked; Full Round Action, Full Power Only) [AP]

Dense Physical Structure: Density 6 (Power Feat: Crusing Pin, Innate, Subtle; Continuous Duration; Permanent) [24 PP]
-STR +12, +3 Toughness (Impervious) {0 PP}
-Immovable 2 (Unstoppable) {2 PP}
-Super-Strength 2 (Bracing) {1 PP}

Durability: Enhanced Constitution 8 [8 PP]
Shockwave Propulsion: Leaping 4 (25x Normal Distance as Move Action) [4 PP]
Hightened Recovery Rate: Regeneration 11 (Recovery Rate 11; Bruised 3, Injured 2, Staggered 2, Disabled 2, Unconscious 1, Ability Damage 1) [11 PP]

Totals: Abilities [26] + Combat [33] + Feats [25] + Skills [22] + Powers [79] = [185 PP]

Equipment: {45 EP}
Leather Jacket (Feat: Attractive; Protection 1) {2 EP}
Commlink {1 EP}
Masterwork Electrical and Mechanical Tools {2 EP}
'Maddie' Motorcycle (STR 25, Speed 6, Defense 10, Toughness 10, Size Medium, Feat: Second Chance {Driving Checks}, High-Power Headlight: Dazzle 5 {Vision; Cone Area, Sustained Duration; Touch Range}) {30 EP}
'American Thighs' Club: Headquarters 10 (Size Medium, Toughness 15; Communications, Garage, Gym, Living Space, Security System 2 {DC 25}, Workshop) {10 EP}

Complications:
Love (Blastar): Kyle has fallen hard for the former spy, even though he knows that she doesn't feel nearly as strongly for him. He is also quite fond of her son (also named Kyle), and would give his life for either of them without pause.
Rivalry (Recurve): Though they no longer see one another on a regular basis, Kyle and Recurve always had a bit of a problem with one another, or perhaps it was just they way they each did things. It got worse when a girl came between them, and isn't likely to end any time soon.
Responsibility ('American Thighs' Club): As a club owner, Kyle has many demands on his time and attention. Likewise, he has his entire life savings tied up in the club, so if it fails, he's homeless.
Honor (Street-Loyalty): Kyle is very loyal to his friends and comrades, which, at this point, includes Shintai and Bandt, as well as the loyalty and love he feels for Blastar.
Poor Impulse Control (Really Bad Temper): Kyle often leads himself, and the others around him, into bad places because of his greatest weakness, which is and always has been his temper.

Other Notes:
AfterShock is one of several conversions I am doing from a long term Champions campaign I played in years ago, which I plan to incoperate into a MnM game I am going to run in the future. There will probably be quite a few of these in this thread before I am done.

Kyle isn't usual super-hero material. He is much like Sir Charles Barkley during his hay-day in sports, going out there to get the job done and not intending to be a role model. He smokes, he swares, he breaks things, and, perhaps most out of line, he owns a strip club. All that being said, he is a hero, even if he seems to do it dragging one foot. He saves people, he stands against great threats, and he never, ever, leaves his friends hanging.

He is the defacto leader of the Mean Street team in Miami (with Blastar, who is the brains, Shintoa, and Bandt), though he has none of the typical 'leader' skills. It should actually be Blastar in charge, they all know it, but she isn't comfortable with actual reponsibility for others, so he goes on as the figure head, sometimes leading with his temper instead of her brains. It hasn't gotten them all killed yet, mainly because they are all experienced crime fighters of some power, and they have been dealing with street thugs.
Last edited by Lord Bayushi78 on Sat Dec 17, 2011 1:08 pm, edited 6 times in total.
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Re: Lord Bayushi's Menagerie

Postby FuzzyBoots » Mon Dec 05, 2011 1:45 pm

Lord Bayushi78 wrote:Siegfried of the Seven Swords
....
The Seven Swords: Array 9 (AP 8) [26 PP]

^_^ Not my game, but I'd probably suggest building the array as being within a Hard-to-Lose device which had a Power Loss (Individual swords can be disarmed and will not be useable until reacquired). Otherwise, you wind up with that quirky setup where one person has an array where if one power is disabled, all are (the default arrangement for arrays) and another guy who somehow does not lose the power of his array slots when one is disabled. The difference in cost isn't huge if you allow devices in less than 5 pp increments, 29 instead of 26.

Otherwise, I'd be inclined to say that, by the rules of arrays and devices, he loses all of the sword powers whenever he's disarmed of one (which would make sense in a case where the swords depend on each other in some fragile power matrix).

^_^ Just my opinion reading it. Looking forward to see The Sphinx in action!
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Re: Lord Bayushi's Menagerie

Postby Lord Bayushi78 » Mon Dec 05, 2011 4:41 pm

FuzzyBoots wrote:
Lord Bayushi78 wrote:Siegfried of the Seven Swords
....
The Seven Swords: Array 9 (AP 8) [26 PP]

^_^ Not my game, but I'd probably suggest building the array as being within a Hard-to-Lose device which had a Power Loss (Individual swords can be disarmed and will not be useable until reacquired). Otherwise, you wind up with that quirky setup where one person has an array where if one power is disabled, all are (the default arrangement for arrays) and another guy who somehow does not lose the power of his array slots when one is disabled. The difference in cost isn't huge if you allow devices in less than 5 pp increments, 29 instead of 26.

Otherwise, I'd be inclined to say that, by the rules of arrays and devices, he loses all of the sword powers whenever he's disarmed of one (which would make sense in a case where the swords depend on each other in some fragile power matrix).

There are a lot different opinions about how Disarming and Arrays work mechanically. The 'Under the Hood' section of Arrays in UP (pg 111) says:
The trade-off comes in the inability to use different effects at once and the fact that anything disabling the Array takes out all of its various Alternate Powers.

What it does NOT say is that anything that disables an Alternate Power disables the whole Array. This is an important distinction for the following reason:

If you built an Array as a Device (of any kind), and said Device were Disarmed or Sundered, then, as the Array itself has been disabled, all the powers are. However, if the Array is built without the reduced cost of a Device, the Array itself cannot be Disarmed or Sundered. If, within your Array, you define certain Powers as Devices, then those individual Alternate Powers suffer the Limitations of the Device, and can be disabled as such, but, as I stated before, the Array itself hasn't been so effected, and, thus, it's other slots should remain intact.

I admit that it is open to interpretation, and each GM will likely have a slightly differing opinion on exactly how said Array should be built so that it functions in tune with common sense and the intent of the Powers, but, in my opinion, this is the proper way for mechanics to reflect the intent. In each given game, the different GM would have their own way of 'fine-tuning' the details to suit their own interpretation.
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Blastar

Postby Lord Bayushi78 » Wed Dec 07, 2011 10:15 am

Background:
Tanya Romanova was born into Soviet Era Russia, and was given first hand knowledge of the hardships of the common people there. Her parents were both hard working, and, like most Soviet citizens, both quite poor. Despite this, they were patriots, and raised their daughter to be a patriot as well. Given her many aptitudes, Tanya was earmarked from a young age to enter government service, and, more specifically, the KGB.

Then, history took a strange turn. The Soviet era came to an sudden halt, and the Cold War with the west was declared suddenly over. Her country in upheaval, and her future uncertain, Tanya looked for options for education, as such options in her homeland were drying up fast. She found an opportunity to be schooled in the newly reunited Germany, and studied there for some time.

Back in the new Russian Republic, other forces were taking shape. Many of the positions of power were being filled by former members of the KGB, and the new and prosperous future of the Russian people was turning out to be, if anything, more bleak than it had been under the Soviet reign. One of these members of the old guard was interested in candidates for espionage of a new sort, the stealing of industrial secrets. While reviewing old files, he came across information on young Tanya, and, after learning of her schooling in Germany, took action to contact her.

Tanya still had a great love for her country, and wanted it to see glory again. When offered a chance to spearhead the new era of the Russian Republic by stealing secrets from the west, she jumped at it. Her training was rigorous, every bit as difficult as the training for national intelligence agencies around the world. She excelled at it, and, by the time she was twenty, was a highly trained agent for industrial espionage.

Her missions took her mostly to Europe and the United States, and she had a record of success behind her when she was caught by the American CIA during an attempt to steal classified energy research for her homeland. She was immediately disavowed by her former employers, cut off without any support. To Tanya, it was an unimaginable betrayal, and she was unsure of what to do in light of it.

The Central Intelligence Agency offered her two choices, one was prison for a very long time, the other was to infiltrate an island training facility that they suspected was run by a former agent of theirs, and was supplying various terrorist organizations and others with trained goons for their private armies. As she wasn't asked to work against her homeland, she decided the latter option was the better one, and embarked on her mission in the Caribbean with a promise of release if she was successful.

The island had few locals, and, was for the most part, a private fortress. She first attempted to pose as a recruit, using her skills and wiles to achieve the proper documents to get her past security and into the facility itself, but she was completely unprepared for what she found there. The former agent of the CIA was none other than Slade Wilson, the famous Deathstroke, and the founding member of the CIA's infamous CORPS organization, dedicated to the hunting down and destroying of superhumans deemed too dangerous to the nation to attempt to capture.

Slade saw easily through her deception, and she found herself captured again, and this time by someone she believed was far less merciful. As it turned out, Slade found her situation pitiful, and he offered to set her free, somewhere far from the watchful eyes of the CIA, if that was what she wanted. She was moved by the offer, and by the emotion showed by a man that was supposed to be a soulless killer. She decided to stay on the island and learn what she could, taking up training with the other candidates. Over time, she and Slade fell in love, and their affair lasted a few years.

The CIA, however, hadn't turned their attention away from the training facility. Having failed to infiltrate the organization, they decided to destroy it instead, and deployed the full might of their CORPS in the process. The attack was sudden and bloody, the island facility was destroyed and gutted, anything in the path of the assault was cut down. Slade and his troops cost the invaders dearly, but it wasn't enough. He bought time for Tanya, now pregnant, to escape with several others, but the island fell and Slade was supposively killed in the fighting.

Tanya's life didn't get easier any time soon. Once her son, Kyle, was born, she attempted 'honest' work, using her skills to work as a public servant in the south western United States. Her 'normal life' lasted for six years, after which time she was recognized by an unknown agent of her home country, now doing much the same work that she once did. This person was much less scrupulous than she had been, and he arranged the kidnapping of her son in order to re-enlist her in stealing for her country.

Not satisfied with her skills alone, the secretive agent demanded that she be surgically altered to be able to interface with some new and experimental equipment that had been stolen from American interests. The cybernetic interface she was implanted with allowed her to use a set of gauntlets that were designed to project an individual's bio-energy with a variety of effects. She was also given a suit that included a force field harness and jet-propulsion boots. So clad, she was set into motion as a thief of technology where-ever she could find it, and took up the villainess alias Blastar in so doing.

As she was being used, she also plotted to regain her son and their freedom. In one of her robberies, in Los Angeles, the superhero group Avanteguard interfered, and she was unable to complete her objectives. The group was powerful and skilled, and she was convinced that she had found the leverage that she needed to procure her son's escape. Cunningly, she planted evidence that she had taken a child hostage, and that evidence led them to her secret employer and her son. Avanteguard managed to rescue the child, and the spy-master was killed in his own self-destructing lair, his identity never revealed.

With her son safe, Blastar surrendered to the group and told them the truth about her villain career. She expected to be handed over to the authorities, but the group, and particularly it's leader, Recurve, were sympathetic to her story and situation, and agreed to allow her a period of parole to see if her story was actually true. Over time, she proved herself to be a valued addition to the team, and she and Recurve entered a romantic relationship.

Not everything on the team went smoothly, however. AfterShock, the most undisciplined of the team, clashed constantly with Recurve, and there were other complications as well. Her son, Kyle, had grown quite fond of the unpolished hero, unlike Recurve, who he never grew close to. AfterShock and Tanya had their own moments that bordered on an affair over time, but he never kindled the feelings in her that she had for the team's leader.

Eventually, Avanteguard broke up. The most shocking decision of the group's separate paths was Recurve's recruitment by CORPS, a group that Tanya hated and considered responsible for the death of her son's father. She pleaded with him not to do so, but, for reason's he never fully revealed, left in a position between choosing her and the CIA group, he left her behind. She was devastated, and worried that she had few options.

AfterShock had a plan of his own, having found the resources to open a club in Miami. He had been in love with her for some time, and she knew that he would look after her, so she agreed to go with him, along with two other affiliates of the former team. Once there, she allowed herself to be drawn into a relationship with him, but her feelings haven't ever truly developed for the man. She values his affections, and, more than that, the care and attention that he shows her son, but, in truth, she still loves Recurve, and hates him.

From the time the small group came to Miami, they have engaged in local vigilantism, cleaning up the streets in their neighborhood. One of the group gave the small team the moniker 'Mean Street,' and it has stuck despite no one being very fond of it. As Blastar, she is the 'brains' of the group, coming up with the plans and the best courses of action. Most of her fellow members believe she should be officially in charge, but she isn't comfortable with being responsible for others, and is happy to let AfterShock make the final decisions when things get rough.

Appearance:
Image
Tanya Romanova is a beautiful woman with long, flowing red hair and an athletic figure, standing about 5'10". She could have easily been a model, and knows how to dress for effect to use her looks to her advantage. She has a good eye for general fashion, and dresses well, though on a budget. The cybernetic surgery left her with obvious mechanical interfaces for her gauntlets that run along the inside of her forearms, and she often wears long sleeves or long gloves to cover them.

As Blastar, she wears a tight fitting suit in white and blue, that includes a visor and commlink. The belt for the costume is a sophisticated force-field projector, while the boots incorporate micro-fuel jet thrusters. Her hands are covered in long, cybernetic gauntlets that project a variety of effects using her inherent bio-energy.

Blastar
Tanya Romanova

PL 11, 185 PP

Abilities: [28 PP]
STR 8 [-2 PP]
DEX 18 [8 PP]
CON 14 [4 PP]
INT 18 [8 PP]
WIS 14 [4 PP]
CHA 16 [6 PP]

Combat: [42 PP]
Attack +10 [20 PP]/ +12 w/ Blastar Gauntlets
Defense +3 [6 PP]/ +12 w/ Dodge Focus and Defensive Air Superiority (Flat-Footed +2)
Toughness +2 [0 PP]/ +10 (+4 Impervious) w/ Defensive Roll, Hermetic Force Field and Concealed Armor
Fortitude +4 [2 PP]
Reflex +8 [4 PP]/ +10 vs. AoE w/ Defensive Roll
Will +12 [10 PP]

Feats: [32 PP]
Assessment
Attack Specialization (Blastar Guantlets)
Attractive 2 [2 PP]
Connected
Contacts
Defensive Roll 2 [2 PP]
Distract (Bluff)
Dodge Focus 7 [7 PP]
Evasion
Improved Initiative
Luck
Martial Strike 5 [5 PP]
Master Plan
Move-By Action
Percise Shot
Power Attack
Skill Mastery (Acrobatics, Bluff, Sense Motive, Stealth)
Sneak Attack
Takedown Attack
Uncanny Dodge (Hearing)

Skills: [30 PP] 120 ranks (*Skill Mastery)
*Acrobatics +6 (+10)
*Bluff +9 (+12/+20)
Climb +2 (+1)
Computers +6 (+10)
Concentration +2 (+4)
Diplomacy +5 (+8/+16)
Disable Device +4 (+8)
Disguise +1 (+4)
Drive +2 (+6)
Escape Artist +6 (+10)
Gather Information +7 (+10)
Intimidate +1 (+4/+12)
Investigate +6 (+10)
Knowledge (Behavioral Sciences) +2 (+6)
Knowledge (Civics) +4 (+8)
Knowledge (Current Events) +1 (+5)
Knowledge (History) +1 (+5)
Knowledge (Streetwise) +2 (+6)
Knowledge (Tactics) +4 (+8)
Knowledge (Technology) +4 (+8)
Languange 4 (English, French, German, Spanish; Native is Russian)
Medicine +1 (+3)
Notice +8 (+10)
Pilot +1 (+5)
Profession (Spy) +4 (+6)
Search +6 (+10)
*Sense Motive +10 (+12)
Sleight of Hand +2 (+6)
*Stealth +6 (+10)
Survival +1 (+3)
Swim +2 (+1)

Powers: [54 PP]
Blastar Guantlets: Device 6 (Hard to Lose, Restricted 2) [26 PP]
-Bio-Energy Projection: Array 13 (AP 4) {30 PP}
--Bio-Energy Blasts: Blast 8 (Percise, Split Attack; Autofire) [Initial Power]
--Bio-Energy Disruption: Blast 8 (Percise, Split Attack; Alternate Save {Fortitude}) [AP]
--Bio-Energy Optic Overload: Dazzle 8 (Visual; Split Attack; Alternate Save {Initial Save is also Fortitude}, Linked) AND Stun 8 (Split Attack; Ranged, Linked; Sense Dependant {Visual}) [AP]
--Bio-Energy Rejuvination: Healing 8 (Persistant, Stabilize; Total) [AP]
--Bio-Energy Bonds: Snare 10 (Split Attack; Transparent {Only to Physical Attacks}) [AP]

Blastar Suit: Device 7 (Hard to Lose) [28 PP]
-Defensive Air Superiority: Enhanced Feat (Favored Environment 2 {Flying}; Limited to Defense) {1 PP}
-Commlink: Feature (Commlink) {1 PP}
-Jet Boots: Flight 6 (Subtle) {13 PP}
-Hermetic Force Field: Force Field 4 (Impervious, Linked) AND Immunity 10 (Life Support and Own Powers; Linked; Sustained Duration) {13 PP}
-Concealed Armor: Protection 2 (Subtle) {3 PP}
-Sensor Suite: Super-Senses 4 (Direction Sense, Distance Sense, Infravision, Time Sense) {4 PP}

Drawbacks: [-1 PP]
Vulnerablity (Uncommon/Minor; Bio-Energy Attacks) [-1 PP]

Totals: Abilities [28 PP] + Combat [42 PP] + Feats [32 PP] + Skills [30 PP] + Powers [54 PP] - Drawbacks [-1 PP] = [185 PP]

Complications:
Love and Responsibility (Kyle Romanova): Without doubt, her son Kyle, now 13 years old, is the center of Blastar's life. She takes her duties as a mother very seriously, and her son always comes first.
Love (Recurve): Despite more recent developments, Blastar still has deep and abiding feelings for Recurve, who she considers to have saved her from her troubled times. She is very angry at him for his decisions, and much of the anger is because she doesn't know his reasons, but her feelings still linger.
Reputation (Former Super-Villain): Though Blastar has demonstrated for some time that she is 'reformed,' and her super-criminal career was the result of blackmail, she still has a history as a one time villain that can come to complicate things.

Other Notes:
Blastar is another unlikely hero, having in her past a relationship with Slade Wilson (who's background differs in this setting from his DC roots) and a career of super-villiany. As a result, she is right at home with the rest of Mean Street, which is the 'isle of misfit toys' of vigilante groups.
Last edited by Lord Bayushi78 on Sat Jan 14, 2012 10:33 am, edited 12 times in total.
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Re: Lord Bayushi's Menagerie

Postby Horsenhero » Wed Dec 07, 2011 11:27 am

On the subject of Arrays, I wouldn't allow for an Array that had different sources of power. If the array comes from a bucket of swords, then every power in the array must be drawn from that BoS. If there are powers independent of the swords, then those must be purchased separately. Whether as a separate array or individually, it doesn't matter, but all powers in an array must stem from the definable source. Arrays are not mix and match. You get a point cost break for them being tied together, especially for the purposes of nullification, otherwise it's simply a rules-lawyering cheat being allowed by the GM.
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Re: Lord Bayushi's Menagerie

Postby Lord Bayushi78 » Wed Dec 07, 2011 11:54 am

Horsenhero wrote:On the subject of Arrays, I wouldn't allow for an Array that had different sources of power. If the array comes from a bucket of swords, then every power in the array must be drawn from that BoS. If there are powers independent of the swords, then those must be purchased separately. Whether as a separate array or individually, it doesn't matter, but all powers in an array must stem from the definable source. Arrays are not mix and match. You get a point cost break for them being tied together, especially for the purposes of nullification, otherwise it's simply a rules-lawyering cheat being allowed by the GM.

As wonderful as it is to have a strong opinion, your 'bucket of swords' solution doesn't resolve the question at hand, which is what happens when a single sword from said bucket is taken away, and the rest of the bucket is still full of swords to draw from? If Batman has 40 Batarangs at his belt, and the one in his hand is knocked away, should he not be able to draw another and toss it as he sees fit?

As much as common sense can easily dictate the answer to these questions, mechanics can clash with those answers, so, in an attempt to make the mechanics resemble the common sense, some give and take has to be attempted. Ultimately, it is up to the GM to decide what is proper, as the rules allow for interpretation. I fail to see how attempting to make the common sense answer the same as the mechanical one can be seen as "simply a rules-lawyering cheat." Perhaps you see things differently than I do.
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Re: Lord Bayushi's Menagerie

Postby Horsenhero » Wed Dec 07, 2011 12:52 pm

Mechanically speaking, the simple answer is this: If Joe has built a character with a "Cosmic Rod" that is a device based array out of a single device, and Jim built his Gunslinger Array which is a device based array, but each AP is defined as coming from different guns and I allow Jim to keep accessing powers under a circumstance that would nerf Joes powers, and the effect was general, not specifically targeted against a specific powerset, then Jim gets a defacto advantage...for free.

From a mechanical standpoint, I've given Jim some "virtual PP" in allowing his character to shrug off somewhat a situation that disables his teammate, despite the fact they paid identical points for their powers and their powers are mechanically defined as identical style arrays.

If I do this, then every player is going to attempt to add in some bit of fluff descriptor that grants them similar unpaid for advantages.

That's how I perceive it.
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Re: Lord Bayushi's Menagerie

Postby FuzzyBoots » Wed Dec 07, 2011 12:59 pm

^_^ Ultimately, it comes down to individual GMs. I don't want to derail the character thread since Sigfried was accepted in the game he was submitted for as is, so I'll just say that I could have sworn there was a line in the books which stated that if an individual power was nullified, everything was. I still feel that, for a situation like this, Hard to Lose is a better descriptor for the array than individual Easy to Lose devices, but that's just my position.

Within the context of equipment arrays, where the cost-savings of Hard/Easy to Lose aren't explicitly in place, I'm fiddling with requiring the Move action to switch which item is being wielded, although this does lead to the question of how Quick Draw comes into play without making Quick Draw a 1 pp way to bypass the issue.
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Re: Lord Bayushi's Menagerie

Postby Lord Bayushi78 » Wed Dec 07, 2011 1:16 pm

Horsenhero wrote:Mechanically speaking, the simple answer is this: If Joe has built a character with a "Cosmic Rod" that is a device based array out of a single device, and Jim built his Gunslinger Array which is a device based array, but each AP is defined as coming from different guns and I allow Jim to keep accessing powers under a circumstance that would nerf Joes powers, and the effect was general, not specifically targeted against a specific powerset, then Jim gets a defacto advantage...for free.

Great, but not the case if Jim and Joe built their powers differently.

If Joe built his Cosmic Rod like this:
Cosmic Rod: Device 5 (Easy to Lose)
-Cosmic Rod Powers: Array 10 (AP 5)
--6 Slots of 20 PP Powers...

And Jim Built his Arsenal like this (as Siegfried did, above):
Arsenal: Array 8 (AP 5)
-6 Slots of Easy to Lose Devices with 20 PP of Powers each

Then Joe paid a total of 15 PP for his Rod, and Jim paid a total of 23 PP for his Arsenal. Even if the Cosmic Rod was built as a Hard to Lose device, it would still be only 20 PP, as apposed to 23 PP for the Arsenal.

From a mechanical standpoint, I've given Jim some "virtual PP" in allowing his character to shrug off somewhat a situation that disables his teammate, despite the fact they paid identical points for their powers and their powers are mechanically defined as identical style arrays.

They are NOT identical Arrays, they are built differently and have different costs. The Arsenal Array is clearly more expensive even though the final accessible PP (6 different 20 PP slots) are the same.

If I do this, then every player is going to attempt to add in some bit of fluff descriptor that grants them similar unpaid for advantages.

That's how I perceive it.

Clearly you didn't understand the differences in how the powers were built. How do you feel now?
Last edited by Lord Bayushi78 on Wed Dec 07, 2011 2:27 pm, edited 2 times in total.
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Re: Lord Bayushi's Menagerie

Postby Lord Bayushi78 » Wed Dec 07, 2011 1:27 pm

FuzzyBoots wrote:^_^ Ultimately, it comes down to individual GMs. I don't want to derail the character thread since Sigfried was accepted in the game he was submitted for as is, so I'll just say that I could have sworn there was a line in the books which stated that if an individual power was nullified, everything was. I still feel that, for a situation like this, Hard to Lose is a better descriptor for the array than individual Easy to Lose devices, but that's just my position.

Within the context of equipment arrays, where the cost-savings of Hard/Easy to Lose aren't explicitly in place, I'm fiddling with requiring the Move action to switch which item is being wielded, although this does lead to the question of how Quick Draw comes into play without making Quick Draw a 1 pp way to bypass the issue.

The line from UP about disarming/disabling Arrays is quoted above (post 6); it is the only direct reference to the situation I am aware of in the RAW.

The only problems I would have with your particular take on the Array would be two fold:
A) It is slightly more expensive (29-30 PP depending on the ruled Frequency of the Power Loss, but you get another PP in each sword, just because of the Device cost breakdown), but that isn't a big deal (3-4 PP isn't an impossible adjustment).
B) Mechanically, the swords are completely inseparable at that point. The way it is built currently, it would be legal for him to carry some of the swords with him and not the others. That is another 'common sense would say otherwise' instance, but it could come up. It is most important for the potential plotline of a sword being stolen, etc.

I also don't have a problem, thematically, with the drawing of the swords taking move action normally, but the character does have the Quick Draw feat anyway.

As we have both said, it's a matter of individual GM rulings. The character could be altered slightly to conform with almost any GM interpretation. So long as the GM rulings are clear beforehand, it shouldn't be a problem.
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Re: Lord Bayushi's Menagerie

Postby Horsenhero » Wed Dec 07, 2011 1:48 pm

I'm going to agree with Fb here. The GM made his ruling, and though I'm not certain Siegfried would survive as is when run through Herolab, it isn't really relevant as an issue. I'll simply say, I wouldn't allow the way the build is being parsed into any game I'd run and leave it at that.
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Alex Apollon

Postby Lord Bayushi78 » Sat Dec 10, 2011 10:43 am

Background:
Alex was born with every advantage a mortal could ask for, but he knew that, as perfect as he may have seemed to be, he was far from perfect. He had the memories of ages of life as his true self, the Greek God of the Sun.

Not one to be cast down by adversity, Alex strove to learn the secrets of his existence, and embraced the world as it now was rather than yearning for ancient times. From a young age, he studied art, music, poetry, philosophy, and medicine, astonishing his parents and his community with his talents and interests. He never revealed his true nature to his family, knowing they would think him mad, and simply allowed them to think he was a prodigy.

His parents were of some means, and arranged a first class education for their young son, and he devoured every bit of knowledge he was presented in his areas of interest (and stubbornly refused to be bothered with anything outside that purview). His life was somewhat sheltered until he was about to enter high school, which is when his father's firm was implicated in a legal debacle and the money ran out.

Entering public school was a new experience for Alex, but he weathered the changes well. He excelled at his subjects and sports, and particularly enjoyed the benefits of climbing the social ladder. He had begun to lose interest in reclaiming his lost power, instead allowing that a mortal existence, with all of it's struggles, could be rewarding as well.

On his sixteenth birthday, everything changed. He found himself reborn as the God of the Sun, though not as powerful as he remembered in a world where the wonders of science were commonplace. His initial thought was to announce his rebirth to the world around him, but he thought that could be dangerous, especially to those mortals close to him. Instead, he moved to legally emancipate himself to put some distance (and hopefully some safety) between him and his family, changing his name to Apollon in the process. He left public school with a GED, and left his old life behind.

Finding value in anonymously published art, music, and poetry, he funded his education further, attending institutions of higher learning across the world. He had little patience for the rules of academia, almost never finishing classes, only staying long enough to learn new things and then moving on. Along the way, he found talented souls that he continues to keep in contact with, providing inspiration when he can.

Alex Apollon's life is filled with learning and application of his talents. He has worked in hospitals, museums, and on music tours. He publishes poetry on the web, writes songs for famous artists under pen names, has tutored Olympian archers, and paints extraordinary works and gives them away. He wanders the world where his dreams show him he is needed, and he does what he can to inspire greatness as he does. He feels that something is coming over the horizon, but he doesn't know what.

Appearance:
Image
Alex Apollon is a young man about 6'1" and perfectly purportioned. He has long, flowing blonde hair, just the right growth of beard, and usually dresses as a street performer should, complete with the clich'e leather jacket. Even without his divine powers at work, he seems to have a unmistakable glow about him. He usually carries all that he owns with him, which includes a modern bow that he often keeps in his oversize guitar case (the guitar is usually over his shoulder.)

Apollo

Alex Apollon
PL 10, 150 PP

Abilities: [40 PP]
STR 14 [4 PP]/ 22 w/ Golden Aura of Avgi
DEX 16 [6 PP]/ 22 w/ Golden Aura of Avgi
CON 16 [6 PP]/ 24 w/ Golden Aura of Avgi
INT 18 [8 PP]
WIS 18 [8 PP]
CHA 18 [8 PP]

Combat: [27 PP]
Attack +6 [12 PP]/ +10 w/ Ranged Attacks
Defense +3 [6 PP]/ +10 w/ Dodge Focus (+2 Flat-Footed)
Toughness +3 [0 PP]/ +6 w/ Defensive Roll and Leather Jacket/ +10 w/ Defensive Roll, Leather Jacket, and Golden Aura of Avgi
Fortitude +6 [3 PP]/ +9 w/ Golden Aura of Avgi
Reflex +5 [2 PP]/ +7 vs/ AoE Attacks w/ Defensive Roll/ +8 w/ Golden Aura of Avgi/ +10 vs. AoE Attacks w/ Defensive Roll and Golden Aura of Avgi
Will +8 [4 PP]

Feats: [32 PP]
Attack Focus 4 (Ranged) [4 PP]
Attractive
Connected
Defensive Roll 2 [2 PP]
Dodge Focus 7 [7 PP]
Equipment 3 [3 PP]
Improved Critical (Archery)
Luck
Precise Shot
Skill Mastery (Craft {Artistic}, Medicine, Perform {Stringed Instruments}, and Sense Motive)
Talented Artist 2 (+4 to Craft {Artistic} and Perform {Stringed Instruments})
Talented Healer 2 (+4 to Knowledge {Life Sciences} and Medicine)
Talented Humanist 2 (+4 to Knowledge {Art} and Knowledge {Theology and Philosophy})
Talented Jurist 2 (+4 to Knowledge {Civics} and Sense Motive)
Truth Sense
Uncanny Dodge (Vision)

Skills: [24 PP] 96 ranks (*Skill Mastery)
Bluff +4 (+8)
Computers +1 (+5)
Concentration +2 (+6)
*Craft (Artistic) +7 (+15)
Diplomacy +6 (+10)
Drive +1 (+4/+7)
Gather Information +6 (+10)
Intimidate +2 (+6)
Knowledge (Art) +7 (+15)
Knowledge (Civics) +7 (+15)
Knowledge (History) +2 (+6)
Knowledge (Life Sciences) +7 (+15)
Knowledge (Theology and Philosophy) +7 (+15)
Language 2 (Greek, Latin; Native is Ancient Greek and English)
*Medicine +7 (+15)
Notice +7 (+10)
*Perform (Stringed Instruments) +7 (+15)
*Sense Motive +10 (+15)
Stealth +2 (+5/+8)
Survival +1 (+5)
Swim +1 (+3/+7)

Powers: [27 PP]
Blessings of Ilios: Array 8 (AP 5) [21 PP]

-Golden Aura of Avgi: [Initial Power]
--Enhanced Strength 8 (Linked; Sustained Duration; Noticeable) {3 PP}
--Enhanced Dexterity 6 (Linked; Sustained Duration; Noticeable) {2 PP}
--Enhanced Constitution 8 (Linked; Sustained Duration; Noticeable) {3 PP}
--Environmental Control 10 (Sun Light in a 50 ft Burst Area; Linked; Touch Range; Partially Limited {Half Power at Night}) {8 PP}

-Golden Arrows of Apollo: Blast 8 (Accurate; Penetrating; Limited {Not Usable at Night}; Power Loss {Requires Bow}) [AP]

-Arrow of Desecration: Drain Constitution 8 (Accurate; Ranged, Secondary Effect; Limited {Not Usable at Night}, Power Loss {Requires Bow}) [AP]

-Chariot of Fiery Horses: [AP]
--Damage 2 (Extended Reach; Aura, Linked, Selective, Sustained Duration; Partially Limited {Half Power at Night}) {10 PP}
--Flight 8 (Linked; Platform, Partially Limited {Half Power at Night}; Forward Only) {5 PP}
--Super-Strength 4 (Linked; Limited {Only for Increasing Cargo Load While Flying}, Sustained Duration; Noticeable) {1 PP}

-Wrath of Lamperos: Dazzle 10 (Visual; Incurable; Perception Area, Selective; Partially Limited {Half Power at Night}, Touch Range) [AP]

-Breath of Anagennisi: Healing 6 (Persistent, Stabilize; Total; Partially Limited {Half Power at Night}; Power Loss {Requires a Medicine Roll}) [AP]

Immortality: Immunity (Aging, Disease, Poison) AND Regeneration 1 (Recovery Rate 1; Resurrection 1; True Resurrection) [0 PP/GM Fiat]

Eyes of Apollo: Immunity 1 (Visual Dazzles) AND Super-Senses 3 (Counters Concealment {Normal Vision}, Extended {Normal Vision}) [4 PP]

Prophetic Dreams: Super-Senses 4 (Precognition; Only While Sleeping) [2 PP]

Totals: Abilities [40 PP] + Combat [27 PP] + Feats [32 PP] + Skills [24 PP] + Powers [27 PP] = [150 PP]

Equipment: {15 EP}
Leather Jacket (Protection 1) {1 EP}
Bow (Damage Bonus +3 {+5 w/ STR/ +8 w/ Golden Aura of Avgi}, Critical 20 {19-20 w/ Improved Critical Feat}, Piercing Damage, 40 ft Range Increment, Large Size) w/ Targeting Scope (Improved Aim Feat) {10 EP}
Masterwork Artistic Tools {1 EP}
Masterwork Emergency Medical Kit {1 EP}
Masterwork Guitar {1 EP}
Masterwork Laptop Computer {1 EP}
Guitar Amp, Clothes, Duffel Bag, Smart-Phone, Personal Items {0 EP}

Complications:
Addiction (Adoration): Alex enjoys the adoration (or, perhaps, worship) of others, and constantly acts and performs in a manner that draws that adoration.
Phobia (Darkness): On an instinctual level, Alex fears darkness, somehow feeling it would consume him if he were powerless.
Reputation ('Perfection'): Alex attracts jealousy easily, and is often targeted by those that feel his existence is too charmed.
Responsibility (Inspiration): Alex feels that it is his place to inspire great art, music, understanding of humanities, and medicine. He strives to spend time teaching others he feels are gifted in these areas, and expanding his own knowledge of these fields.
Temper (Vicious in Anger): 'Apollo' literally means 'destroyer,' and for good reason. In addition to his other domains, Alex has power over plague and disease, and, when drawn to anger, his instincts tend drive him toward horrible directions. He struggles against this part of his nature.

Other Notes:
Apollo is a really tough god to do well, because he has so many areas of influence. In the end, I had to make the build really tight, so I hope you don't find too much wrong with it.

The powers in his Array are the abilities he can call on at will, other effects of his godly power (like inflicting wasting disease or raising the dead) would fall under Power Stunts.

His Golden Aura of Avgi (the dawn) power is his default, an godly halo that increases his physical attributes to Olympian levels, and can be made to glow as brightly as day-light (he often uses his Environmental Control at reduced Power). Like his other powers, it loses some effectiveness at night.

His Golden Arrows of Apollo and Desecration Arrow powers are both arrows forged from sunlight (he can create said sunlight so long as it isn't night, it needn't be actual sunlight) with different effects. The Golden Arrows are strait damage effects, while the Desecration Arrow is an application of his plague powers, only taking effect very quickly (and, if not fatal, fading quickly as well). They are NOT disease effects, however, and even gods can feel their sting. As arrow based powers, both of them require a bow to be of use.

The Chariot of Fiery Horses power is a flight ability. It's Super-Strength works along with Platform to reflect a sturdy platform that can move passengers and/or cargo. The Aura effect is selective, so it won't burn the passengers. The horses are a visual effect only (though, due to the extended range on the aura, they still burn), they have no mechanical value.

Wrath of Lamperos (brightness) is a power where he creates an image of the sun in his hand, bright enough to blind anyone that can see it. As a result of his godly domain, he can choose to shield some viewing while blinding others (Selective).

Breath of Anagennisi (rebirth) is his healing power, where he breathes in healing power to the subject (even himself). The healing power requires him to direct it to the areas of injury by will, thus it requires him to apply his knowledge of medicine to work.

Eyes of Apollo allows him to see clearly through concealment, and as if he had built in binoculars. In addition, he can't be dazzled visually.

Lastly, his Prophetic Dreams power represents his oracular abilities. It isn't technically Uncontrolled (he often 'tries' to dream of the future), but can still be useful for plot hooks.

As part of the game rules, all the characters have the same base Immortality power for free (as they are all Gods), Attractiveness works per 3e rules, and there is a liberal Wealth system in play.
Last edited by Lord Bayushi78 on Sat Jan 14, 2012 10:35 am, edited 2 times in total.
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