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PbP character builds

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

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Re: PbP character builds

Postby Thrincold » Sun Oct 30, 2011 10:00 pm

Thomas Oolery, known as Tom F. Oolery, real name John Smith.
Height: 6'6"
Weight: 210 lbs
Skin: White
Hair: Green
Eyes: Green
Age: 23

Thomas Oolery, born John Smith was a very unfortunate accident. His mother, whom he has never met, went to a sperm bank in Gotham to have a child. Somehow she ended up with the Joker as a donor. How, no one knows, much less why he would do such a thing. Nine months later, her day of joy turned into fear as the baby she'd dreamed of came out ghost white and green haired.

She instantly decided to get rid of the child, she named him John Smith, claiming it was the father's name and gave him up to the state. It was a media sensation, talking heads and 'expert's' all conjectured on what could have made the baby so like the infamous villain. Of course, the Joker heard of the child and went to find out himself. He kidnapped the child and God knows what he did to the helpless infant in the days it took to track him down.

In a twist of irony, or karma, Batman found the Joker at the very chemical plant where he had created his arch nemesis. The Joker held the child over the very chemical vat he himself had once been dropped into, cackling and monologueing to the Dark Knight that the child was indeed his son, and if he survived the bath, he would be the heir apparent to the Crown Prince of Crime, if he died, well, there would be others.

John was saved by the Batman, the Joker arrested, and the scarred, bruised and malnourished infant disappeared from the public eye, the media claimed that the Bat had himself killed the child to stop his foe from having a protege.

The truth was that John was adopted out to a family in Britain, they knew who and what he was, they were well paid, and did honestly love their child, even if they feared what he would become. John grew up learning to apply wigs and make-up to hide what he was, though the scars on his cheeks that made him look like he had a sadistic grin never faded.

He was given all the best councilors, the best therapists, anything to help prevent him becoming his father's son, an experiment in nature versus nurture unlike any other. He did indeed have issues, though he isn't as criminally insane, or brilliant as his father, he is disturbed. He's a sado-masochist, laughs at weird inappropriate times and derives a sick pleasure from the suffering of others. The difference is that he's focused these urges under the care of his parents into hunting down and stopping those who prey on the weak, he gets his sick pleasure from the feel of a muggers face under his fists, or the thrill of a knife sliding along his ribs just before he sticks it back into the attacker.

Between bullies, normal people who judge what he is, and a little push from his parents, he became a vigilante, known to the British media as Last Laugh. He spent nearly 10 years honing his skills, his fighting, and his persona, trying to become everything his father isn't. After leaving home, he legally changed his name to Thomas Franklin Oolery, or Tom F. Oolery, his own personal joke.

PL 10 150/150

STR: 2 STA: 2 AGI: 4 DEX: 0 FGT: 2 INT: 4 AWE: 2 PRE: 4

Advantages:
All-out Attack, Assessment, Close Attack 8, Daze (Intimidation), Equipment 2, Fearless, Hide in Plain Sight, Power Attack, Quick Draw, Redirect, Throwing Mastery 8

Skills:
Acrobatics 6 (+10) Athletics 2 (+4) Deception 6 (+10) Insight 8 (+10) Intimidation 8 (+12) Investigation 6 (+10) Perception 8 (+10) Ranged Combat: Throwing 10 (+10) Stealth 6 (+10) Technology 2 (+6)

Powers:
I Like the Pain Protection 8, Immunity 1 (Pain)
Sins of the Father Immunity 7 (Interaction Skills, Poison)
Clarity of Insanity Enhanced Awareness 8 (+8 AWE Limited to Skills, Uncontrolled)
Genius or Insanity Enhanced Intellect 4 (+4 INT, Uncontrolled)

Equipment:
Deck of Jokers 1, Unassigned equipment 9

Offense:
Initiative +4
Grab +10
Throw +10 (DC 25)
Unarmed +10 (DC 17)

Languages: English

Defense:
Dodge 10, Parry 10, Fort 10, TOU 10, Will 10

Power Points: Abilities 40 + Powers 23 + Advantages 27 + Skills 31 (62 Ranks) + Defenses 30 = 150

Complications: Mentally Unstable: Tom is a sado-masochist, has dissociative reality disorder, and a bevy of other mild, controlled mental illnesses. At times these come together into a clarity of insanity, at others, they leave him on the edge of hero and villain.

Code of Honor: Tom has a strict code of honor, he will not kill, he believes doing so would lead him down the path of truly being Joker Junior, as his primary school bullies called him.

Enemy: If the Joker found him, he'd kill him.

My homage to and take on a Joker-like hero.

Alternate wrote:Last Laugh

Power Level: 8; Power Points Spent: 120/120

STR: +2 (14), DEX: +2 (14), CON: +2 (14), INT: +4 (18), WIS: +2 (14), CHA: +3 (16)

Tough: +8, Fort: +7, Ref: +6, Will: +7

Skills: Acrobatics 5 (+7), Bluff 6 (+9), Disguise 6 (+9), Escape Artist 2 (+4), Gather Information 6 (+9), Intimidate 8 (+11), Investigate 6 (+10), Notice 8 (+10), Search 6 (+10), Sense Motive 8 (+10), Sleight of Hand 1 (+3), Stealth 6 (+8)

Feats: All-Out Attack, Assessment, Distract (Intimidate), Dodge Focus 2, Equipment 1, Fearless, Hide in Plain Sight, Power Attack, Quick Draw, Ranged Pin, Takedown Attack, Throwing Mastery 6 (+6)

Powers:
I Like the Pain (Protection 6) (+6 Toughness)
Sins of the Father (Immunity 7) (custom: Pain 1, interaction skills, poison)

Equipment: Deck of Jokers 1

Attack Bonus: +8 (Ranged: +8, Melee: +8, Grapple: +10)

Attacks: Unarmed Attack, +8 (DC 17)

Defense: +8 (Flat-footed: +3), Knockback: -4

Initiative: +2

Languages: Native Language

Totals: Abilities 30 + Skills 17 (68 ranks) + Feats 18 + Powers 13 + Combat 28 + Saves 14 + Drawbacks 0 = 120

Complications: Mentally Unstable: Tom is a sado-masochist, has dissociative reality disorder, and a bevy of other mild, controlled mental illnesses. At times these come together into a clarity of insanity, at others, they leave him on the edge of hero and villain.

Code of Honor: Tom has a strict code of honor, he will not kill, he believes doing so would lead him down the path of truly being Joker Junior, as his primary school bullies called him.

Enemy: If the Joker found him, he'd kill him.

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Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.

A lower PL 2nd Ed version
Last edited by Thrincold on Fri Dec 02, 2011 1:24 am, edited 1 time in total.
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Re: PbP character builds

Postby Thrincold » Sun Oct 30, 2011 10:06 pm

Micheal Landry
PL: 6/ 90 PP
Age: 28
Height 6'2"
Weight: 200 lbs
Hair: brown
Eyes: green
Concept: Ex-soldier/ Order of St. Micheal

Power Level: 6 (90pp)

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

Skills: Climb 2 (+5), Demolitions 1 (+3), Disable Device 2 (+4), Drive 1 (+3), Knowledge (Supernatural) 2 (+4), Knowledge (tactics) 4 (+6), Medicine 3 (+4), Notice 4 (+5), Profession (soldier) 4 (+5), Search 2 (+4), Sense Motive 4 (+5), Stealth 3 (+5), Survival 4 (+5)

Feats: Assessment, Dodge Focus 1, Endurance 1, Equipment 5, Fearless, Improved Aim, Improved Initiative 1, Move-by Action, Set-Up, Teamwork 1

Military Close Quater Combat (fighting style): Accurate Attack, Chokehold, Defensive Attack, Improved Block 1, Improved Disarm 1, Improved Grab, Improved Pin, Improved Trip, Power Attack, Prone Fighting, Sneak Attack 1, Stunning Attack, Weapon Bind

Equipment: Multi-Tool (1ep), Night Vision Googles (1ep), Armored Jumpsuit (Protection 3; 3ep)

Weapons (array; 19ep)
- Assault Rifle (+5 ballistic damage; crit 20; 50'; Laser Sight, Autofire 1, Full Power, Lethal Only)
- Fragmentation Grenedas (+5 explosive damage; crit 20; 20' [thrown]; Area [explosion, targeted], Ricochet 1, Full Power, Lethal Only)
- Service Pistol (+4 ballistic damage; crit 20; 40'; Full Power, Lethal Only)
- Smoke Bombs (Obscure 4 [Visual]; 20' [thrown]; Ricochet 1, Independent, Slow Fade 1 [1 minute])
- Combat Knife (+1 piercing or slashing damage; crit 19; 10' [thrown]; Mighty)
- Bayonet (+2 piercing or slashing damage; crit 19; Extended Reach 1, Mighty)

1 free ep

Combat: Attack +6; Damage +3 (unarmed), or by weapon of choice; Defense +6 (+3 Flat-footed); Initiative +6

Saves: Toughness +6/+3 without Armor, Fortitude +6, Reflex +5, Will +5

Abilities 22 + Skills 9 (36 ranks) + Feats 27 + Powers 0 + Combat 22 + Saves 10 + Drawbacks 0 = 90

Complications:

Skeptic: Micheal will try to rationalize supernatural events until faced with overwhelming proof to the contrary.

Superiority Complex: Micheal was part of the 82nd Airborne, a paratrooper and is a combat veteran. He believes others must prove themselves to earn his respect.

OK here is Micheal, of the Order of St. Micheal. I honestly borrowed and modified Woodclaw's excellent special forces soldier templatefor this guy. By modify, I mean reducing points to fit PL6/ 90pp, and a few minor tweaks to skills and such.

Micheal Landry spent 6 years in the Army. He was an intelligence analyst assigned to the 82nd Airborne. This meant that he spent as much time acting like and proving himself to the grunts as he did doing pure Intelligence. He has deployed to Iraq and Afghanistan a total of 5 times. Three times with the army, and twice as a security contractor.

Micheal learned his lessons well. He can fight, he can do intelligence, and he is a survivor. He joined up with the Covenant just a few months ago and this is his first mission as a member of the Order of St. Micheal.He has had basic indoctrination, and has studied their information, but he believes much of it is hyperbole. He is still a skeptic, but he has a seen enough weird stuff in the deserts of the middle east not to discount anything.
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Re: PbP character builds

Postby Thrincold » Sun Nov 20, 2011 10:22 pm

Bartholomew Judas

Power Level: 8; Power Points Spent: 120/120

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

Tough: +10, Fort: +8, Ref: +8, Will: +8

Skills: Intimidate 13 (+13), Investigate 5 (+7), Notice 7 (+8), Search 6 (+8), Sense Motive 9 (+10), Survival 8 (+9)

Feats: Accurate Attack, Equipment 2, Fearless, Fearsome Presence 8, Improved Initiative, Improved Trip, Interpose, Luck, Power Attack, Precise Shot, Ranged Pin, Startle

Powers:
Protection 10 (+10 Toughness)
Shades of Pergatory (Hellfire Control 10) (DC 25)
. . Strike 10 (Alternate; DC 25; Vampiric)

Equipment: Cell Phone, Laptop Computer, Vehicle: SUV

Attack Bonus: +6 (Ranged: +6, Melee: +6, Grapple: +7)

Attacks: Shades of Pergatory (Hellfire Control 10), +6 (DC 25), Strike 10, +6 (DC 25), Unarmed Attack, +6 (DC 16)

Defense: +6 (Flat-footed: +3), Knockback: -5

Initiative: +6

Languages: Native Language

Totals: Abilities 12 + Skills 12 (48 ranks) + Feats 20 + Powers 31 + Combat 24 + Saves 21 + Drawbacks 0 = 120



--------------------

Vehicle: SUV

Power Level: 8; Equipment Points Spent: 8

STR: +12 (35)

Toughness: +9

Powers:
Speed 5 (Speed: 250 mph, 2200 ft./rnd)

Defense: -2, Size: Huge

Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 2 + Saves 0 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 8

Complications:

Duality: Bart's Divine and Infernal natures often conflict driving him to extreme choices of good and evil, in times of extreme stress one or the other can even override Bart's better judgement to act.

Enemy: Many creatures of 'heaven' and 'hell' are aware of Bart, and want to either recruit or destroy him, trying to tip the balance in their eternal fight.

Worst of both: Anyone examining Bart with supernatural senses will see the worst aspect they are looking for. Paladins would detect him as evil, demons sense him as a paragon of good.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.

Bartholomew Judas was born to every advantage a kid could ask for. Well-to-do parents, nice suburban upbringing, Catholic Schools, he was living the American dream. This ended the day of his graduation from high school. The school was attacked, or more accurately, ended up being the battleground of an unrelated fight.

The two beings were glorious and horrible to behold, a shining man, white and gold, with huge feathered wings and a halo of holy light battled a twisted woman of red skin and black wings. Their fight was devastating, wrecking the gymnasium, injuring dozens, even kills a handful of people. Then the most unlikely thing stopped their fight mid-punch. Bart exploded into heat-less grey flames. His scream shattered what windows were left, his manifestation flung everyone within 20 feet of him away, leaving him wreathed in grey, alone in front of the two beings.

Everyone left aware was stunned, Bart most of all. He was terrified, of himself, of the two creatures standing awestruck before him. Then both beings stood erect, eyes rolled back and a dual voice issued from them, syncronized, heavenly and horrible, booming from the heights of heaven and the depths of hell.

"Batholomew, you are blessed and cursed, the son of God and Devil. Let it be known from this day that you are the fulcrum. Good and evil rest on your shoulders, and should you falter or tip the balance, reality shall bear witness!"

Both beings then fled as if they were fearful of their immortal forms being destroyed, leaving Bart without any sign of his manifestation, amidst the wreckage.

The events of that day have since shaped Bart's life. He moved from his home town of Indianapolis, never settling down. He has searched for answers, tracing faint leads to what and who he is. Eventually he came to the attention of a Covenant researcher who helped him find some answers.

He is, according to the fragments pieced together, a descendant of Mary and Joseph (Jesus's parents) and either a fallen angel or one of the men cursed by God throughout history. Somehow, his parent's faint bloodlines came together in Bart, creating a balance of divine and infernal, empowering him, but leaving him stuck between the two worlds.

The Covenant has given him purpose and direction, educating Bart, giving him a moral compass, and leading him towards beings of both realms for answers, and to maintain the balance. His newest mission is in the infested swamps of south Florida, to hopefully find answers amidst the mystics, voodoo cults and demon worshipers that call the place home.
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My custom creations

Postby Thrincold » Fri Dec 02, 2011 1:11 am

Tao Ravick
Changling Rogue
Age: 19
Height: usually 6'
Weight: 190 lbs
Hair: White
Skin: Grey
Eyes: Cyan

Tao Ravick was born in the Cliffside district of Sharn. He (personal gender identity) had all the same issues any poor Changling has growing up in the massive metropolis. His mother raised him by herself, he was never trusted by anyone, and he had to learn to steal to get by early in his life, making the distrust even worse.

The light in the dark of Tao's life were the wondering minstrels that frequented the taverns around Sharn. The great stories of adventure, of fame and most of all, of wealth for those bold enough to go out and get it. He ate these up, dreamed them, and honed his skills to be the best sneak thief he could be.

This proved problematic, it attracted the attention of a powerful gang in the cliffside, the Dragonhawks, alerted to the young thief's skill, they wanted to 'recruit' him. To do so they set him up. Rumors leaked out of a shipment of powerful Khyber Shards being lifted from the docks to the university. Tao couldn't pass it up. He was caught in the set-up. the gang 'rescued' him leaving him indebted to them. To escape their control he answered an add for adventurers and readied himself to flee the city, taking the Khyber shards with him.

PL 5 75/75

STR 1, STA 0, AGI 4, DEX 3, FGT 0, INT 1, AWE 3, PRE 0

Advantages Benefit, Wealth (well-off), Defensive Roll 3, Equipment 3, Minion

Skills Acrobatics 2 (+6), Athletics 4 (+5), Close Combat: Sword 4 (+4), Deception 4 (+4), Expertise: Streetwise 3 (+4), Insight 4 (+7), Investigation 2 (+3), Perception 4 (+7), Persuasion 4 (+4), Ranged Combat: Crossbow 2 (+5), Sleight of Hand 1 (+4), Stealth 2 (+6), Technology 0 (+7)

Powers
Enhanced Trait 2 Technology +4 (Limited to Security)
Morph 3 (+20 Deception Checks to disguise, Broad Group: Humanoids)

Equipment
Crossbow, Leather Armor, Lockpicks, Small Wooden Shield, Sword
(Lockpicks: Enhanced trait 1 (Technology +2 (Limited to Security)

Offense
Initiative +4
Crossbow +5 (DC 18)
Grab +0
Sword +4 (DC 19)
Throw +3 (DC 16)
Unarmed +0 (DC 16)

Languages:
Common

Defense[b]
Dodge 5, Parry 4, Fortitude 4, Toughness 4/0, Will 5

[b]Power Points

Abilities 24 + Powers 16 + Advantages 8 + Skills 18 (36 ranks) + Defenses 9 = 75

Complications:

On the run: Tao is wanted by law enforcement and the Dragonhawks for his role in a huge robbery and subsequent escape.
Predjudice: Changling As a race they are distrusted and expected to be thieves, assassins or worse.
Starry eyed: Tao views this adventure as a chance to be a great hero, not the rough journey it will be.
Reputation: His small reputation from cliffside and the outskirts of Sharn could follow him if the wrong people are in the know.

Symbiote wrote:Minion Symbiotic Whip

STR 0, STA 0, DEX -5, FGT 2, INT -5, AWE 0, PRE -5

Advantages
Close Attack 3, Improved Disarm, Improved Trip

Powers
Immunity 15 (Interaction Skills, Life Support)
Protection 5
Strike 5 (DC 20, Advantages: Improved Disarm, Improved Trip; Reach (melee) 3 15')

Offense
Initiative +0
Grab +5
Strike +5 (DC 20)
Throw -5 (DC 15)
Unarmed +5 (DC 15)

Complications
Mute: The symbiote cannot speak
No hands: The symboite is essentially a giant worm attached to the host's forearm
Symbiote: If the creature is detached from the host it must find another willing, or unresisting host within 24 hours or die.

Languages: Common (understand)

Defense
Dodge 5, Parry 5, Fort 0, Tou 5, Will 0

Power Points
Abilities -26 + Powers 30 + Advantages 3 + Skills 0 + Defenses 8 = 15
Last edited by Thrincold on Mon Dec 05, 2011 10:36 pm, edited 1 time in total.
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Re: PbP character builds

Postby Thrincold » Fri Dec 02, 2011 1:26 am

Gunsmith
Real Name: Oliver Daniels
height: 6'2"
Weight: 200 lbs
Age: 28
Hair: brown
Eyes: green
Occupation: Gun store owner

Power Level: 10; Power Points Spent: 160/160

STR: +2 (14), DEX: +4 (18), CON: +3 (16), INT: +4 (18), WIS: +3 (16), CHA: +3 (16)

Tough: +3/+8, Fort: +8, Ref: +8, Will: +8

Skills: Acrobatics 4 (+8), Bluff 5 (+8), Climb 4 (+6), Computers 4 (+8), Craft (mechanical) 8 (+12), Disable Device 6 (+10), Escape Artist 4 (+8), Gather Information 5 (+8), Intimidate 5 (+8), Investigate 4 (+8), Knowledge (streetwise) 6 (+10), Notice 4 (+7), Profession (Gunsmith) 7 (+10), Search 4 (+8), Sense Motive 5 (+8), Stealth 4 (+8/+12), Survival 5 (+8)

Feats: All-Out Attack, Ambidexterity, Attack Focus (ranged) 6, Dodge Focus, Equipment 8, Evasion, Hide in Plain Sight, Improved Aim, Improved Critical (Blast 4), Improved Trip, Move-by Action, Power Attack, Precise Shot 2, Quick Change, Quick Draw, Ranged Pin, Track

Powers:
Blast 4 (DC 19; Autofire (interval 2, max +5) [4 extra ranks]; Improved Range 2 (200 ft. incr), Progression, Increase Range 2 (max range x5, 2000 feet), Ricochet 2 (2 bounces), Split Attack (2 targets); Power Loss 2 (Requires Firearm))
. . Blast 4 (Alternate; DC 19; Explosion Area (80 ft. explosion) [4 extra ranks]; Improved Range 2 (200 ft. incr), Progression, Increase Range 2 (max range x5, 2000 feet); Power Loss 2 (Requires Firearm))
. . Blast 4 (Alternate; DC 19; Penetrating [4 extra ranks]; Improved Range 2 (200 ft. incr), Incurable, Progression, Increase Range 2 (max range x5, 2000 feet); Power Loss 2 (Requires Firearm))
Enhanced Trait 1 (Traits: Stealth +4 (+12))
Protection 5 (+5 Toughness)
Super-Senses 8 (communication link: Comlink, darkvision, direction sense, distance sense, extended: Visual 1 (-1 per 100 ft), radio, time sense)

Equipment: Cell Phone, Gas Mask, Handcuffs, Heavy Pistol, Heavy Pistol, Lock Release Gun, Rebreather, Stalker Suit [Enhanced Trait 1, Traits: Stealth +4 (+12); Protection 5, +5 Toughness; Super-Senses 8, communication link: Comlink, darkvision, direction sense, distance sense, extended: Visual 1 (-1 per 100 ft), radio, time sense], Stun Ammo, Suppressor, Suppressor 2, Toolkit (Basic)

Attack Bonus: +6 (Ranged: +12, Melee: +6, Grapple: +8)

Attacks: Blast 4+pistol 4, +12 (DC 23), Blast 4+pistol 4 (DC 23), Blast 4+pistol 4, +12 (DC 23), Unarmed Attack, +6 (DC 17)

Defense: +12 (Flat-footed: +6), Knockback: -4

Initiative: +4

Languages: Native Language

Totals: Abilities 38 + Skills 21 (84 ranks) + Feats 30 + Powers 23 + Combat 34 + Saves 14 + Drawbacks 0 = 160

Complications:

Secret Identity: Oliver isn't known as the Gunsmith and would like to keep it that way.

Duty: Oliver has taken it upon himself to clean gun crime from the streets.

Responsibility: Family: Oliver has a daughter at home, his mother lives with him and helps out, but doesn't like his alternate lifestyle

Background: Oliver was born and raised in Freedom City. He married his high school sweetheart, went to college with a business degree, and started his own business, a little gun and hunting store. Life was good, great even until 3 years ago. His wife was shot in a mugging while coming home from her place of employment. This left a bereft Oliver alone with his infant daughter and a load of guilt. He sold guns for a living, and a gun had killed his wife.

The man that did it was caught, and the weapon he used was found to have been on the streets for years, tied to numerous crimes. All the politicians did was use his wife's death for another excuse to cry about gun control. It was obvious to Oliver that legal guns weren't the issue, that the ones on the street were stolen, smuggled, shuffled from criminal to criminal, all were dangerous. He turned his love of shooting into an art. He used his supply contacts from various dealers to build himself a 'super hero' costume, read on and practiced all the skills he'd need, and found every way humanly possible to increase the efficiency and power of his weapons.

He has started neighborhood programs for amnesty turn-ins on illegal firearms, trying in every way he can think of to get those weapons off the streets, by coercion or force if needed.

His blast power is tied to firearms. Regardless of the weapon, he has found ways to hit better and be deadlier with them. The descriptor is training on them, unless you say otherwise then call it a low-level meta power focused through a medium.

He's been out in the hero community for a short while, and made some loose associations with other heroes. He doesn't kill on purpose, and tries to take in criminals alive. He understands teamwork and knows that bigger threats can be tackled if he has back-up, he just hasn't found any yet on a permanent basis.

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Mutants & Masterminds, Second Edition is ©2005-2011 Green Ronin Publishing, LLC. All rights reserved.
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Re: PbP character builds

Postby Thrincold » Mon Dec 05, 2011 6:34 pm

Void
Dr. Roger Stone PhD
Age: 29
Height: 6'2"
Weight: 200lbs
Hair: Blond
Eyes: Brown


Power Level: 11; Power Points Spent: 181/181

STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +4 (18), WIS: +3 (16), CHA: +1 (12)

Tough: +0/+11, Fort: +9, Ref: +9, Will: +9

Skills: Computers 6 (+10), Craft (mechanical) 6 (+10), Disable Device 6 (+10), Gather Information 9 (+10), Investigate 6 (+10), Knowledge (current events) 4 (+8), Knowledge (physical sciences) 12 (+16), Knowledge (popular culture) 4 (+8), Knowledge (streetwise) 4 (+8), Knowledge (technology) 12 (+16), Notice 9 (+12), Profession (Quantum Physisist) 11 (+14), Search 4 (+8), Sense Motive 7 (+10)

Feats: Contacts, Defensive Attack, Equipment 3, Improved Block 3, Move-by Action, Power Attack, Precise Shot, Quick Change, Ranged Pin, Takedown Attack, Teamwork, Well-Informed

Powers:
Enhanced Trait 3 (Feats: Improved Block 3; Custom (Reflect))
Force Field 11 (+11 Toughness; Dimensional 3 (any dimension))
Super-Senses 4 (postcognition; Distracting, Uncontrolled, Unreliable (Roll below 10 shows alternate dimensions))
Teleport 12 (1200 ft. as move action, 20 million miles as full action; Accurate; Change Direction, Change Velocity, Dimensional 3 (any dimension), Easy, Progression, Mass 3 (carry 1000 lbs), Turnabout)
. . Blast 12 (Alternate; DC 27; Accurate 3 (+6), Custom (Variable Descriptor), Dimensional 3 (any dimension), Indirect 3 (any point, any direction))
. . Deflect 11 (Alternate; deflects: all ranged attacks; Redirection, Reflection)
. . Strike 12 (Alternate; DC 27; Accurate 3 (+6), Dimensional 3 (any dimension), Extended Reach 24 (120 ft.), Indirect 3 (any point, any direction))
. . Teleport 10 (Alternate; 1000 ft. as move action, 200000 miles as full action, DC 20; Attack (Reflex); Accurate 4 (+8), Dimensional 3 (any dimension), Indirect 3 (any point, any direction))
. . Teleport 8 (Alternate; 800 ft. as move action, 2000 miles as full action; Accurate, Portal; Dimensional 3 (any dimension))

Equipment: Cell Phone, Commlink, GPS Receiver, Multi-Tool, PDA, Shared EP 10

Attack Bonus: +4 (Ranged: +4, Melee: +4, Grapple: +4)

Attacks: Blast 12, +10 (DC 27), Strike 12, +10 (DC 27), Teleport 10, +12 (DC Ref 20), Unarmed Attack, +4 (DC 15)

Defense: +11 (Flat-footed: +6), Knockback: -5

Initiative: +1

Languages: English

Complications

Hunted: Spartacorps wants his data and his knowledge, they will stop at nothing to get it.

Enemy: Various villains in the Chicago area and across the world in his various heroic acts.

Quantum Instability: Occasionally Stone will act as if events that never happened, or will happen differently occured. He is interconnected to the multiverse, not just this reality.

Totals: Abilities 18 + Skills 25 (100 ranks) + Feats 13 + Powers 72 + Combat 30 + Saves 23 + Drawbacks 0 = 181

Dr. Roger Stone is a quantum physicist working for Spartacorps. His breakthrough discovery was the macro entanglement of matter. The problem is that this discovery was instantly taken from him by Spartacorps to use in their less-than-legal divisions. Stone sneaked back into the lab to retrieve his work, hoping to patent it and bring their nefarious intentions to light. Though even he'll admit it is a bit of a cliche, the accident caused by his tussle with security caused him to activate his machine, quantumly entangling him with all of reality. He now goes by void, his entire body covered in small black holes that lead to nowhere and everywhere, allowing him to travel across the world, and to other worlds beyond. He has moved to Chicago for a time, looking to escape Spartacorps and continue using his powers to help others. He has made some enemies of various villains in across the globe in his heroic pursuits.

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Re: PbP character builds

Postby Thrincold » Wed Dec 21, 2011 11:48 am

Move (Jeremy Jackson)
Mutant
Height: 5'4"
Weight: 130 lbs
Age: 21
Eyes: Black
Hair: Black

STR: 4 STA: 2 AGI: 2 DEX: 2 FGT: 4 INT: 2 AWE: 4 PRE: 1

Advantages
Accurate Attack, Agile Feint, All-out Attack, Close Attack 4, Defensive Roll 3, Equipment 3, Evasion, Hide in Plain Sight, Improved Critical (Unarmed), Improved Disarm, Improved Initiative, Improved Trip, Instant Up, Move-by Attack, Power Attack, Prone Fighting, Uncanny Dodge

Skills
Acrobatics 8 (+10), Athletics 8 (+12), Close Combat: Unarmed 2 (+6), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), Sleight of Hand 4 (+6), Stealth 8 (+10)

Powers
Mutation
-Movement 11 (Permeate 3: full speed, Safe Fall, Slithering, Sure-footed 1, Swinging, Wall-crawling 2: full speed, Water Walking 2)
-Teleport 2 (120'/move, Change Direction, Change Velocity)
--Flight 3 (Alternate; Speed: 16 MPH, 250'/rnd)
--Leaping 6 (Alternate; Leap 500 feet at 120 MPH)
--Underwater Movement Container (Alternate)
---Immunity 3 (Environmental Condition: (Cold, Pressure), Suffocation: Drowning)
---Swimming 2 (Speed: 2MPH, 30 FPR, Advantages: Favored Environment: Underwater)

Protection 3 (X-suit)
Strength-based strike 6 (Unarmed Damaged DC 25)

Equipment
X-suit (Commlink, X-suit(Immunity 2 (Environmental Condition: Heat and Cold Half Effect), Protection 3), Weighted Gloves (Strength-based strike 6 (Unarmed Damage DC 25))

Offense
Initiative +6
Grab +8
Throw +2 (DC 19)
Unarmed +10 (DC 19/ DC 25)

Complications

Responsibility: To the X-Men and his team
Doing Good: Jeremy was brought up in the school to always do the right thing
Enemy: the X-rogue gallery
Inhuman appearance: Jeremy's skin is coal black, as are his schlera, irises, and hair
Guilt: Jeremy's parents were lynched when his powers manifested by hateful anti-mutant bigots, while he watched from near-by, unable to save them



Languages

Native language

Defense
Dodge 12, Parry 12, Fort 10, Tou 8/2, Will 10

Power Points
Abilities 42 + Powers 31 + Advantages 24 + Skills 21 (42 ranks) + Defenses 32 = 150

Jeremy Jackson was born as a bright, normal child to two normal, middle-class parents. He did well in school, though never played many sports due to his small size, instead his father enrolled him in martial arts classes to help give him self confidence. Jeremy's life couldn't have been more typical until his first day of middle school. While waiting for his parents to pick him up, excited to tell them everything that had happened, a drunk parent swerved into the parking lot and ran up on the curb. The woman killed one child, injured half a dozen others, and Jeremy was standing on the top of the glass awning over the entry-way, his entire body turned solid black. He wasn't sure how he'd gotten up there, but he instantly knew there was trouble when the other parents started yelling 'Mutie" and 'Freak' at him. People were yelling for him to come down, that he had caused the accident with his abilities. He wasn't sure they were wrong, he didn't know he had powers, or that it wasn't him. When he went to climb down he found it as easy as walking on solid ground. His father dashed from the crowd just as he was coming within reach of the mob, grabbed him, and drove him home.

Not two hours later the mob came with rope and torches. His mother was hysterical, his father almost catatonic from the shock. They told him it wasn't his fault, that something else had happened, but the mob didn't want to hear any excuses, they busted down the door, beat his mother and father, dragging them to the front year. Jeremy hid on the roof, again not sure how he got there. He watched from the shadow of the eaves as his mother and father were lynched in their own tree, their bodies beaten like pinatas while anti-mutant slurs were chanted.

He was found two days later by Jean Grey and Scott Summers, they had been dispatched by Xavier to find the scared boy. He tried to hide from them, but Jean reached into his mind and reassured him. He moved to the school and has been there for the last 8 years. Getting his diploma, training his mind and body to fight back against injustice and bigotry. He never got to be part of the main team, but he has experience with some of the lesser excursions, and of course helping defend younger students during the various weekly attacks on the school itself.

Here's my little mobility expert. He should be able to get into or out of just about anywhere, and he can always power stunt a portal to or other abilities to get the party moving as well, since he still lacks burrowing and the such.
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Re: PbP character builds

Postby Thrincold » Sat Dec 24, 2011 11:39 pm

Icarus
Concept: Clone of Daedalus

Power Level: 10; Power Points Spent: 160/160

STR: +7 (10/24), DEX: +2 (14), CON: +3 (16), INT: +8 (26), WIS: +4 (18), CHA: +0 (10)

Tough: +3/+11, Fort: +9, Ref: +9, Will: +9

Skills: Computers 6 (+14), Craft (chemical) 2 (+10), Craft (electronic) 2 (+10), Craft (mechanical) 2 (+10), Craft (structural) 2 (+10), Disable Device 8 (+16), Knowledge (earth sciences) 2 (+10), Knowledge (life sciences) 2 (+10), Knowledge (physical sciences) 2 (+10), Knowledge (technology) 2 (+10), Language 2 (+2), Notice 6 (+10), Search 6 (+14), Sense Motive 4 (+8)

Feats: Attack Focus (ranged) 2, Eidetic Memory, Inventor, Jack-of-All-Trades, Power Attack

Powers:
Device 12 (Hard to lose)
. . Blast 8 (DC 23)
. . . . Snare 8 (Alternate; DC 18)
. . Enhanced Strength 14 (+14 STR)
. . Flight 5 (Speed: 250 mph, 2200 ft./rnd; Custom (Wings))
. . Immunity 9 (life support)
. . Protection 8 (+8 Toughness)
. . Super-Senses 3 (darkvision, radio)
. . Super-Strength 2 (+10 STR carry capacity, heavy load: 2.8k lbs; +2 STR to some checks)
Immunity 2 (disease, poison)
Regeneration 2 (resurrection 2 (1 day))

Attack Bonus: +10 (Ranged: +12, Melee: +10, Grapple: +17/+19)

Attacks: Blast 8, +12 (DC 23), Snare 8, +12 (DC Ref/Staged 18), Unarmed Attack, +10 (DC 22)

Defense: +9 (Flat-footed: +5), Knockback: -5

Initiative: +2

Languages: Greek, Latin, Native Language

Totals: Abilities 34 + Skills 12 (48 ranks) + Feats 6 + Powers 52 + Combat 38 + Saves 18 + Drawbacks 0 = 160

Complications:
Doing Good: Icarus believes in trying to be what he was created to be, the son of Daedalus, a hero

Muddled Memories: Icarus doesn't have many memories of his own. Even after being freed from his original 'programming' he still has flashes of the past that doesn't exist.

Inferiority Complex: Icarus knows he isn't the original, he is unsure if he can become the son Daedalus lost.

Enemy: Though he doesn't know it, Taurus and the Labyrinth want him back, he was a huge success for them and they don't want to lose their investment.

Icarus was 'born' in a lab. He is a genetic clone of Daedalus, created to replace the son he lost millenia ago. The problem is that he wasn't created by Daedalus or anyone friendly to the immortal man, rather he was created at the direction of one of his oldest enemies, Taurus.

True to the workings of the Labyrinth and Taurus, neither Daedalus nor Icarus actually know this. Icarus just knows he awoke in Freedom City with two burning desires. To find his father who left him for dead so long ago, and to cause his fall as his father caused his.

He started by using the duplicate armor he awoke in to stage crimes as his father, he moved on to betraying his father's friends, and ruining him in any way he could. This actually was rather successful for a number of weeks and eventually led to the direct confrontation of Daedalus and Icarus. The fight culminated with Daedalus unmasking the imposter and seeing a face he hadn't seen in over two thousand years, that of his long, lost son. After the brutal attack from Icarus, the eventual rally of Daedalus and him disabling the boy's power armor, he was forced to relive his own past mistakes.

Hundreds of feet above the streets of Freedom City, he watched his son fall to his death once again. This time though, he was able to swoop down and save Icarus, and himself. What came next were months of tests, experiments, and Daedalus trying to find out who and what this being actually was. He finally found that Icarus was his clone, not his lost son. He did everything in his power to erase the false programming, but some of it was too deeply embedded. Icarus is no longer driven to destroy his father, in fact, he loves the man as if he really were. Daedalus though, can't yet face this clone posing as his son, and though the great man knows it needs him as a father, and that he is to all intents Icarus's father. So he has sent him to the west coast to learn to be a hero. He helped the boy rebuild his armor, even with the pain of Icarus insisting to put wings on it, a reminder he says, of what Hubris has cost them both in the past.

They keep in touch regularly, and video teleconference some rather interesting therapy sessions, but Icarus is determined to become a great hero like his father, and earn the man's love as his own being, not a shadow of his namesake.


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Re: PbP character builds

Postby Thrincold » Sat Dec 24, 2011 11:45 pm

Jac Chin
Steel Sash
PL 8/ 120 pp

STR 5, STA 5, AGI 4, DEX 3, FGT 8, INT 0, AWE 4, PRE 0

Advantages
Agile Feint, All-out Attack, Close Attack 2, Defensive Attack, Defensive Roll, Equipment 4, Fast Grab, Improved Disarm, Improved Trip, Improvised Weapon, Move-by Attack, Power Attack

Skills
Acrobatics 6 (+10), Athletics 4 (+9), Deception 7 (+7), Expertise: Wulin 4 (+4), Insight 4 (+8), Perception 4 (+8), Stealth 5 (+9)

Powers
Wuxia Warrior
-Leaping 4 (Leap 120' at 30 MPH, Acrobatics check required)
-Movement (Water Walking 1 (sink if not moving), Safe Fall, Sure-Footed 1, Swinging, Wall Crawling 1: -1 speed rank)
Speed 2 (Speed: 8 MPH, 120 fpr)

Equipment
Silk Sashes (Long Reach: Melee reach 3, 15'), Flash Goggles, Restraints,

Stealth Fighting Gear
-Bolos
-Shruiken
-Sleep Gas Grenade (eggshell)
-Smoke Grenade (eggshell)

Offense
Initiative +4
Bolos +3 (DC dog 13)
Grab +10
Shuriken +3 (DC 16)
Sleep Gas Grenade +3 (DC dog/fort 14)
Smoke Grenade +3 (DC 19)
Throw +3 (DC 20)
Unarmed +10 (DC 20)
Steel Silk Sash +10 (DC 21)

Complications
Doing good: Chin was raised by the monks of his village to seek out wrongs and right them.
Pilgrimage: This is a journey of self-understanding and insight, Chin cannot rest until he finds his true inner self.
Outlaw: The government and law enforcement (as they are) consider him a meddling peasant that has illegally removed rightful magistrates and town leaders.
Restriction: Chin cannot drink, it is against the tenets of his order and to do so would make him unclean and require penance for the infraction. Usually in the form of self-flogging and meditation.

Languages
Native Language

Defense
Dodge 10, Parry 10, Fort 8, Tou 6/5, Will 8

Power Points
Abilities 58 + Powers 13 + Advantages 17 + Skills 17 (34 ranks) + Defenses 15 = 120

Background:

Jac Chin was born in a small mountain village well off the beaten path. They were extremely poor farmers getting by the best they could. When a drought hit, his parents were forced to give him to the local monks, hoping they could raise him and keep him safe.

Chin had a good life in the monastery, it was hard, austere, and rigid, but the lifestyle suited him well. By his 16th birthday he was ready to move out into the world on his pilgrimage of self discovery, ordered not to rest until he'd found the secret of the sash and could return to inform his masters. He was sent out with an array of unique items the defenders of the monastery used, ready to combat the corruption and evil that traveling merchants had told the monks about.
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Re: PbP character builds

Postby BS Digital Q » Sat Dec 24, 2011 11:48 pm

Thrincold wrote:Nine characters in and not a single critique or comment? Are they all that bad? Or just that good?
Yeah, that seems to be a thing here. If your sheet doesn't have pictures attached, is original and not based on a visible property, and doesn't have the snappy commentary some do, few folks seem to ever comment and discuss whats going on. Kinda a shame, but there's not much one can do in that area. =/

Old post I know, but thought I should respond anyway since I was taking a look.
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Re: PbP character builds

Postby Thrincold » Sun Dec 25, 2011 2:36 am

BS Digital Q wrote:
Thrincold wrote:Nine characters in and not a single critique or comment? Are they all that bad? Or just that good?
Yeah, that seems to be a thing here. If your sheet doesn't have pictures attached, is original and not based on a visible property, and doesn't have the snappy commentary some do, few folks seem to ever comment and discuss whats going on. Kinda a shame, but there's not much one can do in that area. =/

Old post I know, but thought I should respond anyway since I was taking a look.


Thank you for the comment. I am limited in my ability to attach pictures due to my location and low bandwidth (Afghanistan, war zones don't have great internet.)

As for snappy commentary, well I don't feel right making such comments on my own builds. They aren't established characters so anything I could say would come off as inane or pompous.

Thanks for the look, and if you do have any criticism let me know, my build-fu is rather weak most times.
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Re: PbP character builds

Postby Israfil » Sun Dec 25, 2011 3:35 pm

I'll throw you a bone, bud. I really like how you handle Wraith in the SPECTRUM game, his character is very unique in that he's an unapologetic killer, which is a very nice contrast to the rest of the group. I hope when we (eventually) finish the first adventure that we can dive into the history of each of the agents better.

Build wise I think he's great. I actually like that he's not built to caps (remember that it's PL 5.5) because that leaves room for him to grow into that. There's also lots of different alt. powers you could tack on to the main permeate power, which (if you go that way) I look forward to seeing.

He's definitely built to accomplish what he was intended to do (dispatch enemies quietly), while still being able to hold himself successfully in an open fight.

Overall I enjoy how simple you design the powers to all your characters, but you always seem to make them unique in some way.
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Re: PbP character builds

Postby Thrincold » Sun Dec 25, 2011 9:32 pm

Thank you Israfil. I built a soldier with minor powers, he accomplishes that goal so far.
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Re: PbP character builds

Postby Thrincold » Sun Dec 25, 2011 9:33 pm

Scott Spring

STR 0, STA 1, AGI 1, DEX 0, FGT 1, INT 0, AWE 0, PRE 1

Advantages
Attractive, Benefit: Status, High School Jock

Skills
Athletics 6 (+6), Close Combat: Energy Aura 5 (+6) Deception 4 (+5), Persuasion 3 (+4)

Powers
Flaming Body (Alternate form, activation: move action)
Energy Aura 10 (DC 25 Selective)
Flight 4 (30 mph, 500 fpr)
Force Field 7 (+7 Tou, linked to energy aura)

Hot Blooded: Immunity 10 (Common: Fire)

Offense
Initiative +1
Energy Aura 10 +6 (DC 25)
Unarmed +1 (DC 15)

Complications:

Troubled homelife: Scott is being raised by his single, alcoholic, workaholic father. He isn't abused, just casually neglected

Scared of accidents: Scott was the result of his parents getting pregnant at 16, he is terrified of becoming them.

Reputation: Scott is regarded as a playboy and party animal. His grades reflect this reputation though he wants more he doesn't know how to break the cycle.

Closet nerd: Scott likes WoW and DND, but hides the fact and acts like he doesn't know the guys he plays with around the other popular kids.

Language
Native Language

Defense
Dodge 8, Parry 8, Fort 8, Tou 8, Will 6

Power Points:
Abilities 8 + Powers 74 + Advantages 2 + Skills 9 (18 ranks) + Defenses 27 = 120

Scott is rather new in town. His father moved the both of them across the country for a new job after his mother left them both. His home life was never good, but it got worse when they moved. Now his father spends more time at work than at home. At least he claims to, when he comes home at two in the morning he smells like a brewery, not a chemical lab. What interaction he gets with his father is criticism over his low C grades and his lack of extra curricular activities. Scott splits his time between hanging out at sports events, playing DND, WoW, and throwing huge alcohol driven parties on weekends. He is dating one of the hot cheerleaders, but won't sleep with her in fear of getting her pregnant, just like his parents. He's 16 and his father is only 32, his mother 30, so he fears reliving their mistake. He has a reputation as a ladies' man, but most of that is bravado, he's still a virgin and plans to stay that way.

Scott gets by in life on good looks and charm, he knows that won't last forever, but it can get him pretty far in the social structure of high school for now.
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Re: PbP character builds

Postby Thrincold » Wed Dec 28, 2011 12:13 am

Katherine Barbara Gordan - Shadowbat
Mutant/ masked hero
PL 12: 205 PP

STR 1, STA 2, AGI 2, DEX 3, FGT 10, INT 4, AWE 3, PRE 2

Advantages
Close Attack 4, Defensive Roll 2, Equipment 18,Improved Disarm, Improved Initiative, Interpose, Move-by Attack, Power Attack, Quick Draw, Ranged Attack 11, Takedown, Teamwork, Benefit (Bat Family)

Skills
Acrobatics 7 (+10), Athletics 4 (+6), Deception 4 (+6), Expertise Computers 8 (+12), Expertise Criminology 8 (+12), Expertise Streetwise 8 (+12), Insight 5 (+8), Intimidation 4 (+6), Investigation 4 (+8), Perception 6 (+9), Persuasion 6 (+8), Stealth 8 (+11), Technology 6 (+10), Vehicles 4 (+7)

Powers
Air Walking (Flight 1: Speed 4 mph/ 60 fpr, Limited: Air Walking)
Insubstantial (Insubstantial Attack (+self) 4 (Incorporeal, DC 14, Affects Otheres, Attack (+self): Parry, Precise, Reaction: reaction, Subtle 2: Looks Normal))
Nullify 2 (Counters: Electronics, DC 12, Alternate Resistance: Fortitude, Simultaneous, Reduced Range: Close)

Equipment Powers
Swing Line Movement 1 (Swinging)
Bat Suit
--Flight 4 (Speed 30 mph, 500 fpr, Gliding, Wings)
--Integrated Comlink
--Protection 6
--Sealed Suit: Immunity 7 (Environmental Conditions (All), Suffocation (All))
--Senses 4 (Penetrates Concealment: Visual)
Freeze Grenade Affliction 10 (Hindered, Immobile, Paralyzed, Resisted by: Fort, DC 20, Increased Duration 2: sustained; Instant Recovery)

Equipment
Bat Bike, Bat Claw, Bat Suit, Lock Release Gun, Lockheed (base), Multi-tool, Restraints, Utility Belt (Bat-blades, Bolos, Freeze Grenade, Smoke Grenades)

Offense
Initiative +6
Affliction 10, +14 (DC 20 Fort)
Bat-Blades +14 (DC 16)
Bolos +14 (DC 13 Dodge)
Grab +14
Insubstantial Attack +14 (DC 14 Dodge)
Nullify 2, +14 (DC 12 Fort)
Throw +14 (DC 16)
Unarmed +14 (DC 16)

Complications
Responsibility: Gotham, as one of the Bat family protecting their home city
Responsibility: The Bat Family
Secret Identity: Katherine hides her dual lifestyle from even her father
Responsibility: Jim Gordan, Commissioner of Gotham her father.
Enemies: The entire Bat Family Rogue Gallery, especially Penguin for his embarrassment at his first defeat.
Responsibility: Xavier's School for the Gifted, as a mentor to many of the younger mutants.

Languages
English

Defense
Dodge 14, Parry 14, Fort 12, Toughness 10/2, Will 12

Power Points
Abilities 54 + Powers 35 + Advantages 44 + Skills 41 (82 ranks) + Defenses 35 = 205

Bat Bike
STR 2, DEF 3, TOU 8, Size: Medium

Features
Caltrops, Hidden Compartments 2, Navigation System, Remote Control

Powers
Speed 7 (Speed 250 mph, .5mpr)

Power Points
Abilities 2 + Powers 7 + Advantages 0 + Features 5 + Skills 0 + Defenses 6 + Equipment 0 + Weapons and Armor 0 = 20

Lockheed (Underground Lair)
TOU: 15 Size: Medium

Features
Communications, Computer, Concealed 2, Defense System, Garage, Gym, Holding Cells, Isolated, Laboratory, Library, Living Space, Power Systems, Sealed, Security 2

Powers
Artificial Intelligence (Feature 1)

Power Points
Abilities 1 + Powers 1 + Advantages 0 + Features 16 + Skills 0 + Defenses 4 + Equipment 0 + Weapons and Armor 0 = 22

Katherine Gordan, daughter of Commissioner Jim Gordan was a normal happy girl, as happy as a girl can be growing up in Gotham, daughter of the man with the second biggest target on his back in the city that is. On her 11th birthday she started having headaches, unknown to her or her parents, it was the onset of her mutant powers. Katherine Gordan has all the powers of Kitty Pryde, without the influence of Xavier's school to hone them. Instead she started experimenting with her powers, used some confiscated gear her father had in his office on display (gadgets from Bat villains as well as bat gear that had been lost or discarded over the years.) She made herself into Shadowbat debuting in 1995. Using her phasing to compensate for her young age and lack of size, she would stalk muggers and street criminals using the shadows and her abilities, along with a bit of gear and a lot of luck. She did well in her first few outings, until she was seen by Robin in the course of her prowling.

In classic form he mistook her for a villain and they engaged in a running battle across the rooftops of Gotham City. Her phasing confounding his attacks, and his superior training stopping hers. They fought like this for a good while, the fight becoming almost a game of super tag between the two teens, until they stumbled across the Penguin in the middle of a smash and grab at a local weapons firm.

They teamed up and fought the Penguin and his thugs, the unfamiliar Batgirl and her unusual abilities confounding the bird and his crew, while Robin cleaned up. Batman was waiting on the duo when they left the warehouse, he immediately took them to the Batcave for a little discussion.

Fortunately for Katherine, she recognized who the Bat was, not from his voice or face, but from the location of the Batcave. Though she couldn't see the route she was astute enough to keep her GPS secreted and figure out they were under Wayne Manor. Batman started a rough and long lecture to not only her but Robin about moonlighting, vigilantism and other topics, the only thing stopping him was the meek, "Yes sir, Mr. Wayne." he received when he asked if she understood.

The conversation went from lecture to discussion after that point, ending with the Bat agreeing to train and help equip the talented young woman in exchange she had to keep his and her secret from her father, and do exactly as the Batman told her. She was on probation and Bruce was deadly serious of the consequences of her not obeying.

Since that date 16 number of years ago, Katherine has worked as another protector of Gotham, not a sidekick, but as a partner to the dynamic duo.

Now at the age of 27, she is a wily expert at crime fighting and super heroeing, splitting her time between crime fighting and working as a teacher at Bruce's new school.
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