Psistrike's creations Current: MU: Chaos Wave characters

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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Joined: Sun Sep 18, 2005 3:11 pm

Psistrike's creations Current: MU: Chaos Wave characters

Post by Psistrike »

This will be a thread for any original characters I come up with. Also I will from time to time post any templates (racial, character archetypes, etc) and gear (premade equipment and devices) I come up with.

This first post is now a place holder for links to all of my old builds and creations, along with listing all M&M book/PDFs I own and what I will use from each with my creations. Note: Some characters may use rules such as from Iron Age and such that others don't; The rules, which book/PDF they are from, and which page(s) they are on will be included with such individual builds.

Also note this: You do not need to ask me permission to use any of the characters I post. I would love to hear they are being used and I post them in this thread for others to use. :)
Original Characters

Alchemist X
Alchemist X Version 2.0
Bio-Flux Villain
Black Gladiator Villain
Bloodthorn Villain
Bone Stalker Villain
Burnfist Version 2.0
Detonator Villain
Fate PL X
Flashburn Version 2.0
Foam Menace Villain
Foam Menace Version 2.0 Villain
Gender Bender
Grav Blader
Grav Blader Version 2.0
La Zorra
Lightning Blade
Lightning Blade Version 2.0
Malvor the Dark Villain
Mindstrike Version 2.0
Nightshade Anti-hero
Power Hammer
Power Hammer Version 2.0
Psi-Blade Version 2.0
PL 15 version of Psistrike
Shadowblade Villain
Shadowstrike Version 2.0
Silver Moon
Spiritforce Version 2.0
Tanya Williams, A Paragons Character
Techno-Girl Version 2.0
Trace Version 2.0

Monsters and Minions
Dark essence viper

Fights and Training Sessions

Devices and Equipment
The Center
The Center 1st Device set-Babel Stone and Omega Sphere
The Center 2nd Device set-Twisted Fate Coin and Silver Moon Artifacts

Organizations and Headquarters
Freedom City Pediatrics-Criminal Front

Shadows from the Past storyline
Shadows from the Past introduction
Shadows from the Past, Chapter 1
Shadows from the Past, Chapter 2
Shadows from the Past, Chapter 3
Rules from all Mutants and Masterminds PDFs I own used with these character builds, etc.
*Metahuman Mystics and Supernatural Supers 1, 2 and 3: Using everything from them.

*All Archetype Archives: Used when needed to help with character builds.

*Superline #4: Improving the Arsenal, page 28 to 30. Maximizing Archetypes and Demonic Minions for ideas.

*Mastermind Manual: Basic RulesStunt Bonuses, page 8. Challenges, page 12-15, Challenges as Feats. Team Checks, page 15.
Character Creation
Re-Allocating Power Points, page 18.

Casual Strength, page 20. Speed and Jumping, page 23.

New Skills, page 27, 28 and 29. Demolitions, Power Use, Repair. Background Skills, page 29. Mix and Match Key Abilities, page 30. Multitasking, page 31. Critical Skills, page 32. Skill Synergy and High Synergy, page 32, basically the same as Superior Synergy. Masterful Tactics, page 35.

Powers As Feats, page 36. Combat Feats and Power Levels, page 43. Lower-Power-Level-Sidekicks [-1 PL], page 43. Reverse Sidekicks, page 43. Optional Feats [Combat [Except Martial Artist], General], pages 43-47.

Power Ups and Power Ups and Power Level [up to 1/4th higher than PL limit], page 62. Partial Concentration Checks, page 71. Partial Countering, pages 71 and 72. Partial Saves vs. Trait Powers, page 73. Wide Arrays, page 76. Area Knockback, pages 76 and 77. Other Impervious Saves, page 77. Linked Power Saves, pages 77 and 78. No Saving Throw Power Modifier, page 78.

Calling, page 82. Extraordinary Effort and Last Ditch Effort, pages 82 and 83. Temporary Power Strain, page 84. Hero Points and Drawbacks, pages 84 and 85.

Devices and Equipment
Reallocating Equipment Points, page 103. [Uses simple option from Requisitioning Equipment.] Alternate Rituals Skills, page 103.

Automatic Hits, page 104. Out-of-Turn Defense, page 107. Save vs. Stun, page 107. Multiple Attacks, Extra Attacks power and Off-hand attacks options used, pages 110 and 111. Immediate Recovery, page 111. Variable Critical Hits [Hero point to use], page 115.

*Ultimate Power: Using all stuff from Chapter 2 and 3. Optional rules from Chapter 1 used are: Partial Saves vs. Staged Lasting Effects, page 17. Obvious Effects, page 18. Countering Contest, page 19.

*Agents of Freedom: Main rules will only be used when designing agent-level characters. New Power Feat and New Power Flaws from page 12 being used. Drawbacks from pages 13 and 14 being used. Device and Equipment, pages 15-26 used as needed for character builds. Other stuff used as needed.

*Golden Age: Used as needed. New Vehicle Feats, page 44, used.

*Instant Superheroes: Use as needed for character builds.

*The Vault of Dr. Mechaniaikal: Use as needed for character builds or gadget ideas.

*Fires of War: Everything from page 120.

*Adepts of the Arcane: Mania drawback, page 65.

*Hero High: Everything from pages 20-21, all archetypes as needed and everything else as needed.

*Iron Age: Everything as needed. Specific ones used: New Feats, pages 44-45. Devices and Equipment, pages 51-57.

*Unearthly: Cosmic Heroes: Use as needed for cosmic level character builds. Expanded Growth Chart, pages 24-27 used when making characters bigger than Awesome sized and up to as big as the sun.

*Better Mousetrap: Using most rules from this, including alternate way of purchasing and building headquarters which is more detailed. No longer using optional versions of Contact, Connected and such, as it makes the cost for something which is a roleplaying element too much with many characters.
This will be updated when I get any new M&M PDFs with the rules from them I will use with these character builds, etc.
Last edited by Psistrike on Tue May 25, 2010 7:12 pm, edited 107 times in total.

Posts: 2658
Joined: Sun Sep 18, 2005 3:11 pm

Other Settings characters

Post by Psistrike »

Other Settings characters
MDParagons character
Tanya Williams
Tanya Williams-8 months later
Tanya Williams' Summoned Minions

MDSnowman's Tears of Taija campaign setting character
Petra Wagner
Last edited by Psistrike on Thu Oct 15, 2009 4:33 pm, edited 14 times in total.

Posts: 2658
Joined: Sun Sep 18, 2005 3:11 pm

Marvel Universe: Chaos Wave stuff

Post by Psistrike »

Marvel Universe: Chaos Wave introduction

Individuals left unchanged by Chaos Wave

Independant Heroes
Demon Binder
Life Sculptress
Pan-teammate of Tink
The Storyteller
Surfer Girl
Tink-teammate of Pan

Independant Villains
Aryan Dream
Blood Rex
Dark Sage
Death Viper
Doctor Random
Lord Doom
The Pusher
Red Dragon
Skeleton Key
Star Crusher
Violet Sorceress
Walking Nightmare
War Monger
Zoo Keeper

Neutral Individuals, government employees and aliens with no allegiances
Cosmic Mother
Daughter of Death
Secret Keeper
Vanessa Falder and daughter, Wendy

Fantastic Force
Mr. Fantastic
Element Kid-In training
Legend-Reverse member
Magne-Girl-In training

Global Defense Force
Captain America-team leader
Counterforce-reserve member
Celestial Tiger
Doctor Cosmic-forced conscript
Enchanter-reserve member
Mirror-reserve member
White Mystic-reserve member

Spirit Maker-ruler of Inhumans
Psi-Mistress-Queen of Inhumans
Sweet Scent

New Avengers
Blind Swordsman-team leader
Caliburn-reserve member
Crimson Angel
Free Spirit-reserve member
Kitsune-reserve member
Manimal-reserve member
Redwing-reserve member
Saber-reserve member
Shifter-reserve member
Silverblood-reserve member

Karen Fury-Director of S.H.I.E.L.D.

Spider Squad
Lore Keeper-Team leader
Lady Luck

Teen Defenders
Iron Girl-defacto team leader
Gizmo Girl
Kid Chaos
Silver Knight

Xavier's School for Gifted Youngsters students, teachers and adults staying there
Professor X-leader and owner of estate grounds
Mutant Guardian
Mystic Knight
Snow Bunny

X-Men Alpha team
Cyclops-Team leader
Light Wizard

X-Men Beta team
Aura-co-team leader
Paladin-co-team leader

X-Men Gamma team
Jet-co-team leader and public relations for X-Men
Miss Perfect-co-team leader and field commander in combat

X-Men Delta team
Brawler-team leader

League of Evil
Blood Witch
Ice Queen

Mall Rats
Mall Queen-team leader

Myth Syndicate
Last edited by Psistrike on Fri Jun 11, 2010 8:46 pm, edited 221 times in total.

Posts: 618
Joined: Sat Sep 24, 2005 3:15 am
Location: A bamboo grove in SoCal

Post by Pandaman »

good stuff. i want to see more!

Posts: 2658
Joined: Sun Sep 18, 2005 3:11 pm


Post by Psistrike »

Psi-Blade PL:10

Quote:"If you are going to be that way, I'm going to have to stop you."
Concept:Mutant wielder of Soul Blade, self-taught magical skills
Occupation:Student, Adventurer
Base of Operations:Claremont Academy, Freedom City
Real Name:Carla Harmon
Legal Status:US citizen, no criminal record
Marital Status:Single
Weight:100 lbs.
Motivation:Responsibility of power
Complications:Enemy (unknown dark magical entity), secret (identity), teen angst

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

Toughness +8/+1* (+8 flat-footed ) Fortitude +4 Reflex +5 Will +7
*without force-field

Skills: Bluff 4 (+7), Concentration 6 (+9), Craft (Artistic) 5 (+7), Diplomacy 3 (+6), Knowledge (Arcane Lore) 5 (+7), Knowledge (Art) 4 (+6), Knowledge (History) 3 (+5), Medicine 2 (+5), Notice 4 (+7), Search 4 (+6), Sense Motive 4 (+7), Sleight of Hand 4 (+5)

Feats:Artificer, Attack Focus (ranged) 1, Diehard, Dodge Focus, Luck 2, Ritualist

Powers:Force Field 7, Immunity 2 (Disease and poison; half-effect only), Magic 6 (Mystic Binding; Spells: Animate Objects 4, Blast 6, Boost 12 (ability scores; Others Only, Restorative), Drain Toughness 6 (Affects Objects), ESP 4 (visual and auditory), Light Control 6, Telekinesis 6), Regeneration 22 (Recovery Bonus +6; Recovery Rate: Bruised 3, Injured 3, Staggered 2, Disabled 2; Ability Damage 5, Persistent; Source: Mutant), Strike 12 (Accurate 1, Affects Insubstantial 2, Penetrating; Descriptor: Cosmic, Mutant), Super-Senses 1 (magical awareness)

Combat: Attack +4 (melee), +5 (ranged), +6 (energy sword) Grapple +4 Damage +0 (unarmed), +6 (blast), +12 (energy sword) Defense +8 (+3 flat-footed ), Knockback -4 Init +1

Equipment: costume

Drawbacks:Power Loss (Force Field and Magic, when unable to speak or gesture, -2 points]

:arrow: Complications: Enemy (unknown dark magical being), Teen Angst

Abilities 20+ Skills 12 (48 ranks)+ Feats 7+ Powers 77+ Combat 22+ Saves 11- Drawbacks -2=150

:arrow: An unusual character, due to the combination of mutant powers and self-training in magic she is a lot more powerful than most kids her age. Most of her spells are defensive, support or utility though, keep this in mind when having her face foes.

:arrow: In addition to skills she has developed from training in magic and making minor magical charms, she is an artist and loves to draw and paint. She also has first aid training.

:arrow: Her Regeneration is powerful, not as strong as someone like Wolverine's but more reliable. She has a +7 on Constitution checks to recover. She recovers from Bruised State once per round without rest, Injured status once per minute, Staggered once per 5 minutes, and Disabled status once per hour. She heals ability damage at a rate of 1 per minute.

:arrow: While she has a lot of raw power she doesn't have much experience or practical training in it yet. Thus her caps not being reached for most of her abilties and her low Attack Bonus for her PL. This is to show she has a lot of area to improve in still and needs a lot of training because of her young age. Note her only cap which was reached is Damage with the trade-off and only when using her energy sword.

:arrow: She is mostly self-trained in the magical arts so far, learning from bits and pieces in books which the magical parts were overlooked by the store owner. Thus she doesn't have much power with them yet, but has an unusual assortment of spells at her disposal. In a fight she is more of a support character, using her weakening spell (Drain Toughness) to lessen a foe's defenses so her teammates can hurt them. Or using her restorative spell to take care of weakened teammates.

:arrow: When on the offensive in a fight she tends to first weaken a foe's defenses, then hit them with her energy sword. Prefering to bind opponents too powerful for her to take on, giving her teammates a chance to hit them while flatfooted. Also don't overlook her Animate Objects or Telekinesis spells for offensive and defense in a fight. Bringing to life something like a tree or lamppost to hit an opponent, or holding a speedster in the air.

:arrow: All in all, she works great as offense, defense, support or recon on a team.

:arrow: She uses the new options for Sleight of Hand from the Mastermind's Manual. She can use it to feint in combat as a standard action with Notice as the opposing skill.

:!: Update: 8/18/2006 :!:
Made her Drain Toughness spell half the previous rank in exchange for the Affects Object Extra from UP. Removed her Healing spell as it didn't fit a spell caster so well, lowered the points from Drawbacks to -2.

Description of Powers: Psi-Blade is a powerful mutant, having a strong healing factor allowing her to heal from even the most severe of wounds and making it hard for her to get sick or be poisoned. She wields what she calls her "Soul Blade", a psychic blade formed by her will which can harm even the most impervious of foes and strike even at spirits and those who can phase.

She has self-taught magical talents in varied areas, mostly defensive and support spells. She can craft small charms and minor magical items. In a fight her spells can be an aid to any allies she has or directly affect her opponents. From magical binds and blast, to restoring others weakened abilities and moving heavy objects, she can do almost anything if given time.

A Little Girl, an Unseen Destiny Approaching
Carla lived a fairly normal life for most of her life, going to school and living with her parents in the Riverside district of Freedom City in a brownstone. Sheltered by her parents from what happened in the city for the most part, not knowing about the tales of creatures at Lake MacKenzie or anything of such things. This all changed one day when she was only 7, her father took her to The Never-Ending Story to find a book for Carla since she had already read all the books she owned.

Finding a book about a girl with magical powers, this sparked young Carla's interest in the arcane and strange. Her parents humored her for the time being, thinking it was just a phase she was going through. But that first book turned out to be more than it appeared, having simple magic spells hidden in it which had been overlooked by Andrew Orlando. Learning these simple cantrips and staying in her room, her parents didn't know what Carla was up to.

Destiny Comes Calling
Several years and many books later, Carla was becoming quite good at simple spells and rituals, even making minor charms. The books she bought she could sense had a magical aura on them, even if it was only a minor one.

But something didn't like the idea of her learning magic, something dark. On Carla's next trip to The Never-Ending Story, a creature of living energy manifested and tried to attack power Carla. Seeing his daughter in danger, her dad leapt in the way of the creature's attack and was struck down. Seeing her father lying dead in front of her triggered something inside Carla, she had a look of pure rage in her eyes and suddenly a glowing blue sword made of pure energy appeared in her hand.

The Strike Which Sealed Her Fate
At that moment she lashed out at the creature, striking it in the chest hard as it let out an unearthy cry. The creature lashed out and hit Carla wounding her and knocking over one of the book shelfs on top of her. Mr. Orlando had called some medics and tried to get the poor girl out from under the book shelf, but to no avail. Other creatures had appeared in the area and caused some damage before some heroes dispatched them. This made it hard for the ambulance to get through to The Never-Ending Story to help out Carla, she remained pinned under that book shelf for over an hour before medics pulled her out.

Strangest of all, they found she had dried blood on her but all of her wounds had healed already. Taking her to the hospital just in case, they did a check on her while they contacted Carla's mother. Finding out the news of her husband's death was a shock for Mrs. Harmon, the only thing that kept her sane was finding her daughter unharmed. Taking her home, Carla told her mother everything which had happened, even how she killed the creature and somehow healed her own wounds. Shocked but trying to remain calm, another shock came when a man showed up at their front door. Adrian Eldrich had heard of what had happened and wished to speak with Carla alone.

A Safe Place To Learn, A Sanctuary
Hearing the story of what happened and also of how Carla became involved in magic, Adrian decided to have a talk with his friend Andrew Orlando about checking out children's books for hidden magical text from now on. Not wishing to take in Carla as a student for his own, he called in Duncan Summers who showed up with Serena Vervain.

Talking to Carla and her mother, they explained about the Claremont Academy and how they could help Carla out in learning to use her powers and even honing her magic. Still in shock over the loss of her husband, Ms. Harmon didn't wish for Carla to leave at first. But being told how she could be attacked again and needed to know how to defend herself, Ms Harmon gave in and let Carla go to the Claremont Academy.

Being shown around by Serena, she took a liking to the place and found something in common with Serena. Finally having a place to stay and learn, she was still somewhat in shock over all that had happened in the last few days but didn't wish to let it get her down. She layed down and decided to rest for now, she had a lot of things in store for her in the future.

Description:A cute young girl in her early teens (14 years old), with shoulder length red hair and blue eyes. She is a slightly pale and average height for her age (5'1") with a strong and healthy build (100 lbs.). She has a lean muscle tone due to training with a sword and tends to wear a simple pair of knee-length shorts and a blue blouse. She sometimes wears 1" heels but most of the time wears a simple pair of red tennis shoes. An unusual mark she has is a blue infinity symbol on the palm of her right hand.
Last edited by Psistrike on Mon Oct 30, 2006 2:05 am, edited 8 times in total.

Posts: 2658
Joined: Sun Sep 18, 2005 3:11 pm

Some edits and notes being made

Post by Psistrike »

As I have the Mastermind's Manual PDF now and have read the whole thing in less than two days, I'm going to be editing my first few characters I've posted before proceeding on to more character builds.

Also I will edit my first post with notes on which rules from the MaMa I will be using for my character builds. None of the stuff which would be imcompatiable with the other builds on these boards will be used. So no taint, AoO, etc. :)

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Joined: Sun Sep 18, 2005 3:11 pm

Shadowstrike 2.0

Post by Psistrike »


Real Name:Jamie Sonders
Identity:Secret Occupation: Student, Adventurer
Base of Operations:Claremont Academy, Freedom City Affiliation: None
Height: 5'0" Eyes:Ice-blue
Weight:95 lbs. Hair:Brown

PL:8 (120pp)

Abilities: STR: 12 (+1) DEX: 18 (+4) CON: 16 (+3) INT: 14 (+2) WIS: 14 (+2) CHA: 14 (+2)

Skills: Acrobatics 4 (+8), Bluff 4 (+6), Climb 4 (+5), Concentration 4 (+6), Craft [Artistic] 2 (+4), Diplomacy 4 (+6/+8*), Disable Device 4 (+6), Disguise 3 (+5), Escape Artist 4 (+8), Intimidate 4 (+6),Knowledge [Current Events] 3 (+5), Knowledge [Popular Culture] 3 (+5), Knowledge [Tactics] 3 (+5), Medicine 3 (+5), Notice 4 (+6), Search 4 (+6), Sense Motive 5 (+7), Sleight of Hand 4 (+8), Stealth 4 (+8), Swim 1 (+2)
*Synergy Bonus

Feats:Acrobatic Bluff, Attack Focus [melee] (1), Attack Specialization [unarmed] (2), Defensive Roll (2), Diehard, Equipment (2), Favored Opponent [ninjas] (+1), Fearless, Fighting Style [Blind-Fight, Chokehold, Dodge Focus (4), Evasion, Hide in Plain Sight, Sneak Attack, Startle, Stunning Attack, Takedown Attack], Improved Critical [unarmed] (1), Improved Initiative, Instant Up, Jack-Of-All-Trades, Luck, Power Attack, Skill Mastery [Acrobatics, Intimidate, Sense Motive, Stealth], Trance, Ultimate Skill [Stealth], Teamwork (1), Uncanny Dodge [mental]

Powers:Concealment 2 [all auditory; Power Feats: Close Range; Source: Mutation; 5pp], Leaping 1 [2x jumping distance; 1pp], Speed 1 [10 mph base; 1pp], Strike 3 [Power Feats:Mighty; 4pp]

Ninja garbs [+5 bonus on Stealth checks in urban environments/shadows, Nightvision lens (Darkvision); 2ep], Smoke pellets [Obscure (visual) 2, 10 ft. radius; 4ep], Grapple gun [Supermovement (Swinging) 1; 2ep], Climbing claws [Supermovement (Wallcrawling) 1; 2ep]

Combat: Attack +4/+5 (melee)/+9 (Unarmed), Grapple +11, Damage +4 (unarmed) Defense +10 (+3 flat-footed ), Knockback -2 , Init +8

Saves: Toughness +5 (+3 flat-footed ) Fortitude +4 Reflex +9 Will +5

:arrow: Complications: responsibility calling, teen angst, secret (identity)

Abilities 28+ Skills 18 (90 ranks)+ Feats 34+ Powers 11+ Combat 20+ Saves 9 - Drawbacks 0=120

:arrow: Tradeoff: +1 Max Attack Bonus; -1 Max DC save
:arrow: Tradeoff: -2 Max Toughness Save; +2 Max Defense Bonus

:arrow: Well, here is an original character of mine. Striped down to the concept basics and revamped completely, for a Freedom City setting.

:arrow: Her skills and feats show her extensive training in the art of ninjutsu and taijutsu. She has some of the more esoteric ablities for a ninja, part of the ki development and training she has been put through.

:arrow: She is mostly a combat monster, capable of hitting opponents and using many tactics to put them down. She will gauge a tough opponent first by pumping up her Defense for a few rounds, then use whatever she feels is best to take them down.

:arrow: Her Craft [Artistic] skill is a hobby mostly, she loves to draw in her free time. Also her Knowledge [Current Events] and [Popular Culture] are due to her studying up on other superheroes.

:arrow: She works great as a support character in a fight, especially against superpowered villains too tough for her to hurt. Her Leaping and Speed are a part of her ki training, she has learned how to channel it to increase her natural abilities to great effect. Her Strike is actually ki-empowered unarmed attacks.

:arrow: Finally, her only mutant power is her Concealment. She can use this very well with her Stealth skill to set up an ambush. Completely able to mask any sound she makes, combined with her ninja training allows her to strike from complete concealment. Using her smoke pellets with her blind-fighting skills, she can repeatedly attack without warning and take great advantage of her Sneak attack feat.

:!: Update: 3/27/06 :!:
Shadowstrike has been changed up some using the Fighting Styles examples from the Mastermind's Manual. She is more of a ninja than before, with some additional options due to minor karate training and gymnastics classes. Her gear is also more classic ninja, except she prefers to not use shurikens at all.
Shadowstrike 2.0 comes out as more of a true ninja this time. She is a tough little PL 8 due to a lot of training and skill. Her one mutant power combined with her ninja training makes her deadly in an ambush.

Background and description for original characters will be left out of update posts to save on space.

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Power Hammer 2.0

Post by Psistrike »

Power Hammer

Real Name:John Evans
Identity:Secret Occupation:Student
Base of Operations:Claremont Academy, Freedom City Affiliation:None
Height:5'7" Eyes:Blue
Weight:150 lbs. Hair:Black

PL:8 (120pp)

Abilities: STR: 10 (+0) DEX: 14 (+2) CON: 14 (+2) INT: 18 (+4) WIS: 14 (+2) CHA: 14 (+2)

Skills: Acrobatics 1 (+3), Bluff 3 (+5), Computers 4 (+8), Concentration 2 (+4), Craft [Chemical] 2 (+6), Craft [Electronic] 4 (+8), Craft [Mechanical] 4 (+8), Diplomacy 3 (+5), Disable Device 4 (+8), Knowledge [Physical Sciences] 3 (+7), Knowledge [Technology] 4 (+8), Notice 3 (+5), Power Use [Nullify] 4 (+8), Search 3 (+7), Sense Motive 3(+5), Swim 1 (+1)

Feats: Dodge Focus (2), Eidetic Memory, Endurance (2), Equipment (1), Improvised Tools, Inventor, Jack-of-All-Trades, Luck (3), Skill Mastery [Computers, Craft [Electronics, Mechanical], Knowledge [Technology] ], Speed of Thought*

Powers:Force Field 7 [Extras:Impervious;14pp], Nullify 8 [All powers at once; Extras: Linked to Strike +0; Flaws: Range (Touch) -1; 16pp], Strike 8 [Power Feat: Accurate; Extras: Linked to Nullify +0, Penetrating +1; Descriptor: Cosmic, Mutagenic; 17pp]

Combat: Attack +6, +8 (Strike) Grapple +6 Damage +0 (unarmed), +8 (Strike) Defense +4 (+1 flat-footed ), Knockback -8 Init +4*

Saves: Toughness +9/+2* Fortitude +4 Reflex +5 Will +6
*Without force field

:!: Cell phone [1ep], Masterwork Laptop computer [2ep], Multi-tool [1ep], Flash goggles [1ep]

:arrow: Complications: Vengeance calling, enemy (the Labyrinth), teen angst, secret (identity)

Abilities 24+ Skills 12 (48 ranks)+ Feats 14+ Powers 47+ Combat 14+ Saves 9 - Drawbacks=120

:arrow: Tradeoff: -1 Max Defense Bonus; +1 Max Toughness Save

:arrow: Another original character, designed to be good in a fight but with few options unless he has time to invent.

:arrow: His skills and feats show his techno-savvy, he can understand and build some advanced stuff for his age. He loves inventing, using just parts sitting around or components of existing objects to create new things. He tends to have multiple inventions almost completed at any time, finishing them up when an emergency comes where they are needed.

:arrow: When making inventions for him, think about ones which can enhance his nullify power's effects or give him more combat options. Confusion rays, universal remotes to control machines, light-based flash bombs, holographic projectors, etc. are some good examples.

:arrow: He has athletic abilities as shown with his Dexterity and Constitution scores as well as his Acrobatics and Swim skills and Endurance feats. Not enough to make a major difference, but enough to help out when needed.

:arrow: Although he has almost no combat options, he is very accurate with the attacks he can do and good at defending himself. He is tough with his powers and even opponents he can't harm with his energy punch can still be affected by the nullify effect. He is new to working with others, so no team-based feats. This is a good area to expand him in though, along with combat feats as he learns how to fight better.

:!: Update: 3/27/2006 :!:
Power Hammer has had some of his tech skills shaved off. In exchange he has some Endurance along with using his Intelligence modifier for Initiative checks. His Defense has been lowered some, but he can control his Nullify power much easier now.
Power Hammer's concept has been tightened a little, with him being better at controling his Nullify power and also having a greater endurance.

Posts: 2658
Joined: Sun Sep 18, 2005 3:11 pm

Techno-Girl 2.0

Post by Psistrike »


Real Name:Donna Peterson
Identity:Secret Occupation:High School Student/Inventor
Base of Operations:Freedom City Affiliation:Claremont Academy Students
Height:5'2" Eyes:Blue-Green
Weight:105 lbs. Hair:Black

PL:9 (135pp)

Abilities: STR: 9 (-1) DEX: 12 (+1) CON: 12 (+1) INT: 32 (+11) WIS: 14 (+2) CHA: 10 (+0)

Skills: Computers 12/4 (+23/+15), Concentration 4 (+6), Craft [Chemical] 12/4 (+23/+15), Craft [Electronic] 12/4 (+23/+15), Craft [Mechanical] 12/4 (+23/+15), Craft [Structural] 4 (+15), Disable Device 12/4 (+23/+15), Knowledge [Life Sciences] 4 (+15), Knowledge [Physical Sciences] 12/4 (+23/+15), Knowledge [Technology] 12/4 (+23/+15), Notice 4 (+6), Search 4 (+15), Sense Motive 2 (+4), Stealth 2 (+4)

Feats: Attack Focus [ranged] (1), Attractive, Dodge Focus (4), Eidetic Memory, Equipment (5), Improved Aim, Improvised Tools, Luck, Skill Mastery [Craft [Electronic, Mechanical], Disable Device, Knowledge [Technology] ], Speed of Thought*

Powers:Device 2 [hard to lose, armored jumpsuit; Power Feat: Restricted (2); 10pp], Enhanced Feats 7 [Inventor, Second Chance [Craft [Chemical,Electronics, Mechanical], Disable Device, Knowledge [Physical Sciences, Technology];Descriptor: Mutant; 7pp], Enhanced Skills 14 [Computers +8, Craft [Chemical} +8, Craft [Electronic] +8, Craft [Mechanical] +8, Disable Device +8, Knowledge [Physical Sciences] +8, Knowledge [Technology] +8; Power Feats: Adroit (7)*; Descriptor:Mutant; 21pp], Quickness 4 [Flaw: Mental task only; 2pp], Super-Senses 4[Extended Vision (2), Microscopic Vision (2); 4pp]
Armored Jumpsuit: Protection 6, Sensory Shield 3 [visual], Power Feat: Assessment

Combat: Attack +6/+7 (ranged)/+9 (custom blaster pistol) Grapple +5 Damage -1 (unarmed) +6 (custom blaster pistol) Defense +10 (+3 flat-footed ), Knockback -3 Init +11*

Saves: Toughness +7 (+7 flat-footed ) Fortitude +3 Reflex +4 Will +5

:!: Custom blaster pistol [Blast 6, Accurate; 13ep]
:!: Headquarters (abandoned warehouse)Size: Medium; Toughness: 10; Features: Commnications, Computer, Concealed, Fire Prevention System, Gym, Laboratory, Living Space, Power System, Security System, Workshop; 12ep

:arrow: Complications: Teen angst, shyness, Secret (identity), Temper (triggered by seeing corrupt officials/lawyers)

Abilities 29+ Skills 13 (52 ranks)+ Feats 17+ Powers 44+ Combat 24+ Saves 8- Drawbacks=135

:arrow: Techno-Girl is a supergenius by nature and has some skills in technology and science. But without her mutant inventive ability she wouldn't be anywhere near the likes of Daedalus and Doc Otaku. The listed skill ranks and bonuses for skills that benefit from the Enhanced Skills power are listed with the enhanced levels first and her levels without her power second.

:arrow: Also note the Adroit feat on her Enhanced Skills. This means she can increase her total skill ranks (normal and enhanced combined) for those skills each 1 higher than the normal PL limit would allow.

:arrow: While she is a skilled scientist on her own, she can't invent at all without her mutant inventive ability. Thus shown by her Enhanced Feats which can be nullified.

:arrow: Her enhanced senses mean she only takes a -1 penalty on Notice check for vision-based check per 1000 feet. Plus she can see things at the cellular level. Handy when working with micro-tech and nano-bots.

:arrow: Although shy and basically a wallflower, she is attractive which can work to her benefit if she decides to use it.

:arrow: Finally she has some bit of tech she has built and keeps with her most of the time. A specialized armored jumpsuit tougher than most, it also has an advanced visor connected to it which shields her eyes and has an analyzer system which can figure out a foe's strengths and weaknesses (Assessment feat).

:!: Update: 3/28/2006 :!:
Trimmed back her skills a bit each, they were too good for her age and level, making her a better inventor than either Daedalus or Doc Otaku. With the points saved there and lowering her Intelligence by 2, I increased her Defense, gave her initiative based on her Intelligence Bonus, and gave her Quickness for mental task only. Overall, she is still a great inventor but quicker at designing them now, quicker to react and better able to avoid being hit.
With the edit she is overall more balanced, able to hold her own in a fight and still a great inventor despite reducing her skills some and her Intelligence.
Last edited by Psistrike on Thu Mar 30, 2006 1:26 am, edited 1 time in total.

Posts: 2658
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Post by Psistrike »

Mindstrike PL:10

Quote:"Wonder which of us has more power, let's find out."
Concept:Mutant telekinetic powerhouse
Base of Operations:n/a
Real Name:Mark Anderson
Legal Status:US citizen, no criminal record
Marital Status:Single
Weight:130 lbs.
Motivation:Seeks Justice, Responsibility of Power
Complications:enemy, secret (identity), teen angst

Abilities: STR: 15 (+2) DEX: 17 (+3) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 12 (+1)

Toughness*+3 (+2 flat-footed ) Fortitude +5 Reflex +6 Will +9
*Without telekinetic force field/ +13 with telekinetic force field at full strength

Skills: Acrobatics 3 (+6), Bluff 1 (+2), Concentration 1 (+4), Diplomacy 1 (+2), Gather Information 2 (+5), Knowledge (life sciences) 2 (+3), Knowledge (physical sciences) 2 (+3), Knowledge (popular culture) 4 (+5), Medicine 1 (+4), Notice 3 (+6), Power Use (Telekinesis) 9 (+10), Search 6 (+7), Sense Motive 2 (+5), Stealth 4 (+7), Survival 2 (+5), Swim 5 (+7)

Feats:Assessment, Attack Specialization (unarmed) 2, Attack Specialization (Telekinesis) 3, Critical Strike, Diehard, Dodge Focus 2, Endurance, Favored Opponent (constructs) 2, Fearless, Fighting Style [All-out Attack, Defensive Roll, Improved Block, Power Attack, Takedown Attack], Improved Initiative, Improved Trip, Luck, Quick Change, Ultimate Effort (Telekinesis), Uncanny Dodge (mental)

Powers:Telekinesis 10 (Heavy load: 12 tons;Damaging, Wide 2 (74pp available for use of dynamic array powers), Accurate, Dynamic, Precise, Split Attack 1, Dynamic Alternate Powers: Deflect [Action [Free] +2, Ranged], Flight, Force Field [Impervious], Strike [Must have equal rank of Super-Strength to use], Super-Strength [Max rank of 2x PL; heavy load of 100k tons at 20 ranks])

Combat: Attack +2/+6 (unarmed) +10 (Telekinesis) Grapple +4 (up to +24 with rank 20 Super-Strength) Damage +2 (unarmed), +10 (telekinetic "punch"), +10 (telekinetic "super-strength" punch) Defense +7 (+2 flat-footed ), Knockback -1 (up to -11 with telekinetic force field) Init +7

Drawback:Noticable [When using Telekinesis, a glowing uniform is created around Mark. This makes the use of the Hide or Tailing options for Stealth impossible while his Telekinesis is active. This also makes his eyes glow but this has no additional effect; -1 points]

Abilities 26+ Skills 12 (48 ranks)+ Feats 25+ Powers 64+ Combat 12+ Saves 12- Drawbacks 1=150

:arrow: Mindstrike is the most powerful character I've come up with so far, thanks to his Dynamic, Wide Telekinesis array. His background is designed to be neutral, you can drop him into any setting.

:arrow: If you wish to use him in a Freedom City setting, make the company his parent's worked for one of the lesser known scientific companies run by Constantine Urallos, Jonathan Grant or Hieronymus King. He probably wouldn't have lived on the streets for more than a few days at most before someone from Claremont Academy or one of their friends found him. Thus replace his Gather Informaton and Survival skills with some other skills more appropriate.

:arrow: His combats skills are a mesh of Tae Kwan Do and some Judo training he has received. Against robots and other constructs he is a monster, able to reach his damage cap without needing more than an 8 in Telekinesis from his Dynamic Array. This leaves him plenty of points for other things, including his telekinetic force field.

:arrow: His physical abilties are not only from his Tae Kwan Do training, he has used his telekinesis to do isometric exercises as well. Interesting roleplaying detail for him, he tends to do strength and flexibility training using this method.

:arrow: While most of his threat comes from his Dynamic Telekinesis array, he can be a threat in hand-to-hand combat without his powers. A fair goon sweeper and able to hold his own against some martial artist, he won't try this against someone of obviously greater skill than him. (Use Assessment often with him against hand-to-hand fighters.)

:arrow: His Strength of will and fearless nature make him hard to take on for those who use intimidation to fight. While his Ultimate Effort makes him a huge threat if he has a Hero Point to use.

:arrow: His Dynamic array is versitile and if he uses a Hero point to replicate a Power Feat can be devistating. Disintigration (dissemble something/someone molecule by molecule), Transmutation (altering something at the molecular level), etc. are just some example of what he can do.

:arrow: Finally here are some of the normal set-ups for his Dynamic array.
:!: Telekinesis 10 (Accurate, Damaging, Dynamic, Precise, Split Attack 1), Flight 10, Force Field 10 (Impervious) Normal default mode
:!: Super-Strength 20, Strike 10, Force Field 10 (Impervious) Powerhouse tank mode
:!: Deflect 10 (Action (Free) +2, Ranged), Force Field 10 (Impervious), Flight 2 Defender mode
:!: Super-Strength 10, Force Field 10 (Impervious), Flight 12 (50,000 MPH), Strike 10 Orbital human missile mode

Description of Powers:Mindstrike is an extremely powerful telekinetic. He can do virtually anything with this power, from creating powerful force fields, projecting "telekinetic punches", fly at extreme speeds, deflect any attack, replicate superhuman strength, etc. With Extra Effort he can be a true beast, capable of taking an opponent apart piece by piece or altering their very form.

A side-effect when using this power is he generates a glowing blue uniform around himself and his eyes glow with the same energy. This makes stealth impossible while using his powers, but also makes it difficult to i.d. him.

Confidence Takes Effort
Young Mark had a good life, his parents were well-off scientist working for one of the most prestigious companies in the city. But this didn't keep him from being picked on at school for being smart for his age, he came home with more than one black eye or bruise before his parents decided to act. They enrolled him into a Tae Kwan Do class at the local Y and he took to the training with a fervor.

The training helped him to develop his physical abilities, especially his dexterity and reflexes which he had a natural gift in. Soon the bullies at school learned not to mess with Mark, as he could defend himself easily. He learned how to read others and assess their skills, knowing when he is outmatched in a fight. His parents even put some of their work into helping out his training, making robots designed to test Mark's combat skills. Due to this additional training he learned how to take down robots and any form of construct, more easily able to predict what they would do.

Sometimes the Cliche Evil Company Works
Despite his training and increase in muscle tone, he was still small for his age which made him still a target for bullies who didn't know any better. But the trouble with bullies was soon to be the least of Mark's problems. His parents had found out there was illegal activities going on at the company they worked for, planning on informing the authorities. But they never got the chance to, one day they were brought into the president of the company's office and told to sit down for a talk. As he explained about knowing what they planned, his henchmen held Mark's parents in their chairs and had them executed.

But young Mark was outside of the office at the time, having come to visit his parents at work. He witnessed everything and something snapped inside him, the reinforced doors of the office were ripped off by an unseen force and hurled at the company president. His wounds were severe, having multiple broken ribs, a fractured leg and severe concussion. Mark was afraid of being spotted and blamed for this, but found that he had a glowing uniform formed around him and his eyes glowing with a red light hiding his appearance.

Forced Survival Training
Fleeing the scene, Mark was now homeless and an orphan as the home he had lived in til now with his parents belonged to the company. Living on the streets, he learned how to survive on his own, mostly staying in local parks. He trained in his free time (when not asleep or on the move from social services) to learn how to control his new found telekinetic powers. They grew rapidly and his skill with them became honed to a great degree. Now he could strike back at the company and its president which had cost him his parents, now was the time for Mindstrike to lash out.

Mark's telekinetic powers are very powerful and diverse for his age. He can channel the power into himself for superhuman strength, levitate, create powerful telekinetic force fields, deflect any projectile or energy attack, crush with superhuman force, and move objects at range. He is still developing his skill and control with this power, but has a lot of potential.

Description:Mark is an athletic young man with great muscle tone, he has a slight tan to his Caucasion skin. He is a little short for his age (5'5") with a slightly slender, yet muscular, build. He has short black hair and intense green eyes, prefering to wear a simple pair of blue jeans and a tee-shirt. He needs no uniform due to the side-effect when using his telekinesis, but he tends to wear a simple blue domino mask when out in the field.
Last edited by Psistrike on Tue Apr 18, 2006 11:04 pm, edited 2 times in total.

Posts: 2658
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Post by Psistrike »

Flashburn PL:8

Quote:"If that is your best shot, I suggest you give up now."
Concept:Super agile heat blaster mutant
Base of Operations:n/a
Real Name:Lena Donners
Legal Status:US citizen, no criminal records
Marital Status:Single
Weight:95 lbs.
Motivation:Seeks Justice
Complications:secret (identity), teen angst

Abilities: STR: 12 (+1) DEX: 34/20 (+12) CON: 14 (+2) INT: 12 (+1) WIS: 14 (+2) CHA: 14 (+2)

Skills: Acrobatics 6 (+18), Bluff 3 (+5), Diplomacy 4 (+6), Escape Artist 3 (+15), Knowledge (popular culture) 3 (+4), Medicine 1 (+3), Notice 2 (+4), Sense Motive 2 (+4), Sleight of Hand 4 (+16), Stealth 4 (+16)

Feats: Acrobatic Bluff, Attack Specialization (unarmed) 2, Defensive Roll 2, Dodge Focus 4, Evasion, Jack-of-All-Trades, Luck, Move-By Action, Perfect Balance (Challenge), Redirect, Skill Mastery (Acrobatics, Escape Artist, Sleight of Hand, Stealth), Takedown Attack, Uncanny Dodge (auditory)

Powers: Blast 9 (Descriptor: Microwave energy; Alternate Power: Deflect 6 [All Ranged; Move Action, Ranged]; Accurate 2, Penetrating), Enhanced Dexterity 14 (Dodge Focus 4), Speed 1 (10 MPH)

Combat: Attack +3/+7 (blast)/+7 (unarmed) Grapple +4 Damage +1 (unarmed), +9 (microwave blast) Defense +12 (+2 flat-footed ), Knockback -2 Init +12

Saves: Toughness +4 (+2 flat-footed) Fortitude +5 Reflex +12 Will +4

Abilities 26+ Skills 8 (32 ranks)+ Feats 18+ Powers 49+ Combat 14+ Saves 5- Drawbacks=120

:arrow: Flashburn, a desceptively weak character who can hold her own in a fight. She has some ranged options and due to her training hand-to-hand skills as well. She tends to come up with new uses for her Blast power using her Luck, including alternate Blasts. She is designed for a neutral setting, being able to be dropped into any campaign almost.

:arrow: If you wish to use her in a Freedom City campaign, the details on who she witnessed being killed and who did it don't matter unless you wish for them to. Shortly after this incident she would most likely be approached by someone from the Claremont Academy and asked to join. No changes needed to do this except for she wouldn't be training on her own in a park with her powers.

:arrow: She is in her late teens (16 years old) and still learning, a lot of her potential has been put into her powers and combat skills. But with her Jack-of-All-Trades feat she can be handy in any situation especially with Dexterity-based skills.

:arrow: Her fighting style is a unique combination of acrobatics and basic karate moves. She normally starts off a fight with a dazzling flip (Acrobatic Bluff) followed by a sidekick to her opponent's chest or head. In a fight she moves around a lot, using hit and run acrobatic moves and darting about to avoid being hit. She also loves to trick an opponent into hitting one of his own, flipping or tumbling out of the way at the last second.

:arrow: When up against a large group of opponents, she is dangerous as she can mow them down rapidly. A devistating cartwheel kick or dragon sweep kick, along with multiple rapid kicks, are her main techniques for taking out groups.

:arrow: She will use her Deflect ability to protect not only herself but anyone else in the area from being hit. If an opponent has a weapon she will try to hit it with her Blast and melt it, making the weapon useless. This tactic also works if she spots a dangerous item on her opponent or she wishes to disable a device they have in the area.

:arrow: If her usual acrobatic bluff tactics don't work, she will switch to using her Sleight of Hand to feint an opponent. (Opposed by a Notice check, new use for Sleight of Hand from Mastermind's Manual.)

:arrow: Her only really good save is Reflex, so she can be taken out by a good solid hit or by other tactics which she can't just dodge or avoid. When training she will work to improve her saves most of all, wishing to not be an easy target.

Description of Powers:Flashburn has superhuman agility and reflexes, responding at a speed beyond what normal humans could comprehend. She can dodge out of the way of even the most accurate of attacks, responding with lightning fast moves. This includes running at speeds of up to 40 MPH when needed.

Her other power is a solar-powered microwave energy beam she can fire from her hands. This beam can melt solid reinforced steel and even shoot projectile and energy attacks out of the air before they can hit.

Nimble Little Cat
Lena was always agile with quick reflexes, this was noticable by the age of 3. Her parents had dreams of her being an Olympics star and enrolled her in a gymnastic class when she was only 4 years old. Her teacher was impressed with the natural ability she displayed and helped her to hone it over the years. As she grew her talent did as well, she was always teased in gym class about being like a cat when she would land on her feet after someone tripped her off the balancing beam.

Being annoyed and ticked off about being picked on, Lena learned how to fight combining her agility and gymnastics training into a unique style. Learning how to take care of herself, Lena's confidence grew and she started to look into other things to study. She taught herself first aid along with some sleight of hand tricks which came in handy. But sometimes things just don't go your way and life takes an unexpected turn.

Fate, and a Shortcut, Step In
One day on the way home from school, she took a shortcut through an alleyway near a bar and stumbled onto something which would change her life. Some men had another guy held by his arms, knees on the ground and looking up in fear as another guy in front of him yelled. Suddenly a gun was pulled out and the poor man was killed in cold blood, Lena was shocked and wished to run out of there but before she had a chance to was spotted.

Not wishing to leave any witnesses the men all opened fire on her, but something strange happened. She found she could see the bullets movement and avoid them with ease, dodge each one as if they were moving in slow motion. Something had changed in Lena, she seemed to move at a speed she never knew before.

But as the gunmen noticed this they all took aim at once and fired, hoping for at least one bullet to hit Lena. Freaked out and not knowing how she had dodged the other bullets, she raised up her hand as if to block the bullets and found a beam of pure heat firing from her hand, melting the bullets before they could reach her. In shock, the gunmen didn't notice as several police officers showed up and disarmed them without another shot being fired.

No One Ever Believes a Kid's Story
As a female officer came up to Lena and talked to her to calm her down, she said she would take Lena home to her parents for now. Lena suddenly just burst out telling what happened and how she had somehow melted the bullets fired at her. The officers there thought she had gone into shock and escourted her home, her parents were just glad to have their little girl home safe and sound.

Up in her bedroom, Lena tested out what she could do and found her natural agility and reflexes augmented to a superhuman degree. Along with that, she could now fire a beam of pure microwave energy from her hands. She had a new thing to learn and train in, these powers she suddenly found herself with.

Training Can Be Lonely
Taking off to the local park each day, she found a secluded spot and learned how to control her microwave beams better. Now she just had to figure out what to do with these new gifts, helping out people like that poor man who was killed in front of her and bringing justice when others couldn't seemed right to her. And so, Flashburn was born.

Description:Lena is an attractive young woman, with an athletic and toned figure. She has red hair down to her shoulders and exotic green eyes. She tends to wear a pair of blue jeans along with a red blouse and tennis shoes. Out on patrol she wears a simple fullbody uniform with a flame pattern on it, a half-face mask and a pair of yellow boots with a red flame pattern on them.
Last edited by Psistrike on Tue Apr 18, 2006 11:20 pm, edited 2 times in total.

Posts: 2658
Joined: Sun Sep 18, 2005 3:11 pm


Post by Psistrike »

Spiritforce PL:9

Quote:"You don't want to know what I'm capable of."
Concept:Wielder of the Spiritforce
Base of Operations:n/a
Real Name:Carley Elfman
Legal Status:US citizen, no criminal record
Marital Status:Single
Weight:90 lbs.
Hair:Red with silver streaks
Motivation:Protecting others, figuring out origin
Complications:secret (identity), secret (orphan living on her own), teen angst, unknown magical heritage

Abilities: STR: 10 (+0) DEX: 12 (+1) CON: 12 (+1) INT: 14 (+2) WIS: 18 (+4) CHA: 16 (+3)

Toughness +1* (+1 flat-footed) Fortitude +4 Reflex +5 Will +9
*Up to +10 using Spiritforce to have Force Field power

Skills:Acrobatics 3 (+4), Bluff 7 (+10), Concentration 6 (+10), Craft (artistic) 8 (+10), Diplomacy 4 (+7), Knowledge (arcane lore) 7 (+9), Knowledge (art) 3 (+5), Knowledge (history) 3 (+5), Language (English (native), Latin), Medicine 1 (+4), Notice 5 (+8), Search 3 (+5), Sense Motive 5 (+8), Sleight of Hand 2 (+3), Stealth 2 (+3)

Feats:Attack Focus (ranged), Diehard, Dodge Focus 2, Improved Trick, Jack-of-All-Trades, Quick Change 2, Taunt, Uncanny Dodge (mental)

Powers:Spiritforce 9 (Variable power, magic descriptor only, multiple traits of a particular descriptor; Accurate, Affects Insubstantial 2, Requires Concentration Check), Super-Movement 2 (air walking), Super-Senses 2 (low-light vision, ultra-hearing)

Combat: Attack +6/+7 (ranged)/+9 (Spiritforce) Grapple +6 Damage +0 (unarmed) Up to +9 (Spiritforce powers) Defense +8 (+3 flat-footed ), Knockback -0 (-9 with Force Field) Init +1

Equipment: drawing kit, uniform

Abilities 22+ Skills 15 (60 ranks)+ Feats 10+ Powers 52+ Combat 24+ Saves 12- Drawbacks=135

:arrow: Carley is a powerhouse if given the time to activate her Spiritforce. She requires a DC, 10+ranks of Spiritforce activated, Concentration check to first activate her power or to switch which powers she is replicating with it.

:arrow: Designed for a neutral setting, she can be dropped into any modern day Earth campaign. To fit her into Freedom City have her living in another city til recently so the Freedom League and Claremont Academy wouldn't have heard of her. Moving to Freedom City as part of running away from the authorities, she would most likely be picked up by one of the heroes and set up at Claremont Academy once they know of her powers.

:arrow: She tends to rely on her Spiritforce in a fight, figuring out her opponent's weakness and exploiting them. But in a pinch she will try to trick her opponent and get them off guard, using Bluff as a Move action with no penalty due to one of her feats.

:arrow: She has knowledge but no practical experience with normal magic, thus no Artificer or Ritualist feats. Given time she learn these though and it is a good area to expand her abilities in.

:arrow: Her skills show what she has learned on her own, no teachers or formal training. There is no telling what levels she could reach with proper guidance.

:arrow: Her Spiritforce is versitile and can replicate almost any power as long as it is magical in nature. The following are some examples of using her Spiritforce Variable Power (45 PP total maximum):
Mystic Shield: Force Field 9 (Impervious; 18 PP)
Flight 2 (4 PP)
Animate Images 9 (Progression 2,Requires Craft [Artistic] Check (DC 19); 20 PP)
Storage Room: Dimensional Pocket 9 (Precise; 19 PP)
Mirror Image: Illusion 9 (Visual, auditory; Action (maintain interactive illusion as free action), Requires Bluff Check; 27 PP)
Ghost State: Insubstantial 4 (20 PP)
Transmutation: Transform (inanimate objects into other inanimate objects) 9 (Continuous Duration; Requires Concentration Check; 45 PP]

Description of Powers:Carley wields the incredible Spiritforce, a magical power of untold capabilities. She can replicate almost any power with just a little time and concentration, making facing her unpredictable. While she has some powers she almost always replicates, she is still learning about how the Spiritforce works and most likely can think of something new on the fly.

She also has a magical power to walk on air as if it were solid ground, the origins or source as mysterious as why she has the Spiritforce. Last of her powers are a natural ability to see even low light conditions and ability to hear ultrasonic and subsonic sounds.

A Spark of Magic, Unknown Origin
Carley has always been a little unusual, her parents had a hard time understanding her and also why she had unusual pointed ears from birth. This wasn't much trouble until around the age of 10, when she started to be able to cause things by simply wishing for them to happen. Her mother died from cancer shortly before and her father said he couldn't handle this, heading out one day and never returning home.

Havng to live on her own, Carley learned how to defend herself and developed her drawing skills, selling her drawings on the street to make a living. After only a few months child wellfare showed up and Carley left in a hurry, only taking a locket her mother left her. Living on the streets now, she would sneak into the local library and learned all she could. She even figured out the special power she exhibited was some form of innate magical ability, taking to studying up on magic at the library and local book stores.

Magical Powers Are Handy With The Right Job
She practiced her powers anytime she could, keeping on the move so she wouldn't be put into a foster home. Gaining some control, she found it took concentration to activate and control what she refered to as her "Spiritforce".

After several years, she was able to take a job at a local arcane lore and items shop, finding out more about magic and what she could potentially do. But this job didn't last more than a few months before the local authorities tracked her down. Still being a minor, she was going to be placed into a foster home. But instead of this she used her powers to escape and has been on the run ever since.

Description:Carley is an attractive young woman, short for her age (5'0") but with a slim build (90 lbs.). She has exotic red hair with silver streaks, down to the middle of her back. Combined with her pale skin and bright green eyes, she is a stunning figure. She tends to wear denim shorts with star patterns on them, a pair of silver tennis shoes and a simple white blouse. Out on patrol she transforms her clothing into a light blue bodysuit with stars and moons on it, having a silver mask over her face.
Last edited by Psistrike on Mon May 21, 2007 10:29 pm, edited 4 times in total.

Posts: 2658
Joined: Sun Sep 18, 2005 3:11 pm

Post by Psistrike »

Only changes are editing the format I use for character posts. Now it is in the style of how Steve Kenson did it for the Freedom City book, making it easier to read overall. :)