Egyptoid's Non-Locking Depository

Where in all of your character write ups will go.
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Egyptoid
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Egyptoid's Non-Locking Depository

Post by Egyptoid »

INDEX, GREETINGS, CONCORDANCE

:arrow: RPG-CHARACTERS

TRAVENAR, D&D 5e Sage viewtopic.php?f=14&t=1337#p86401

VARANKARI, D&D 5E Gorilla Cleric viewtopic.php?f=14&t=1337#p86612

BEVENTARI, cavalryman of nomadic desert (D&D5e) viewtopic.php?f=14&t=1337#p86634

MANFRED, enchanter https://drive.google.com/file/d/11e5ibJ ... sp=sharing


:arrow: SUPERHUMANS:

ATOMIC BETTY viewtopic.php?f=14&t=1337&p=87339#p87339
the sweet Canadian super heroine

LOBO'S GRANDSON viewtopic.php?f=14&t=1337#p85474
yet another problem wandering around the DC galaxy

Barbara Gordon's Computer: http://echoesofthemultiverse.com/viewto ... 622#p87577
people Bruce Wayne trust mated some Mother-Box technology to help out Oracle in crime fighting.

SANDOR-SAN, Atlantean Mystic viewtopic.php?f=14&t=1337&p=87646#p88074
one of the Weirdest heroes in the Neptune City shared universe.

COLONEL BLACKHAWK, What If Style DC Soldier viewtopic.php?f=14&t=1337#p86467
still kicking ass after 75 years. he can do this all afternoon.

THE ZOO KREWE: https://www.echoesofthemultiverse.com/v ... =15#p89270
a villain gang all based on anthropomorphic animal types.

SUBGENIUS VILLAINS: http://echoesofthemultiverse.com/viewto ... ad2#p87476
Supersonic Aluminum Creatures from the Hollow Earth

COSMO-KNITE http://echoesofthemultiverse.com/viewto ... 8da#p87646
either the best or worst hero ever in Neptune City; that info depends on your sources

FAITH, JLA Psychic viewtopic.php?f=14&t=1337#p86551
the flying superheroine from a short run of justice league early 2000s

TINA FEY, bat-winged female viewtopic.php?f=14&t=1337#p86655
she doesn't deal much in money, she deals in friends connections, and charities.

KILOVAEN, space goddess viewtopic.php?f=14&t=1337#p87013
do not cross her, or even stand in front of her. tricky since there is no up or down in space.
:idea:
Last edited by Egyptoid on Mon Oct 07, 2019 2:09 pm, edited 13 times in total.
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Re: Egyptoid's Non-Locking Depository

Post by Egyptoid »

LOBO-SUN - PL 10
Image
Strength 6, Stamina 6, Agility 1, Dexterity 2, Fighting 6, Intellect 1, Awareness 1, Presence 2

Advantages
Benefit, Galactic Reputation, Close Attack 2, Equipment 10, Favored Environment: Space, Minion 8, Startle, Tracking

Skills
Close Combat: ???? 3 (+9), Deception 3 (+5), Expertise: Bty.Htr. 1 (+2), Insight 1 (+2), Intimidation 3 (+5), Investigation 1 (+2), Perception 4 (+5), Persuasion 1 (+3), Ranged Combat: ???? 3 (+5), Technology 1 (+2), Vehicles 1 (+3)

Powers
Animal ESP: Mental Communication 2 (DC 12; Limited: space animals, Resistible: Will)
Blast Gun: Line Area Damage 6 (Easily Removable, DC 21; Line Area 2: 5 feet wide by 60 feet long, DC 16, Increased Range: ranged; Noticeable: Loud)
Immunity: Immunity 10 (Life Support)
Impervious Defense: Impervious Toughness 4
Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Regeneration: Regeneration 2 (Every 5 rounds; Feature: Regrowth, Persistent)
Senses: Senses 4 (Darkvision, Low-light Vision, Tracking: Choose Sense 1: -1 speed rank)

Equipment
Adamantium Skull Belt Buckle 1, Binoculars, Cell Phone (Smartphone), Combat Chain 1, Computer, Handcuffs, Multi-tool, The Mega-Cycle, White Lantern Ring Knock-Off 3

Offense
Initiative +1
Blast Gun: Line Area Damage 6 (DC 21)
Grab, +8 (DC Spec 16)
Throw, +2 (DC 21)
Unarmed, +8 (DC 21)

Complications
Monstrous: huge, white skin,red eyes, rough hair.
Motivation: Thrills: nothing funnier than throwing a bad guy into the sun
Obsession: he purchased a "White Lantern Ring" but its a knock-off.
he wants to either make it work or kill the people who made it or sold it.
Prejudice: hates plant people
Quirk: he purchased a "White Lantern Ring" but its a knock-off.
seems its only a complicated laser light showmaker,
Temper: well,there ya go.

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 9, Toughness 6, Will 9

Power Points
Abilities 50 + Powers 41 + Advantages 24 + Skills 11 (22 ranks) + Defenses 22 = 148


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Last edited by Egyptoid on Mon Aug 26, 2019 8:43 pm, edited 1 time in total.
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Re: Egyptoid's Non-Locking Depository

Post by Egyptoid »

Grandson of Lobo and Lantern Arisia
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High Evolutionary, Recovery Mode

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HIGH_EVO - PL 10
Image
Strength 5, Stamina 5, Agility 0, Dexterity 2, Fighting 5, Intellect 7, Awareness 3, Presence 3

Advantages
Beginner's Luck, Diehard, Equipment Pool 10, Inventor, Power Attack, Ranged Attack 5, Startle, Ultimate Effort: Science, Ultimate Effort: Tech, Well-informed

Skills
Deception 3 (+6), Expertise: SCIENCE! 6 (+13), Insight 2 (+5), Intimidation 2 (+5), Perception 3 (+6), Persuasion 3 (+6), Technology 7 (+14), Treatment 7 (+14), Vehicles 4 (+6)

Powers
Armor: Protection 5 (Removable, +5 Toughness)
. . Immortality: Immortality 5 (Alternate; Removable, Return after 1 day; Tiring)
. . Regeneration: Regeneration 5 (Alternate; Removable, Every 2 rounds)
Devo Beam: Affliction 10 (Easily Removable, morphic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 20; Increased Duration 2: sustained, Reach (ranged): 5 ft.; Noticeable: people often hate High Evo., Side Effect: on failure - sense as one affected "my creations")
. . Alteration: Transform 6 (Alternate; Easily Removable, Affects: Broad > Broad - Continuous, Transforms: 50 lbs., DC 16; Increased Duration: continuous; Limited: One Success per Day, Tiring)
. . Blast, Life-Force: Damage 7 (Alternate; Removable, DC 22; Increased Range: ranged; Noticeable: noisy, energy spike, sensor trips)
. . Create: Create 5 (Alternate; Volume: 30 cft., DC 15)
. . Move Object: Move Object 5 (Alternate; 1600 lbs.)
Intellect Fortress: Immunity 30 (Will Effects; Limited - Half Effect)
Senses: Perception Area Senses 5 (Danger Sense: Choose Sense Type, Precognition; Affects Others, Perception Area: DC 15 - Life-Sense)
Senses: Senses 11 (Awareness: Genetics, Poisons, Communication Link: Encoded DNA, Darkvision, Detect: Mutations 1, Infravision, Low-light Vision, Microscopic Vision 2: cell-size, Radio, Ultravision)
Telepathic: Mental Communication 3 (mind)

Offense :arrow:
Initiative +0
Alteration: Transform 6, +5 (DC Dog 16)
Blast, Life-Force: Damage 7, +7 (DC 22)
Devo Beam: Affliction 10, +7 (DC Fort 20)
Grab, +5 (DC Spec 15)
Move Object: Move Object 5, +7 (DC 15)
Throw, +7 (DC 20)
Unarmed, +5 (DC 20)

Complications
ARMOR GADGETS: Feather-Fall Boots, Audio Recorder, Binoculars, Camera, (Smartphone), Commlink, Computer Link, Flash Goggles, Flashlight, Gas Mask, GPS Receiver, Laser Sight, Mini-tracer, Multi-tool, Parabolic Microphone, SCUBA Gear, Toolkit (Basic), UV Light
Fame: giving out powers
Motivation: Thrills: likes playing deity
Relationship: given many powers

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 7, Toughness 10, Will 5

Power Points
Abilities 60 + Powers 73 + Advantages 23 + Skills 19 (37 ranks) + Defenses 13 = 188
Last edited by Egyptoid on Mon Aug 26, 2019 8:44 pm, edited 1 time in total.
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DnD5e Sage

Post by Egyptoid »

TRAVENAR
Image
Wizard (Evocation) 3 (1001 XP)
Half-elf (m), Chaotic good (not a druid, just dresses for travel)
Sage
[ ABILITY SCORES ]
Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 15 (+2) Wis 14 (+2) Cha 16 (+3)
[ PROFICIENCIES ]
Proficiency Bonus +2
Saves Int +4, Wis +4
Skills Arcana +4, History +4, Insight +4, Investigation +4, Medicine +4, Persuasion +5 (passive Perception 12)
Weapons Dagger, dart, sling, quarterstaff, light crossbow
Armors
Tools
Languages common, elvish, celestial, draconic, sylvan
[ COMBAT ]
hp 14 ; HD 3d6
Init +0 ; Speed 30 ft
AC 10
Dagger. Melee : +2 (1d4 piercing ; finesse, light, thrown (range 20/60))
[ WIZARD SPELLS ]
Spellcasting Ability Intelligence ; Spells Save DC 12 ; Spells Attack Bonus +4
Daily Spells to prepare 5 ; Slots 4 / 2
Known Spells in spellbook (3) / 8 / 2
- Lvl 0 : message, mold earth, minor illusion
- Lvl 1 : unseen servant, magic missile, mage armor, chromatic orb, comprehend languages, illusory script, shield, witch bolt
- Lvl 2 : phantasmal force, continual flame

[ FEATURES & TRAITS ]
Arcane Recovery
Evocation Savant
Sculpt Spells
Darkvision (60 ft.)
Fey Ancestry
Skill Versatility *
Researcher
Additional Features looking for a copy of "Chronology of the Triumphant Collaboration between The Chosen and the Cults"
[ EQUIPMENT ]
Dagger, herbalism kit, playing card set, arcane focus/staff, spellbook, backpack, bedroll, mess kit, tinderbox, torch (10), rations/1 day (10), waterskin, rope/hempen 50 feet, ink/1 ounce bottle, ink pen, clothes/common, small knife, letter from a dead colleague, belt pouch
Equipment weight 70 lb - Cost 93.02 gp
10 gp
Coins weight 0.1 lb
[ CHARACTER ]
Height 6.7 ft (M) / 180 lb. ; Age 40 years (apparent age 25)
Eyes Blue ; Skin Norm ; Hair Blonde/White
Appearance normal, tall.

Personality traits curious, A professional sage hired for his reputation and given an inquisitor's badge.
Ideals provable theories
Bonds used to date a librarian
Flaws phobia about cave-ins, sinkholes, and quicksand.

Background Sage (discredited academic)
Character Backstory A proud prophet is looking for redemption.
Allies & Organizations Sages and Academicks
Last edited by Egyptoid on Mon Aug 26, 2019 8:48 pm, edited 1 time in total.
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Colonel Blackhawk

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Col-Blackhawk - PL 10
Image
https://en.wikipedia.org/wiki/Blackhawk_%28DC_Comics%29

Homebrew leader of the old Blackhawk Fighter squadron.
Basically, like What IF the old man had been giver a super serum, never got old, and still fought crime ?

Strength 2, Stamina 2, Agility 3, Dexterity 4, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
Benefit, Security Clearance: Top Secret, Benefit, Status: Govt. Approved, J.League, Vet., Contacts, Defensive Attack, Diehard, Improved Initiative 4, Languages 4, Ranged Attack 4, Skill Mastery: Vehicles, Teamwork, Ultimate Effort: Flight / Aerial

Skills
Athletics 4 (+6), Close Combat: ???? 6 (+12), Deception 2 (+4), Expertise (AGL): Flying Bonus 2 (+5), Expertise: Air / Pilot 4 (+6), Expertise: Military 3 (+5), Insight 2 (+4), Intimidation 3 (+5), Investigation 2 (+4), Perception 4 (+6), Persuasion 2 (+4), Ranged Combat: ???? 6 (+10), Stealth 2 (+5), Technology 4 (+6), Vehicles 5 (+9)

Powers
Blaster Multi-Rifle (Removable) years ago, Lucius Fox built him a special rifle that can shoot all kinds of special bullets.
. . Sniper Shot: Damage 10 (DC 25; Increased Range 2: perception, Penetrating 5, Subtle 2: undetectable)
. . Blinder Shots: Cumulative Affliction 1 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 11; Cumulative, Increased Range: ranged; Limited 2: Sight, Limited 2: only versus DNA based eyes, and not versus goggles)
. . Eludium Duster Rounds: Line Area Damage 10 (DC 25; Alternate Resistance: Will, Line Area: 5 feet wide by 30 feet long, DC 20, Increased Range 2: perception; Limited 3: only Versus DNA based humanoids, not versus life support)
. . Glue Snares: Cumulative Affliction 10 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 20; Contagious, Cumulative, Extra Condition, Increased Range: ranged; Limited: certain chemicals wash it off easily., Limited Degree)
. . Psych-Out Bullets: Nullify 10 (Counters: Mental Attacks, DC 20)
. . Sleep Darts: Affliction 10 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 20; Increased Range 2: perception, Subtle 2: undetectable; Limited 2: not versus heavily armored.)
. . Suffocation (Glue to the Face): Progressive Affliction 10 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range 2: perception, Progressive; Activation: move action, Check Required: DC 10 - called shot, aimed)

Custom Suit: Protection 10 (Removable, +10 Toughness; Noticeable: old fashioned, Quirk: weird black leather, smells off)
M.M.A.: Strength-based Damage 2 (DC 19)
military hand signals: Visual Communication 1
Perks: Feature 1 (Notes: ammo, keys to the jet, passwords, call-signs, flight plans, clearances)
super-serum: Enhanced Trait 4 (Traits: Fortitude +2 (+10), Advantages: Defensive Attack, Diehard)
super-serum: Regeneration 1 (Every 10 rounds), no more aging.

Offense
Initiative +19
Sniper Shot: Damage 10 (DC 25)
Blinder Shots: Cumulative Affliction 1, +8 (DC Fort 11)
Eludium Duster Rounds: Line Area Damage 10 (DC Will 25)
Glue Snares: Cumulative Affliction 10, +8 (DC Fort/Will 20)
Grab, +6 (DC Spec 12)
M.M.A.: Strength-based Damage 2, +6 (DC 19)
Psych-Out Bullets: Nullify 10, +8 (DC Will 20)
Sleep Darts: Affliction 10 (DC Fort 20)
Suffocation (Glue to the Face): Progressive Affliction 10 (DC Fort 20)
Throw, +8 (DC 17)
Unarmed, +6 (DC 17)

Complications
Motivation: Doing Good: strong aversion to the nazi, commie, socialist, hippie, etc.
Power Loss: the right drugs or spells can shut down your serum-enhanced physique, and you'll feel like a wheezin geezer.
Quirk: WW2 veteran, 101 years old, super-soldier serum.

Responsibility: Equipment: Binoculars, Camo Clothing, Cell Phone (Smartphone), Commlink, Computer, Concealable Microphone, Fighter Jet, Flash Goggles, Flashlight, Gas Mask, GPS Receiver, Handcuffs, Laser Sight, Mini-tracer, Multi-tool, Night Vision Goggles, Parabolic Microphone, Rebreather, Salt Buckshot, SCUBA Gear, Silver Bullet, Stun Ammo, Suppressor, Targeting Scope, Toolkit (Basic), UV Light, Video Camera

Languages
Arabic, Chinese (Mandarin), French, German, Japanese, Korean, Native Language, Russian

Defense
Dodge 8, Parry 8, Fortitude 10/8, Toughness 12, Will 8

Power Points
Abilities 46 + Powers 61 + Advantages 18 + Skills 26 (51 ranks) + Defenses 19 = 170
Last edited by Egyptoid on Mon Aug 26, 2019 8:49 pm, edited 1 time in total.
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JLA - Faith the Super Psychic

Post by Egyptoid »

FAITH - JLA'02 - PL 10
Image
Purple Suit, Second from the Left.
Strength 1, Stamina 2, Agility 1, Dexterity 2, Fighting 3, Intellect 2, Awareness 6, Presence 4

Advantages
Benefit, Security Clearance: Top Secret, Connected, Contacts, Inspire, Languages 3, Luck, Skill Mastery: Expertise: Military Procedures, Teamwork, Ultimate Effort: Will defense, Well-informed

Skills
Close Combat: ???? 2 (+5), Expertise: Military Procedures 6 (+8), Insight 6 (+12), Perception 4 (+10), Persuasion 8 (+12), Ranged Combat: ???? 5 (+7)

Powers
Mental Awareness: Senses 2 (Radius (Type): Mental)
military hand signals: Visual Communication 1
Telekinetic Field: Force Field 12 (+12 Toughness; Impervious)
Telekinetic Levitation: Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . Superior Psi-Med: Healing 5 (Alternate; [0 active, 0/20 PP, 1/r+1]; Persistent; Tiring)
. . Telemotive Aperture: Teleport 10 (Alternate; [0 active, 0/20 PP, 2/r], 4 miles in a move action, carrying 100 lbs.; Affects Others, Change Direction, Change Velocity, Increased Mass, Portal; Activation: move action, Limited 2: Distracting, if more than 2 people go (self included), Limited: Check Required, if used on more than self., Quirk 2: Tiring, if more than 2 people go (self included))
. . TK Punch: Damage 10 (Alternate; [0 active, 0/20 PP, 2/r], DC 25; Increased Range: ranged)
. . TK: Move Object 10 (Alternate; [0 active, 0/20 PP, 2/r], 25 tons)
. . Wreck or Prop up Buildings: Shapeable Area Enhanced Strength 10 (Alternate; [0 active, 0/20 PP, 1/r+2], telekinetic, +10 STR; Shapeable Area: 30 cft., DC 20, Feature 2: entire skyscrapers , Increased Mass 2; Activation 2: standard action, Limited to Lifting, Tiring)
Telepathy
. . Communication: Mental Area Communication 2 (Linked; Area)
. . Mental Blast: Mental Blast 5 (Alternate; DC 20)
. . Mind Reading: Mind Reading 5 (Linked; DC 15)
. . Telepathic Illusion: Illusion 4 (Alternate; Affects: All Sense Types, Area: 15 cft., DC 14; Selective; Limited: Targets with a Mind)
. . Trust Field: Cumulative Progressive Burst Area Affliction 10 (Alternate; 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20 [2 extra ranks], Cumulative [2 extra ranks], Insidious, Progressive, Subtle: subtle; Limited 2: calm aura, Quirk: can make team-mates seem off or weird, Reduced Range: close, Uncontrolled, Notes: create an aura of trust and confidence within the people around her, allowing a group to work together easily. )

Offense
Initiative +1
Grab, +3 (DC Spec 11)
Mental Blast: Mental Blast 5 (DC Will 20)
Mind Reading: Mind Reading 5 (DC Will 15)
Throw, +2 (DC 16)
TK Punch: Damage 10, +2 (DC 25)
TK: Move Object 10, +2 (DC 20)
Trust Field: Cumulative Progressive Burst Area Affliction 10 (DC Will 20)
Unarmed, +3 (DC 16)

Complications
Fame: She was often nicknamed by her teammates “the Fat Lady”, not because she's that much more curvy than the usual super-lady, but because its a reference to the line, “its not over until the fat lady sings”. When Faith was required in the combat zone, it truly was over. She has a strategic habit of wiping out the strong-point ; or linch-pin , or leader, of an enemy
Honor: Military Protocol is a term used to describe the ability of some characters to know and understand the policies and procedures in regards to the armed services. It is assumed that most people with experience in this area have at one point or another enlisted in the military,

Justice League in any of its various incarnations, sworn by a duty to act as guardians of America and the world by using their skills and/or superpowers to protect Earth from both interstellar and domestic threats.
Reputation: She revealed to Major Disaster that she was raised by the military and has worked with the Black-Ops group.

flirted with Green Arrow and Nightwing

enemies include Lex Luthor, The Joker, Giganta, Professor Zoom and Sinestro.
Secret: The U.S. military continued to try to capture her and use her as a weapon.

Languages
Arabic, Native Language, Portuguese, Spanish

Defense
Dodge 8, Parry 9, Fortitude 8, Toughness 11/2, Will 12/14

Power Points
Abilities 42 + Powers 83 + Advantages 12 + Skills 16 (31 ranks) + Defenses 27 = 180

Validation: Toughness: Exceeds Power Level limit by 3; Will: Exceeds Power Level limit by 2
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Re: Egyptoid's Non-Locking Depository

Post by HalloweenJack »

a little different, but I like.
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Re: Egyptoid's Non-Locking Depository

Post by Egyptoid »

VARANKARI
Image
Cleric (Nature) 3 (0 XP)
Gorilla Man (m), Neutral; Criminal
[ ABILITY SCORES ]
Str 14 (+2) Dex 11 (+0) Con 13 (+1) Int 12 (+1) Wis 16 (+3) Cha 7 (-2)
[ PROFICIENCIES ]
Proficiency Bonus +2
Saves Wis +5, Cha +0
Skills Deception +0, Insight +5, Religion +3, Stealth +2 (passive Perception 13)
Weapons simple weapons
Armors Light armor, medium armor, shields, heavy armor
Tools playing card set, thieves' tools
Languages common, sylvan
[ COMBAT ]
hp 25 ; HD 3d8
Init +0 ; Speed 30 ft
AC 14 (studded leather 12, shield +2, Dex +0)
Mace. Melee : +4 (1d6+2 bludgeoning ; -)
Light crossbow. Ranged : +2 (1d8 piercing ; ammunition (range 80/320), loading, two-handed)
[ CLERIC SPEELS ]
Spellcasting Ability Wisdom ; Spells Save DC 13 ; Spells Attack Bonus +5
Daily Spells to prepare 6 ; Slots 4 / 2
Known Cantrips 3
- Lvl 0 : guidance, light, toll the dead, thaumaturgy
[ FEATURES & TRAITS ]
Domain Spells (bless, cure wounds, lesser restoration, spiritual weapon)
Bonus Proficiency *
Channel Divinity (1/rest) - turn undead (DC 13) - Preserve life (15 hp)
Nature Domain Cleric Level Spells 1st
Animal Friendship, Speak with Animals
Acolyte of Nature: one cantrip of your choice from the druid spell list.
proficiency in Survival.
Channel Divinity: Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

Criminal Contact
Additional Features An unidentified body was recently found on the main Trail, believed to have been killed in a botched robbery attempt. The city watch have advised that they are concentrating on other areas and will be unable to provide relief immediately.
[ EQUIPMENT ]
Mace, light crossbow, studded leather, shield, poisoner's kit, leatherworker's tools, 20 crossbow bolts, holy symbol/reliquary, backpack, blanket, candle (10), tinderbox, rations/1 day (2), waterskin, crowbar, clothes/common, alms box, sticks of incense (2), censer, vestments, belt pouch
Equipment weight 60.5 lb - Cost 166 gp
15 gp
Coins weight 0.15 lb
loincloth, buckle, cape-holder, heavy gauntlet, arm bracer, cape
[ CHARACTER ]
Height 7.7 ft (M) / 360 lb. ; Age 20 years
Eyes black ; Skin black ; Hair black
Appearance huge gorilla

Personality traits Outgoing, friendly, and accepting. Exuberant lover of life, people, and material comforts.
Ideals self realization, heroics, becoming a legend.
Bonds Duke Jonathan Crispin, used to being him illegal herbs and stuff from the far country.
Flaws Drunk, Petty Thief, Pats Kids on the Head.
:arrow:
Background Criminal (Smuggler)
The Vanara Gorilla Men are a jungle-dwelling race of monkey-people. They are very loyal to one another and their allies, willing to accompany a companion on even the most dangerous quests.
Personality-wise, vanara are usually very upbeat and playful.
Vanara Traits Racial Traits
Ability Score Increases
+1 to Wisdom, +1 STR, +2 Dexterity
Alignment
A vast majority of Vanara tend to be some sort of Good alignment, a small minority are some sort of Neutral, but none are Evil unless they have been corrupted by an evil force.
Size 6'5", but larger variants do exist.
Age
Vanara tend to live longer than humans, maturing around 20 and living around 150 years.
Languages
Common, Vanara

- Roll Advantage on grapple or climb checks
Bite Attack
Bite. Melee Weapon Attack: Reach 5 ft., one target. Hit: 1 (1d6 + Str Mod) piercing damage.
Loyal Ally
The Vanara are very devoted to those they consider friend or family. When an ally ever needs their aid, the Vanara have been known to push themselves beyond their limits. Once per Round, twice between Long Rests, a Vanara can:
- Roll advantage on an ability check conducted on behalf of or to aid an ally
- Roll advantage on an attack roll if your intended target attacked an ally during it/their last turn

Character Backstory served a patron, who is a "scientific" society. more of a cult really. Patron's scope is national.
patron teaches character an occupation (locally famous priest). Carried herbs to the cult, brought back city stuff to the witch. Got tired of being used as an errand boy.
Allies & Organizations Grew Up near The glade of a witchy-woman who uses blood magic to change shapes and the ocelots living there that used to be human.
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Nomadic Warrior

Post by Egyptoid »

Beventari Jedaliah
Image
Ranger (Hunter) 3 (0 XP)
Half-elf (m), Neutral
Soldier
[ ABILITY SCORES ]
Str 17 (+3) Dex 13 (+1) Con 13 (+1) Int 11 (+0) Wis 10 (+0) Cha 13 (+1)
[ PROFICIENCIES ]
Proficiency Bonus +2
Saves Str +5, Dex +3
Skills Animal Handling +2, Athletics +5, Insight +2, Intimidation +3, Nature +2, Perception +2, Survival +2 (passive Perception 12)
Weapons simple weapons, martial weapons
Armors Light armor, medium armor, shields
Tools playing card set, vehicles (land)
Languages common, elvish, celestial
[ COMBAT ]
hp 29 ; HD 3d10
Init +1 ; Speed 30 ft
AC 16 (scale mail 14, Dex +1, Defense +1)
Scimitar. Melee : +5 (1d6+3 slashing ; finesse, light)
Shortbow. Ranged : +3 (1d6+1 piercing ; ammunition (range 80/320), two-handed)
Whip. Melee : +5 (1d4+3 slashing ; finesse, reach)
[ RANGER SPELLS ]
Spellcasting Ability Wisdom ; Spells Save DC 10 ; Spells Attack Bonus +2
Slots 3
Known Spells (-) / 3
- Lvl 1 : animal friendship, cure wounds, detect magic, zephyr strike

[ FEATURES & TRAITS ]
Favored Enemy (elementals)
Natural Explorer (desert)
Fighting Style (Defense)
Hunter's Prey (Colossus Slayer)
Primeval Awareness
Darkvision (60 ft.)
Fey Ancestry
Skill Versatility *
Military Rank
Additional Features cc
[ EQUIPMENT ]
Scimitar, shortbow, whip, scale mail, herbalism kit, navigator's tools, 20 arrows, backpack, bedroll, mess kit, tinderbox, torch (10), rations/1 day (10), waterskin, rope/hempen 50 feet, clothes/common, trophy, insignia of rank, belt pouch
Equipment weight 118 lb - Cost 153.5 gp
10 gp
Coins weight 0.1 lb
[ CHARACTER ]
Height 5.7 ft (M) / 150 lb. ; Age 20 years (apparent age 20)
Eyes brown ; Skin tanned ; Hair black
Appearance arabic

Personality traits xx
Ideals yy
Bonds zz
Flaws aa

Background Soldier (Officer)
Character Backstory from another world, lost and orphaned here.
Allies & Organizations bb
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TINA FEY, Miss Chiroptera Laurasiatheria

Post by Egyptoid »

Tina Fey - PL 10 (~~~~)

Tina is a flying mammalian from a dank cold planet. She left years ago and flunked out of school.
So she does not have the usual and preferred powers that someone with The Knack should have.
(IE she's not a Jedi, Telepath, or Green Lantern, or whatever's appropriate for your campaign)
Instead she has a fragment of the Cosmic Tablet what wrote down the universe. She can make magic out of it.
She can heal, harm, spy, dispel and various tricks with it.
Physically she looks like a dumb animal to many others, but not once you get to know her.
So she does favors for people. She's kind of like a wandering priestess. And she has one permanent friend.
Skunk-Bot used to be on display at a traveling menagerie, and was tossed in the recycling bin after malfunctioning.
She used the Code-Stone to revive him. And now he's half living, half cybernetic.

Tina:
Strength 1, Stamina 4, Agility 5, Dexterity 5, Fighting 8, Intellect 2, Awareness 5, Presence 5
Image
Advantages
Agile Feint, Animal Empathy, Attractive, Benefit, Galactic Reputation, Contacts, Defensive Roll 3, Disarming (DC 12), Evasion, Improved Trip, Inspire, Instant Up, Jack-of-all-trades, Leadership, Power Attack, Takedown, Teamwork, Tracking, Trance

Skills
Acrobatics 4 (+9), Athletics 2 (+3), Close Combat: Unarmed 1 (+9), Expertise: Politics, Current Events. 1 (+3), Expertise: Religion, Mysticism, Magic 7 (+9), Insight 3 (+8), Perception 3 (+8), Persuasion 2 (+7)

Powers
Code-Stone (Removable)
. . Magic: Damage 10 (DC 25; Increased Range: ranged, Variable Descriptor: close group - abjure, evoke, transmute , etc.; Activation: move action, Check Required: DC 10 - magic skill, Distracting, Quirk: most effects are emerald or jade color, Side Effect: on failure - other stuff comes out of the rock besides the desired FX)
Cute and Courageous: Enhanced Trait 1 (Advantages: Attractive)
Fur: Feature 1
Inhuman Eyes: Senses 17 (Accurate (Type): sound/sonar, Acute: Choose Sense, Analytical (Type): sound/sonar, Counters Illusion: sound/sonar, Danger Sense: sound/sonar, Darkvision, Infravision, Low-light Vision, Rapid: sound/sonar 1, Ultra-hearing, Ultravision; Feedback, Noticeable: some equipment hears her clicking)
Scent Marking: Olfactory Communication 2 (Sense Type: / Pheromones)
Small but Fierce: Shrinking 4 (-1 STR, -2 Intimidate, +4 Stealth, +2 active defenses, -1 size rank, Advantages: Improved Trip, Instant Up; Innate; Permanent)
Toxic Spit: Affliction 3 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 13)

Offense
Initiative +5
Grab, +8 (DC Spec 11)
Magic: Damage 10, +5 (DC 25)
Throw, +5 (DC 16)
Toxic Spit: Affliction 3, +8 (DC Fort 13)
Unarmed, +9 (DC 16)

Complications

Motivation: Acceptance: Due to your size and appearance, you're often the butt of jokes or you're not taken seriously. [/i]
You're Adorable!: You occasionally have to speak up to avoid being ignored by those unfamiliar with you.

They said this was Free Equipment,: What's the Catch, Really? :geek:
Pistol (Easily Removable): Damage: Damage 8 (DC 23; Increased Range: ranged); Damage: Burst Area Damage 8 (Alternate; DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged; Distracting) ;
Miss Chiroptera Laurasiatheria
more Equipment: , Commlink, Flashlight, Multi-tool,
Zero-G Combat Suit
[Glide 4, Speed: 30 miles/hour, 500 feet/round; ;
Immunity 7, Environmental Conditions (All), Suffocation (All)]

Minion: Skunkbot. is he a true companion or a liabilty ?
Yes he can blind people with his fermented whizz, but most of the time he acts like a trash-panda. The slightest thing, like a pizza crust, or pringles can will surely distract him from his current mission. So really, should he cost points as a minion, or be a complication ?! Fair Question. Plus he does stink.
Image

Languages
Native Language, Common, Oldspeak

Defense
Dodge 10, Parry 14, Fortitude 6, Toughness 7/4, Will 11

Power Points
Abilities 72 + Powers 34 + Advantages 17 + Skills 12 (23 ranks) + Defenses 15 = 150

picture of Tina with her last costume change:
Image
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Kilovaen, Space Goddess

Post by Egyptoid »

Kilovaen, Space Demigodess - PL 12
Image
Strength 5, Stamina 5, Agility 5, Dexterity 2, Fighting 5, Intellect 4, Awareness 2, Presence 6

Advantages
Assessment, Benefit 5: Base, Benefit, Ambidexterity, Benefit, Galactic Reputation, Close Attack 4, Equipment 6, Favored Environment: Space, Inventor, Jack-of-all-trades, Languages 1, Move-by Action, Skill Mastery: Technology, Takedown 2, Uncanny Dodge

Skills
Athletics 3 (+8), Expertise: Rocket Science 5 (+9), Insight 4 (+6), Intimidation 8 (+14), Perception 3 (+5), Ranged Combat: Heavy Weapons 6 (+8), Technology 9 (+13), Vehicles 4 (+6)

Powers
ESP: Mental Communication 1
I Am Forever!
. . Immortality: Immortality 1 (Return after 2 weeks)
. . Immunity: Immunity 10 (Life Support)
. . Protection: Protection 4 (+4 Toughness)
. . Regeneration: Regeneration 2 (Every 5 rounds)
Star Circuit (Easily Removable (indestructible))
. . "Ping-Ping-Ping": Senses 1 (Danger Sense: Mental)
. . Omnifunctions: Variable 1
. . Translation Circuit: Comprehend 3 (Languages - Read All, Languages - Speak All, Languages - Understand All)
Techno-Magic: Damage 12 (DC 27; Increased Range 2: perception)
. . Armor Hacking: Affliction 10 (Alternate; 1st degree: Hindered, 2nd degree: Defenseless, 3rd degree: Transformed, Resisted by: Fortitude, DC 20)
. . Nanites: Healing 7 (Alternate; Affects Objects, Contagious, Energizing, Persistent)
. . Weapon Hacking: Affliction 10 (Alternate; 1st degree: Hindered, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 20)
Wing Set (Removable (indestructible))
. . Remote Control (Flight and Movement only): Feature 1
. . Stellar Motivator: Flight 9 (Speed: 1000 miles/hour, 2 miles/round)
. . . . Stellar Accelerator: Movement 1 (Alternate; Space Travel 1: within solar system)
. . Twin Blasters: Damage 12 (DC 27; Increased Range: ranged, Split: 2 targets)

Equipment
Orbiting Satellite

Offense
Initiative +5
Armor Hacking: Affliction 10, +9 (DC Fort 20)
Grab, +9 (DC Spec 15)
Techno-Magic: Damage 12 (DC 27)
Throw, +2 (DC 20)
Twin Blasters: Damage 12, +8 (DC 27)
Unarmed, +9 (DC 20)
Weapon Hacking: Affliction 10, +9 (DC Will 20)

Complications
Enemy: You have a powerful enemy from the same terrible world that spawned you, someone who either seeks to bring you home for their own gain or to destroy you for leaving.
Secret Base::
  • Palace: Ruined ancient palace long, each room sealed, with unwelcome mutants aliens, each one is dead
    Church: A temple with room for up to a hundred worshipers and several staff. They worship the Elders of the Universe, Galactus, and the Watchers.
    Museum: Museum of Earth Cuisine culture with displays on food from many cultures and species
    Merchant: Rows of tiny specialist shops in a mall with street vendor food and drinks, closed, run by robots, each cube only opens when approached.
    Crowning Feature : Holographic projector can conceal citadel or render invisible
Temper: Your dual nature's dark side is that of a berserker. Sometimes the rage and pain gets to be too much and you lash out. In those moments enemies, bystanders, and friends alike may be the targets of your fury.

Languages
Chinese (Mandarin), English, Binary

Defense
Dodge 10, Parry 6, Fortitude 6, Toughness 9, Will 12

Power Points
Abilities 68 + Powers 107 + Advantages 27 + Skills 21 (42 ranks) + Defenses 17 = 240
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ATOMIC BETTY, teen hero of CANADIA

Post by Egyptoid »

Atomic Betty - PL 10
Image
Strength 1, Stamina 0, Agility 4, Dexterity 2, Fighting 8/5, Intellect 4, Awareness 3, Presence 1

Advantages
Accurate Attack, Animal Empathy, Benefit, Galactic Authority, Benefit, Galactic Reputation, Benefit, Security Clearance: Galactic Guardian Brigade, Connected, Contacts, Equipment 9, Favored Environment: SPACE !, Inspire 2, Luck, Ranged Attack 2, Ranged Attack 4, Second Chance: Technology checks, Sidekick 5

Skills
Acrobatics 1 (+5), Close Combat: ???? 6 (+14), Expertise: Meditation 5 (+9), Insight 3 (+6), Investigation 1 (+5), Perception 3 (+6), Persuasion 4 (+5), Ranged Combat: ???? 3 (+5), Sleight of Hand 1 (+3), Technology 1 (+5), Treatment 1 (+5), Vehicles 1 (+3)

Powers
Battlesuit (Removable)
. . Armor: Protection 12 (+12 Toughness; Impervious)
. . Blast: Damage 10 (DC 25; Increased Range: ranged [1 extra rank])
. . Boot Jets: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
. . Comm System: Radio Communication 2
. . Life Support System: Immunity 10 (Life Support)
. . Sensors: Senses 11 (Accurate: Radar, Darkvision, Direction Sense, Distance Sense, Extended: Radar 3: x1k, Infravision, Ultra-hearing; Limited: Quirky)
. . Servo Motors: Enhanced Strength 5 (+5 STR)
. . Tactical Computer: Enhanced Trait 11 (Traits: Dodge +3 (+10), Fighting +3 (+8), Advantages: Ranged Attack 2; Limited 2: Quirky)
Galactic Guardian: Variable 1 (Notes: Omni-Gadget Bracelet: Burst Area Damage 8
(Removable, DC 23; Burst Area: 30 feet radius sphere, DC 18,
Custom: power mods and stunts., Feature: changeable,
Increased Range 2: perception,
Variable Descriptor 2: broad group - Variety of Energy Tools)

Starship Remote Control: Feature 2

Teleport Homer: Feature 5
(Limited 2: once per hour.,
Limited 2: starship must be nearby)
)
Martial Arts: Strength-based Damage 5 (DC 21)
Other Abilities (Free device, Easily Removable)
. . Basic TK: Move Object 4 (800 lbs.)
. . Holographic Disguise Module: Illusion 3 (Affects: Three Sense Types - T,S,H, Area: 8 cft., DC 13)
. . Many Features: Feature 1 (Notes:
Binoculars, Cell Phone (Smartphone), Commlink, Computer, Fire Extinguisher, Flash Goggles, Flashlight, GPS Receiver, Laser Sight, Mini-tracer, Multi-tool, Night Vision Goggles, Parabolic Microphone, Targeting Scope, UV Light, Video Camera )

Equipment
A-B G-G Space-Plane :arrow:

Offense
Initiative +4
Basic TK: Move Object 4, +8 (DC 14)
Blast: Damage 10, +8 (DC 25)
Grab, +8 (DC Spec 11)
Martial Arts: Strength-based Damage 5, +8 (DC 21)
Throw, +8 (DC 16)
Unarmed, +8 (DC 16)

Complications
Crewmates: Sparky is Betty's alien lieutenant and pilot, with green skin, and blue hair.
Robot X-5 the third member of Betty's crew, is a roughly rectangular, yellow, hovering robot.
Admiral DeGill is the commanding officer of the Galactic Guardians
Fame: increasing number of villains have targeted Earth and her school area.
Identity: stresses involved with Galactic Guardian Headquarters having moved to her hometown,
Quirk: her Grandmother Bea was a retired Galactic Guardian named Beatrixo
Relationship: blooming romance with Penelope's older brother Chad,
Responsibility: increased involvement of her spaceship crew in her daily life,

Languages
Native Language

Defense
Dodge 10/7, Parry 8, Fortitude 5, Toughness 10/12, Will 9

Power Points
Abilities 30 + Powers 91 + Advantages 30 + Skills 15 (30 ranks) + Defenses 14 = 180

Validation: Toughness: Exceeds Power Level limit by 2 {who cares}
Last edited by Egyptoid on Fri Sep 13, 2019 11:01 am, edited 1 time in total.
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Advanced Super Sonic Aluminum Nazi Hell Creatures from Beneath the Hollow Earth.

Post by Egyptoid »

Adv_Sup_Alu_Naz_Hel_Cre_Ben_Hol_Earth - PL 17
VILLAIN GROUP
Image
Strength 5, Stamina 3, Agility 2, Dexterity 2, Fighting 8, Intellect 4, Awareness 2, Presence 2

Advantages
Agile Feint, Benefit, Ambidexterity, Benefit, Cipher 2, Connected, Contacts, Daze (Intimidation), Defensive Roll 3, Equipment 8, Evasion 2, Fascinate (Intimidation), Fast Grab, Favored Environment: Undergound, Favored Foe: Espionage & Illuminated Groups, Grabbing Finesse, Improved Grab, Improved Initiative, Improved Initiative 5, Instant Up, Languages 4, Move-by Action, Ranged Attack, Seize Initiative, Well-informed

Skills
Acrobatics 1 (+3), Athletics 1 (+6), Close Combat: ???? 1 (+9), Deception 1 (+3), Expertise: Illuminati, World Power 3 (+7), Expertise: Religion and Psychology 1 (+5), Expertise: Seismic, Tectonic, Geology 3 (+7), Insight 2 (+4), Intimidation 12 (+14), Investigation 1 (+5), Perception 5 (+7), Persuasion 1 (+3), Ranged Combat: ???? 7 (+9), Technology 7 (+11)

Powers
Aluminum Armor: Protection 15 (Removable, +15 Toughness; Custom: Ablative, Fades)
Burrowing: Burrowing 3 (Speed: 0.5 miles/hour, 6 feet/round; Penetrating, Subtle: subtle)
Deafening: Cumulative Cone Area Affliction 12 (1st degree: Impaired, 2nd degree: Stunned, 3rd degree: Unaware, Resisted by: Fortitude, DC 22; Affects Objects, Cone Area 2: 120 feet cone, DC 22, Cumulative; Distracting, Noticeable: extra-loudening, Sense-dependent: auditory)
Dig-In: Concealment 7 (All Olfactory Senses, All Visual Senses, Other Sense: Choose Sense, Notes: conceal self quickly in sand or soil, and make surface look normal
like a Sand-Lion)
Element Control: Cone Area Move Object 5 (1600 lbs.; Cone Area: 60 feet cone, DC 15; Diminished Range, Limited: rock, dirt, Limited Material: rock, soil, dirt, dust, sand, Source: reach, touch, Notes: Dazzle, Blind, Choke, Trip, Nullify Certain, Conceal, Snare)
Extra Limbs: Extra Limbs 2 (2 extra limbs, Advantages: Improved Grab)
Immunity: Immunity 10 (Aging, Damage Effect: Crushing, Environmental Condition: Cave-In, Suffocation: Buried, Uncommon Descriptor: Earth,Stone)
Power-Lifting: Enhanced Strength 2 (+2 STR; Limited to Lifting)
Ramming Speed: Strength-based Damage 4 (DC 24; Linked: Speed: Speed 6)
Senses: Senses 10 (Analytical (Type): tremor, Danger Sense: tremor, Darkvision, Direction Sense, Distance Sense, Tracking: tremor 2: full speed, Ultra-hearing)
Speed: Speed 6 (Speed: 120 miles/hour, 1800 feet/round)
Speedy: Movement 4 (Environmental Adaptation: Choose Environment, Slithering, Sure-footed 1, Wall-crawling 1: -1 speed rank)
Strike: Strength-based Damage 4 (DC 24)
Supa-Sonik: Enhanced Trait 5 (Traits: Dodge +5 (+10))
Super-Sonic: Flight 9 (Speed: 1000 miles/hour, 2 miles/round; Limited: Turn Radius)
Super-speed (Advantages: Improved Initiative)
. . Quickness: Quickness 1 (Perform routine tasks in -1 time ranks)
. . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
Thrown Rock or Object: Strength-based Damage 12 (DC 32; Affects Objects, Increased Range 2: perception, Indirect: fixed point, directed away, Ricochet: 1 bounce; Source: available ammo)
Tremorsense: Tactile Communication 3 (kinetic, Sense Type: Coding Taps)
Tricks: Feature 5 (Notes: anything you can do with dirt, rubble, tunneling, cave-ins or seismic stuff)
Walking Stick Style: Elongation 1 (Elongation: 15 feet, +1 to grab)

Equipment
Camo Clothing, Commlink, Flash Goggles, Holy Book, Mole Machine, Restraints, Underground Lair

Offense
Initiative +26
Deafening: Cumulative Cone Area Affliction 12 (DC Fort 22)
Element Control: Cone Area Move Object 5 (DC 15)
Grab, +9 (DC Spec 13)
Ramming Speed: Strength-based Damage 4, +8 (DC 24)
Strike: Strength-based Damage 4, +8 (DC 24)
Throw, +3 (DC 20)
Thrown Rock or Object: Strength-based Damage 12 (DC 32)
Unarmed, +8 (DC 20)

Complications
Curse Sworn
Enemy, Prejudice: other illuminated or cthulian groups, and espionage

they are called Scum of the Earth
Monstrous: six legged aliens that dwell in caves
Obsession: I mean, say what you want about the tenets of National Socialism, Dude, at least it's an ethos.
Quirk: certain societal conventions they live by, certain taboos. Eugenics.
IE they are crazy-ass insectoids.
They are Nazis, but they will cheerfully tell you at length that the Germans did it all wrong.
Rivalry: other groups, such as the Bavarians, CIA, Men In Black, Grey Aliens, etc.

Languages
Arabic, Cthulian, French, German, Latin, Sub-Culture, Deros

Defense
Dodge 10/5, Parry 11, Fortitude 6, Toughness 21/18, Will 5

Power Points
Abilities 56 + Powers 181 + Advantages 39 + Skills 23 (46 ranks) + Defenses 12 = 311
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Barbara Gordon's Computer

Post by Egyptoid »

C-P-U - PL 11
Barbara Gordon's Billion Dollar Computer.
Floats around and follows her.


Strength -1, Stamina 0, Agility -1, Dexterity -1, Fighting 5, Intellect 8, Awareness 5, Presence 5

Advantages
Assessment, Benefit, Cipher, Benefit, Security Clearance: JLA, Batcave, Benefit, Wealth (well-off), Connected, Cool: Intimidation, Defensive Roll, Eidetic Memory, Fascinate (Expertise: Omni-Knowledge), Hide in Plain Sight, Prone Fighting, Speed of Thought, Well-informed

Skills
Close Combat: ???? 1 (+6), Deception 5 (+10), Expertise: Crime & Forensics 9 (+17), Expertise: Current & Events & History 3 (+11), Expertise: Law & Civics 5 (+13), Expertise: Omni-Knowledge 1 (+9), Expertise: Supers & Metahumans 7 (+15), Insight 3 (+8), Intimidation 1 (+6), Investigation 1 (+9), Perception 5 (+10), Persuasion 1 (+6), Ranged Combat: ???? 1 (+0), Stealth 6 (+5), Technology 2 (+10), Treatment 2 (+10)

Powers
Appears as Equipment: Concealment 4 (All Visual Senses)
Broadband: Radio Area Communication 2 (Sense Type: Electronics, Phone, Modem, Wi-Fi, etc.; Area, Rapid, Subtle: encrypted)
Camera / Feed Tap: Remote Sensing 3 (Affects: 2 Types, Range: 250 feet)
Comprehend: Comprehend 5 (Languages - Read All, Languages - Speak All, Languages - Understand All, Machines / Electronics)
Deepfake: Variable 4 (Action: move; Limited 2: Voice, Email, Text)
Electrical Control: Damage 6 (DC 21; Affects Objects, Contagious, Increased Range: ranged; Limited: Metallic, Computerized, Connected, Robotic only)
. . Dazzle: Cumulative Affliction 6 (Alternate; 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Affects Objects, Cumulative, Increased Range: ranged; Diminished Range, Limited: Visual Sensors, Display Screens [5 ranks only])
. . Energy Aura Shock: Damage 3 (Alternate; DC 18; Affects Objects, Reaction 3: reaction)
. . Scramble Computers: Broad Simultaneous Weaken 6 (Alternate; Affects: INT, AWE, PRE, Initiative, Resisted by: Will, DC 16; Affects Objects, Broad: mental, Simultaneous; Limited: cyborgs, computers, AIs, robots, etc.)
. . Transform: Transform 9 (Alternate; Affects: Broad > 1 Thing - make electronic minions, Transforms: 400 lbs., DC 19; Affects Objects Only; Limited: computers, AIs, robots, etc.)
. . Zap Electronics: Nullify 16 (Alternate; DC 26; Affects Objects; Limited: Electrical/tronic, Reduced Range: close, Side Effect)
Flight: Flight 2 (Speed: 8 miles/hour, 120 feet/round)
Force Field: Protection 3 (+3 Toughness; Sustained)
Gadgets, Robot Arms: Feature 5
Immunity: Immunity 15 (Emotion Effects, Life Support)
Senses: Senses 4 (Analytical (Type): Choose Sense Type, Microscopic Vision 1: dust-size, Ultra-hearing)
Universal Translator (Removable)
. . Comprehend: Comprehend 1 (Languages - Understand All)

Offense
Initiative +8
Dazzle: Cumulative Affliction 6, -1 (DC Fort 16)
Electrical Control: Damage 6, -1 (DC 21)
Energy Aura Shock: Damage 3, +5 (DC 18)
Grab, +5 (DC Spec 9)
Scramble Computers: Broad Simultaneous Weaken 6, +5 (DC Will 16)
Throw, -1 (DC 14)
Transform: Transform 9, +5 (DC Dog 19)
Unarmed, +5 (DC 14)
Zap Electronics: Nullify 16, +5 (DC Will 26)

Complications
  • Disability: weak, with small manipulators.
    Honor: 3 Laws of Robotics, modified for Crimefighting
    Monstrous: Its an AI in a 6 foot box.
    Motivation: Justice: wants to see criminals properly punished
    Motivation: Responsibility: looks out for Barbara Gordon First.
    Relationship: Bat Family: Alfred, Bruce, Dick, Carrie.
    Commissioner, Barbara. Vicki Vale.
Languages
Anything

Defense
Dodge -1, Parry 5, Fortitude 0, Toughness 4/0, Will 5

Power Points
Abilities 40 + Powers 116 + Advantages 13 + Skills 27 (53 ranks) + Defenses 0 = 196

Equipment
Audio Recorder, Camera, Cell Phone (Smartphone), Commlink, Computer, Flash Goggles, Flashlight, GPS Receiver, Mini-tracer, Night Vision Goggles, Parabolic Microphone, Targeting Scope, Toolkit (Basic), UV Light, Video Camera
Last edited by Egyptoid on Sun Mar 26, 2023 12:38 am, edited 1 time in total.
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