Mrdent12s Character Collection

Where in all of your character write ups will go.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Luca Romancik aka Cerebral
PL 14
PP 210~



Background

Promising future, gifted, attractive, smart, and clever were not words that would describe Luca for most of his life. The best that could be spoken about him preformula years, as he calls them, was that he had a thick skin. Growing up Romani, he traveled all around Europe in his youth starting in Italy where he was born, moving on to France, Spain, and than finally to Britain. Other people in his family had their strong suits. His parents were good grifters and provided for the family through various scams, somewhat stereotypically. Some of his cousins were brilliant at legal business and ceased traveling to start prosperous businesses in construction, transportation of goods, alcoholic beverages, and the like. Even his three sisters had the great beauty of their mother, which they used to get easily influenced men to do what they wanted. Luca had none of those traits. On top of that, he was viewed as a swindler wherever his family traveled and outcast from the rest of society based solely on his family heritage that he wore as a badge of honor. In turn, his family was always loyal to him helping him as best they could. It wasn't a perfect life, but he had his family and extended family to get through it.

He was seventeen when the first world war broke out. Britain needed soldiers and the traveling people made a better source of them than the aristocrats children. In basic training, he performed below average on every task. The country could not be picky with its soldiers when trench warfare combined with machine guns slaughtered soldiers at unprecedented rates, so he was shipped off to the trenches where he spent the next few years of his life fighting over the same stretch of land. Trench life wasn't conducive to good health. He was sick half the time, had to live in filth, sometimes charge other trenches while puking, and deal with gas attacks. If the trenches didn't get soldiers, the machine guns did. Most of his comrades died next to him while trying to retake trenches that had been lost and won too many times to count. Somehow, Luca managed to survive the war, but he had more health issues than a man of his age should ever possibly have. This made it difficult to get a job back home. Word was also spreading that the Treaty of Versailles wouldn't hold, so Luca made the decision to move to the Americas and put an ocean between him and the battlefields of Europe.

Hiding out in America was good for Luca. His fourth cousin got him a job working deliveries for one of the secret breweries his cousin owned. As lines of work went, it was pretty easy. Health wise, he also improved because of the quality food and easier life style afforded to him by being in America. Persecution because of his heritage also was eliminated. America, being a melting pot, was used to all sorts of different cultures and saw nothing to hold against Luca so long as the beer got delivered. Life was picking up, but so was word of the Germans nazi party developing men with super human powers. There was the Atlantic ocean between him and the Germans this go around, so he tried to avoid the news as best he could. War was hell and he didn't want to go back. More news flowed in about the German elimination of "undesirable" people such as Jews, gays, and Romani. Still Luca closed his ears. A few of his cousins in France and Romania stopped responding to his letters over time, which made him worried and opened his ears. What he heard made him nauseated. Being near useless in war, he tried to volunteer several times without any success owing to his sickly disposition. Eventually they let him join when he volunteered to be a subject for an allied drug to counter German and Japanese efforts.

This new serum was targeted at unleashing the full potential of the human brain as a new weapon of war. As explained to Luca, the normal human used maybe ten or twenty percent of their brain actively. If a soldier was able to tap into and control all of it at will the potential could be limitless. Of the hundred that volunteered, fifty died immediately. The fifty that did survive had the extra challenge of surviving a bombing run by the Germans on the small English village where the serum was being developed. Each of the other participants had stronger systems that resisted the serum. Luca's system was so weak it kicked in much quicker. Using all of his new found powers that were still developing, he captured the bombers in mid air and brought down most of the attacking planes. His efforts were too late to save the rest of the participants.

Luca was a different breed of soldier. Following the example of other heroes he took on a name that he thought was slightly ironic given his past, Cerebral. Other fronts had their heroes, but Africa was lacking. So, his post serum career started in the deserts of North Africa. German Ubermen were steam rolling over the out matched allied forces and the few heroes that were on that front had more pressing concerns than the rank and file soldiers. Upon arrival, Luca took command of many tank units. Battle after battle, the outmatched by technology allies won the day because of misdirection and Luca treating the enemy tanks like children toys to be tossed away on a whim. More and more units fell under his command as he saved countless battalions trapped by the enemy. They also were the first to get a new breed of tanks developed by Luca based on the Axis technology plus some improvements. After helping to lead the charge in Africa, he joined forces with units to defeat Italy. All of this was of course exploited as propaganda by the U.S to show off one of their elite soldier scientists.

Following Italy falling, Luca joined with other heroes to take Berlin. It was a tough battle and despite his best efforts the Nazis escaped in to the future with their time machine. Not knowing where in the future they went, Luca petitioned the allied governments to fund a crazy idea of his to protect against future threats. The allies pressed for a time machine, but Luca knew the ramifications of going back in time and going forward in time was a crap shoot to stop the Nazis in the future. Luca's proposal was simple. Cryogenic tubes would freeze the most powerful heroes and awaken them when the Nazis appeared. In this fashion, the heroes could stop the Nazis whenever they appeared. Reluctantly, the allies agreed and the tubes were built.

Character Sheet


Abilities 32pp:
Strength 1 Stamina 3 Agility 4 Dexterity 2 Fighting 4 Intellect 15/0* Awareness 11/2* Presence 0
*without enhancements

Skills 26pp:
Expertise(Tactics) 5(+20), Insight 12(+23), Perception 12(+23), Persuasion 4(+4), Ranged Combat(Mental Powers) 6(+8), Technology 9(+24)

Powers 208pp:
Force Field: Protection 16(Extras: Impervious +1/rank; Flaws: Sustained +0/rank) 32pp
Flight 3(Flaws: Platform -1/rank) 3pp

Telepathic Array: Mental Blast: Damage 14(Extras: Will Save +1/rank, Ranged +1/rank, Accurate 2 +2/flat) 44pp base + 4 AE = 48pp
AE: Illusion 14(All Visual, Sounds) (42pp)
AE: Communication 4(Mental, World Wide) Linked Comprehend 3(Languages) (18pp)
AE: Mind Reading 14(Extras: Effortless +1/rank) (42pp)
AE: Affliction 14(Fatigue, Exhausted, Asleep Will Save; Extras: Burst Area +1/rank, Selective +1/rank) (42pp)

Telekinetic Array: Move Object 18(Extras: Precise +1/flat, Extended Range 2 +2/flat, Subtle +1/flat, Split +2/flat) 43pp base + 4 AE = 47pp
AE: Move Object 14(Extras: Area +1/rank, Selective +1/rank, Precise +1/flat; Flaws: Concentration -1/rank) (43pp)
AE: Force Wave: Damage 14(Extras: Cone Area 2 +2/rank) (42pp)
AE: Force Spike: Damage 18(Extras: Ranged +1/rank, Penetrating 4 +4/flat, Split +3/flat) (43pp)
AE: Push: Move Object 14(Extras: Cone Area 1 +1/rank, Secondary Affect 1 +1/rank; Flaws: Limited Direction Away -1/rank) (42pp)

Quickness 10(Flaws: Mental Only -1/rank) 5pp
Enhanced Body Control: Enhanced Fortitude 8 Regeneration 5 13pp
Enhanced Mind: Enhanced Intelligence 15, Enhanced Awareness 9 48pp
Immunity 20(Mental Effects; Flaws: Half as Effective) 10pp

Advantages 10pp:
Uncanny Dodge, Power Attack, Ultimate Effort(Will), Trance, Ranged Attack 2, Jack Of All Trades, Eidetic Memory, Inventor

Offense:
Initiative +4
Ranged +4, Close +4
Force Spike +10 DC 33 toughness
Mental Blast +14 DC29 Will
Move Object +10 18 Effective strength

Defense 16pp
Dodge 9, Fortitude 11, Parry 9, Toughness 19*, Will 17
*16 impervious

Total:
Abilities 32 + Skills 26 + Advantages 10 + Powers 208 + Defenses 16 = 292

Equipment:

Complications

Motivation(Patriotism): He is loyal to his adopted home land and will fight for it no matter what time he is needed.
Motivation(Doing Good): His powers allow him to finally do some good while as a normal person he was only useful for machine gun fodder.
Fame(War Hero): Luca's brains and power made him a household name in war films in America. His innovations and technology he reverse engineered was touted as making the allies on par or better than the axis technology wise.
Prejudice(Gypsy): Despite his advanced intelligence and mind, he is still a gypsy and acts like one. His freedom from social norms and winging it, even though his mind is extremely quick, rubs some people the wrong way.

Personality

Luca is that smart guy who knows he smart, but doesn't flaunt it. He is very humble, free spirited, and loyal to his friends. While he was a leader, he isn't the sort people naturally follow until they see him in action. Even than he guides more than leads. In addition, he tries to be charming and charismatic while not being very good at it. Others don't mind though because of his genius. In battle, he is honorable and tries to avoid killing because he is still affected by the first world war. Contrary to propaganda films, he is not a gung ho soldier, it just looks that way because he thinks so quickly.

Power Notes

His powers derive from a formula that unlocked his full brain power potential. To that end, he has advanced mental powers and greater physical prowess such as commanding his body to heal subconsciously or resist things that normally would sap a persons fortitude.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Ricky Drake
PL 9
PP 137



Background

They say age is just a number. In Ricky's case, it was some number greater than 130. It all started in a middle of no where town with parents who were wealthy ranchers that largely neglected their son. Ricky grew up to be just as care free and happy go lucky as his parents who gave him a good education through tutors, but were lacking on the moral aspects of parenting. His favorite past times, in no particular order, were shots of whiskey, cards, and women. Sometimes he even took part in all three at the same time. One day, while going about his normal business and cleaning a few people out at the table, his eyes locked with a beautiful girl with sun kissed hair, a smile to make men weep, and a body that not even the greatest sculpture in the world could capture. Lily, as her name turned out to be, explained to him over a secluded table that she was only in town for a week or two before moving on to prepare for her final accession into the Mystic Council. She had been chosen as the representative of earth on the condition she stay pure. Of course, for a guy like Ricky this made no sense, but a man wanting to get under a beautiful woman's skirt will go with most things. For the next few days, they had long conversations about magic and its role in the world. To his surprise, Ricky found out he had some magical talent as well when Lily taught him a few spells. One night it happened. An empty field, the moon light, and the sound of nature cracked the virgin's armor and she wasn't a virgin come morning. This continued a few more nights before Lily had to leave with tears filled eyes at falling in love and maybe sacrificing a place on the council because of it. For his part, Ricky was already ready to move on, not that he let it on though.

A month later, Ricky was listening to a piano and watching a show with women who were slowly taking their elaborate dresses off. Just as it was getting to the final article of clothing and he had another bottle of whiskey freshly delivered, he found himself in a rune circle filled with bright lights and people with red hooded robes. Now, he had drank some stuff before that made him hallucinate, but nothing like this. In an overly theatrical fashion, a single figure explained the situation. Lily had been rejected and banished to stay on earth instead of joining the council all because of him. In their eyes, this was a violation of all things they held sacred. Of course, Ricky had to crack a follow up joke in regards to how hard it would be to violate something sacred without the proper holes. For some reason, this did not go over well. As his punishment, he was told to make penance to Lily and join with her in union because she still loved him. Ricky still wasn't sure if it was a hallucination yet, so he declined by showing his arse. Murmurs spread through the assembled council members and after a few minutes the overly theatrical voice spoke again. As punishment for his disrespect and violation of another's love, he was cursed with immortality.

He never did see Lily again, but after coming to with the show almost over he felt different. Years passed and while others around him aged or suffered from the hard life style, he stayed the same. As a curse, he thought it was pretty lame because he would have forever to enjoy life. More years passed though and the crowds changed. Matthew stopped doing shots off women, got a plot of land, and had a brood of his own. Henry sold the bar, moved to the big city, met the girl of his dreams, and retired to a happy domestic life. Even the girls he frequented moved on. Heather retired from whoring and found a respectable preacher husband who made her feel pure and special. Marcy had a child from a client, who was Ricky unbeknownst to him, and married a farmer who fancied her. Ricky tried to stay with Melissa for longer than a year, but age started showing in her as well. Soon enough, everyone was new and different. Time had moved on, but he still remained. Learning the occasional magic here and there was a small distraction from his everlasting life. So, for the next 20 some odd years, he dedicated his life to bedding as many women as he could, drinking all he could before passing out, brawling, occasionally dying, and being rowdy.

There comes a point when you wake up with 20 naked women for the second week in a row where you ask yourself is this it. Ricky had that moment. It was all the same. Immortality was fun and all, but after polishing off a case of whiskey a night for several months and playing more cards than a man rightfully should it all gets boring. In his part of the world, saving people using powers was coming into vogue and he saw it as his chance. Doing it by himself with the magic he had developed was a thrill, but ultimately limited. Doing it on his own, he could save a few people from some maniac villain. Trying to save a lot of people on his own didn't work out so well. News traveled slower during this time though and he was the only survivor, so no one except him to spread the story. Smaller teams started sprouting up and he would join a few from time to time, never staying longer than a few years as he saw his teammates aging or in some cases showing the effects of age in other ways. Like his previous vices, those around him changed while he stayed the same Ricky. One nice perk though was the card games he got access to, insane groupies who were into anything, and free drinks. That wasn't enough to keep him though. America was changing too much for him.

For a spell, he traveled on various ships doing odd jobs involving magic to pay his passage. His travels brought him to Australia, Asia, South America, Africa, and everywhere in between. Finally, he left ship in England and never went back on. London was just his speed and the thrill of the heroic game was starting to come back to him. A few small teams came and went. They were more polite than the Americans he worked with before and used more civil tactics, but over the years it all was the same to him again. Plus, there was the nasty side effect of the the Mystic Council taking notice of him again after taking down a wanna be necromancer. After that, all his battles got much stranger. So, it was back to the women, booze, and gambling time again except with British chicks and Irish whiskey. One day, while taking part in the booze and cards with a woman under the table he fell into the hero role on accident. One of the players was caught slipping a card from his sleeve. This wasn't the sort of pub to be doing that in though and the man would have died if Ricky had not stood up with his pants around his angles still while he danced. The man got away and Ricky brawled some more. As chance would have it, the man was the ambassador to Freedom City and needed some protection on the trip with the occasional odd jobs once across the pond.

It had been a good forty years since he was in America. Freedom City was vibrant and alive. Apparently, the big super hero team craze had taken hold with even schools set up for it. For a time, Ricky thought of enlisting into one of these teams, but they were too good for him. That heroic thrill just wasn't there and he wasn't a top of the line sort of hero that did all the fun stuff heroics. His services were useful to adhoc teams who needed a little assistance now and again. Plus the cops found a semi nonaffiliated hero useful at times. The Mystic Council wasn't done with him yet though and threw him a few curve balls as well. One curve ball lead him to the realization he has descendants when one person he saved was the daughter of a woman he spent a few nights with in London. She had his eyes and face which was more than enough for him to know. A little research revealed he had quite a few descendants. Apparently, they didn't make him sterile when they made him immortal. He still drinks, whores, and gambles. On the side though he does some heroeing as well because the next person he might help could be his great great great great grand child on with something on the line the thrill was back.

Character Sheet

Abilities 38pp:
Strength 0 Stamina 0 Agility 1 Dexterity 3 Fighting 4 Intellect 2 Awareness 7 Presence 2

Skills 20pp:
Deception 8(+10), Expertise Magic 7(+9), Expetise Street Wise 4(+6), Insight 6(+13), Perception 4(+11), Persuasion 8(+10), Sleight of Hand 3(+6)

Powers 49pp:
Magic Bullet: Damage 11(Extras: Ranged +1/rank) 22pp
AE: Dispell Magic: Nullify 7(Extras: Broad(Magic) +1/rank, Simultaneous +1/rank, Precise +1/flat) (22pp) 1pp
AE: Enervation: Weaken 7(Extras: Ranged +1/rank, Broad(One physical ability at a time) +1/rank, Afects Objects Only +0/rank, Incurable +1/flat) (22pp) 1pp
AE: Mystic bindings: Affliction 11 (Resisted by Will; Hindered and Vulnerable, Defenseless and Immobile; Extras: Ranged +1/rank, Extra Condition +1/rank; Flaws: Limited Degree -1/rank) (22pp) 1pp
AE: Phantasms: Illusion 4(All Senses, 30 foot area) (20pp) 1pp
AE: Maddening Blast: Damage 7(Extras: Ranged +1/rank, Will Save +1/rank, Accurate +1/flat) (22pp) 1pp
AE: Invisibility: Concealment 10(All Senses; Extras: Precise +1/flat, Affects Others +1/rank; Flaws: Passive -1/rank) (21pp) 1pp

Protective Tatoos: Protection 11 11pp

Immortal: Immunity 1 (Aging) 1pp
Immortal: Immortal 1 2pp
Immortal: Regeneration 2 2pp

True Sight: Senses 5(Counters illusion(Visual), Dark Vision, Magical Awareness) 5pp

Advantages 10pp:
Ranged Attack 4, Trance 1, Ritualist 1, Power Attack 1, Accurate Attack 1, Skill Mastery 2(Persuasion, Deception)

Offense:
Initiative +1
Ranged +7, Close +4
Mystic Bindings +7 DC 21 will
Magic Bullet +7 DC 26 toughness
Enervation +7 DC 17 fort
Maddening Blast +9 DC 22 Will

Defense 20pp
Dodge 7, Fortitude 6, Parry 7, Toughness 11, Will 12

Total:
Abilities 38 + Skills 20 + Advantages 10 + Powers 49 + Defenses 20 = 137

Complications:
Motivation Thrills: Living 100+ years can get boring. So, to break the monotony he takes up fighting crime now and again.
Addiction(Gambling): He loves to gamble. Sometimes it gets him into a bit of trouble though when he goes too far.
Secret(Descendants): Ricky, despite being immortal, has been with quite a bit of women and had a couple children. People who don't like him would be more than glad to use it against him.
Enemy(Mystic Council): His immortality was supposed to be a curse for seducing one of their virgin followers, but they don't view it as enough. He isn't wallowing. So, they mess with him in other ways.
Reputation(Wild): He has a reputation of being wild, but his usefulness outweighs it for most people.

Personality
Ricky loves to drink, gamble, womanize, and have fun. Sometimes though that life gets rather boring, so he uses his magical gifts for the betterment of society sometimes. While some may think he is a lone wolf, he has worked with more than a few teams in his time and even founded one for kicks in England. People generally find him agreeable and his sense of welcoming anyone and everyone to share in his bounties helps that. People he gets intimate with end up realizing though he doesn't get tied down too easy because he knows he will out live them. When it comes to magic, he treats it almost like a toy. A toy that he uses for amusement and keeps self restraint because he isn't in to hurting people just because. It takes a lot to make him angry, but when he does get angry he has depths to his magic even he doesn't know about.

Notes

The Mystic Council is various mages from the other dimensions who are self proclaimed councilors, but in reality they are just a really powerful group of mages with an ego trip and delusions of grandeur.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Dylan Hall
PL 6
PP 90



Background

The Hall's as people with money knew them were philanthropists. The news business as silent partners had been good to them and they spent the time after their only son Dylan was born traveling and doing good works. Of special interest to them was helping remote villages around the world with water pumps, getting clinics that were naturally well stocked, and setting up sustainable farming practices. Dylan grew up in that life until the age of eight with remote schooling and the occasional tutor. If it would have continued, he might be a a millionaire philanthropist like his parents instead of the social activist investigative journalist he became. The accident on the Hall's plane due to some questionable maintenance caused the two engines to go out and the plane to crash land in the jungles of Peru. Both of his parents died and Dylan could only watch their corpses as he withered away for two days stuck in his seat that his mother had sacrificed herself to make sure he was secure. At the end of the second day he finally passed out.

When Dylan came to, he was in a hut being attended by two women who were keeping his fever down and making sure he got nourishment. Both women, a woman and her grand mother, shared the hut that used to be shared with the woman's husband and son that met a grim fate at the hands of some mercenaries coming through the area not long before Dylan's plane went down. Grieving over the loss of her own family, she took Dylan in as her own despite the tribal elders advise. Dylan for his part was too grief ridden to know his hands from his feet much less give any input. While he never got the name of the tribe or the village, he took it as his home and grew up in the village helping where he could. He was taught to fight, but aside from defending himself and landing a few blows he wasn't that great. Knowledge he picked up from his parents helped a little, but there is only so much one understands at the age of eight. For the most part, he helped his adopted mother and grand mother tend to the people and did a little hunting when it wasn't too deadly. Life wasn't a millionaires life, but it was his life.

Over time, people in the village started getting sicker and sicker. No one in the village could make heads or tails of it until Dylan came across a drum with a skull and cross bones near the villages water supply. In addition, torn apart electronics sit in the stream as stones would. On one of the drums, there was a label that had an address for a company based out of Lima, Peru. Going off his own initiative, he went into the city to check out the company and let them know of what was going on with his tribe. He found a corporate mouth piece with a document signed by someone Dylan had never heard of telling him that the village was on land that was sold to the company fives years previously and that the village in question wasn't real. The look of astonishment on Dylans face turned into panic as he was thrown out by two burly security guards. Not one to give up, Dylan went to the factory location in the dead of night to see for himself what was polluting his people. Unfortunately, the factory wasn't the best maintained and a support broke causing Dylan to fall into a vat of an orange chemical. He managed to climb his way out, but the damage had been done. Something was growing at the base of his spine. It didn't stop him from finding some memos in the office to the same person who "sold" the villages land telling them to clear it out so they can keep using it as a waste dump on the cheap.

Before going to to the press, Dylan rushed back to his village to make sure they were ok, but it was already too late. All except a few had been killed by a dozen mercenaries. Dylans tail had fully grown by then and it went to work dispatching the mercenaries much to Dylans surprise. It was too late though. The cross fire had finished off the rest of the village. With nothing left for him, he resolved to expose the company, but finding someone to write any articles on the subject proved impossible. The company was too well connected. So, he wrote his own article and got it published along with photographs. As these things happen, the company scape goated people, promised to do some charitable thing, and paid fines. In the end it wasn't enough and public pressure forced them to close down. For a few years, Dylan stayed in Lima working for a local paper to publish more exposes, but the call of going home to Milestone was too much for him. Lima wasn't like his village and he belonged home.

When got home his parents former share in the company absolved into an almost depleted trust. He had just enough to get a modest apartment near the Josie Alavarez Youth Center. What he read in the papers disturbed him to say the least. Everyone focused on the big problems like aliens or everyone being turned into dogs. Heroes and police alike weren't doing anything about the rise of street gangs or "small time" crime. The youth center was one bright spot and seemed to provide a haven that he fully supported both with positive articles published in some of the smaller papers and as a mentor for a few of the youth. To pay the bills, he took a job few wanted, writing for a local paper on the crime beat in Milestone. His pieces shown light on the drug dealers and thugs filling the power vacuum. It still wasn't enough as getting information wasn't easy. Most of his "anonymous source" documents came from his own fights with the gangs. Some of the criminals even paid off the cops enough to turn the other cheek despite the articles he wrote, but thanks to the accident in the toxic waste factory his tail gave him a secret weapon that allows him to fight on even though he isn't some grant martial arts champion.

Character Sheet

Abilities 56pp:
Strength 1 Stamina 4 Agility 5 Dexterity 3 Fighting 7 Intellect 2 Awareness 3 Presence 3

Skills 29pp:
Acrobatics 2(+7), Deception 2(+5), Expertise(Investigative Journalism) 10(+12), Insight 7(+10), Intimidation 2(+5), Investigation 8(+10), Perception 6(+9), Persuasion 6(+9), Sleight of Hand 7(+10), Stealth 5(+10), Treatment 2(+4)

Powers 42pp:
Tail Spikes: Damage 7(Extras: Multiattack +1/rank, Ranged +1/rank, Accurate +2/flat) 23pp
AE: Paralyzing Strike: Affliction 7(Fortitude; Hindered, Immobile, Paralyzed; Extras: Multiattack +1/rank, Cumulative +1/rank, Precise +1/flat, Reach +1/flat) 1pp(23pp)
AE Strike of a Thousand Tails: Affliction 7(Dodge, Will; Dazed, Stunned, Incapacitated; Extras: Multiattack +1/rank, Cumulative +1/rank, Reach +1/flat, Precise +1/flat) 1pp(23pp)
AE: Tail Strike: Damage 7(Extas: Multiattack +1/rank, Precise +1/flat, Reach +1/flat) 1pp(17pp)

Extra Limbs 2(Tail, Hair) 1pp

Tail Shield: Enhanced Dodge 2 2pp

Tail Sentience: Enhanced Advantages 3: Uncanny Dodge, Weapon Break, Improved Disarm 3pp
Tail Sentience: Enhanced Saves 1: Will 2 2pp
Tail Sentience: Senses 1(Danger Sense) 1pp

Feature 1(Hair Mask) 1pp
Elongation 3(Hair, Tail; 60 feet) 3pp
Movement 1(Swinging) 2pp

Advantages 8pp:
Assesment, Benefit: Press Credentials, Contacts, Connections, Defensive Roll 3, Power Attack, Languages(Spanish, Portugese)*, Uncanny Dodge**, Weapon Break**, Improved Disarm**
*free **power

Offense:
Initiative +2
Ranged +2, Close +6
Tail Spikes(5ft) DC 22 toughness + multiattack +7
Paralyzing Strike(5ft) DC 22 Fort + multiatack +7
Strike of a thousand tails(5ft) DC22 Dodge, Will + multiattack +7
Tail Strike(5ft) DC 22 toughness + multiattack +7

Defense 5pp
Dodge 7, Fortitude 6, Parry 7, Toughness 7, Will 8

Total:
Abilities 56 + Skills 29 + Advantages 8 + Powers 42 + Defenses 5 = 140

Complications:
Motivation(Justice): Dylan has a strong sense of social justice. The people should be protected and those that prey on the weak should be exposed.
Power Loss(Tail Bound Too Tight): His tail is powerful and sharp, but it can happen where something can hold it in place. In that case he has no powers.
Prejudice(He has a tail): Someone walking around with a tail isn't looked at like the average Joe.
Accident(Tail has mind of its own): His tail sometimes has a mind of its own and causes undesirable stuff to happen.

Personality

Dylan is a big social activist who believes that those who do society harm should be held to account and exposed. To make up for not helping the village who took him in he seeks to expose criminals and people who take advantage of Milestones situation via his free lance journalism work. In addition, he tries to mentor kids so they don't become like the criminals and people who he works to expose. Generally, he is a nice, fun loving guy. When pursuing a story and on the trail of what he thinks is right, however, he can be very persistent. For someone who lost his parents, he doesn't expose the sadness to the world and has mostly dealt with it. Sometimes though it creeps back and he has a soft spot for people like him.

Notes

Aside from his tail, which has a mind of its own sometimes, he is just your average reporter who can take a hit well and fight decently.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Rex Roughman
PL 10
PP 150



Background

Rex wasn't rich or poor. his father was a modest gardener who made ends meet like his father and so on. Rex followed in that tradition landing jobs for older women or even some men due to his physique. His last job as a gardener was for three women that lived on a palatial estate who he never really met beyond seeing them come and go because he was paid through a third party for the job. It was an easy job doing the standard stuff such as keeping the hedges neat, cleaning up leaves, and the like. Nothing back breaking. By all accounts, the three women who were quite beautiful were normal women that happened to have many suitors. So, when he saw strange lights and heard strange sounds coming from the house he thought that was just how they got their kicks. He wasn't one to judge.

One day while working on the east gardens he started to feel a little woozy and light headed to the point where he passed out after sitting down under a tree. When he came to, he was bound to the floor in the middle of a circle and pentagram made in blood. All around the room, there was candles lit and all the other light had been turned off or covered ensuring only the flickering candles provided the light. The three women who employed him entered from an equally candle lit room and dropped their robes revealing bodies most men would kill to be in the room with unclothed. Before Rex could protest though since it really wasn't his scene, they started circling him, chanting, and spreading incense in the air. Rex never studied foreign languages beyond elementary Spanish, so he had no idea the chant was in an archaic language associated with demons from the middle east and the classical definition of the devil. As they kept it up, he flesh tore and body contorted to the point he nearly passed out from the pain. After a few minutes, the agonizing pain stopped along with the chanting and circling movements of the three women. Daring to look at his body, it was covered in hair and his hands had claws that would make movie monster creators eager to use him as inspiration. Horrified, he struggled to escape only to pass out again due to a burst of incense.

Coming to again, he found himself in a dungeon type room with the three women now clothed looking on him and referring to him as their pet given by their master. In their arrogance, they neglected to ensure the chains bounding him were solid and to close the door as they looked on him. A small voice inside him said to stay and be admired, but a large voice said get out now you eejit. He listened to the bigger voice and escaped by tearing out the chains rushing out as fast as he could. Once far enough away, he found if he tried his human form would return while his heightened senses and other enhancements remained. For years, he was on the run from the three sisters who kept trying to pull him back to them. One day he had enough. Instead of running, he tore through the men sent by the sisters to apprehend him and got them to tell him where the sisters were. Under the cover of night, he attacked them and tore through their security who allowed the sisters to escape. From that day onward, he swore to hunt them down and put a stop to their activities. Also, he set out to learn as much as he could about any connection of the sisters magic to history.

Character Sheet

Abilities 62pp:
Strength 10(6*) Stamina 6 Agility 4 Dexterity 3 Fighting 10 Intellect 0 Awareness 2 Presence 0
*without powers

Skills 17pp:
Acrobatics 8(+12), Athletics 6(+16), Inteimidation 12(+12), Perception 8(+10)

Powers 47pp:
Enhanced Strength 4 4pp
Protection 4 4pp
Human Transformation: Morph 1(Human) 5pp
Wolf Senses: Senses 5(Danger Sense, Low Light Vision, Accute and Tracking Olafactory, Ultra Hearing) 5pp
Leaping 2(30 Feet) 2pp
Speed 3(16 mph) 3p
Sharp Claws: Penetrating 5 on Strength 5pp
Regeneration 5 5pp
Multi Attack Strength Based Damage 10 10pp

Advantages 6pp:
Animal Empathy, Great Endurance, Power Attack, Evasion, Agile Feint, All Out Attack

Offense:
Initiative +4
Ranged +3, Close +10

Defense 18pp
Dodge 10, Fortitude 12, Parry 10, Toughness 10, Will 8

Total:
Abilities 62 + Skills 17 + Advantages 6 + Powers 47 + Defenses 18 = 150

Complications:
Motivation(Thrill Seeking): His animal side wants to feel that adrenaline rush.
Motivation(Doing Good): His curse, to him, doesn't have to be one, so he wants to use the powers granted from it for good.
Enemy(Relic Coven): The group of witches who sold their soul's curse him to be their servant and want revenge for him breaking free.
Honor(Pack and Innocents): He has a strong pull to protect innocents and whatever his current adopted pack is.
Power Loss(Regeneration vs Silver): While the Silver is still in a wound, regeneration will not work.

Personality

He's that guy you grab a beer with after work and shoot some pool. All of his mannerisms scream blue collar regular joe type of guy who happens to be very muscular. While not born a gemini, the dueling nature of the wolf and good guy in him battle between the thrill of the hunt plus other delights and just wanting to help others.

Notes

He is the fairly standard werewolf with the minor twist that he can turn back to a human formish at will. While Silver is not a major issue for him, it does mess up his regeneration abilities.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Michael Smith aka Shades
PL 8 & PL 7
PP 120 & PP 135

Age 16



Background

Michael never knew his mother, she died in labor. From his single fathers account, she was strong, passionate, and had a zest for life. His father being an army ranger meant Michael lived on military bases all over the world for the first 13 years of his life. When his father was away, various military spouses would watch over him and he bonded with a few of them picking up various local languages. Despite the absences, he idealized his fathers honor and dedication to the country and to him. Whenever possible, Michael would get a post card, email, or something letting him know how much his dad loved him. That isn't to say he didn't act up sometimes, but he wasn't a bad kid by any measure thanks largely to the influence of his dad.

On his 13th birthday, his dad came back from another top secret mission with a gift. He was transferring to training. Starting from that day, his dad would be there for Michael in person instead of letters or the off time. To celebrate, they headed to Michaels favorite swarma place. On the way out of the base though, on that faithful day June 5th in 2015, a truck carrying toxic waste tipped over, soon after the merge started, dousing Michael's dads car and seeping in killing Michaels dad and knocking Michael out. When he came to, he was in a hospital bed strapped down. Every bird tweet, toe tap, rough fiber, shrill voice, and nonvisual sensation assaulted him relentlessly. Struggling, he screamed in agony as part of the cacophony of noise yelled for a doctor. It took several rounds of sedation, but when he came to the assault started again. Eventually, they put him in the psych ward, but he tore through the restraints like they were nothing during another assault on his senses.

One of the top generals got wind of the incidents and was smart enough to put him in a sensory deprivation room. He could still hear and smell everything, but it wasn't driving him crazy. The general entered with a proposition after the monitors showed Michael calming down. It was a simple proposition. Train with the CIA and learn to calm his senses and harness his new abilities for the good of the country. Not knowing of the chaos in the world other than from murmurs from the staff, the general had to fill Michael in on the events. Figuring the best way to honor his father, who he still grieved for, and to break the cycle of noise in the outside world, he agreed.

The CIA had recently given up housing prisoners at a black site in the middle east, so that was Michaels first home to come to grips with his new life as a newly minted teenage soldier. His room was a sensory depravation cell that was given some creature comforts and only locked on the first night due to Michael knowing the lock got triggered even though it was "silent". His daily routine consisted of focusing the cacophony of sounds, smells, and feelings from his hyper senses. It took him a few months, but he got to the point he could sleep anywhere with most level of sensations without going crazy. On top of that, he had a daily exercise routine that finished the first year of his training at the site to master his new physical powers that were still developing. The year also helped him get past the grief of losing his father which he learned from the facility staff psychologist was part of what held him back from focusing the sensory input.

His next level of training took him to various parts of the world over the course of a year to act as a human surveillance van. No one paid attention to the poor blind boy. So, they spoke freely inside houses or offices not knowing that he was listening and conveying the information to his nanny, a seasoned covert ops woman who was assigned the role of his care taker who grew to treasure the role. He also continued his training in fighting. Given his age, they didn't put him in the field yet, but kept impressing on him that one day he would need to fight forces of ill intent who came over via the merge and those who spawned from it. The language skills he picked up didn't hurt the second year of training either. By the end of the year though, he was starting to ask questions as teenagers tend to do that touched on morality and if what he was doing was really good. This was exactly what the military brass didn't want. A human surveillance van was good, but one asking about right or wrong was not desirable.

Physically and power control wise, Michael was on track which meant the next phase of his training was going to target getting those pesky doubts removed and turning him into an easily controlled asset. It was no use keeping the location from Michael, so the CIA let him know they were going to a black training site in Germany underground. One of the old Nazi bunkers. Michael couldn't help but notice though that the doors locked with a key code they thought he couldn't enter because of his blindness. One doesn't need eyes to know where gets tapped though. All of his doubts had been leading to this. Instead of fighting though, he played along until he could escape downplaying his hearing getting stronger. For months, they bombarded him with a rigorous training routine tailored to the use of his specialized walking stick as a weapon. Subtlety they also tried to manipulate him into losing his morals. The memory of his father was to strong in him though. What once was a weakness now helped him focus and stay honorable.

Six months into the underground training, his time came. Thinking it was ok, the CIA agent running the bunker gave a status report to the military top brass that Michael would soon be ready for his first assassination mission and that the psychological manipulations were taking hold. On the other end of the line, Michael overheard the plans for other children gifted like him to be deployed in the field as loyal U.S soldiers with plan code name Omega. That night, Michael got dressed, grabbed his specialized walking stick, and made his escape. Using the contours of the walls, he knew where the keypad was and where to tap based on the heat radiating from the keys. On the outskirts of Berlin, his nanny ran into him by chance as she was heading back to the bunker. She knew he was running, but simply whispered "go" to him. In the morning, all they found in his bed was a note outlining project Omega that said if it was ever enacted or they came for him he would expose it all.

Lost in the world and on his own for the first time ever without someone to take care of him, Michael scraped by leveraging his training and powers. Being blind and looking like it helped, so he started wearing sun glasses and tapping his walking stick on the ground. Exposed to unfiltered information, he learned the full scope of the chaos caused by the merge and started begging near influential office buildings to get even more information. It was outside of one of these buildings that his nanny from his training found him. She knew what he was up to. It was textbook. They went for some coffee under the guise she was checking up on him, something her superiors would like, and she told him of a place he could use his talents without becoming a killer or pawn for the government. It intrigued him. The thought of being in a proper school also was nice where he could be just a kid again.

Character Sheet


PL 8/120pp

Abilities 20pp:
Strength 4(1) Stamina 6(2) Agility 8(2) Dexterity 0 Fighting 8(2) Intellect 0 Awareness 3 Presence 0
(w/o powers)

Skills 6pp:
Acrobatics 2(+10), Deception 5(+5), Insight 8*(+11), Investigation 6(+6), Perception 10*(+13), Stealth 5(+13)
*From Powers

Powers 80pp:
Enhanced Advantages 12 (Evasion, Precise Attack 2 [Close, Concealment; Ranged, Concealment], Uncanny Dodge, Ranged Attack 8) 12pp

Enhanced Skills 6 (Insight 8 ranks, Perception 10 ranks) 6pp

Senses 18 (Normal Hearing [Accurate, Analytical, Extended, Penetrates Concealment], Scent [Accurate, Acute, Analytical, Extended, Ranged], Touch [Acute, Analytical, Ranged], Ultra-Hearing) 18pp

Enhanced Abilities 19(Stamina 4, Strength 3, Fighting 6, Agility 6) 38pp

Speed 1(60 ft) 1pp

Leaping 1(15 ft) 1pp

Enhanced Defenses 4(Fortitude 4) 4pp

Advantages 11pp:
Evasion*, Power Attack, Precise Attack 2[Ranged, Close Concealment]*, Uncanny Dodge*, Defensive Roll 2, Close Attack 1, Ranged Attack 8*, Ranged Attack 1,Equipment 2(Special Walking Stick), Languages 3(Arabic, German, Japanesse, Mandarin), Takedown
*From Powers

Offense:
Initiative +8
Ranged +9, Close +9
Club Bash +9 DC 22 toughness
Club Throw +9 DC 22 toughness

Defense 3pp
Dodge 8, Fortitude 10, Parry 8, Toughness 8, Will 6

Total:
Abilities 20 + Skills 6 + Advantages 11 + Powers 80 + Defenses 3 = 120

Equipment:
Enhanced Walking Stick: Damage 3 (Strength Based; Extras: Ricochet +1/flat, Ranged +1/rank(total str); Flaws Diminished Range -1) (8) -- (10)
AE: "Club Swing" Movement 2 (Swinging, Slow Fall) (4)
AE: "Club Smash" Strength-Damage +3 (1)

PL7/135pp

Abilities 28pp:
Strength 4(1) Stamina 7(2) Agility 7(2) Dexterity 2 Fighting 7(2) Intellect 3 Awareness 4 Presence 0
(w/o powers)

Skills 10pp:
Acrobatics 2(+9), Deception 6(+6), Expertise(Sounds) 6(+9), Expertise(Scents) 6(+9), Insight 8*(+12), Investigation 4(+7), Perception 10*(+14), Stealth 6(+13)
*From Powers

Powers 81pp:
Enhanced Advantages 11 (Evasion, Precise Attack 2 [Close, Concealment; Ranged, Concealment], Uncanny Dodge, Ranged Attack 7) 11pp

Enhanced Skills 6 (Insight 8 ranks, Perception 10 ranks) 6pp

Senses 20 (Normal Hearing [Accurate, Analytical, Extended, Penetrates Concealment], Scent [Accurate, Acute, Analytical, Extended, Ranged], Touch [Acute, Analytical, Ranged], Ultra-Hearing, Tracking(Scent) 2) 20pp

Enhanced Abilities 20(Stamina 5, Strength 3, Awareness 2, Fighting 5, Agility 5) 40pp

Speed 2(120 ft) 2pp

Leaping 2(30 ft) 2pp

Advantages 13pp:
Evasion*, Power Attack, Precise Attack 2[Ranged, Close Concealment]*, Uncanny Dodge*, Close Attack 2, Ranged Attack 7*, Equipment 2(Special Walking Stick), Languages 3(Spanish, Mandarin, German, Arabic), Jack of All Trades, Assessment, Accurate Attack, Takedown 2
*From Powers

Offense:
Initiative +7
Ranged +9, Close +9
Club Bash +9 DC 21 toughness
Club Throw +9 DC 21 toughness

Defense 3pp
Dodge 7, Fortitude 8, Parry 7, Toughness 7, Will 6

Total:
Abilities 28 + Skills 10 + Advantages 13 + Powers 81 + Defenses 3 = 135

Equipment:
"Enhanced Walking Stick: Strength-Damage +1 (Feats: Ricochet 1) (Extras: Ranged 4) (Diminished Range -1) (6) -- (8)
AE: ""Club Swing"" Movement 2 (Swinging, Slow Fall) (4)
AE: ""Club Smash"" Strength-Damage +1 (1)"

Complications:
Motivation(Doing Good): They tried to train the good out of him, but he just couldn't bring himself to become an assassin. Now he wants to use his training and powers for good.
Disability(Blind): He is blind. His power mitigates it mosly, but things like whats on a computer screen or the visuals on a security camera still cause issues for him.
Weakness(Powerful Sensory Effects): Due to his heightened senses, attacks effecting those senses have a +5 to the DC.
Enemy(CIA): He is at a stalemate with them owning to what he knows preventing them from recapturing him, but that doesn't stop them from messing with him.
Honor(Never Kill): He won't kill anyone. Its just not in him.

Personality

Michael is cautious, but still has a rebellious streak. Traveling so much, he picked up a lot of different languages, which he uses to mess with people sometimes. In addition, he plays up his blindness at times to get what he wants even though his other senses more than compensate. Being a teenage boy, he sometimes uses his powers to play pranks. Overall though, he just wants to be part of something good and happy instead of a killer like the CIA wanted. His dads example taught him to strive to be good.

Notes

Skills are 3 for 1 instead of normal 2 for 1. In the Merge setting, he is a native who got powers from a toxic waste spill that happened minutes after the merge took effect. He is still a little naive of what went down, but is learning more skills. I didn't include immunity to visual sensory attacks as he also suffers from not being able to read signs or computer screens.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Murphy Richards aka Seraph
PL 9
PP 135



Background

Patricia Richard's mum was a whore. She was a whore. Whoring is all she knew starting at the traumatic age of 14 when her mum was killed by a john who had some rough demands. Despite all this, she went every Sunday to a church based out of a crumbling warehouse by the docks that was dedicated to Saint Nicholas. Her work did not define her. At 16, she gave birth to Murphy at a street corner that called itself a birthing clinic. More than a few of her clients didn't like to wear protection and a woman in her debt to the mob couldn't exactly afford birth control on her own, so the numbers won out and one of those johns ended up being a father yet never knowing it. An abortion was offered by her pimp, but being a good catholic she refused. From the moment Murphy was born, she loved him and despite having to keep up her profession she tried to hide him from it as best she could. Due to complications from the birth, she wasn't able to have anymore children, which made her even more sought out.

Despite Patricias best efforts, Murphy still went hungry some days and his "daycare" was being left in the care of someone her pimp assured her would watch the kid. He couldn't risk losing her revenue. In reality, "daycare" was being dropped off with other kids in a similar situation at the abandoned shipping docks to fend for himself to get picked up when his mums shift ended. Under threat of death, he had to tell her it was a nice old lady. Going to school was a heaven sent blessing for him, but when the others saw his raggedy clothes and malnourished figure he became the target of relentless teasing. Church on Sunday was his only respite and the charities who fed him some weeks when all his mum could muster was cabbage soup. He would look at the kids with money or full belly's and long to have that life. Instead, he was teased, forced volunteered with his mum when she wasn't working, and sometimes had to go without even bread.

This all changed when the family who ran the brothels needed a runner. No one would question a scraggy looking kid carrying a near empty backpack. So, some days instead of school he would make extra income running packages of all sorts to whoever his handler said. This gave him candy money and a belly that wasn't always empty. Slowly over the next few years he started rebeling and running with friends instead of going to church or volunteering with his mum who sank into a depression of losing her son to the life she was forced to choose. She had much higher hopes for him. When Murphy turned 16, his mum didn't wake up one day and he didn't care. As far as he was concerned, the family was his family now and Patricia was just the woman who had relations with men for money that got knocked up.

Over the next 10 years, he became more than a simple runner. His health improved, body filled out from proper eating, clothes became new, and he had shoes without holes. The indoctrination into family loyalty continued when as a "favor" he was given a task to collect some money from some shop keep who owed the casino from a crooked game of poker with the favor portion keeping 5% of it. When the shop keep didn't pay up, he beat the guy until he did. Seeing potential, his runner status was upgraded to thug who went along on various collection runs and roughing up johns who messed up the families goods. They were alright with the rough johns, but the whores still had to be attractive to future clients. As his star rose, so did his pay and he was able to afford a nicer apartment, some girls for himself, and the finer booze. Never entering the elite, he was still a valued enforcer for his family devotion.

During this 10 year window, he got progressively worse as well. Initially, the church morals lead him to hold back. Family morals corrupted his soul. When he was runner, he would share with the other poor kids and still say his payers at night even going to confession at times to ease his conscious. First the sharing stopped. The poor kids weren't part of the family and he had his mates to share the wealth in the form of booze and women. Next, the prayers stopped. It was hard to believe a deity could exist in a world where the poor were virtuous and rich corrupt. So, no use in praying to nothing. Finally, going to confession stopped because who needed easing of conscious when there was so much good times to be had that could drown out that little voice which only got more muted. Sure, he had a few girlfriends that thought they could save him. After all, he fit the bad boy mold just like the family intended. None ever got through.

One day while on a routine job of collecting from some poor chump who lost big at the casino, the job went south fast. The poor chump had a house made of materials more flammable than gasoline it seemed. Murphys partner was stupid enough to light a fag and press it against the wall sending it all up in flames immediately resulting in the partners death and the house starting to fall apart. As things fell, the collection victim was killed and Murphy got pinned under a beam with the fire raging all around him. Like a movie, the early images of his mothers love and devotion to him and helping others started up followed by his rejection of it. Progressing in his mind, more scenes came showing his life of wickedness and the damage left in his wake not to mention his mothers broken heart which he realized probably killed her. There was all the girls he could have escaped the life with, but rejected instead. All told, he was a blight on society and only helped to further the cities degradation. He did something he hadn't done in years. He prayed. He prayed like it was going to be his last prayer ever and given the situation it looked more than likely the case. All he asked was for a second chance and the power to make things right. Someone or thing heard his prayers and in a brilliant light that bathed him wings appeared on his back allowing him to fly out of the house.

Not knowing what to make of the situation, he hid out in one of the old warehouses he played in as a kid. The bodies found in the house were attributed to him and his partner, giving Murphy a clean go of life because few even cared to remember his face not that it would matter given the damage wrought by the fire on it. After a day, he donned a long coat to hide his wings and went for some food. Along the way, some thugs were harassing a flower lady for selling on their turf without giving due payment to them. Instinctively, he unfurled his wings and exuded an almost heavenly light to hide his features as a sword of light formed in his hand. At first, the thugs looked at each other and drew their guns. Murphy quickly put an end to that with a swing of his sword and burst from his hand that made them weep in regret. Its only been two days since that fateful moment, but since than rumors of an angel living in the city spread like wild fire. For Murphys part, he took up a volunteer role at a Catholic clinic that prayed to Saint Nicholaus as a nurse.

Character Sheet

Abilities 36pp:
Strength 2 Stamina 6 Agility 3 Dexterity 0 Fighting 3 Intellect 0 Awareness 4 Presence 0

Skills 18pp:
Insight 8(+12), Intimidation +12(+12), Perception 8(+12), Persuasion 4(+4), Treatment 4(+4)

Powers 55pp:
Light Costume Change: Feature(Illuminate into a costume of as free action) 1pp

Light Control: Light Blast: Damage 11(Extras: Ranged +1/rank, Accurate 2 +2/flat) 24pp
AE: Sword of Light: Damage 11(Extras: Penetrating 12 +12/flat, Accurate 2 +2/flat) 1pp(24pp)
AE: Healing Hands: Healing 11(Extras: Persistent +1/flat, Stabilizing +1/flat) 1pp(24pp)
AE: Repentant Light: Damage 7(Extras: Ranged +1/rank, Will Save +1/rank, Accurate 3 +3/flat) 1pp(24pp)

Light Guard: Protection 5 5pp

Angel Wings: Flight 5(30mph 900 feet; Flaws: Wings -1/rank) 5pp

Illuminate: Environment 5(Light, bright as day, 500 feet) 5pp

Holy Vision: Senses 6(Darkvision, Vision Penetrates Concealment, Vision Counters Illusion) 6pp

Holy Light Aura: Feature 1: Generate bright radiant light brighter than day from body 1pp

Advantages 10pp:
Daze(Intimidation), Startle, Allout Attack, Power Attack, Great Endurance, Interpose, Equipment 1, Ranged Attack 3

Offense:
Initiative +2
Ranged +3, Close +3
Light Blast +7 DC 26 toughness
Sword of Light +7 DC 26 toughness
Repentant Light +9 DC 17 will damage

Defense 13pp
Dodge 7, Fortitude 8, Parry 7, Toughness 11, Will 10

Total:
Abilities 36 + Skills 18 + Advantages 10 + Powers 55 + Defenses 16 = 135

Equipment:
Headquarters(Size: Medium Toughness: 8 Features: Secret, Living Space, Power System)

Complications:
Motivation(Redemption): He saw the city at its worst and he was part of it. If he could be cleansed and redeemed so could the city.
Honor(Can't Lie and won't kill): He cannot lie. He always has to tell the truth. He also won't kill anyone and will doj ust enough to stop them.
Responsibility(Clinic): He has taken a job at a clinic for the poor as an unlicensed nurse and might be on shift or needed when the city is in danger.
Prejudice(Wings and Scars): When people see his wings, they think he is a freak some times. It also doesn't help that he has deep scars still from the fire.
Secrets(Thought dead): Most think he is dead. If his nonsuperhero appearance becomes known tot he public it could cause complications.

Personality

Reformed from his old ways, Murphy's drive in life is to redeem himself and make himself the man his mother envisioned him becoming. Wealth, fame, and women were the trappings of his old life. Now, he devotes himself to helping the downtrodden and living above the wickedness of his past life. Talking to him will give hints he has lived quite the life, but he won't go crazy anymore. He'll have a beer or two, scream at football matches, and such yet he won't go to excess. its not his place to force others to be saints. All he can do is live as an example.

Notes
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Arthur Pewty aka Number 2
PL 10
165pp

Age: 32
Height: 5'9

Background

Arthur, Arty as he was known by his friends, was your typical teenage boy growing up in Briton. He went to school, dated girls rather successfully, and watched football with his mates. There really wasn't anything special about him, aside from some minor psychic abilities hardly worth mentioning. On a good day, he could bend a spoon. It was those days he usually made his mother cross. Like all teenage boys, Arty yearned for more. Adventure, excitement, and fighting villains were just some of the things he dreamed of as he went through his boring life of bending spoons and doing school work. Most days he ended up bending spoons as he wasn't the most academically gifted.

Everything changed when an advert for minor psychic talent was put out by an eccentric billionaire Donovan Kensly. It offered the chance to train up ones abilities and be part of a globe trotting super hero team. The fame, adventure, and excitement was too much for Arthur to resist. At first his parents said no, but what teen really listens to their parents when they really want something? His parents knew he would go. At least if they let Arthur go he would stay in touch. Plus, they would save on spoons. There was one catch, he would have to leave Briton and go across the pond to America. Right after he called the number, there was enough funds for a one way ticket wired to him.

Soon after arriving in America, all the required documents were handled to allow Arthur to stay in America as long as he wanted. Any obstacle to him staying and training was removed by the power of green pieces of paper. These green pieces of paper also provided a large training facility fully equipped with goats, rabbits, bears, and any other sort of animal it was deemed safe to hone psychic abilities on. Arthur and five others who responded were briefly told that they were going to be part of a well funded and highly skilled team of psychic warriors. It would be brutal and many cute bunnies might die, but in the end the six of them would be the premier psychic warriors on the planet.

Training consisted of sitting on a chair and staring at an animal for several hours a day. At first, some of the team drew bears, but that was stopped due to casualties. The team went from six to five. Bunnies, dogs, hamsters didn't work out either. All of the trainees didn't have the heart to hurt them. Eventually, they settled on goats. They were docile enough not to reduce the number of team members, but not so cute the trainees didn't want to hurt them. Once the proper animal was found, training progressed rapidly.

Each team member had their own special role to play. Randolf Hearst could see the future, Eliza Hearn probed minds, Andy Lugs could walk through walls, Mary Smith planted ideas in minds, and Arthur was the telekinetic. None of them, except Arthur, had the most pleasant personalities. Randolf was too worried about what was coming, Andy loved going through walls too much, Mary had a vicious streak, and Eliza always read the worst of creatures. Arthur was the most well adjusted and social one of the lot. After training was finished, they were each assigned numbers starting at 2. Donovan insisted on being number one. Arthur was given the leader position, number 2.

The group of psychic combatants started small. There was a crime family take down in Russia, which put the team on the map. That victory was followed up by stopping underground clubs that allowed non powered people to beat up people with powers who were sedated. Like a river, the victories kept coming and Arthur was the face of it all. He would lead the team into battle and deal with the occasionally messy aftermath. No matter how many victories the team racked up, they were still known as the goat team.

One mission in particular stuck out from the others. Word had gotten to the team that there was a messy demon infestation in Japan. The other heroes of the world were busy, so AEGIS called in the goat team. Their point of contact was an agent named Mike. Upon arrival he had some goats waiting for their private plane at the airport, just in case they wanted to train. It wasn't all fun and games. When the Oni were threatened, it took Mike and all of the goat team to get rid of the demons. Arthur got lucky, he was able to stay out of their heads. The rest of the goat team wasn't so lucky.

Missions went on for a few more years, but it wasn't the same after the Oni battle. Mikes antics when he and the team crossed path, after his tenure with AEGIS was finished, did not carry the same humor value for the rest of the team as they did for Arty. Near the end, it wasn't a giant or super villain who broke up the team. It was a girl. Kamiko Lee started dating the teams mind prober Eliza. She was the first to leave on her own with the encouragement of Kamiko. Mike filled in for a couple missions, but it just wasn't the same. The goat team ended with a whimper, not a bang.

For a time, Arthur retired from the pyschic warrior gig for a more lucrative personal relations position. He had a knack for getting out of press conferences when objects mysteriously fell or lights went out. The super hero flair wasn't quite dead for Arty. It was just hidden in a dark basement behind a door with a sign that read beware of cougars. Mike fanned it when he would call Arty about some mission he was just on or exciting thing he did. The rest of the goat team all went their separate ways and hardly ever spoke. Kamiko tried to bring the group back together, but it was too little to late. When the call came from Mike about joining a new team, Arty could not resist the call anymore.

Character Sheet

Abilities[24pp]
STR 14(+2) DEX 14(+2) CON 14(+2) INT 14(+2) WIS 18(+4) CHA 10(+0)

Saves[21pp]
Toughness 12/10* Fort 8 Reflex 9 Will 12
*impervious

Skills[12pp]
Bluff 4(+4), Diplomacy 15(+15), Gather Information 8(+10), Knowledge(Public Relations) 5(+7), Notice 8(+12), Sense Motive 8(+12)

Feats[12pp]
Eidetic Memory, Jack of All Trades, Ultimate Effort(Will), Contacts, Team Work, Skill Mastery(Diplomacy, Sense Motive, Bluff, Notice), Leadership, Inspire, Luck 2, Fascinate(Diplomacy), Benefit(Wealth)

Powers[76pp]
Telekinesis: Move Object 10(PF: Accurate 4)24 pp

Telekinetic Bolt: Damage 10(Extras: Ranged; PF: Accurate 4) 24pp
AP: Telekinetic Column: Damage 10(Extras: Area(Line); PF: Progression 2 (10 feet wide, 250 feet wide)) [22pp] 1pp
AP: Telekinetic Constructs: Create Object 8(Extras: Movable) [24pp] 1pp
AP: Telekinetic Push: Trip 9(Extras: Knockback; PF: Accurate 4, Improved Trip, Split Attack) [24pp] 1pp

Telekinetic Flight: Flight 5( 250 MPH; Flaws: Distracting) 5pp

Telekinetic Shield: Protection 10(Extras: Sustained, Impervious) 20pp

Combat[20pp]
Initiative +0

Attack +2
Powers +10
Grapple +0

Defense 18/14 flat footed
Knockback -11

Abilities 24 + Saves 21 + Skills 12 + Feats 12 + Powers 76 + Combat 20 = 165pp

Equipment

Complications

Famous: He was the face of the once popular goat team. This leads villains to occasionally challenge him and people ask for autographs at awkward times.

Motivation(Thrills): Arthur loves the excitement and adventure that comes with the life of a super hero.

Responsibility(Parents): Arthurs parents still live in England and he sends them money every month to help with the bills.

Phobia(Goats): He cannot bring himself to hurt a goat.

Personality

Arthur is a laid back, fun loving guy. When the situation calls for it, he is usually the first one to step up and take charge. He may not be the most charismatic, but he makes up for it in intuition and knowing the right words to say. As a leader his style is to let each member do what they do best and step in when the team stops acting like a team.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Avery
PL 8
120pp



Age: 22
Height: 5'5

Background

Smack is wack, liquor is too quick, but gambling is divine. Avery lives by that motto. His father, fathers father, and so on all lived by that motto. Some say it is genetic, but lost to the fog of time is a curse placed upon his family that grants them supernatural luck at the cost of always losing at gambling which they are drawn. Due to the constant debts they accrued over the years, all of the men in his family stopped having last names since it is more difficult to find someone by a single name alone. Most of the time when asked they make one up. All of this fits Avery to a T. Never knowing his mother, he was raised by a father who spent most of his time in casinos or wild parties that fellow players invited him. From a young age, Avery took up his fathers habits and luck to the point that if he was hungry or thirsty finding nourishment was as simple as lucking into it. School was more of an after thought he went to because his father insisted on it, but all he ever learned was how to count cards, get an instinct for odds, or other gambling related knowledge.

When he turned eighteen, he left home to ply his families trade. Of course he lost. Along the way though he fell into some wild crowds that marveled at his sheer dumb luck. If the party was dying, just the right song would start playing or the boozes would pop raining down on the crowd. Due to his mounting debts, he started taking on odd jobs as a henchman for major bad guys who always seemed to get caught. The evidence against him would get lost, so he would get to walk with the loot some of the time. It was during this time he ran into Rant and Rave at a rave. Naturally, he hit on Rave which led to the natural result of two adrenaline filled young adults. There wasn't love or even a friendship so much as hooking up no strings attached on a rare occasion. Half the time neither was fully alert.

Odd jobs became the norm for Avery. He would lose big, owe someone big, find a job that paid big out of sheet luck, and pay off the debt before losing his limbs. He didn't want to be a criminal, but he also wanted to be whole. Soon, word got out in the criminal underground and before he knew it the jobs became his source of money that was promptly lost. Through it all, he would associate with the younger villains who were looked down on by the more established villains and just do crazy things. The adrenaline rush was almost as good as being at the tables. Unlike some of his associates though, he made sure to stay below the radar of the big heroes since he didn't think he was lucky enough to get away from them. One day, after waking up next to Rave, a couple guys, and a couple other girls Rant pulled him into a job promising enough to fuel a week long gambling binge.

Character Sheet

Abilities[14pp]
STR 10(+0) DEX 14(+2) CON 14(+2) INT 0(+0) WIS 10(+0) CHA 16(+3)

Saves[4pp]
Toughness 6 Fort 6 Reflex 10 Will 7

Skills[9pp]
Bluff 7/11*(+10/+14*), Diplomacy 9/13*(+12/+16*), Escape Artist 2/10**(+4/+12**), Notice 6(+6), Sense Motive 8(+8), Stealth 4(+6)
*with attractive
**with powers

Feats[3pp]
*Luck 4, *Evasion 2, *Dodge Focus 4, *Beginners Luck, *Elusive Target, Power Attack, Assessment, Attractive

Powers[82pp]
Probability Control 8(Extras: Jinx) 40pp
AE: Luck Control 4(All Possible; Extras: Area, Selective Attack) 1pp(20pp)
AE: Damage 8(Extras: Ranged, Penetrating; Feats: Subtle, Precise, Indirect 3, Split Attack 2, Variable Descriptor 2 bodily or environmental accident, Accurate 3, Affects insubstantial) 1pp(37pp)
AE: Damage 8(Extras: Penetrating; Feats: Precise, Indirect 3, Split Attack 2, Accurate 3, improved Critical 3 17-20) 1pp(28pp)

Enhanced Feat(Luck 4, Evasion2, Dodge Focus 4, Beginners Luck, Elusive target) 12pp

Enhanced Reflexes 8 8pp
Enhanced Will 3 3pp
Enhanced Fortitude 4 4pp
Protection 4 4pp
Enhanced Defense 4 8pp

Enhanced Skill(Escape Artist 8) 2pp

Combat[8pp]
Initiative +1

Attack +2
Lucky Melee +8 DC 23 toughness
Lucky Range +8 DC 23 toughness

Grapple +2(+14 escape)

Defense 20/13*
*Flat footed

Knockback -3

Abilities 14 + Saves 4 + Skills 9 + Feats 3 + Powers 82 + Combat 8 = 120pp

Complications

Addiction(Gambling): No matter how much he loses or how up he is, there is something inside of him that keeps drawing him to casino and race style gambling. Showing him a card table or a pair is like given a drug addict heroin and a clean needle. No matter how much he is down or it hurts him he is drawn to it. This addiction has lead him to being into debt with some very unsavory characters.
Motivation(Thrills and Debts): He commits crime partly for the rush and party because he can never truly win when gambling. Thrill seeking is what draws him to gambling as well as to extreme parties.
Secret(Real Name): He doesn't know his real last name. Normally he just makes one up as needed. His whole family line doesn't know that they really are cursed to be lucky in everything except gambling, which they are drawn to like a bee to honey.
Accidents: Due to his luck based powers, sometimes accidents just happen.
Power Loss: His powers do not apply to gambling or games of chance for stakes. In fact, he will always lose in the end.

Personality

Avery is a crazy guy. His looks and supernatural luck help him get through life with reckless abandon that even the most wild partiers pale in comparison. If he's not rolling dice, holding cards, or at the races he is usually on the party scene except when on the job. While a bit wild in his habits, he somehow keeps getting jobs to pay back his ever present gambling debts. People who work with him know he's a wildcard, but when things always seem to go his way his wild personality doesn't matter. His luck extends to the ladies where he has his pick of the hottest ones just by flashing a smile and letting his perpetual life of the party attitude out. All of it is is in good fun though because even he won't press his luck by going too far and having the more powerful heroes take notice of him.

Power Notes

HIs is mostly a straight forward Probability controller. Instead of perception range damage, he has two possible ways of doing damage. One is an accident either environmental(bursting pipe, firing furnace, etc) or bodily (blood vessel bursting, your hand getting a cur due to cellular decay, etc). The other way to damage is his lucky strikes in melee. He might not look like he hits hard, but he hits just the right spots.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Dracma Kalis
PL 10
150pp
Age: 34



Goals

Short Term: Get established in the city and drink up all the pleasures it has to offer.
Medium Term: Find a way out of the negative parts of his deal with the devil while keeping all the fun parts of it.
Long Term: Convert everyone to his hedonistic ways, with him ruling of course.

Beliefs

Hedonism: Life is about having fun and enjoying yourself no matter how it affects others. Something not for yourself is only done to ultimately get pleasure for oneself.
If you want something, take it: It is silly to pay for something that will bring you pleasure. If the risk to oneself is not too great, one should just take what they want. The only exception is that people should not be taken against their will, it causes too many headaches.
No such thing as good and evil: There is no good or evil in the world. There is only conflicting sources of pleasure that some people think cannot coexist.

Background:

Dracma's youth was filled with everything a child could want. Due to complications at Dracma's birth, his parents were unable to have another child. So, they spent their considerable fortune derived from Russian oil fields on making Dracma happy. To instill some work ethic into their son, they made him do trivial work that he just paid someone else to do for him. He was a natural sales man and always knew from a look that another youth would be good at the trivial task and was desperate enough to do it for cheap. When his parents found out, they congratulated him on being enterprising instead of scolding him.

Life just kept getting better for him in his school years. The material wasn't too difficult for him and he already had private tutors that covered what he didn't know. Most of his time was spent in the girls locker room or skipping class to race other students in his Ferrari. When teachers raised a fuss with the principal or truancy officers, Dracma had his uncle Benjamin Franklin get him out of it. Despite not being around school half the time, he ended up being voted prom king and having his choice of queen. He chose three. By the time of graduation, he had a clique of like minded students who lived life with a devil may care attitude. They became known as the Dracma Crew.

His whole life changed in his first year of studies towards a philosophy degree. On a plane ride back from Moscow on their private plane, a bomb exploded on the plane instantly killing them. With no other family to speak of Dracma was an orphan. A very rich orphan, but an orphan. Unsurprisingly, the death of his parents didn't affect him much. As long as the money kept flowing into his bank account and he was able to buy whatever he wanted, it was like nothing had changed. His parents had never been around much anyway. Every night was a different party, paid for by Dracma's bank account which was filled by whoever kept track of his trust fund. He had better things to do than to worry about money.

Something had changed though. The never ending flow of money when his parents were alive wasn't flowing. The executor of his parents estate was funneling money out of Dracma's parents estate. At the same time, the executor was working to secure rights to the oil fields. Dracma didn't notice any of this. He was too busy partying and living the hedonistic life style he learned about in one of his classes. It was about the only thing he did learn in college. Within two years of his parents death, Dracma was penniless.

For most, this would be a wake up call. For Dracma, it was just a bump in the road. His silver tongue and good looks got him most of what he wanted. When that failed, he conned people with the expertise of a veteran scammer. The money never kept for long, but what did he care. If he needed more money he could just talk some poor sap into handing over his life savings for some bridge investment or something. Once again money was flowing like water into his accounts and he had whatever pleasures he desired.

Eventually the law caught up with him. It didn't take a genius to figure out that all of the land deals, funds, and start ups were fake. Dracma always knew there was a chance he could get caught, but what did he care. That was in the future. In prison, he learned to care about the loss of future joys for minor short term ones. He didn't have it that bad in prison because he could talk the guards and inmates in to doing what he wanted, but it wasn't that fun. At one point, he even formed a group in prison dedicated to hedonistic philosophies. For most, it ended with a shiv.

With Dracma at his lowest, a beacon of light or rather darkness appeared. The man was was dressed in the same type of tailored suits Dracma was accustomed. It was a simple deal. In exchange for the power to not be confined or prevented from getting what he wanted, Dracma would give the man his soul after he had his fill of pleasure and do the occasional errand. From Dracmas perspective, this was a great deal. How could anyone get their fill of pleasure? In the long run, he could get out of the running errands and selling his soul bit of the deal. Once the contract was signed in blood, a burst of flame overtook Dracma. When it dissipated he found that he was no longer human, but something else. Something made of fire that couldn't be put out by water.

His first order of business was to get out of the prison jump suit. With a thought he was in a finely tailored suit. Next he wanted to get out of prison. Another simple thought brought him outside of the prison in a pillar of flame. Now free, he set his sights on a rising city. A place where he could soak up all the pleasures and convert others to his religion of joys.

Character Sheet
*All cases of two numbers give the number with without powers/with powers

Abilities[20pp]
STR 10(+0) DEX 10(+0) CON 14/30(+2/+10) INT 12(+1) WIS 14/20(+2/+5) CHA 20/24(+5/+7)

Saves[6pp]
Toughness 2/10 Fort 2/10 Reflex 6 Will 2/12

Skills[12pp]
Bluff 9(+14/+16), Diplomacy 11(+16/+18), Disguise 3(+8/+20), Gather Information 6(+7), Intimidate 4(+9/+11), Notice 4(+6/+9), Perform(Acting) 6(+11/+13), Sense Motive 5(+7/+10)
*All interaction skills listed without +4 attractive bonus

Feats[14pp]
Attractive, Dodge Focus 5, Attack Focus(Range) 2, Power Attack, Connected, Fearless, Skill Mastery(Diplomacy, Disguise, Bluff, Sense Motive), Attack Specialization(Hell Fire) 2

Powers[83pp]

Hell Fire blast 10(PF: Precise) 21pp
AP: Healing 10(Extras: Total;Flaws: Personal;PF: Persistent)[21pp] 1pp
AP: Hell Fire blast 6(Extras: Will save;PF: Precise, Accurate 2)[21pp] 1pp
AP: Environmental Control 10(Extreme Heat)[20pp] 1pp

Immunity 10(Life Support, Aging) 10pp

Teleport 3(Extras: Accurate;PF: Change Direction, Change Velocity, Turn About) 12pp

Morph 2(humanoids) 4pp

Enhanced Abilities 26(Con 16, Cha 4, Wis 6) 26pp

Enhanced Saves 7(Will 7) 7pp

Combat[18pp]
Initiative +0
Attack +4
Ranged Attack +6
Hell Fire Attacks +10

Grapple +4

Defense +10/+2*
*Flat footed

Knockback -5

Drawbacks[-3pp]
Vulnerable Holy Attack +50% damage -2pp
Power loss Holy Ground -1pp

Abilities 20 + Saves 6 + Skills 12 + Feats 14 + Powers 83 + Combat 18 - Drawbacks 3 = 150pp

Complications

Motivation(Pleasure): He is motivated by the quest for pleasure and sharing the message of it with the world. At times it overtakes his better judgement.
Sold Soul(Faustian Deal with Devil): He made a Faustian deal with the devil. As long as he doesn't get enough pleasure and does the occasional favor for the devil when asked, he is granted powers by the devil and eternal life.
Limits: Dracma is limited to not doing anything too violent such as reckless killing, raping, and whatnot by his contract with the devil.
Reputation(Con Artist): Dracma has a criminal record of being a con artist and is actively sought by police.

Personality

Dracma is an extremely suave and charismatic individual. He can talk a sailor into buying sea water at sea. On the spectrum of good and evil, he falls wherever the most pleasure is to be had. If seeking pleasure was a religion, he would be a priest of it. People and the rest of the world are nothing more than things to amuse him. Despite his quest, he realizes he needs to help some people and suffer in the short term to gain immense long term pleasure. So, he will work with people and even be a good teammate if needed, provided there is something for him to enjoy at the end of it all.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Edmound Dantes aka Count of Monte Cristo
PL 10
180pp

Age: 42
Height: 5'9
Deadly Sin: Greed

Background

Greed comes in many forms. For some it is wealth, others love, and still others adoration. Edmound fell prey to none of these things. He had all the wealth, love, and adoration due to wealth he could ever want. His greed was for revenge. It was all he lusted after while he rotted away in his cell. Each night he would dream of it. After his bout with suicide by starvation, it drove him onward. Upon his escape, the vast treasure he was given by his deceased prison friend allowed the lust for revenge to be satisfied.

Like all lust though, the need for revenge turned into greed. It wasn't enough to strip those who made him suffer in prison of their wealth, titles, and families. He had to have more. Through deception, he exacted his toll and took his revenge by taking their sanity and lives after making them suffer the agony of losing everything. By the time the darkness came, Edmounds heart was almost completely dark. Somewhere, someplace someone had wronged someone and the need to have more revenge for slights of even the smallest magnitude was all consuming.

The heartless made short work of taking his heart and darkening Edmounds soul. Try as as they might, the heartless could not break Dantes iron will finely honed through decades of determined and patient revenge. His heartless self was a mangled wretch, but the Darkness saw potential in his fierce resistance and sole motivation to exact exact revenge. Like others collected money, the Darkness saw Edmound collecting revenge. There wasn't a moments hesitation when Edmound was offered a position of power.

Character Sheet

Abilities[32pp]
STR 12(+1) DEX 14(+2) CON 16(+3) INT 16(+3) WIS 14(+2) CHA 20(+5)

Saves[23pp]
Toughness 10 Fort 8 Reflex 9 Will 13

Skills[12pp]
Bluff 10(+15), Diplomacy 12(+17), Disguise 5(+10), Intimidate 5(+10), Notice 11(+13), Sense Motive 5(+7)

Feats[11pp]
Attack Specialization(Illusions) 2, Dodge 5, Eidetic Memory, Skill Mastery(Bluff, Disguise, Diplomacy, Sense Motive), Power Attack, All-Out Attack

Powers[80pp]
Morph 4(Any Humanoid) 8pp

Illusion 10(All Sense Types; PF: Progression 2) 42pp
AE Illusionary Sword: Damage 10(Extras: Insidious, Vampiric; PF: Affects Insubstantial 2) [32pp] 1pp
AE Illusionary Pistol: Damage 10(Extras: Insidious, Vampiric, Range; PF: Affects Insubtantial 2) [42pp] 1pp
AE Obscure 10(All Senses; Extras: Selective; Flaws: Will Save) [40pp] 1pp

Super Sense 4(Post Cognition; Flaws: limited to slights against others) 2pp

Displacement 1 4pp

Super-Movement 2(Dark dimensions) 4pp

Summon 10(Flaws: Indifferent) 10pp

Protection 7 7pp

Combat[22pp]
Initiative +2

Attack +6
Illusionary Attacks +10
Grapple +7

Defense 20/12 flat footed
Knockback -5

Abilities 32 + Saves 23 + Skills 12 + Feats 11 + Powers 80 + Combat 22 = 180pp

Equipment

Complications

Allegiance(Darkness): Despite being his own boss and having no allegiance to anyone before he became a Nobody, Edmound now serves the Darkness.

Obsession(Ruining Lives): When Dantes feels revenge is needed for some slight, he can respond in a hugely disproportionate fashion.

Motivation(Revenge): It is revenge that drove his once bright heart black. He now craves to collect it like men crave money, even going so far as to take revenge for someone else who might not necessarily want it.

Power Loss(Blamless): Dantes is powerless against those who have never wronged anyone.

Personality

Edmound Dantes is a cold, calculating, and patient person. To say he is a sociopath would be too weak. He is very good at imitating emotions and making people believe what he wants them to believe. This is especially true in how he takes advantage of a persons natural greed by offering them plenty of what they want at apparently no cost. Beneath his incredible charm, he would do anything to punish even the smallest offense by destroying the offender. Before finishing off his prey, he destroys there support system and everything that might give them strength. Another side effect of his obsession is that he remembers any slight against him and pays it back 10 fold, when the time is right.

Heartless

Abilities[16pp]
STR 20(+5) DEX 20(+5) CON 20(+5) INT 4(-3) WIS 8(-1) CHA 4(-3)

Saves[24pp]
Toughness 10 Fort 10 Reflex 11 Will 12

Skills[7pp]
Acrobatics 5(+10), Climb 8(+13), Notice 10(-9), Stealth 5(+10)

Feats[24pp]
Attack Focus Melee 10, Power Attack, All-Out Attack, Fearless, Favored Environment 3(Realms of darkness), Blind Fight, Dodge Focus 7

Powers[73pp]
Regeneration 15(5 heal bonus, Resurrection no action, Regen nullified by keyblade) 15pp
Dimensional Movement 2(Dark dimensions) 4pp
Teleport 5(Extras: Accurate, Flaws: Limited to Person of strongest offense and has heart; PF: Easy, Change Direction, Change Velocity) 13pp
Linked: Transformed 5 (People to Heartless; Extras: Continuous; Flaws: Requires disabled target, touch, will save) 10pp
Linked: Transformed 5 (People to Nobodies; Extras: Continuous; Flaws: Requires disabled target, touch, will save) 10pp
Linked: Strike 5(PF: Mighty) 6pp
Super Senses 10(Detect Heart, Accurate, Radius, Mental Sense, Detect past transgressions, Accurate, Radius, mental Sense) 10pp
Protection 5 5pp

Combat[22pp]
Initiative +5

Attack +0
Melee Attacks +10
Grapple +5

Defense 20/11 flat footed
Knockback -5

Abilities 16 + Saves 24 + Skills 7 + Feats 24 + Powers 73 + Combat 6 = 150pp
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Edward Bontiful
PL 6
90 pp



Background

Edward Bontiful came into the world within the borders of Ecuador, but on French soil. Marie and Pierre Bontiful were minor French diplomats reassigned on almost a yearly basis to some country or other. They never even planned to have a child, but after a few glasses of wine things took their natural course and Edward was born. Despite the surprise, Edward was loved by his parents and wasn't shipped off to boarding school like the other embassy staff children. He was taught by private tutors and sometimes body guards in the more dangerous countries. It was every persons dream except a child that merely wanted to settle in one place to set down roots.

Growing up, Edward got to see the world. One year he lived in Moscow and the next he would be in Washington D.C being babysat while his parents ate at the White House. Despite their love, his parents had diplomatic duties to attend that precluded Edward. He didn't mind that much though because it gave him a chance to sneak out and explore the city they would happen to be stationed at the time. In addition, he picked up a few tricks to smooth situations over. Unfortunately, he didn't know of the impending crisis or he would have learned to network a little better.

Around the age of 60, his parents decided to retire to Paris and Edward decided to join the army. He wasn't ready for the life of a diplomat and wanted to see some action that he was always protected against by his parents. Soldiers protecting him would always tell him stories of the sights they had seen and teach him how to handle a weapon after persistent pleas by Edward. While it wouldn't be the wine, cheese, and bread lunches he was used to or the comforts of an embassy, it would be real. Something to break him out of the protected life a diplomats child lived. Afterwards, he figured he could settle in Paris or Toulouse working international business or something.

Military life wasn't like anything he ever experienced before. It was regimented and patterned. Wake up 0600, morning run 0630, eat 0730, ... and the list went on. At least the food was good, but French food was always good to him unlike some English or American food that tasted too greasy. In basic training, his proficiency for sharp shooting became evident to the instructors and he was shipped off to sniper school to be trained as a sniper. As a sniper, he wasn't treated like a normal trainee. Everyone knew most of his missions would involve long periods of time just waiting with a spotter for a single target. Sniper trainees even had their own eating section in the mess hall.

Using his minor diplomatic skills and gift for sharp shooting, Edward rose to the top of the unit and brought along his spotter Renee. Their first mission was simple enough. Take out a Taliban commander who liked to frequent male brothels secretly even though it was frowned upon behavior punishable by death. They waited two days buried underneath blankets camouflage while the commander was in a brothel outside of Kabul. The moment the commander stepped outside, a bullet pierced his head. Training had said to go for the body, but Edward was the cocky sort who went for the head shot. From there, his career only got better. Elite units took him and Renee on loan for sensitive operations and he became something of a minor celebrity to those who knew of his secretive activities.

All of that killing took its toll on Edward though. Unlike regular soldiers, he always looked his targets right in the eyes through a powerful scope before taking the head shoot. After six years, he could picture the faces of all his targets. They haunted him while he slept at night. Deciding he needed a break, he requested and got a temporary transfer to embassy guard duty in Beijing. Renee stayed on as a spotter, but never had as much success. Falling from being a star to just another spotter made Renee build resentment towards Edward that ultimately lead to him using powers that he gained to try and track down Edward for revenge. Before that though, he resigned under questionable circumstances within the year.

Embassy duty was just what Edward needed. After a year, he was sent back out in the field with black op spotters for high value targets in war zones France wasn't supposed to be. His targets were harder to catch in the open, but his patience paid off in the end when a bullet went flying through the head of his victim. As a gesture of good faith, he was even loaned to the CIA for a year. The food was terrible and no one understood him bringing cheese and wine with him to the battle field. Still, it was something he was good at and he got to see the world. Eventually, he did retire to Paris and start work as a consultant for a private army.

It was his last consulting location that started his current wanderings. When everyone got powers, he was consulting at a French embassy in Washington D.C on their security. After everyone got powers, he became a guard keeping vigil with his rifle while others slept. Teleporting and elite sniper skills wasn't enough to handle a man that looked like Renee and could throw fireballs from his hands in addition to the other one trick powered people who followed Renee. It was a quick battle with Renee and his crew leveling the embassy. Edward managed to pick off most of the crew and escape with his gear plus some stuff by teleporting away. Since than, Edward has been keeping on the move until he can find a place to lay down roots and ride out of the battles between gods. Every stop, he tries to help as much as he can sort of like that American Kung Fu show his parents always watched.

Character Sheet

Abilities[20pp]
STR 10(+0) DEX 12(+1) CON 18(+4) INT 12(+1) WIS 18(+4) CHA 10(+0)

Saves[10pp]
Toughness 4 Fortitude 6 Reflex 8 Will 5

Skills[11pp]
Diplomacy 5(+5), Languages(French Native, English), Medicine 5(+9), Notice 11(+15), Sense Motive 5(+9), Stealth 10(+11), Survival 7(+11)

Feats[17pp]
Equipment 4, Dodge Focus 5, Precise Shot 2, Evasion 2, Endurance, Power Attack, Track, Connected

Powers[16pp]

Teleport 5(Extras: Accurate; Flaws :Cannot Teleport Living things; Power Feats: Change Direction, Change Velocity, Easy)
AP: Damage 5(Extras: Penetrating; Power Feats: Accurate 1, Affects Insubstantial, Precise, Split Attack)
AP: Nauseate 5(Power Feats: Accurate 1, Affects Insubstantial, Split Attack, Sedation)

Combat[16pp]
Initiative +1

Attack +5
Melee Attack +5
Ranged Attack +5
Sniper Rifle +7 DC 20 toughness 19-20 crit
Touch Damage +7 DC 20 toughness
Touch Nauseate +7 DC15 fortitude

Defense 18/11(flat footed) -- total including base 10

Abilities 20 Saves 10 Skills 11 Feats 17 Powers 16 Combat 16 = 90pp

Complications
Motivation(Doing Good): He just wants to find a place to weather out the battles and isn't afraid to protect the place when he finds it.
Motivation(Protect People): He may not have been able to protect the embassy, but he can at least protect the people in the towns he passes from things lesser than paragons.
Honor: He will not kill a child or an innocent.
Enemy(Renee): Renee gained minor powers of fireball creation and formed a small crew of other useful, but not paragon level powers. His resentment for Edward has grown into a full blown hatred that drives him crazy to the brink of insanity. In is twisted mind, Edward told everyone he was a bad spotter and ruined his career.

Equipment

Sniper Rifle w\ Suppressor and Targeting Scope, Night Vision Goggles, Urban Camo, Cell Phone, Binoculars, GPS Receiver

Personality

Edward is a solemn and thoughtful man, a great aid in the sniper trade. He is very patient and prefers to let his enemies slip up. He used to be loyal to France, but recent events have made him reconsider his position and now just looks for an out of the way place to call home. When protecting, he isn't afraid to use lethal force, but understands that sometimes nonlethal works just as well. His work ethic and survival training make him gruff, but welcome wherever he goes in his travels. While he is not adverse to working with others, he does not form relationships very well because of all the destruction and death he has seen. If he does form a relationship, it is usually for life as he is very loyal to his comrades. On quirk about him is that he likes wine, cheese, and bread to the point where he always carries it in his duffle bag, but not to the point of being a drunkard. Specifically, he is especially fond of Napa Valley wine.

Build Notes

His teleportation can bring food or drink, but living creatures like people or dogs only get hurt without going anywhere if he really tries to teleport them.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Henry Santos
PL 5
PP 75

Age 32

Image

Background

Genetically, Henry is a mix of many races. It all starts with his fraternal grand mother who was Italian and German. She married a Brazilian man named Ernesto Salvo that was a mix of several races too numerous to list while working as a secretary at the Brazilian embassy. Henry's father married a Japanese woman that was half Irish(as best she knew) after falling in love with her when working in Japan at the U.S embassy. Japan is where the first eight years of Henry's life were spent.

Unlike other children, he was semi isolated from the rest of Japan being in an American boarding school for diplomats kids. His mother still made sure that he was taught his roots though and her native tongue. Henry's father, Howard, also made sure Henry learned about his Brazilian and American roots with their native tongues. By eight, Henry could speak English, Portuguese, and Japanese fluently. Howards help was in high demand, so the family moved yearly all over the globe to countries such as England, France, Russia, China, Egypt, and Germany. This was the sort of life Henry had as a child experiencing nearly every continent on the globe by the age of 13. This did not even count family visits back to the States or down to Rio which he fell in love. Howard also dragged his family on month long trips to various places as well. It was South Africa where the travel stopped. His parent's were in the wrong place at the wrong time and killed in an explosion.

Ernesto, newly widowed himself, took Henry in since most of the rest of the family was scattered all over the globe. The five years before going off to Colombia University for college were the longest he had ever lived in one place. Windenburgh was boring to Henry. There wasn't the many faces and cultures of the world on display that delighted his soul. He waited anxiously every year for the two month long trip down to Rio where Ernesto caught up with family there and Henry got to run rampant around the city. Life insurance policies on his parents plus Ernesto's wife ensured the pair had enough to live a comfortable life without Ernesto working much. In truth, he only worked out of boredom

At 18, Henry started at Colombia and his world came to life again. The sights and sounds of New York not to mention the school's language immersion curriculum felt like something that was oppressed in Oregon got revived. Due to his up bringing, Henry excelled in linguistics picking up an additional two languages fluently and more with a basic knowledge. Summers and his third year were spent abroad at various universities. At the University of Munich, he met a girl named Isabelle Salvo from Rio who was a few years older than him also studying there. They hit it off immediately for the last two months of his study abroad. It was a short affair, but very passionate.

Graduating in three years at the age of 21, Henry set out to have a gap year so to speak after graduating. Back packing through Europe was alright, but got a bit too touristy. So, he set out for South America for six months making his way through Peru, Colombia, and those countries always finding the places local go avoiding the tourist traps. Another six months he spent going through Africa in places like Morocco and Kenya. Through is travels, he rarely needed to stay in a hostel or hotel. His formula was simple. Make friends with some locals upon arriving, getting a feeling for the friendlier ones, and stay with them for a little helping out to earn his keep.

Finally needing to get a real job, Ernesto helped Henry get a job as the translator for some art dealer that brought him to Moscow, Cairo, and the more splendid cities of the world. Through it all though, he missed the places not tainted by tourists. So, he took another year to couch surf his way through Central America, Canada, and the Eastern block countries that allowed him to visit. Money and the need for it reared its ugly head again though. To make ends meet, he started taking up the odd interpreter or translator job as they came along wherever he might be visiting at the time.

His travels led him back to Rio Di Janeiro and the shining face of Isabella. It turned out her father was Carlos Salvo, a well off business man and had his daughter studying business in Germany to help with the company. Carlos had hired Henry to look over some contracts wrote in Arabic. Isabellas and Henry's spark for each other relit instantly much to Carlos annoyance, but he could not stop his daughter from being with the man she loved anymore than he could stop the sun from rising. For three years, Henry stayed in Rio with Isabella working for Carlos and others. That wanderlust faded for a spell under the enchanting gaze of Isabella and her loving smile that was all Henry thought he would need again.

To impress her, he immersed himself in the vibrant life that flowed through the veins of Rio. When he saw she was impressed by Capoeira performances, he made a point to learn it just to make her eyes light up. She especially loved Japanese Haiku's, so he wrote her a new one every day. Despite them not being terribly good, her face glowed with joy on being read them before bed every night. His attempts at cooking utterly failed, but she was nice about it since they made her laugh. If heaven was on earth, it was in Isabellas arms.

Everything was perfect until she asked him about the future and where he saw their relationship going. On previous occasions, she had expressed interest in children and marriage, but this time it was different. She wasn't drunk or ecstatic from a night out. That wanderlust inside him heard the tone and without Henry even saying a word Isabella knew what he was going to say. They were having fun together, but he wasn't ready to be a father yet. Her heart broke and so did Henry's because he knew it was going to the last night they were together without any words being exchanged. The next day Isabella had moved out of their apartment while Henry was meting with some clients.

Heart broken, Henry turned back to his travels always staying away from Rio. Saudi Arabia was home for a few months, but even in such a different place he couldn't get Rio and the woman he left behind out of his head. Client by client, he globe trotted keeping Rio in his heart and its vibrant flow in his movements. Every now and again he would find himself practicing Capoeira to show off to some girl only to realize the girl was Isabella in his mind. He couldn't go back and face her though or settle down.

One day while in Mexico working as a translator between an American company and some Mexican business partners he got a letter from his grandpa to come home. Ernesto had been diagnosed with cancer and didn't have long to live. Henry left straight away. The therapies worked, but Ernesto was in bad shape after them needing to go back to the hospital every few months. Henry couldn't stand to leave Ernesto's side, so he helped run the translation business Ernesto had going where people would fax documents or send recordings. Ernesto would send back translations. Being in Windenburg again was depressing, but his grandpa had helped raise him and got him through the death of his parents. The least he could do was be there for his grandpa near the end of his life.

Character Sheet

Abilities 28pp:
Strength 1 Stamina 2 Agility 3 Dexterity 0 Fighting 2 Intellect 2 Awareness 4 Presence 0

Skills 25pp:
Acrobatics 4(+7), Athletics 4(+5), Close Combat Knives 2(+7), Deception 3(+3), Expertise(Linguistics) 8(+10), Insight 6(+10), Perception 3(+7), Persuasion 8(+8), Expertise(Current Events) 5(+7), Expertise(Pop Culture) 5(+7), Expertise(Writing) 2(+4)

Powers 0pp:

Advantages 13pp:
Defensive Roll 3, Languages 3(Portuguese, Japanese, Spanish, Arabic), Close Attack 3, Connected, Takedown 1, Equipment 1, Skill Mastery(Insight)

Offense:
Initiative +3
Ranged +0, Close +5
Close Range Knife +7 DC 17 toughness 19-20 crit

Defense 9pp
Dodge 5, Fortitude 4, Parry 5, Toughness 5, Will 6

Total:
Abilities 28 + Skills 25 + Advantages 13 + Powers 0 + Defenses 9 coming to 75pp

Complications:
Motivation(Experiences): Henry is drawn to the people and experience all over the world. It's his strong belief the diversity of it should be allowed to thrive instead of being consumed by any one culture.
Motivation(Thrills): Staying safe is boring. He longs for new adventures and the thrills that go along with them to the point he rarely stays anywhere too long.
Secret(Son Renaldo Salvo): Unknown to him, Henry's long term girlfriend in Brazil was pregnant with a son when she wanted to settle down. Henry doesn't even know Renaldo Salvo exists.
Relationship(Grandpa Ernesto Salvos): Since 13, Henry as raised by Ernesto. So, now he is taking a break from his travels to take care of him.
Relationship(Ex Girlfriend Isabelle Salvos): Henry fell hard for her in Rio and stayed for several years before they split due to different priorities. It doesn't mean he doesn't sill love her though.

Personality

Henry is one of those people who just gets other people naturally and thrives on soaking up all the experiences he can. Sometimes, he's drawn to the more daring activities. Other times, he's drawn to exotic foods or cultural displays. Whatever it may be, you'll find him right in the middle of them blending in with the locals instead of the tourist hotspots. He doesn't judge other cultures for the most part except when he views them as stepping on or repressing people. Inherent in him is a wanderlust to see the world and soak it all in.

Notes
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Franco DeWinter aka Night Watchman
PL 10
150 pp



Background

Mary DeWinter was a magnificent beauty in her youth. With a smile and suggestive wink, she could turn a straight woman gay and a gay man straight. Hers was the sort of looks that only a few of a generation possess. That is why it was such a loss when she joined a cult dedicated to the ideal of beauty and pursuit of of euphoria only reached when the most exquisite come together into a perfect unity. At first, it was attractive people doing what one would expect young attractive people to do when not allowed to satisfy natural drives with people outside the cult for fear of tainting the harmony and purity of the cult. Overtime, it changed into the constant search for the optimal beauty and pinnacle of physical perfection. This search drove Mary to associate with a demon named Belucity who belonged to a group of demons who shared the cults aims. Unfortunately, this union generated an off spring.

Franco DeWinter was born in a shelter for people fleeing cults and occult activity. His true parentage was hidden for fear of how the others at the shelter might react to a half demon off spring. Luckily for Mary, Franco looked normal. From the first time she laid eyes on her son, Mary resolved to dedicate her life to doing good and nurturing the beauty inside instead of out. With the help of the shelter she became a nurse and was able to provide Franco a good home. All of the comforts came at the cost of working and volunteering long hours to make up for her past indiscretions while a member of the Cult of Exquisite Beauty. She hardly had any time to spend with her son until her untimely death in an accident.

Raised mostly from than on by foster parents, Franco split his non school time between charming girls, drawing, and watching old reels of the Home Front super heroes. He especially admired the courage of Trick-Shot to face grave danger with only a bow and trick arrows. So when he wasn't using his developing demonic powers to make women fall in love with him, he was trying to emulate the heroes from the hours of reels the local theater "gave" him. If it was a crime to shot brick walls with wildly inaccurate arrow shots and destroy lab sets, Franco would be given the death penalty. Heroic feats of genius or physical in nature just wasn't his thing. Much to the delight of brick walls and lab sets, he refocused his attention on his art, the ladies, and developing demonic powers to get the ladies.

Immediately when he turned eighteen, he was out of the system and moved out on his own with his art as his profession. His work varied between pop art inspired by the Home Front and darker more grotesque work, but it all found a buyer thanks to his way with the ladies. Deep pocketed trophy wives or up and coming beautiful socialites fell for his advances as well as his work. On the darker side of the scale, he appealed to those outside of the mainstream tastes that weren't always the most reputable sorts. Still, he made quite a few connections and collected more than a few favors by doing shows catered to high end patrons who wanted to look cultured.

One particular client, a woman by the name Isabelle who looked like Venus, approached Franco with a ticket to an art show that only a few select people even knew about. This wasn't the first time a woman of Isabelle's caliber had asked him to go somewhere with her. He had flown all around the world and seen all the major cities from the inside of a luxury hotel room or art gallery. Isabelle was not the sort of woman he could turn down. When the time came for the show, Franco was picked up in a black stretch limo with Isabelle in the back wearing not much more than a raspberry beret. The art show was later that night. Franco didn't know where it was being held and was too distracted during the drive to bother looking out the blacked out privacy windows.

Upon arrival at the show, Franco was both disgusted and intrigued by the pieces clearly inspired by suffering. Most of the pieces included at least one part of an unfortunate person and the ones that didn't were mutilated people. Isabelle's true nature also became apparent when she shed her human appearance for her demonic form, which was still a rival to Aphrodite. Franco's father also happened to be at the show. From the age of 10, Franco knew he was half demon because his mother came clean to him after he almost burned down the house with hell fire. Seeing his father at the show wasn't how he envisioned the night going.

They talked civilly for almost an hour after Belucity dismissed Isabelle. Unlike other kids without a father growing up, Franco didn't harbor any resentment and even felt flattered that his father was a fan of his work. The sales pitch to get Franco to stay with his father was almost working until he realized that he was in hell and that some of the guests were being eaten when they were less than pleased with some of the work. It also became clear to Franco that it was an art show of the Beholder. As the final straw, one of the exhibits was of his mothers corpse that his father boasted about providing to Beholder. Than it hit Franco, he was becoming his father. Quickly turning down his fathers offer of patronage, he teleported to the nearest gate and fled the exquisitely horrendous art show.

Lost and aimless, he thought back to a time when he wasn't so dark in his tastes. Home Front was the answer. What would Trick-Shot do when faced with evil and the obsession with dark art? The answer was obvious. Franco needed to become a hero to protect the world against demons and other evils that would be visited upon it. He burned all of dark art and refocused his work on the pop art of heroics, when he wasn't patrolling the streets for those in need as his alter ego Night Watchman or bedding beautiful women.

Character Sheet

Abilities[46pp]
STR 14(+2) DEX 16(+3) CON 24(+7) INT 10(+0) WIS 16(+3) CHA 26(+8)

Saves[13pp]
Toughness 10 Fortitude 11 Reflex 7 Will 8

Skills[[17pp]
Bluff 10(+18), Diplomacy 12(+20), Gather Info 8(+16), Knowledge(Pop Culture) 8(+8), Knowledge(Super Hero History) 4(+4), Notice 8(+11), Profession(Artist) 8(+11), Sense Motive 8(+13)

Feats[11pp]
Contacts, Power Attack, Evasion 2, Connected, Dodge Focus 5, Endurance

Powers[45pp]
Hellfire Control Blast 10 (PF: Accurate 3) 23 pp
AP: Emotion Control 10 (PF: Subtle ) 1pp(21pp)
AP: Hellfire Strike 10 (Extras: Penetrating; PF: Accurate 3) 1pp(23pp)
Teleport 6 (600ft; Flaws: Short Range; PF: Turnabout, Change Direction, Change Velocity) 9pp
Immunity 8 (fire damage, disease, poison, heat) 8pp
Protection 3 3pp


Combat[18pp]
Initiative +3

Attack +4
Melee Attack +4
Ranged Attack +4
Hellfire Control +4 DC 25 toughness
Hellfire Strike +4 DC 25 Toughness
Emotion Control DC 20 Will

Defense 20(12 flat)
Knock back -6

Abilities 46 Saves 13 Skills 17 Feats 11 Powers 45 Combat 18 = 150pp

Complications

Prejudice: Half demon and all the negative connotations that go along with it.

Motivation(Responsibility): He strives to live up to the example set by Home Front and Trick-Shot while keeping his slice of the world safe from demons and other evil spirits.

Obsession(Beauty): Like his father, he is obsessed with beauty and it is hard for him to resist a beautiful woman or piece of art.

Relationship(Father): Franco's father knows about him and unlike the other children, wants to recruit him because of his artistic talent.

Enemies(Demons): While not largely known, a few local demons have been foiled by Franco in the past and want to get rid of his alter ego.

Equipment

Personality

Franco is a talented artist, ladies man, and all around charmer. He may be half demon, but letting his physiology dictate who he is just isn't his style. He is passionate about beautiful things and can't help himself sometimes from seducing a woman into joining him for the night. Art is also another thing he highly values and makes living selling art to wealthy benefactors, some of whom he is seduced once or twice. Of course, he also has a deep seated sense of purpose to help the world in his mothers memory. His main role models for being a hero are the Home Front and he could quote you almost every line in the old promotional movies during WWII. When in need of help, he often utilizes his extensive network of contacts and connections.

As Night Stalker, he is charming but crafty largely favoring hit and run attacks if he can't convince the target to just surrender willingly. While not exactly against killing, he will do all he can to avoid it. Being a newer hero, he still might make mistakes and give in to his obsession with fine art and women.

Hero Appearance

To protect his identity and look more dashing he wears a black and red checkered costume with a red ski mask. His cape, all heroes need a cape, is midnight black on the outside and dark red on the inside.

Build Notes
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Mel Sarah
PL 7
PP 105(+5 for powers)

Age 17

Image

Background

Mel lived in paradise. She didn't hunger, thirst, or need to worry about going poor. No paradise is free. It needed people to defend and prepare for the coming inevitable war once paradise tried to spread its light upon the world. Her parents instilled in her a sense of duty to the dream of Hadron City, the dream of Imperator. To protect it and help it grow. To accomplish these aims, some of Mel's classmates went into proper soldier training, others science, and still some healing with a few even going into the arts to enrich the dream. Mel wanted to go into the arts, dancing to be more precise, out of passion. From a tender age, she had fallen in love with her dance classes.

Part of what made her so good at dancing was her natural abilities. She excelled at agility, ability to move precisely, and generally become quiet when needed for the dance she was doing. It also made her the perfect candidate for a special type of youth unit, called the Messengers by those in it, being put together for rapid insertion making use of what was around them instead of normal military equipment when she turned 13. Out of a sense of duty she signed on. It wasn't forced on her and her parents even told her she could say no without repercussions. There was other ways to serve. Still she felt an obligation to go for the training because of all the gifts she was given in her life and the dream of spreading the message of what could be under Imperator. Plus, they let her keep taking dancing lessons while she trained with the best instructors.

Generally an odd duck, Mel fit in perfectly with the other teens in the unit that was still part of the military, but not trained like it. Going into it, they knew the cost they might need to pay to pave the way for the proper military. Marcus signed on to be medic and also chemical weapons expert. Frank just loved tech and signed on to be the techie. Arnold loved fire and blowing things up as a kid, so he signed on for demolitions. Becky admired the soldier life and was always a bit stiff, but relented into becoming more of an urban soldier. Mel, with her skill set, was that shock attacker/scout. For the next three and a half years they grew up together like a family in a base in the Undercity made especially for them. Unlike other military units with advanced technology, theirs mirrored the more mundane.

For training, it started off easy with each getting educated in their respective areas. Mel learned tactical thinking, how to be stealthy, and fluid motion techniques incorporated into her dance classes. At one point, she tried rhythmic gymnastics, but dancing was more fun to her. Thinking she was clever, some nights she would sneak off while the trainers weren't looking to go see her parents for dinner or just to stay the night before returning in the very early morning feeling like she got one over on her trainers. In reality, it was part of the training and her parents told to encourage it. If she could avoid city surveillance, she could avoid being spotted in most places she would be sent.

Overtime, training grew into war games with her unit pitted against proper soldiers for mock missions. Her rag tag unit with mundane gear would be tasked with blowing up a weapons depot, stealing data from a lab, or some other disruptive type task. Those opposing them would only be told that war games were in effect with the parameters and the goal to protect the objective. They didn't always win. At first they lost every time. In the few months before the war started, they won nearly every time with exercises focussing on debilitating forward bases or causing chaos. It was all in good fun for the Messengers though as their trainers encouraged them to play pranks during these games when winning was assured to lighten the tension. Normal military units also got a kick out of it. Unlike the normal military stalwart and rigid structure, Messenger war games put a smile on the participants faces despite everyone taking them deadly serious.

Those in charge had the foresight to realize Messenger units could become dangerous and snap if not given time to vent and be teens. So, each was encouraged to pursue passions and fun stuff as well as the skills needed for their role. Mel liked to organize impromptu dance parties for her brothers and sisters. None of them could dance that well, but it didn't matter as it made them happy. Others played games as fit their interests such as video game nights, launching model rockets, and making gases that made everyone talk funny. Becky was the only one who tried to find confines to fit. The random bursts of chaos troubled her sometimes. When that happened, Mel would always find some way to cheer her up with a joke, a new stunt she picked up, or other trick.

When war broke out, Mel wanted to go. Her unit was held back in the city though in case they were needed to defend the home front. As her trainers put it, there was soldiers for the fighting in the trenches. If the enemy came to their door step, it was their job to give them hell. When the city finally fell, so did the rest of her unit as far as she knew at the time in an action designed to slow the progress through the city with a diversion behind enemy lines. It succeeded though diverting the attention from the pursuit of the main fleeing units allowing them to get into hiding.

Coming to in a field hospital setup by the Red Cross, she wasn't surprised to not be in a military prison. She fought in a dress and yielded a metal pipe in the last battle that must have got blown away when the grenades hit her unit. So, it made sense they took her as collateral damage instead of a battle suit wearing soldier with a hand held rail gun. Becky lay beside her mumbling incoherently with wounds all over her body from the shrapnel. Nurses gave Becky a sedative, but when it stopped working she went back to mumbling again. No joke, stunt, or trick would break this snap. Coming through the tent, Stronghold units took the names of the teens, their pictures, and gave them papers. Supposed to ask about the kids past briefly, the Stronghold soldiers were just too tired and put age 15 dancer for Mel and age 15 artist for Becky.

Under the cover of night, Mel drew on her old tricks and escaped the tent going back into the Undercity avoiding patrols along the way back to her old base. She tried to bring Becky, but it was just too dangerous. Everything at the base was toppled over and most equipment smashed, but the security system still worked decent enough and so did the power generator. Mel set to work cleaning up the place to make it livable at least as a place to hideout. Also, she collected what weapons and equipment she could from a small stash just before Stronghold found it. As needed, she started going top side for basic food and to check on Becky covertly as was possible. On the streets, the cameras being installed spotted her sometimes, but there was bigger issues than a runaway teen who probably lived in the sewers. "Dancer" didn't exactly trigger any alarm bells.

As the weeks passed, Mel longed for her war games, duty, and family. Despite not liking video games, she missed video game night and took to doing her own in memory of Frank. Becky was mostly healed up at the group home physically, but Mel upon reading her charts saw she rarely got out of bed and simply mumbled when she did get up to walk around or eat. Mel took to keeping her skills sharp by surprising people preying on the refugees fleeing into the Underground City or the Stronghold patrols foolish enough to venture into the area wearing a ski mask and black sweats. She didn't do it to be good or to help people so much as give her some purpose by protecting what could have been from Stronghold, even if it was small in comparison to her old duty.

Character Sheet

Abilities 40pp:
Strength 2 Stamina 2 Agility 6 Dexterity 1 Fighting 7 Intellect 0 Awareness 2 Presence 0

Skills 23pp:
Acrobatics 8(+14), Athletics 7(+9), Close Combat(Unarmed) 2(+9), Insight 3(+5), Perception 6(+8), Stealth 8(+14), Expertise(Hadron City) 11*(+11), Expertise Tactics 7(+7), Expertise(Dancing) 4(+4)
*1 free skill for hadron city expertise

Powers 5pp:
Speed 1 1pp
Perfect Balance: Movement 2(Wall Crawling 2 Limited to upright Movement) 2pp
Vaulting: Leaping 1(15 ft) 1pp
Senses: Low Light Vsion 1pp

Advantages 27pp:
Ranged Attack 6, Defensive Roll 3, Evasion 1, Uncanny Dodge, Power Attack, Acrobatic Feint, Hide In Plain Sight, Skill Mastery(Expertise Hadron City), Improvised Weapon 3, Move By Action, Equipment 5, Improved Initiative, Take Down 2

Offense:
Initiative +10
Ranged +7, Close +7
Close(Unarmed/any improvised weapon) +9 w\ +2 to damage
Rebar +9 DC 20 toughness
Assault Rifle +7 DC 20 Autofire
Heavy Pistol +7 DC 19 Toughness
Improvised Melee +9 +2 Damage

Defense 15pp
Dodge 9, Fortitude 7, Parry 9, Toughness 5, Will 7

Total:
Abilities 42 + Skills 21 + Advantages 27 + Powers 5 + Defenses 15 coming to 110

Equipment:

Assault Rifle(Ranged Multi Attack Damage 5)
AE: Heavy Pistol(Damage 4)
AE: Metal Rebar(Strength Based Damage 1 blunt)
Night Vision Goggles
Gas Mask
Cell Phone
Hide Out(Small +0, Security System +1, Concealed 2 +2, Living Space +1, Power Source +1)

Complications:
Motivation(Duty): With Imperators forces fallen, she is looking for a way to fulfill the duty she was trained to perform.
Quirk(Innocence): When fighting, she fights like the devil's inside her if you even see her. Outside of it or if she feels safe, she can be pliable.
Secret(Highly trained fighter): No one really knew the details of what Mel specialized in. To most people, she's a fairly naive girl who likes to dance. If her true specialty comes out, she will be on Strongholds radar like a Christmas tree in times square.
Relationship(Becky, other former team members): Becky was the urban warfare specialist in the group who became like a sister to Mel. Seeing the slaughter broke her. While her body is on the mend slowly, her mind will likely never recover and she currently resides in a group home run by a charity. The rest of her teammates, Mel thinks are dead, but has no confirmation. Part of her control mechanism was the group camaraderie, so Becky or others who might have survived can be used against her.

Personality

Mel is like the yin and yang. Outside of combat or combat planning, she still maintains her innocence liking to dance to music only she can hear in her head if anyone watched her. She even used to play practical jokes and her mannerisms border on whimsical at times. Anything combat related, she is laser focused. The mission is all. Like the Samurai of old, she is focused on the attack at any cost to secure her objective.

Notes

She was inspired by River Tam from Firefly. The general concept is a shock trooper who prepares the way for larger forces that relies on the element of surprise and speed vs heavy armour and weaponry. She's highly trained in combat related tactics because her life depends on it in a fight or an attack. In a proper fight, she might win, but is more likely to fall back on trying to fall back on her speed vs slugging it out.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Karen Stone (Real Name Elizabeth Stein)
PL 6
90 pp



Background

Elizabeth was born in Seattle, Washington to Benjamin and Mary Stein. Mary was a devoted wife who converted to Judaism to make the man she loved happy. Benjamin ran a small security firm of great reputation, but little net profit. Mary and Benjamin were always volunteering their time and donating to local charities even though money was tight. Once Elizabeth started school, Mary volunteered most of the day at the local food bank instead of getting a job to add a little more to the families thinning finances.

Benjamins big break came when he was offered the job as the head of a small Israeli security firm ran out of Jerusalem. While smaller, it paid much better than his current job. After consultation with his family, he decided to take the job, move his family to Jerusalem, and lay down roots in a new country for his wife and daughter. Little did he know the job paid so well because it was a front for Mossad who used the company to run some operations that needed plausible deniability on their part. This wasn't a big deal to Benjamin, he served in the Israeli army for two years after all. It also afforded Elizabeth the chance to embrace her roots by working to help the less fortunate in Jerusalem with her mother Mary.

One day while Elizabeth was staying with a family friend and her parents were on a romantic weekend, a car bomb went off near her parents killing them both. This left Elizabeth an orphaned 11 year old girl in a country she had only lived for 3 years. She was heart broken and might not have recovered if not for a close family friend, Maureen, who took her in and treated her like her own daughter. Maureen happened to be one of the agents who "worked" for the security firm Elizabeths dad ran. For a few years, Maureen hid the true nature of her work from Elizabeth, but Elizabeth pushed until finding out the truth that Maureen was a black ops assassin for Mossad.

It took a couple months more of pushing, but Maureen relented by teaching Elizabeth all the tricks of the trade. Useful things such as how to be a good shot, fitting in without standing out, separating emotion from killing targets, and other useful attributes not taught in any book. Maureen made Elizabeth promise not to go private sector, because that was on par with being a traitor to her adopted nation. Maureen passed from cancer a few months after Elizabeths 18th birthday, but Elizabeth was well on her way into becoming part of Mossad. Her accumulated skills quickly passed her through the more covert training, focused more on killing at distance and surveillance, so that within a year she was filling the vacant role left by Maureen.

The next 10 years went fairly well for the fast rising agent. To give her cover, an alias named Karen Stone was created for her. Karen was a reputation manager who traveled around the world to help various clients with their reputation. Most of the time it was a front to kill some terrorist, but she did do some PR and have some real clients to keep face. On mission, she was a pin point shooter and excelled at eliminating targets. When an assignment was tough, it fell on her proverbial desk. Her only line she refused to cross even though it held her back was that she would not risk innocents getting hurt. Other agents didn't mind, but she got by because she was so good.

Fharid Tak, the only target she failed to kill, was her greatest failure. Intelligence had suggested he was the leader of a small, but powerful, terror cell operating out of Paris. In reality, he was the terror cell. On more than one occasion he was in Elizabeths sights, but a car or passer by got in the way. The one shot she could take was with a micro explosive that failed to trigger because of the worn down parts. It also worked the other way. Fharid had been sent to take care of her, or at least her disguised persona. A few car bombs and missed sniper shots narrowly missed killing her and it got to the point Fharid was pulled off his assignment with a draw implicitly declared.

Two years later, her path crossed Fharid's again on accident. This time she wouldn't fail. A bomb was planted on the only path available, line of sights were secure, and the right time of day to avoid innocents getting hurt was planned. The one thing she couldn't control was children who were up later than usual and playing in the alley. It was only two children who happened to be the sons of a radical cleric preaching Israels demise, so she was ordered to pull the trigger regardless of the danger to the children. For a minute she kept her finger on the trigger and let it go. Fharid got away.

Inquires ensued, fingers were pointed, but her past spoke for itself. She was too valuable of an asset. So, she was assigned to the one job all agents hated, but was essential the nations security plans they were told. Whispers of a possible danger stirring in the community of White Sands made their way through the crazy files. No one took them seriously. Hauntings, ghosts, and things of that sort were the stuff of jokes. They needed to teach Elizabeth a lesson though, so she was assigned to investigate and had her cover identity, Karen, move to White Sands from her former home base of New York.

Character Sheet

Abilities[20pp]
STR 10(+0) DEX 16(+3) CON 14(+2) INT 12(+1) WIS 14(+2) CHA 14(+2)

Saves[7pp]
Toughness 6 Fortitude 4 Reflex 6 Will 4

Skills[21pp]
Bluff 6(+8), Computers, 4(+5), Craft(Chemical) 8(+9), Craft(Mechanical) 8(+9), Diplomacy 8(+10), Disguise 8(+10), Escape Artist 4(+7), Gather Information 4(+5), Knowledge(Public Relations) 4(+5), Languages(English, French, Russian, Arabic, Farsi), Notice 7(+9), Sense Motive 4(+6), Sleight of Hand 6(+9), Stealth 8(+11)

Feats[26pp]
Attack Focus(Range) 3, Benefit(Alternate Identity), Benefit(Security Clearance), Contacts, Connections, Defensive Roll 4, Dodge Focus 2, Equipment 6, Evasion 1, Improved Aim, Precise Shot 2, Throwing Mastery 2, Uncanny Dodge(Auditory)

Powers[0pp]

Combat[16pp]
Initiative +3

Attack +4
Melee Attack +4
Ranged Attack +7
Sniper Rifle +7 DC 20 toughness 19-20 crit
Light Pistol +7 DC 18 toughness
Throwing Knives +4/+7 DC 16 /18 toughness 19-20 crit

Defense 6/2(flat footed)
Knock back -4

Abilities 20 Saves 7 Skills 21 Feats 26 Powers 0 Combat 16 = 90pp

Complications
Motivation(Doing Good): She tries to live up to the good example set by her parents and help people. She does it for Israel by killing terrorists and the communities she lives by helping protect them in her own subtle fashion.

Secret(Identity): She is really a Mossad assassin with a deep cover as an American citizen.

Honor(Moral Code): She will not kill innocents and has even refused to go through with a hit because of innocents being int he way.

Enemy(Fharid Tak): Fharid is the her white whale and she is his. Both have made attempts to knock each other off, while both were disguised, and both keep failing. Unknown to her, he is also her step brother that her father had as a result of a one night stand.

Equipment

Sniper Rifle, Light Pistol w/ Silencer, House(Workshop, Living Space, Power System), Laptop,
Cell Phone, Mini Tracer, Throwing Knives, Night vision goggles

Personality

Karen, or rather Elizabeth, is a genuinely nice person who will help an old lady to her car, volunteer her time at the local synagogue, mentor young girls, and other good citizen stuff. Meeting her on the street she would come across as a perfectly normal person and nicer than most reputation managers. She even has a real interest in the places she lives in that she wants to make them better, without standing out too much of course. Deep down, she is fiercely loyal to Israel and a stone cold killer so long as the target is guilty and innocents don't get hurt. She will rarely cross the line of hurting innocents, even for her country.

Alternate Identity

Name: Karen Stone
Occupation: Reputation Manager, freelance
Age: 34
Marital Status: In a long distance relationship with Michael Loyd
Hobbies: Chemistry and mechanics

Build Notes
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