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 »

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) 10(+10), Expertise Tactics 7(+7), Expertise(Dancing) 4(+4)

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 »

Arthur Doyle
PL 10/150pp

Abilities 30pp:
Str: 1 Sta: 2 Agi: 4 Dex: 3 Fighting: 2 Int: 0 Awareness: 1 Presence: 2

Powers 53pp:

Dark Spheres Array[31pp pool + 6AP = 37pp]:
Mental Anguish: Damage 10(Extras: Ranged +1/rank, Alternate Save: Will +1/rank, Ricochet +1/flat) 31pp
AE Will to Live Drain: Affliction 9(Will Save, Fatigued, Exhausted, Incapacitated Extras: Ranged +1/rank, Cumulative +1/rank, Reversible + 1/flat, Ricochet +1/flat, Incurable +1/flat, Insidious +1/flat) 31pp
AE Create Darkness: Concealment 2(All Visual senses; Extras: ranged +1/rank, attack +1/rank, area +7/rank 1800 ft radius) 22pp
AE Dark Minion Barrage: Damage 10(Extras: Ranged +1/rank, Multiple Attack +1/rank, Ricochet +1/flat) 31pp
AE Energy Drain: Weaken 10(Fortitude Save, Stamina, Extras: Ranged +1/rank, Multiple Attack +1/rank, Ricochet +1/flat) 31pp
AE Dark Scout: Remote Sensing 10(4 miles, All Visual and Auditory Senses, Flaws: Noticable -1/flat) 29pp
AE Mind Fright: Damage 10(Extras: Linked +0/rank) & Affliction 10(Will Save, Dazed, Stunned, Paralyzed, Extras: Cumulative +1/rank, Reversible +1/flat) 31pp

Darkness Shell Array[10pp pool + 1 DAP = 12pp]:
Dark Armor: Protection 10(Extras: Sustained +0/rank) 10pp
DAE Dark Wings: Flight 10(Flaws: Wings -1/rank) 10pp

Immortal Evil: Immunity 1(Aging) 1pp, Immortality 1(Flaws: Cannot resurrect in light. -1/rank) 1pp

Night Sight: Senses 2(Dark Vision) 2pp


Advantages 13pp:
Ranged Attack 3, Close Attack 2, All Out Attack, Attractive, Fascinate(Persuasion), Luck 2, Power Attack, Taunt, Skill Mastery(Deception)

Skills 30pp:
Acrobatics +1(+5), Close Combat Spheres +4(+4), Deception +13(+15), Insight +9(+10), Perception +6(+7), Persuasion +13(+15), Ranged Combat Spheres +4(+4), Sleight of Hand +7(+10), Stealth +3(+7)

Offense:
Initiative +4
Close +4
Ranged +6
Mental Anguish +10 DC 20 Will
Will to Live Drain +10 DC 19 Will
Dark Minion Barrage +10 DC 25 Toughness
Energy Drain +10 DC 20 Fortitude
Mind Fright +10 DC20 Toughness DC20 Will

Defense 24pp:
Dodge 8
Parry 7
Fortitude 8
Will 10
Toughness 12*/2 *depends on points allotted to dark armor

Abilities 30 + Skills 30 + Advantages 13 + Powers 53 + Defenses 24 = 150

Complications:
Motivation : Rid the world of those who would stop him from doing what he wants when he wants it, especially his good twin. He is tired of having his manipulations of people foiled by heroes.

Rivalry: Throughout the centuries he and his good twin have foiled each others plans. The good twin is motivated by a sense of rightness and justice. He is motivated by a deep loathing of the good twin for all the years it held him back when they were one.

Quirk: Can't resist targeting charities, churches, and orphanages in his cons out of nostalgia.

Restriction: Unable to cause harm in any way to his twin.

Background:

Jack Doyle was the premiere con man of his day. He coned kings and commoner alike. One day he convinced an orphanage to let him take care of it's treasury. The next day all the money was gone and so was Jack. Surprised by how easy the big score was he targeted charities, churches, and orphanages all over Europe. It was not so much about the money as it was the thrill of getting big scores. One day when he was in the town he committed his first orphanage con he saw the streets littered with children who were nothing more than skin and bones with only scraps for clothes in the dead of winter. When he inquired further he found out that the orphanage had to shutdown soon after someone took all their money. Jack was racked with guilt and donated his vast fortune he had stolen to a group that founded orphanages and helped those in need. Not feeling this was enough, Jack went to a wizard known for his ability to cure people of all sorts of ailments. Jack begged and pleaded the wizard to remove the dark impulses that compelled him to do evil. After much pleading, the wizard agreed. The spell did not work as intended and after the smoke had clear there stood two people where Jack once stood. One was covered in a blackness darker than the darkest night and the other in a light brighter than the sun.

Once the brightness had dimmed and the darkness receded into the person surrounded by it, there stood identical twins of Jack. The spell had caused Jack to split into two people. Each represented one side of him. Befuddled, they just stared at each other for a couple minutes. The dark twin acted first and dark spheres the size of pool balls formed around him. He sent out a barrage of spheres out in every direction destroying everything in the room, including the wizard. The good twin still stood completely unaffected. In response, the good twin sent out spheres of lights one bringing the wizard back to life and the rest attempting to subdue the dark twin to no avail. They kept at it for what seemed like hours until the dark twin got angry. The shield of darkness that surrounded him spread out a little and formed wings. As the dark twin flew off he shouted, "Finally I am free! Jack in no more. The world will now bend to Arthur's manipulations!".

Over the next 10 centuries Arthur and his good twin, John, have been locked in a battle of influence. Whenever Arthur attempted to start a war John would swoop in and make peace. When John was helping a charity raise funds, Arthur would manage to steal all the funds raised. The two were locked in a hopeless battle until John allied himself with other forces of good. The combined might of all the allies of John was too much for Arthur and he kept meeting defeat after defeat. When Tyrant gave Arthur the chance to finally defeat John and his allies it seemed as if someone had answered his evil prayers.

Personality and Appearance:

By most standards Arthur is the ideal specimen of human beauty. He is 6'1, semi muscular, deep blue eyes, jet black hair, and perfect proportions. He always wears the most stylish clothes and prefers a color palette of black and gray. He has no redeeming qualities. There is no mercy, kindness, or love in him. He is always out for himself, but recognizes that he still needs to help allies if he expects to be helped. In his mind, the world and all the people in it are just playthings for him to persuade into doing whatever he feels like making them do.

Good Twin:

The good twins powers are almost the exact opposite of Arthur. Instead of draining, John's boosts and heals. The good twin is motivated solely by good intentions and has no malice, anger, or bad thoughts about anything. Despite all evidence, he always thinks that Arthur and all bad people can be redeemed. He will never kill no matter what.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

John Stein(Seraphim)
PL 10
150pp

Background:

John's was the son of two perpetual aid workers. Wherever there was a disaster or humanitarian crisis John's parents went. Most of the time they left John and his sister Julia with their aunt Ruth. Growing up, John hated his parents for running off so much. He could not understand why they would run off and take care of other people when they had two kids at home. In his teen years, he started acting out. His aunt was called to the school on several occasions because of some fight John had gotten into or teacher he made angry. It got so bad his parents had to come back from their latest aid mission to deal with him. Julia was just starting to get into her teens and her parents were afraid John would set a bad example for her, so they pulled some strings with the peace corps and got John involved in an aid mission deep in middle east they were heading off on as well. If John saw what they did, they reasoned, he would understand why they did what they did.

The next several months were like hell on earth to John. If he wasn't distributing supplies he was being trained by some emergency medical workers to help the injured. His parents still ignored him in favor of all the people who needed help. The only part he enjoyed was the medical lessons. At least he could be a plastic surgeon one day and make a lot of money. Everyday his parents grew more and more concerned they made a mistake by bringing John along.

About three months into the aid mission, some refugees from a mighty war had taken an ancient city, rumored to be the birth place of good and evil, as their camp. The ruins provided excellent cover and no army ever dared attack the city for fear of supposed evil spirits who protected it. John and his parents were dispensing medical supplies, food, blankets, and whatever else anyone had donated to the refugees. Like usual, John was acting grumpy in contrast to his parents cheerfulness.

The ancient ruins had not had any extended visitors for a long time and strange things started happening. The first night strange voices were heard echoing through the stone. Everyone just chalked it up to the war. The second night refugees reported seeing strange figures roaming the ruins. Some of the figures were dark shadows and some bright light. Everyone chalked it up to shell shock. The third night is when the blood bath began.

Dark shadows rose up from the floor and started slaughtering refugees. In the panic came creatures of pure light to battle the shadows. The refugees and Johns family had no where to flee because the battles were getting so close to the ruins. A being of light recognized Johns parents as good and kind people. He offered them a way to stop the slaughter at the cost of their lives. Johns mother and father embraced their son for the last time. It was at this moment that John understood his parents. They did it all to make a better world for him and his sister. The being infused Johns parents with a power so great that it changed them into light beings. With their new found powers, they fought back the shadows and saved the refugees and their son.

After the battle, his parents dispersed in a brilliant display of light. The being that made his parents what they were came to John and thanked him for their parents sacrifice. Because of them the forces held within the ruins would stay there. As a gift, the being bestowed upon John powers that would enable him to hold back the tide of evil in the world. The only catch was that he would be incapable of evil himself. Using his new found powers, he lead the refugees to the safety of U.N protection. He traveled the world for a short spell until returning home. He had been tracking an evil spirit that had been causing mischief and it lead right to Green City.

Character Sheet:

Abilities[42pp]
Strength 1, Stamina 4, Agility 4, Dexterity 1, Fighting 4, Intellect 0, Awareness 6, Presence 1

Skills[17pp]
Acrobatics +4(+8), Expertise(Medicine) +8(+8), Investigation +4(+4), Perception +10(+16), Persuasion +8(+9)

Advantages[6pp]
Fearless, Interpose, Assessment, Luck 2, Teamwork

Powers[72pp]

Light Armor: Protection 12(Extras: Sustained +0/rank)[12pp]
DAE Light Wings: Flight 12(Flaws: Wings -1/rank)[2pp]

Light Array[31pp pool+8 AE = 39pp]
Healing Light: Heal 10(Extras: Area(Cone) +1/rank, Stabilize +1/flat)[31pp]
AE Reviving Touch: Heal 10(Extras: Resurrection +1/rank, Persistent +1/flat)[31pp]
AE Restoring Light: Healing 10(Extras: Energizing +1/rank, Restorative +1/rank, Persistent +1/flat, Area(Cone) +1/rank; Flaws: Cannot heal -1/rank, Distracting -1/rank)[31pp]
AE Cleansing Light: Damage 10(Extras: Perception Ranged +2/rank, Alternate Save Will +1/rank, Insidious +1/flat; Flaws: Distracting -1/rank)[31pp]
AE Blinding Light: Affliction 10(vulnerable, defenseless, unaware(visual); Fort Save; Extras: Perception Range +2/rank, Reversible +1/flat, Cumulative +1/rank; Flaws: Sense Dependant(Vision) -1/rank)[31pp]
AE Hard Light: Damage 10(Extras: Perception Range +2/rank, Affects Insubstantial +1/flat)[31pp]
AE Restful Light: Affliction 10(Dazed, Stunned, Incapacitated; Will Save; Extras: Perception Range +2/rank, Reversible +1/flat)[31pp]
AE Restraining Light: Affliction 10(Hindered, Immobile, Paralyzed; Dodge Save; Extras: Alternate Save Dodge +0/rank, Perception Range +2/rank, Reversible +1/flat)[31pp]
AE Light: Environment 10(Extras: move action +1/rank)[30pp]

Blessings of the Light: Immunity 16(Aging, Interaction skills, Life support)[16pp]

Evil Sense: Senses 3(Detect[Evil, range], Radius[Detect[Evil]])[3pp]

Offense
Initiative +4
Ranged +1
Melee +4
Cleansing Light DC 25 Will
Blinding Light DC 25 Fort
Hard Light DC 25 Toughness
Restful Light DC 25 Will
Restraining Light DC 25 Dodge

Defense[13pp]
Dodge 6
Fortitude 8
Parry 6
Toughness 14
Will 11

Abilities 42 + Skills 17 + Advantages 6 + Powers 72 + Defenses 13 = 150

Complications

Honor Code: He is unable do any evil even if in the cause of good. Evil includes deception, killing, withholding help from anyone, hatred, etc.

Motivation: His mission is to track down evil and stop it before it grows too large. He is also driven to help any in need no matter the cost.

Enemies: Ancient, evil forces are out to defeat him or turn him to their side because of the power he possesses.

Relationships: He keeps in touch with his sister Julia and Aunt Ruth every week.

Personality:

Seraphim is the embodiment of compassion, love, good, and all that is right with the world. He does not compromise his morals no matter what. This can lead to some rather bad situations and be exploited easily. He has a zero tolerance policy against killing and even goes so far as to stop others around him from killing. Another trait is that he cannot lie or deceive in any fashion. No matter how hard he tries, he always tells the truth and in turn can easily tell when others are lying.

Power Notes:

All of his light based powers originate from the area target themselves. They all have their own unique color aura that forms around the target. His healing powers, similar to his personality, don't discriminate.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Sandra O'Leary(Ghost)
PL 6
90pp

Overview
Age: 21

Ties to Division: Parents Patrick Donelley and Katherine Conner are former division agents now captured and under mind control by Division to work as agents. Division knows they had a child, but can't determine any attributes due to them being wiped of all knowledge of her. They are both assigned to track down the Phasing thief known as Ghost.

Normal Day: Works at Starbucks as a cover. She carries scripts around to pretend to be a struggling actress. She lives a modest life off the profits of what she steals. Most of the money goes to the various fences for their discretion and the fact she never touches the items or meets with them face to face. To those who know her everyday, she is just another struggling actress.

Background

Patrick Donelley and Katherine Conner were both recruited into Division at a young age when they got their Phaser powers. While most of the missions they ran were solo missions that involved infiltration, stealing, etc a couple of their missions they worked as a team. No one would suspect a happy couple are a pair of thief's. It was the perfect cover. They walk into an alley near a target, phase through the walls, procure the item, and pretend to be making out in the shadows when the authorities came. It worked too well though. Patrick and Katherine started having feelings for each other. When Division caught on, they separated the couple into separate groups to hunt rogue Division members. Love always wins out thought, and soon Patrick and Katherine were on the run together.

Not soon after going rogue, Katherine found out she was pregnant. In a tearful night, Patrick and Katherine decided it would be best if they gave their child up when it was born. For 8 months, they stole what they needed to be able to afford to hire a Wiper and freelance Watcher. Katherine gave birth in the usual manner at a hospital 8 months later. It was a beautiful baby girl. For her safety, they named her Sandra O'Leary. Pursuant to the contract, the Wiper erased the memory of Sandra's birth from the mind of the doctors, most nurses, and most administrative staff. While everyone was still recovering, the Wiper along with Katherine and Patrick dropped the child off at a foster home randomly chosen in the phone book with only a slip of paper saying "My name is Sandra O'Leary. Please help me." When the trio slipped into the night, the Wiper finished his part of the plan and wiped Katherine's and Patrick's memory of Sandra. Not soon after, Katherine and Patrick were apprehended by Division and pushed into coming back to work for Division as a husband and wife team.

Sandra grew up in foster home to foster home. She wasn't as cute as some of the other children and didn't play to the prospective adopters sense of guilt. Another issue was that she kept running away from foster homes once she discovered she could phase through solid objects. None of the foster parents could figure out her trick. Unbeknown to her, an elderly thief was following her movements after getting a clue of her talent in a post card sent to him. He recognized her natural talent for the art and took her in when she ran away from her last foster home. He was the first real father she ever knew and she was the ideal student. Sandra was taught all the old man knew of security systems, locks, and safes. By the time he passed, Sandra was an expert in the art. She inherited everything.

A day after she spread his ashes over the ocean, a postcard came in the mail for her at the motel she was staying. It read, "If you are reading this daughter, we know you are safe. We are your parents. The day you came into our lives was the happiest day of our lives. The day we were forced to give you up was the saddest. We cannot say why, just know that we had good reason. Please do not look for us. Division is after you. You must burn this postcard as soon as you get done reading it. We both hope you are having a happy life and know that we love you."

From her time with the old thief, she had heard about Division and the various powers their agents had. Powers like her, but of different kinds. Her parents must have had powers like her to know about Division. Sandra's mind spun tales of all kind to explain why her parents did what they did. They were on the run and gave their lives so she could escape. Division captured them and executed them because they would not give her up. They ran off and left her in someone else's care while they took Division off their scent. All she could confirm from the post was that it was delivered to a post office around the time of her birth and delivered 20 years later to her.

She kept the post card and went into hiding. It was the only thing she had to remember her parents by. To fit in with the others in New York, she took a job at Starbucks and carried around scripts. At work she always talked about how she was going to have her big break in some play and had to learn all her lines. In reality, she never touched the scripts beyond putting some in her bag every morning. The only person she got even remotely close to was her coworker Julia Faraday who she had lunch with everyday. Julia would talk about entertainment law and Sandra would go on about her next big play she was trying out for.

Behind all the normalcy though, hid a master thief. She would steal priceless items and sell them anonymously through random fences. Naturally, the fences took 70% of the sell. The left overs were enough to afford Sandra a comfortable life and enough money to buy information on her parents. So far, she has only learned that they were Phasers, like her, dropped her off with someone else, and were Irish. The hospital seems to have only her birth certificate as proof of her birth. No one can remember a thing from the day she was born.

Character Sheet

Abilities[30pp]
Strength 0 Stamina 2 Agility 6 Dexerity 2 Fighitng 2 Intellect 0 Awareness 3 Presence 0

Skills[14pp]
Close Combat(Knives) 3(+5), Expertise(Security Systems, Locks, and Safes) 12(+12), Ranged Combat(Throwing Weapons) 3(+5), Sleight of Hand 6(+8), Stealth 4(+10)

Powers[23pp]
Phaseform: Insubstantial 4(Air Effects; PF: Precise +1/flat; Linked Phase Navigation Vision) [21pp]

Phase Navigaion Vision: Super Senses 6(Penetrates Concelament; Flaws: Limited to open space on other side of immediate obstacle -1/per rank, Duration Sustained -0/rank; Linked to phaseform) [2pp]

Advantages[16pp]
Defensive Roll 4, Power Attack, Accurate Attack, Equipment 2, Evasion 1, Quick Draw, Throwing Mastery 3, Ranged Combat 3

Defenses[7pp]
Dodge 6, Fortitude 3, Parry 6, Toughness 6*/2, Will 5
*While able to dodge

Offense
Initiative +6
Ranged +5
Close +2
Throwing Weapons +8
Knives Close Range +5

Throwing Knives +8 DC 19 toughness 18-20 Crit Range
Any small throwing item +8 DC 18 toughness

Abilities 30 + Skills 14 + Powers 23 + Advantages 16 + Defenses 7 = 90pp

Equipment
Throwing Knives(Piercing Damage 1 improved Critical 18-20), Urban Camouflage, Concealable Microphone, Cell Phone, Camera, Re-breather, Comm Link

Complications
Motivation(Find Parents): She can't quite remember her parents due to being wiped, but she is slowly piecing it together by stealing records, paying for information, etc.

Enemy(Division): Division wants to bring her in as an agent and she wants to escape Division's notice to have a normal life.

Identity(Ghost): Division does not know who she is, what she looks like, or even her gender. All they know is that a thief phases through walls, disables security/locks, and steals from places thought impenetrable. Her everyday life she works at a Starbucks and masquerades as a struggling actor.

Reputation(Thief): Ghost is thought of as a thief by police and authorities.

Secret(Parents are Division Agents against their will): She doesn't know who her parents are and her parents do not know who she is or that she even exists. Her parents think they are division agents who ran off to get married and she thinks her parents left her somewhere or are dead.

Personality

Sandra is a happy girl by all accounts. She has a drive to find her parents, she can't even remember that sometimes overwhelms her better judgment. On the street or at work she is just like every other person who claims to be an actor, but works as a waitress or cashier to pay the bills. She has perfected the routine of being ordinary, perhaps maybe too ordinary. She also tends to keep people at bay just in case they learn she is a Phaser and thief. Her only friend is Julia Faraday, her coworker at Starbucks who is a college student. Her other identity is a thief who walks though walls and steals what she needs to survive and get more funds to continue her search. No one truly knows this identity aside from the impossible heist she pulls off. She doesn't use the same fence very often and never directly communicates with them except through burner phones.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Adam Jones(Tempest)
Age: 24
Occupation: Anthropology Graduate Student

Personality:

Adam is a friendly guy who does his best to get along with others. His experience growing up with the seedier elements of society taught him to be nice to everyone and they are generally nice to you. In his daily life he is a kind and caring person who is extremely calm. Occasionally his anger comes through, but it is generally no worse than anyone elses. He donates his time to soup kitchens and other charitable causes when he is not researching. Sometimes his anger flairs up though and the raging storm inside of him takes hold causing him to do more damage than he intended.

Background

Adam Jones grew up in the ghetto of New York. He was a scrappy kid who got into a couple fights protecting his friends and even had a couple guns drawn on him. In this environment, a kid learns real fast to be nice to people and how to duck when the bullets start flying. His mother worked at Jones construction, an ironic place to work for sure, but it paid decently and provided enough for her medical bills and a decent apartment. Whenever Adam was brought in by the cops for something or other, his mother was always there to pick him up. His only salvation was the library and all the books on ancient cultures myths and legends. He would get lost for hours in them.

When Adam graduated high school, a miracle for people who came from where he does, he fretted about not being able to afford college. One day his mother brought home a flyer from work announcing the first annual Jones Company scholarship. It offered a full ride plus living expenses. Adam applied, not really thinking he would get it, but a month after applying he got a letter in the mail saying he was given the scholarship. Everyone thought he was crazy deciding to study Anthropology and ancient legends at NYU, but the scholarship had no area of study and that is what Adam wanted to study. The only person who supported him was his mother.

Adam excelled at his studies and soon became one of the most hardworking and brightest students. Everyone in the Anthropology department told him to focus on things like archaeology or studying native American cultures, but Adam knew what he liked and kept at studying myths and legends of ancient civilizations. In his final year, he actually got a paper published on the effects of myths and the mysteries that surround them in modern primitive civilizations. Of course, with his credentials he couldn't really advance further until one of his professors, Professor Andrews, offered to take him on as a student provided he could find funding. Adams mind went immediately back to the Jones construction corporation. He found one of their grants dealt with providing for people like himself a chance at graduate studies, no area of study required. It also was quite the generous one. Adam applied and got the grant.

Things were going well for Adam. When the stipend checks started coming they were large. Not needing much to live on, Adam made a habit of giving half his stipend to his mother, which enabled her to move out of the Ghetto. In his second year, Adam ran across some references to Grecian manuscripts that were only available in Greece. The next week, he used the grant to get a plane ticket on a transatlantic flight.

Complications

Accident: His inner tempest flairs up when he gets extremely angry causing severe storms around him.

Secret: If his powers are revealed to the word he will be looked upon in fear.

Reputation: His field of study lends itself to some people thinking he is crazy and not taking him seriously.

Responsibility(Mother): He gives half of his generous stipend to his mother to support her. She is the only one who supported him when he chose Anthropology over a more profitable course of study.

Secret(Father owns Jones Construction Corporation): Adams father is the wealthy owner of Jones Construction as well as many other businesses. He is too afraid to make himself known to Adam or his mother though, so he helps Adam as best he can with school.

Equipment
Laptop, Cell Phone, Camera, Video Camera

PL 3 Sheet

65pp

Abilities[26pp]
Strength 0, Stamina 2, Agility 3, Dexterity 1, Fighting 1, Intellect 2, Awareness 3, Presence 1

Skills[29pp]
Deception 3(+4), Expertise(Streetwise) 8(+10), Expertise(Anthropology) 10(+12), Insight 6(+7), Intimidation 10(+11), Investigation 6(+8), Perception 6(+9), Persuasion 5(+6), Sleight of Hand 4(+5)

Advantages[11pp]
Assessment, Contacts, Evasion 2, Interpose, Benefit(Anthropology Graduate Student), Eidetic Memory, Connected, Equipment, Benefit(large research grant)

Defense[0pp]
Dodge 3
Fortitude 2
Parry 1
Toughness 2
Will 3

Offense
Initiative +3
Ranged +1
Close +1

Abilities 18 + Skills 20 + Advantages 7 + Powers 0 + Defenses 0 = 45

PL 11 Sheet
190pp

Abilities[36pp]
Strength 1, Stamina 4, Agility 3, Dexterity 2, Fighting 1, Intellect 2, Awareness 4, Presence 1

Skills[38pp]
Deception 3(+4), Expertise(Streetwise) 8(+10), Expertise(Anthropology) 10(+12), Insight 12(+16), Intimidation +20/+10(+21/+11), Investigation 8(+10), Perception 6(+10), Persuasion 5(+6), Sleight of Hand 4(+6)

Advantages[11pp]
Assessment, Contacts, Daze(Intimidation), Evasion 2, Great Endurance*, Fearless*, Interpose, Startle*, Benefit(Anthropology Graduate Student), Eidetic Memory, Connected, Equipment, Benefit(large research grant)
*paid for in powers

Powers[93pp]

Immunity 10(Weather Effects) 10pp

Wind Field: Protection 7(Sustained +0/rank) 7pp
Wind Riding: Flight 5(60mph) 10pp

Storm Control Array: 33pp pool + 5 DAE = 43pp

Lightning Bolt: Damage 12(Extras: Range +1/rank, Indirect 4(Any Direction) +4/flat, Accurate 4 +4/flat, dynamic) 33pp
DAE Hale Storm: Affliction 11(Resisted by Fortitude; Dazed, Stunned, Incapacitated; Extras: Ranged +1/rank, Area(Burst) +1/rank) 33pp
DAE Tornado: Damage 11(Extras: Ranged +1/rank, Area(Burst) +1/rank) 33pp
DAE Whirlwind: Move Object 11(Area(Burst) +1/rank) 33pp
DAE Raging Storm: Environment 11 (4 mile radius; Cold, Impede Movement 1, Visibility) 33pp
DAE Wind Burst: Move Object 11(Extras: Area(line) +1/rank, Damaging +1/rank; Flaws: Limited direction(away)) 33pp

Enhanced Fortitude 8 8pp
Enhanced Defenses 12(Dodge 6, Parry 6) 12pp
Enhanced Advantages 3(Great Endurance, Fearless, Startle) 3pp
Enhanced Skills 5(Intimidation 10)*
*paid for in skills

Defense[12pp]
Dodge 11
Fortitude 12
Parry 11
Toughness 11
Will 10

Offense
Initiative +3
Ranged +2
Close +1
Lightning Bolt +10 DC 27 toughness
Hale Storm DC 21 Fortitude
Tornado DC 26 Damage

Abilities 36 + Skills 38 + Advantages 11 + Powers 93 + Defenses 12 = 190
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Damian Monroe(Outcast)
PL 10
150pp
Age: 23



Background:

Damian was just another poor citizen of Bastion trying to survive. From an early age he had to fight for scraps and hide from the monsters Stronghold never did anything about. Sometimes he would retreat into his own little world, literally, and end up somewhere else entirely just to cope. He lost his parents and most of his friends in his early teens either to roving gangs, monsters, or just disease. It was around this time he started hanging out with other lost teens. They called themselves the forgotten six. There was more than six, but forgotten six had a better ring than forgotten various numbers. For a couple years they had a nice run, but the rigors of street life in a city of monsters and meta humans took it's toll. The group eventually was whittled down to just six from the 20 or so it had before.

Dr Ezra Gazero, a former scientist for Virodyne, made a proposal to the youth. If they agreed to be test subjects for a cure to the ancient plague he had developed he promised to take them to safety. Before he could test the cure, he had to infect them, so he said. Once they were infected Dr. Gazero gave them another shot that halted their descent into monsters and madness, but kept them as the monsters they were and more inclined to do what Dr. Gazero asked. The cocktail had the effect of increasing Damians ability to teleport into his own dimension so that he could do it at will. The other 5 also got varying degrees of powers.

For a year Dr. Gazero used the forgotten six to commit all sorts of crimes and evil deeds. Due to the drug, they weren't able to say no easily and if one did say no all of them were beaten mercilessly. Word quickly spread in the poor quarters of the city about a group of six monsters who terrorized anyone who had money or gang that of meta humans that got too uppity. The worst words were spread about one of the monsters who could teleport and lash out at several people at once with his deadly tail. Some even started calling him the devil on account of the tiny horns and tail. Behind the scenes, some more forgotten people were being taken and given the same cocktail. Most died before the second serum could take effect.

One day, after a particularly gruesome attack on some meta-humans, Damian had enough. He summoned the courage to break free of the power Dr. Gazero had over him and smashed the lab, along with the notes Dr. Gazero made, to bits. Some of the chemicals had some bad reactions and started a raging fire. All of Dr. Gazeros notes were burned as well as the lab. Damian was able to escape, but the other forgotten six stayed with their master.

Damian tried to fit in with other people after his escape, but all they saw was a devil, demon, or monster. If they didn't run at first sight, they usually tried to hurt him. To hide from everyone, Damian went underground for a year. When he resurfaced, he attacked some thugs who were harassing a poor family. The family thought he was going to hurt them, but he just left. His efforts were not contained to the poor. He also saved a few people from the nice parts of Bastion who had wandered into the bad districts. Word was slowly spreading that the devil wasn't so much of a devil to the victims as most thought.

Of course, Dr. Gazero also heard word of the devil resurfacing. The year had not been kind to him. Rebuilding his lab was harder than he had imagined and without his notes he would have to start from scratch. The whole time he was brooding for a chance to strike at Damian. It was a simple setup. The remaining forgotten six ambushed Damian when he was trying to help an old woman from local hired thugs. He managed to get away and do some damage to his former friends, but the damage was done. He was alone again. If Dr. Gazero could not kill Damian, at least he could ruin Damian's name by spreading lies. To the current day, Dr. Gazero continues to spread lies and track Damian, but in a city where whole districts are full of monsters who can really find a particular one.

Character Sheet:

Abilities[32pp]
Strength 1, Stamina 4, Agility 4, Dexterity 1, Fighting 6, Intellect 0, Awareness 1, Presence -1

Skills[29pp]
Acrobatics 10(+14), Close Combat(tail) 4(+10), Intimidation 9(-8), Perception 8(+9), Ranged Combat(Tail) 4(+5), Sleight of Hand 11(+12), Stealth +12(16)

Advantages[13pp]
Ranged Attack 3, Power Attack, All Out Attack, Evasion 2, Great Endurance, Fearless, Interpose, Uncanny Dodge(Mental), Luck 2

Powers[54pp]
Teleport 5(900ft; Extras: Turnabout +1/flat, Change Direction +1/flat, Change Velocity +1/flat; Flaws: Cannot teleport anything living -1/rank) 8pp
Scales: Protection 6 6pp
Movement 2(Wall Crawling 2) 4pp
Senses 2(Dark Vision) 2pp
Extra Limbs 1(Tail) 1pp

Tail Array: 30pp pool + 3 AE = 33pp
Damage 10(Extras: Area(Burst) +1/rank, Selective +1/rank) 30pp
AE Strike of a Thousand Tails: Affliction 10(Fort Save; Dazed, Stunned, Incapacitated; Extras: Multiattack +1/rank, Cumulative +1/rank) 30pp
AE Tail Spikes: Damage 10(Extras: Ranged +1/rank, Multiattack +1/rank) 30pp
AE Paralyzing Stike: Afflication 10(Fortitude; Hindered, Immobile, Paralyzed; Extras: Area(Burst) +1/rank, Selective +1/rank) 30pp

Offense
Initiative +4
Ranged +4
Close +6
Tail Ranged +8
Close Tail +10

Tail Area Damage DC20 dodge reduce Damage DC 25 Toughness Save
Strike of a Thousand Tails +10 DC 25 + Multiattack Bonus Toughness Save
Tail Spikes +8 DC 25 + Multiattack Bonus Toughness Save
Paralyzing Strike Damage DC20 dodge reduce Damage DC 20 Will Save

Defense[22pp]
Dodge 10
Fortitude 11
Parry 10
Toughness 10
Will 6

Abilities 32 + Skills 29 + Advantages 13 + Powers 54 + Defenses 22 = 150

Complications

Motivation(Acceptance): Damian desperately wants to be seen as more than just another monster. He goes to great lengths to do good to prove to others, and himself mostly, that he is good and not just the killing machine his origins suggest.

Reputation(Vicious Monster): Damian has the reputation of being a horrible and vicious monster spread mostly by the people who made him a killing machine and the bad guys he goes after.

Enemy(Dr. Gazero): Dr. Gazero made Damian what he is and will stop at nothing to get Damian to rejoin his team of monsters.

Socially Awkward: When in an uncomfortable situation or the center of attention, Damian tends to involuntarily teleport away. He also tends to put people off.

Personality:
Damian is shy and reserved. His genetic manipulation instilled in him a servants attitude. He is more likely to view others as better than him and defer or try to protect them above himself. His genetics of being a slave make him susceptible to most lies and other peoples influences. At heart though he means well and just wants to be accepted as good. In social situations, he tries to fit in, but has no idea how and usually just ends up putting people off or teleporting away.

Power Notes:
His tail attacks combine his ability to teleport using a personal dimension with his natural attacks. The idea is that before he attacks with his tail, he opens a tiny slit into his personal dimension that fractures the attack into several. In the case of area attacks, there are several tiny slits opened near his targets. In the case of multiattacks, it is several tiny slits opened around one target. The healing quality of his strike derives from his tails quality to drain energies on a small scale.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Drafi Dinicu aka The Jester
PL 7 120pp



Abilities 48pp:
Strength 1 Stamina 4 Agility 7 Dexterity 3 Fighting 5 Intellect 0 Awareness 2 Presence 2

Skills 28pp:
Acrobatics 7(+14), Close Combat(Knives) 4(+9), Deception 10(+12), Streetwise 7(+7), Perception 4(+6), Persuasion 7(+9), Ranged Combat(Knives) 6(+9), Sleight of hand 6(+9), Stealth 2(+9), Vehicles 3(+6)

Powers 25pp:

Knife Barrage: Damage 5(Extras: Ranged +1/rank, Multiattack +1/rank, Improved Critical 2(18-20) +2/flat, Ricochet 2 +2/flat, Penetrating 2 +2/flat) 21pp
AE Precise Throw: Damage 5(Extras: Perception Range +2/rank, Ricochet 2 +2/flat, Penetrating 4 +4/flat) [21pp alone] 1pp as AE
AE Stab The Sweet Spot: Damage 5(Extras: Improved Critical 4(16-20) +4/flat, Penetrating 6 +6/flat)[16pp alone] 1pp AE
AE Disabling Throw: Affliction 5(Fortitude Save; Impaired, Hindered, Incapacitated; Extras: Ranged +1/rank, Cumulative +1/rank, Ricochet 2 +2/flat, Improved Critical 4(16-20) +4/flat) [21pp alone] 1pp AE

Summon Knives: Feature 1(Create knives in his hand once per round as a free action.) 1pp

Advantages 11pp:
Defensive Roll 3, Equipment 2, Agile Feint, Evasion 2, Instant Up, Contacts, Uncanny Dodge(Visual)

Equipment:
Motorcycle

Offense:
Ranged +3, Close +5
Knife Barrage +9 Toughness DC 20 + MultiattackBonus
Precise Throw Toughness DC 20
Stab The Sweet Spot +9 Toughness DC 20
Disabling Throw +9 Fortitude DC 15

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

Total:
Abilities 48 + Skills 28 + Advantages 11 + Powers 25 + Defenses 8 = 120

Complications:
Motivation(Justice): Views the justice system as a failure after the death of his family by corrupt city officials and mobsters.
Quirk: Always leaves a knife with the symbol of a jester, the mascot of his families traveling show, at the scene of his captures or kills.
Reputation: As his vigilante persona he has a reputation fleeing when the situation looks too grim.

Background:

Drafi was your typical traveling performer. He and his family would book tiny theaters and put on shows of amazing acrobatics, knife tricks, and simple slight of hand tricks. As soon Drafi turned 13 his parents let him be part of the act as the knife thrower. It started small at first with him only doing trick throws at fruits or small targets. As his skill progressed, he started throwing knifes at one of his 5 sisters and making interesting patterns. He got so good his parents let his sister, Julia, and him do the trick with a spinning wheel. He also was the target of knives as well thrown by Julia. She wasn't as skilled, but Drafi was able to dodge the knives really well.

The Dinicu family traveled in this fashion for years. Naturally, traveling together made them quite close. It was hard not to be living in a RV with 8 kids and two parents. It was a treat when they could sleep in the theatre they were renting. One night after a show at a small theatre in Hadrian City, some city officials and mob enforcers came backstage.

"Where is the tax you owe us?", said the official. The enforcers were standing behind the official with knives and baseball bats.

"What tax? We we just small time performers.", pleaded the father. He huddled the family behind him in an attempt to protect them. Drafi was out on an errand and wouldn't be back for a couple minutes, but the rest of the family cowered behind the father.

"I think her necklace and one of you daughters to work the streets would be a good enough tax," said the official with lust in his eyes as he gazed at the beautiful Julia.

"You can't have her. We just want to be left alone. We will leave the city tomorrow if you want.", begged the father.

"That is not good enough. She is coming with us.", said the official as he made his way towards Julia. The father pushed back at the official and knocked over a candle that was being used as lighting. The drapes immediately caught fire and soon the room was filling with smoke and flames.

"Get out of here now.", said the official to the enforcers. On his way out he locked the door behind them leaving the family to burn. When Drafi got back from his errand he saw the theatre burning and the official and enforcers walking out of the theatre. After sifting through the ashes he found 9 chard bodies. In a fit of rage he went to the RV parked out back and detached the motorcycle attached to the back. Grabbing some knives, he tracked down the car the inhuman monsters were in and proceeded to kill them all by throwing knives at their heads.

For a month he tried to be heroic and go after more mobsters, but he lacked that spark until one day when he felt invigorated. Memories of being a Jester for King Arthur and playing pranks came flooding back to him. He also noticed that he could summon knives with a simple thought. After some practice, he donned a jester hat, put on a mask, and dressed as a Jester of old. In his new guise as Jester, he went on a hunt to seek justice that could not be delivered by the system and to protect families like his. To make ends meet, he started doing street shows that showcased his skill with knives.

Personality:

Drafi is the consummate showman. Everything he does is with a good show in mind. Instead of throwing a knife straight at a guy, he will bounce it off one or two walls first just to show off the skill involved. In his non vigilante persona, he is a friendly showman who performs tricks on the street for money. After getting the spirit of Dagonet, he picked up the habit of claiming others feats as his own. As the Jester, he is merciless and unforgiving. If a criminal is particularly bad, he will return the favor in kind by seriously wounding him before finishing him off as a warning to others, He has a habit of leaving his calling card, a knife with a Jester inscribed on it.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

The Last Musketeer aka Constantin Dubois
PL 8 120pp

Strength 1, Stamina 2/5, Agility 2/8, Dexterity 0/6, Fighting 1/7, Intellect 4, Awareness 0, Presence 0/4

Advantages
Defensive Roll 3, Accurate Attack, Defensive Attack, Improved Disarm, Taunt, Skill Mastery(Acrobatics), Languages 3(English, German, Italian, Russian), Contacts, Connected , Evasion, Well Informed

Skills
Acrobatics +4(+6/+12), Deception +1(+1/+11), Expertise(French History) +7(+11), Investigation +2(+6), Perception +6(+6), Persuasion +2(+2/+6), Ranged Combat(Musket) +2(+2/+8)

Powers
Magical Musketeer Uniform: Removable -1/per 5 points

Musketeer Agility: Enhanced Trait 6(Agility) 12pp
Musketeer Swagger: Enhanced trait 4(Presence) 8pp
Musketeer Swords Man: Enhanced Trait 7(Fighting) 14 pp
Musketeer Endurance: Enhanced Trait 3(Stamina) 6pp
Musketeer Coordination: Enhanced Trait 6(Dexterity) 12pp

Summoned Rapier: Damage 8 8pp pool + 2 AE = 10pp
AE Dazzling Swordsmanship: Affliction 8(Will Save, Dazed, Stunned; Flaws: Limited Degree -1/rank) 8pp
AE Paralyzing Stab: Affliction 8(Fortitude Save, Hindered, Immobile, Paralyzed) 8pp

Summoned Musket: Damage 8(Extras: Ranged +1/rank) 16pp pool + 1AE = 17pp
AE Knockout Shot: Affliction 8(Fortitude Save, Fatigued, Exhausted, Incapacitated; Extras: Ranged +1/rank) 16pp

Musketeer Agility Mastery: Enhanced Trait 1(Skill Mastery Acrobatics) 1pp
Musketeer Bluster: Enhanced Trait 6(Deception) 3pp
Musketeer Suave: Enhanced Trait 2(Persuasion) 1pp
Musketeer Courage: Enhanced Trait 1(Fearless) 1pp

Offense
Initiative +2/+8
Summoned Rapier +8 DC 23 Toughness
Dazzling Swordsmanship +8 DC 18 Will
Paralyzing Stab +8 DC 18 Fortitude
Summoned Musket +8 DC 23 Toughness
Knockout Shot +8 DC 18 Fortitude

Languages
French(Native), English, German, Italian, Russian

Defenses
Dodge +2/+8
Fortitude +4/+7
Parry +1/+7
Toughness +2/+8
Will +4

Power Points
Abilities 20 + Powers 68 + Advantages 14 + Skills 12 (24 ranks) + Defenses 6 = 120

Complications:
Patriotism: The spirit of the Musketeers of old inhabits him and gives him undying loyalty to France.
Dual Personality: As a Musketeer he is bold, fearless, and courageous. Without his Musketeer uniform he is a shy academic.
Hatred: Nazi's
Fame: The Last Musketeer is a well known hero in France and admired by many. The Vichy regime would like nothing more than to capture and execute The Last Musketeer to help make his hold on France stronger.

Background:

There is a legend of a great musketeer infused with almost magical powers. Of the great royal troops, he was the greatest. Some said he sold his soul to the devil while others claimed he was the embodiment of the musketeer spirit. When the musketeers were disbanded, the man disappeared and was never heard from again.

As a young boy Constantin dreamed of being a musketeer. He read The Three Musketeers so much that the binding the on the book wore out. He was especially entranced by the legend of the greatest musketeer. As he got older he fell in love with the rich history of France portrayed in the musketeer novels by Dumas. His parents called him crazy for a choosing a life in academia studying French history, but for Constantin it was his dream. In college he managed to earn a doctorate in history with his dissertation focusing on the rise and fall of the French monarchies. Once he earned a professorship at Paris University, he was able to realize his dream of tracking down the truth behind the greatest musketeer that ever lived.

Constantin searched libraries far and wide for any reference to his childhood hero. All his researches lead him to a woman named Adele Roux. She was the last living descendant of Charles Roux, the man behind the legend. Needless to say, he was ecstatic when he met her. He talked for hours and hours about what her ancestor meant to him as a child and the need for France to have a hero like that again to stand up to it's enemies. She was so impressed by his passion for France and the legend that she brought out the uniform of her descendant and gave it to Constantin on the condition he be the hero France needed. That day The Last Musketeer was born.

Constantin could tell it was only a matter of time before Germany rose to power again because of the lessons taught to him by history, so he waited and honed his skills helping the French expand their power and defending the home land from super villains. When the Blitzkrieg of France started he was on the front lines, helping his nation stave off the Germans to no avail. The French and British were too unprepared. He would have stayed and helped the French resistance, but there were already masked heroes helping the resistance. His place was by Charles De Gaulle's side in helping to free the colonies before taking back the homeland. In the years after the fall of France, he worked with other heroes across the globe to help push back against the Nazi's.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Arthur Pewty(Number 2)
PL 10
150pp
Age: 32

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[36pp]
Strength 2, Stamina 2, Agility 2, Dexterity 2, Fighting 4, Intellect 2, Awareness 4, Presence 0

Skills[12pp]
Deception 4(+4), Expertise(Public Relations) 4(+6), Insight 8(+12), Perception 4(+8), Persuasion 4(+4)

Advantages[3pp]
Eidetic Memory, Jack-of-all-trades, Ultimate Effort (Will checks)

Powers[76pp]

Telekinesis: Move Object 10(Extras: Accurate 4 +4/flat) 24pp

Telekinetic Bolt: Ranged Damage 10(Extras: Accurate 4 +4/flat) 24pp
AE: Telekinetic Grab: Affliction 10(Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile; Extras: Ranged +1/rank, Extra condition +1/rank, Concentration +1/rank, Accurate 4 +4/flat; Flaws: Instant Recovery -1/rank, Limited Degree -1/rank) (24pp) 1pp
AE: Telekinetic Column: Damage 8(Extras: Line Area 2 (60 feet) +2/rank) (24pp) 1pp
AE: Telekinetic Constructs: Create 8, Movable (24pp) 1pp

Telekinetic Shield: Impervious Protection 10(Extras: Sustained +0/rank) 20pp

Telekinetic Flight: Flight 5( 60 MPH; Flaws: Distracting -1/rank) 5pp

Offense
Initiative +2
Ranged +2
Close +4
Telekinetic Bolt +10 DC 25 toughness
Telekinetic Grab +10 DC 20 dodge
Telekinetic Column DC 23 toughness

Defense[23pp]
Dodge 8
Fortitude 7
Parry 8
Toughness 12
Will 12

Abilities 36 + Skills 12 + Advantages 3 + Powers 76 + Defenses 23 = 150

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.

Power Notes

His powers manifest as little spheres, barely visible to the human eye. He uses these spheres to move objects, create objects, and apply force to other people.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Alexis Ross aka Shifter
PL 7
105pp
Age: 22



Background:

Prebreakout

Before the event, as she called it, Alexis lead a boring life in the suburbs. Her parents weren't rich, but they made more than enough to provide her a good home, comfortable life, and safety. Bradley, her father, worked as a scientist for a small drug company named Regulax. Mary, Alexis's mother, had worked as a secretary there until meeting Bradley and becoming a full time home maker. While Regulax was a small company, it held some potentially very profitable drug patents that just needed to get to market. This was a large part Bradleys doing for the company. By any external view, Alexis had a good life with a father who was on the verge of striking it rich.

Alexis's parents nurtured her love for animals and got her all the books she wanted on them in hopes she would become a veterinarian or animal researcher. She had radically different dreams. All her life she had dreamed of living and working with animals in the wild or city. Her love for animals grew to the point where she joined animal rights groups and started protesting the treatment of animals by people like her father. Needless to say, this development was quite shocking to Mary and Bradley. They had sheltered their daughter from all of the troubles in life and she became an animals rights activist. Through her childhood they had prepared for a rebellious party girl, but they never expected the books on animals to make her an animals rights activist.

After her third arrest for trespassing during a protest, Bradley decided to take her on a trip so that she could get her adoration with animals satiated and see some of the world in a supervised fashion. Bradley called in a few favors at work and joined a group going to Honduras for a trip to purchase some more monkeys for the final phase of the clinical trials on a few ground breaking drugs. Alexis was mainly excited to go because she had just graduated high school and had planned on taking a year off before going to school to be an animal trainer. Getting out of her protected shell and seeing the jungles of Honduras was the perfect start to her year long adventure, she thought.

The Breakout Event

After the lab monkeys were procurered, Regulax gave Bradley and his daughter a few days to see the La Mosquita jungle. They even payed for the plane to drop off and pick up the two in 4 days as well as the guide to show them the jungle. Alexis liked to think the company was doing good, but in reality they didn't want her anywhere near the monkeys, in case she decided to liberate them. Bradley knew the secret reason, but he wasn't about to tell his daughter that.

The first day went swimmingly well. Their plane arrived on time, their guide met them at the proper time, and the trip down the rivers to their first camp had no hitches. Bradley was playing the typical tourist and taking snapshots of the whole thing on his new fancy Canon camera. Alexis, on the other hand, was just soaking in all the beauty and wonder. After living her whole life in the city, she could not quite get used to seeing monkeys swing by as if going along business as usual. Even the animals that were sun bathing delighted her.

On the second day of the trip, things made a turn for the worse. The cayuco that had transported the trio down the rivers got a hole and sank in the night. To add gas to the fire, it turned out that the guide had links to drugs cartels. It was their plan to kidnap Bradley and his daughter so that Bradley would work for the cartel. He had sunk the cayuco and signaled the cartel on a satellite phone once Bradely and Alexis were tied up.

Being kidnapped had been something Alexis had only heard about on T.V. She never thought it could happen to her. After a day of being tied up, the cartel gunmen arrived at the makeshift kidnapping base. As Alexis and Bradley were being loaded into the boat, some unlikely rescuers came to their aid. Local indigenous tribes sprung an ambush on the drug runners. In the fight, Alexis got shot twice and passed out.

She woke up in a hospital bed in Tegucigalpa. Her father and mother were waiting by her bed side. At the first sign of her opening her eyes, they pounced and hugged her until a nurse had to rush in so Alexis could breathe. It had turned out, the tribe had followed the drag cartel members in the jungle since they arrived. After the fight, Bradley was able to use the satellite phone to make a quick call to the rest of the Regulax party. Regulax felt so bad, and wanted to keep their top scientist happy, that they payed for Alexis medical care and brought her back to the states where she recuperated quickly.

Post Breakout

During her recuperation, Alexis had the strangest dreams of flying like a bird at night. Also, at times she would hear talking when no one was around that concerned nuts and the best storage of them. Walking down the street she would hear voices when dogs walked by with their owners about wanting bacon or water. She passed it all off as post traumatic stress from being shot. Being a bird and hearing dogs only happened in movies or books she had read before. Not once did she believe that she was the bird some nights and was hearing dogs babble on.

Two months into her recovery, when she felt she was losing her mind, she decided to put it to the test. Concentrating real hard, she went into the back yard of her parents home and thought really hard about being a pigeon. To her great amazement, she found herself much smaller and a with wings. Taking the test further, she mimicked the flying motions in her dreams and actually flew. To be sure she wasn't hearing voices, she flew to a back yard of a house near by and changed herself into a German Shepard. In the backyard, she heard a voice complaining about being bored and happy to see another dog. Alexis replied back almost out of instinct, about wanting to play. Immediately, the dog ran towards her and started to play with her.

This went on for a month where she steadily became able to use her powers better. The more she used her powers the more she felt a craving to go to the forests and jungles of the world. At first her parents were reluctant to let he go on a "journey of self discovery", but in the end she played the guilt card and promised to send an email every other day. For a year she lived with the animals of the world as one of them. At times she was a jaguar and other times a monkey swinging in the trees. For a month, she was part of a whale migration. The time she spent as an animal was the best time in her life.

When she got back from her trip, she knew she wanted to be an animal psychologist. Zoos and the like brought her in to spend some one on one time with animals that were seemingly depressed. Whatever her techniques were, they worked wonders. Her reputation quickly spread as one of the best animal psychologists among the animal handling circle. Everyone thought it was her natural intuition and passion, but all she did was talk to the animals and cheer them up or directly ask them what was bothering them.

At night, when she was alone, she would sleep in various animal forms or fly over the city like a bird. It almost started to feel like she was one with the animals. Her behavior started acting more animalistic as she spent more time as an animal. In her trade, it was considered a good thing though. One day she was offered a position as a keeper of a private animal park by an eccentric billionaire. She jumped at the chance, and almost licked the mans face before stopping herself.

Character Sheet:

Abilities[18pp]
Strength 0, Stamina 2, Agility 2, Dexterity 0, Fighting 2, Intellect 1, Awareness 2, Presence 0

Skills[19pp]
Athletics 4(+4), Close Combat(Unarmed) 6(+8), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Perception 8(+10), Stealth 5(+7)

Advantages[8pp]
Defensive Roll 2, Move By action, Evasion, Uncanny Dodge, Jack of All trades, Great Endurance, Skill Mastery(Insight)

Powers[46pp]

Shape Shift: Variable 6(Extras: Continuous +1/rank; Flaws: Limited animal forms -1/rank) 42pp

Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp

Offense
Initiative +2
Ranged +0
Close +8

Defense[15pp]
Dodge 7
Fortitude 5
Parry 7
Toughness 4
Will 4

Abilities 18 + Skills 19 + Advantages 8 + Powers 46 + Defenses 15 = 106

Complications

Socially Awkward: Her behavior sometimes causes others to view her as just another animal loving freak who is crazy. This has prevented her involvement in some human social circles.

Motivation(responsibility to make the world better): From her time living with animals she has learned that mankind can work better together and make everyone's lot better. She just wants to do her part in anyway she can.

Police Record : She has a police record from her time as an animal activist. This can sometimes be used against her by people who wish to do her harm.

Secret(her powers): Alexis guards knowledge of her powers. She hasn't told a single soul about them, not even her parents. If it ever got out she can "speak" with animals and turn into them, she fears she would be studied and experimented on like the monkeys in her fathers lab.

Personality

Alexis is really passionate about animals. She loves being around animals, as one of them or not. This sometimes leads to her not acting fully human and forgetting some human etiquette. Aside from her animal side, she is a very caring person who genuinely wants to help people. She views animals as helpful to humans, but more from a position of charity than duty. Often times she can be seen talking to birds or dogs like one would talk to another human. When asked who she is talking to she smiles and says it is practice for her job. Over all, she is a very curious explorer with a fierce independent streak. Like in the animal world, she knows to get grand things done she has to work with others.

Common Forms


Hawk
Abilities[16pp]: Strength -2, Stamina 0, Agility 3, Dexterity 0, Fighting 2, Intellect 1, Awareness 2, Presence 0
Skills[23pp]: Athletics 4(+2), Close Combat(Unarmed) 6(+8), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Intimidation -4, Perception 10(+12), Sleight of Hand 6(+6), Stealth 5(+16)
Advantages[8pp]: Defensive Roll 2, Move By action, Evasion 2, Uncanny Dodge, Jack of All trades, Great Endurance
Powers[27pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Shrink 8(Permanent, Innate)17 pp;Senses 2 (extended vision, low-light vision) 2pp; Flight 4(30 mph, wings) 4pp
Offense: Initiative +3, Ranged +0, Close +8
Defense[15pp]: Dodge 12,Fortitude 2,Parry 12,Toughness 2,Will 4
Abilities 16 + Skills 23 + Advantages 8 + Powers 27 + Defenses 15 = 89/93
Snake
Abilities[18pp]: Strength -2, Stamina 0, Agility 4, Dexterity 0, Fighting 2, Intellect 1, Awareness 2, Presence 0
Skills[28pp]: Athletics 14(+2), Close Combat(Unarmed) 6(+8), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Intimidation -4, Perception 10(+12), Sleight of Hand 6(+6), Stealth 5(+16)
Advantages[7pp]: Defensive Roll 1, Move By action, Evasion 2, Uncanny Dodge, Jack of All trades, Great Endurance
Powers[25pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Shrink 8(Permanent, Innate)17 pp;Senses 2 (Accurate Scent, infra vision) 2pp; Movement 1(Slithering)2pp
Offense: Initiative +3, Ranged +0, Close +8
Defense[15pp]: Dodge 12,Fortitude 2,Parry 12,Toughness 2,Will 4
Abilities 18 + Skills 28 + Advantages 7 + Powers 25 + Defenses 15 = 93/93
Dog
Abilities[30pp]: Strength 3, Stamina 3, Agility 3, Dexterity 0, Fighting 3, Intellect 1, Awareness 2, Presence 0
Skills[21pp]: Athletics 6(+9), Close Combat(Unarmed) 6(+9), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Perception 10(+12), Stealth 5(+8)
Advantages[8pp]: Defensive Roll 2, Move By action, Evasion 2, Uncanny Dodge, Jack of All trades, Great Endurance
Powers[7pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Senses 3 (scent, track, ultra hearing) 3pp
Offense: Initiative +3, Ranged +0, Close +9
Defense[14pp]: Dodge 8,Fortitude 5,Parry 8,Toughness 5,Will 4
Abilities 30 + Skills 21 + Advantages 8 + Powers 7 + Defenses 15 = 80/93
Bear
Abilities[22pp]: Strength 7, Stamina 7, Agility 1, Dexterity 0, Fighting 1, Intellect 1, Awareness 2, Presence 0
Skills[21pp]: Athletics 6(+13), Close Combat(Unarmed) 6(+7), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Perception 10(+12), Stealth 2(+8)
Advantages[7pp]: Power Attack, Move By action, Evasion, Uncanny Dodge, Jack of All trades, Great Endurance
Powers[16pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Growth 4(Permanent, Innate) 9pp;Protection 2 2pp;Senses 2 (low-light vision, scent) 2pp
Offense: Initiative +1, Ranged +0, Close +7
Defense[18pp]: Dodge 6,Fortitude 9,Parry 6,Toughness 9,Will 4
Abilities 22 + Skills 21 + Advantages 7 + Powers 16 + Defenses 18 = 84/93
Jaguar
Abilities[32pp]: Strength 5, Stamina 5, Agility 3, Dexterity 0, Fighting 4, Intellect 1, Awareness 2, Presence 0
Skills[24pp]: Athletics 6(+11), Close Combat(Unarmed) 5(+9), Deception 3(+3), Expertise(Animal Behaviour) 4(+6), Insight 8(+10), Perception 10(+12), Stealth 12(+13)
Advantages[6pp]: Power Attack, Move By action, Evasion 2, Uncanny Dodge, Jack of All trades, Great Endurance
Powers[10pp]: Animal Speak: Comprehend 2(Speak to and Understand Animals) 4pp;Growth 2(Permanent, Innate) 5pp; Senses 2 (Low-light Vision, Acute Smell) 2pp;
Offense: Initiative +3, Ranged +0, Close +9
Defense[17pp]: Dodge 9,Fortitude 7,Parry9,Toughness 5,Will 4
Abilities 22 + Skills 21 + Advantages 7 + Powers 16 + Defenses 18 = 89/93
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Charlie Rose(Human) aka Fred(Vodun)
PL 10
150pp
Age: 19



Background:

To say Charlie was popular, fit in with a social group, or had friends would be stretching the truth to the point of breaking. For the last 5 years, to say Charlie is alive in the human sense of the word would also be taking the truth and throwing it out the window after stomping on it. Growing up, Charlie hardly saw his parents who were independently wealthy and travelled a lot. Charlie was just an accident after a few too many bottles of wine and a broken condom. He was raised by a new nanny every year who was more interested in the money than taking care of Charlie or making sure he learned basic social skills. Even in school, he never really talked with anyone. In group work he always ended up doing all of it while the other members socialised or had fun with people in other groups.

By the time he hit middle school, everyone just thought he was that weird kid. It wasn't that he was over weight or his appearance was any different, but he just never initiated any conversation or spoke with anyone. It got so bad that some of the teachers started to worry about him. Any notes they sent home with Charlie just got responded to by an email saying "Do whatever you think is best." One day, Charlie decided to go into the counselors office so that he would have someone to talk to about what was on his mind. It ended being a good three hour talk with the final resolution being that Charlie just keep trying. A month passed with no success. The whole time Charlie had this strange feeling, like someone was watching him. Most people usually watched him though to stay away from him, so the feeling wasn't unjustified.

One morning, a month after Charlie had poured his heart out to the counselor about just wanting a friend, he woke up one morning to find someone talking to him and moving his body. It was a surreal experience. The Vudon parasite introduced itself to Charlie and the two had quite the nice chat as the Vudon, named Fred by Charlie, went out brushing the bodies teeth, combing its hair, etc. It was the first real chat Charlie had with anyone ever. Within a couple weeks, Charlie and Fred became fast friends. At the time, Neither Charlie or Fred knew what was happening. They knew they shared a body that healed fast, did not need sleep, and was rather strong. That was about it.

The first two years of High school were rough on the literally inseparable pair. Most of the transferring had taken place, so it wasn't like they could touch anyone. At first the bullies tried to pick on Fred and Charlie, but the pair learned to fight well enough those first two years so that no one messed with them. They didn't question much about what was happening to them as they were still trying to work out how to share the same mind. Charlie lost every battle for control, but Fred still compromised. Soon enough they were near in sync with their mannerisms and behaviors.

Once Charlie and Fred were old enough to drive, they begged Charlies parents through emails for a motorcycle. Charlie had wanted a safe car, but Fred insisted on a motorcycle. Charlies parents had only come home a couple times since the fusing of the Vudon and Charlie. While they remarked on how cold their child was, they chocked it up to the AC and went back to plan their next trip. Their last time back, they bought Charlie a nice new motorcycle, to stop the flood of emails and entreaties. The first thing Charlie and Fred did with it was go for a ride and get into a rather nasty accident. When they awoke an hour later they found the bike okay, but several metal rods, tree limbs, and pool sticks in them. Their limbs were in all sorts of geometric shapes limbs shouldn't be in. The wounds had all healed though and all they had to do was pull the items out.

Charlie was freaking out about the accident, but Fred was curious. The curiosity eventually spread to Charlie. They devoted themselves into getting into a good school and studying beings capable of such strange feats. A little research made Charlie and Fred realize they were almost like a zombie, without the whole rotting thing. The next two years they devoured every resource they could on mythological figures and creatures from lore. Their grades and extracurricular studies were so good, they had their pick of schools, but they wanted to stay close to home in New Mexico. If their, or rather Charlies, parents were going to be far away, Charlie and Fred could stay close.

Once entering college, they were free of parental and nanny influence. People still stayed away from them and thought they were altogether creepy. Fred even used it to their advantage sometimes to intimidate others. Classes were a piece of cake for the pair who split the work load and got missed most classes because of their combined eidetic memory. This gave them more time to study and research mythological creatures and creatures from lore.

Character Sheet:

Abilities[28pp]
Strength 7, Stamina -, Agility 1, Dexterity 0, Fighting 6, Intellect 4, Awareness 2, Presence -1

Skills[23pp]
Athletics 6(+13), Close Combat(Unarmed) 7(+13), Deception 5(+4), Expertise(Mythology) +7, Intimidation 15(+14), Perception 10(+12)

Advantages[10pp]
Eidetic Memory, Equipment 3, Power Attack, Evasion, Jack Of All Trades, Ultimate Effort Will, Uncanny Dodge, Startle

Powers[70pp]

Immunity 45(Fortitude Effects, Will Half Effect; Quirks: Not Immune to Starvation) 44pp

Protection 10 10pp

Regeneration 6 6pp

Immortality 10(Flaws: Cannot come back if head destroyed.) 10pp

Offense
Initiative +1
Ranged +0
Close +6
Unarmed +13 DC 22 toughness

Defense[19pp]
Dodge 10
Fortitude -
Parry 10
Toughness 10
Will 8

Abilities 28 + Skills 23 + Advantages 10 + Powers 70 + Defenses 19 = 150

Complications

Motivation(Knowledge of Mythic Creatures): Fred and Charlie, after being combined have a drive to find out more about what other mythic creatures may be lurking in the shadows. If there is Zombie like beings why can't there be other things?

Socially Stunted: Fred and Charlie are bright, but socially stupid. Charlie never fit in and Fred has only been in the world for a few years. They also tend to creep people out.

Lacks Signs of Life: They don't appear to be alive if medically examined. Their body temperature is lower than normal and they lack even a heart beat/pulse.

Coordination Problems Under Extreme Stress: In situations that threaten their undead life, they can sometimes suffer from indecisiveness. Charlies first instinct is to run and Fred tries to find out more about the situation before running.

College Student: Fred and Charlie have all the responsibilities of a college student including registering for classes, tests, and trying to fit in the first year while living alone in the dorms.

Personality

Fred and Charlie have extremely similar personalities almost to the point of being impossible to tell the two apart. They are both socially inept, curious, and long to be accepted in a larger purpose. Fred tends to be more reckless while Charlie tends to be more cautious. They have come to a mutual agreement though of not being too reckless or too cautious. To the world it looks like Fred and Charlie have a tiny bit of DID with schizophrenia, since they are always talking to each other and share the control for the most part. Ultimately though, Fred holds the power in the control balance.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Edward Drake
PL 8
PP 120

Background

Up until his mother died when he was 18 years old, Edward was told stories of how the crows protected his family and gave warnings to them. Edward thought it was all hogwash. Everyone in his family had been a natural healer and they even once owned a store until the business dried up. From his youth, Edward was raised with this traditional knowledge and reverence to crows. Of course, he never took it literally since it seemed ludicrous that crow spirits kept watch over his family line. To Edward, it was more of a symbol that the family passed down wisdom to each generation and kept an eye out for each other.

Time has a way of whittling down once large and tight knit families. Edward and his mother were all that remained of the family line that stretched back to the ancient Celts. Miranda, Edwards mother, was still determined to pass down all she had learned to her only son. Most of it involved using natural remedies to treat wounds and ease pain. It also incorporated the family guardian lore and tradition of being kind healers. On the day Miranda died of lung cancer, some say they saw a single crow outside her hospital window. Edward thought his mom told them to tell him that.

Growing up, Edward wasn't the smartest, but he made good enough grades to get into Osteopathic medical school with a boost from the tragic story of his mothers battle with cancer. His story did not help with the course work. Most of it did not interest him and the parts that did, the more natural methods, were looked down on as folk medicine. Consequently, his grades started slipping to the point he just dropped out after two years and took a few courses to become a certified holistic healer. In order to get his loans forgiven and honor his family tradition, he joined Healing Corps, a foundation closely associated with Clara O'Hearn Memorial Clinic that sent people with medical or healing training of any kind to remote regions that needed aid.

On his first assignment in 2010, he was sent to a war torn village in Brazil with a few other members of Healing Corps. Unfortunately for him, the day after he arrived in the village it was raided again and in the struggle many of the aid workers were killed with Edward almost joining them. As he lay dying from a gun shot wound from an AK-47, he saw a crow which he knew did not live in Brazil. Instinctively, he reached up his hand and pledged to help those at deaths door and beyond if only he would get a reprieve from death. The crow just cawed at him and something miraculous happened to him. All of his wounds healed and he grew black wings that enabled him to escape the massacre.

Surprised and shocked by the transformation, he wasn't quite sure what happened to him. He knew he had wings after checking what seemed like a million times, could hear the voices of those who had been slaughtered, could talk to those who were slaughtered to help them move on, and sense when danger was around. One day not long after his transformation, he got a vision of the Fantastic Legion being attacked. By the time he got to the location it was too late. Three were dead, but another group had saved them. He even recognized one of the other group as someone that had traveled with his aid party.

After the two groups went their separate ways, Edward followed the person he recognized in a very clumsy fashion that quickly revealed he was following them. Fortunately for him, they knew about him before his transformation and seemed to have an answer for what happened to him. Astonished at what he was told, Edward joined the group on their journey back to the First Responders base where he met Patrick and a job offer. When not training or on a mission, he was to be a grief counselor and holistic healer. When called up, he would be a First Responder.

Character Sheet

Abilities 34pp:
Strength 2 Stamina 4 Agility 2/6* Dexterity 1 Fighting 4 Intellect 0 Awareness 4 Presence 0

Skills 14pp:
Insight 10(+14), Perception 10(+14), Treatment 8(+8)

Powers 55pp:
Enhance Agility 4 8pp
Enhanced Advantages 4(Close Attack 2,Defensive Roll 2) 4pp
Talons: Strength Based Damage 4(Extras: Improved Critical +1/flat, Accurate +1/flat) 6pp
Flight 5(60 mph, wings) 5pp
Senses 2(Extended Vision, Danger Sense) 2pp
Caw: Affliction 6(Fatigued, Exhausted, Incapacitated; Extras: Cumulative +1/rank, Area Cone +1/rank, Resisted By Fortitude +0/rank) 18pp
Enhanced Parry 4 4pp
Senses 4(Precognition; Flaws: Uncontrolled -1/rank) 2pp
Senses 4(Vision Counters Invisibility, Auditory Counters Spiritual Concealment; Extras: Dimensional +/1rank, Flaws: Limited to Spirits/Astral Entities -1/rank) 4pp
Regeneration 2 2pp

Advantages 5pp:
Move-By Action, Uncanny Dodge, Evasion, Assessment, Close Attack 2*. Defense roll 2*, Power Attack, Great Endurance

Offense:
Initiative +6
Ranged +1, Close +6
Talons +10 DC21 Toughness
Caw Cone Area DC16 Fort

Defense 14pp
Dodge 10, Fortitude 8, Parry 10, Toughness 6, Will 8

Total:
Abilities 34 + Skills 14 + Advantages 6 + Powers 55 + Defenses 14 = 123

Complications:

Motivation(Help the world): He is motivated by the promise he made to help those near death and beyond. Over time, it has evolved into a desire to help the world before it gets to the point of death.

Prejudice(He has large wings on his back): When not wearing his long coat, people not familiar with his transformation or the Night Breed will look at him like he is a freak.

Quirk(Hiding Things): He likes to hide small objects similar to how crows hide food.

Quirk(Talking to Nothing): To others around him, he sometimes forgets that they can't hear and converse with the dead. This leads to strange looks in public sometimes.

Personality

Edward is a very caring and kind individual. Despite being around death so much, he is a fun loving guy. He takes his promise very seriously and goes the extra mile sometimes to help people move on after death.

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

Re: Mrdent12s Character Collection

Post by mrdent12 »

Character

PL: 10 150pp
Name: Finian O'Toole
Age: 25

Background

A dagger with yellow radiance flew from Edward Sullivans hand and vanished into the chest of another man sitting feebly against a wall. In the mans eyes, there wasn't fear or anger that is typically associated with staring down the person whose job it was to end your life. There was only relief. The man looked to be just shy of 60, with no teeth, a missing leg, one eye, and a beard that hadn't seen a razor for going on 10 years. His stench was worse than the human waste thrown out of windows. In reality, he was 25 years old. Endless soldiering for one arrogant super powered lord, king, or emperor after another had aged the man well beyond his years. Once his fighting potential had been used up, he was discarded by his latest employer as if he was just a piece of trash that nobles like to toss about where they please. Too weak to do it himself, the man went to the only place he knew death could be had in a quick merciful fashion. Inside a book store and down an alley, was a satellite temple of the Nameless god. It wasn't a big secret, but few dared stay for too long for fear of those who follow the god. As Edward was walking out of the book store, the man pleaded with Edward, like he did with all the people who entered and exited the store for one final favor even though he had nothing to give in return. Most scoffed, but Edward was different. Favors were the one thing he specialized in and seeing a man plead for a merciful end was a plea his god obliged him to fulfill as part of his charge. Turing away from the man, Edwards appearance changed into a a spry 23 year old red headed man. Finian O'Toole was born.

Finian, Conner Doyle by birth, wasn't always a killer. On the contrary, he was raised to be a fisherman like his adopted father and grandfather before him. His mother was a whore who died in child birth and his father was never known thanks largely to how popular his mother was with the sailors. Mary Doyle took the boy in as if he was her own and her husband Patrick Doyle gladly accepted a son his wife could not give him after the loss of their first three children during child birth. Conner did not even know his adopted parents were not his biological parents until it was too late to ask questions. Patrick and Mary took care of Conner as best their meager means could afford. School was out of the question as well as an apprenticeship with a fine craftsman because Patrick could not afford the high costs. A nice side effect of being a fisherman in bountiful waters is that you never go hungry. Conner and Mary always had food on the table and a roof, however leaky and ill repaired, over their heads for the first 10 years of Conners life. Life wasn't grand, but it was a decent life.

Conner never really felt like he belonged and was ill at ease especially around a merchant who bought from Patrick. Something about the merchant triggered an alert in Conner. The merchant was nice enough and always gave Patrick a fair price unlike the other merchants, but no level of nice could over come the strange feeling in Conner. When he brought it up to his father, Patrick told him it was nothing. Still Conner made sure to not be in sight when the merchant came around.

One day when Patrick was coming back in with a meager haul of fish, 7 knights clad in red chain and plate armor rode in on black stallions. The last two years they had been "taxing" the village for "protection" money. Like most of the villagers, Patrick was having a bad month and the fish was meant to feed his wife and son. It did not matter to the knights though who slew Patrick for refusing to hand the fish over to pay taxes and daring to challenge their legitimacy as proper knights. Other villagers rose up, but there attacks could not get past the armor. All of the knights laughed as they rode back and forth through the village slaughtering the helpless mothers covering their children, the elderly who were too slow, and babies who lay crying for their mother. When they had their fun, they burned the village to the ground.

Luckily, Conner escaped the carnage only to witness it from a distance. Heart broken, alone, and having no place to go he resolved to lay down and die. On the second day, the kind merchant came along and saw the boy. With a wave of his hand and no other words, the merchant signaled Conner to get up and follow him. Conner didn't care anymore, one death was as good as another, so he followed. His path lead him to the temple of the Nameless god in Brinah where the merchant, once out of sight of others, changed into a portly woman with a jolly face and beckoned the boy into a room of the temple reserved for only the most devout. This room was where he first heard his true calling. The woman explained that Conner was one of the Nameless gods chosen and if Conner would disavow his name he would be initiated into the Nameless Order. For once in his life, Conner felt like he belonged. Conner was no more.

First order of training was to learn what being in the order entailed under the tutelage of a priest. The boy took it all to heart and it enabled him to get past the pain of losing everything he ever knew. As expected, he was a quick study and soon went on to the next phase of becoming the apprentice of an assassin masquerading as the owner of a popular playhouse. His first assignment was to free a greedy slaver without conventional weapons such as swords, daggers, or bows of of any kind. One night, the chandelier of the slavers house fell on him because it got too loose. Edwin, the new name assigned to the boy, felt the essence of the slaver enter into him as the slaver drew his last breathes of life. Weapons appeared in his hands radiating a yellow aura and Edwin caught his reflection in the mirror looking just like the slaver. He could even speak the slavers language with ease.

Over the course of several more years, Edwin took more lives as part of contracts or petitions with the temple for a merciful death. When he came of age and his training had progressed as far as it could, he was let loose into the world as Edward Sullivan. Roaming was the final step in becoming an assassin. Edward saw the world and did odd jobs in order to get closer to people he was contracted to free all over the world. In every town there was at least one person who provided shelter, a means of communicating with the temple, and messages addressed to him with who he was assigned to free. The only time he killed outside of fulfilling a contract or plea was when he saw one of the 7 knights at a local tavern. Drawing on his talents, he assumed the identity of a beautiful woman he had killed to lure the knight into a dark alley way under the impression something very different was going to happen. Clear of onlookers, Edward shot a knife through the knights soul. Now it was only 6 left to appease the Nameless god.

The final leg of his journey as a trainee lead him to the book store and the old man. Officially deemed an assassin, Finian was given his first big contract to kill the ruler of Minok. Raguk Mar, the ruler, was a brutal man who flayed people for fun. One survivor of a raid by Raguk gave the temple all the wealth her family had accumulated to have the man killed. Unfortunately, Raguk was always protected by 10 large men, except when he inspected the heads of those he had killed in a vault only he had access. On the way to the vault, a stair gave way causing the mountain of a man to tumble to his death. Upon successful completion of the contract, Finian set out to roam as an assassin of the Nameless Order.

Character Sheet

Abilities 38pp:
Strength 1 Stamina 4 Agility 5 Dexterity 2 Fighting 3 Intellect 0 Awareness 4 Presence 0

Skills 20pp:
Acrobatics 2(+7), Deception 12(+12), Expertise(Assassination) 7(+7), Insight 4(+8), Investigation 2(+2), Perception 4(+8), Sleight of Hand 6(+8), Stealth 5(+10)

Powers 67pp:
Senses 2(Detect 2 Life) 2pp
Life Scimitar: Damage 7(Extras: Penetrating +1/rank, Multi attack +1/rank, Accurate 5 +5/flat, Affects Insubstantial 2 +2/flat) 28pp
AE: Life Crossbow: Damage 7(Extras: Ranged +1/rank, Penetrating +1/rank, Accurate 5 +5/flat, Affects Insubstantial 2 +2/flat) 1pp(28pp)
AE: Soul Dagger: Damage 7(Extras: Ranged +1/rank, Alternate Save Will +1/rank, Accurate 5 +5/flat, Affects Insubstantial 2 +2/flat)1pp(28pp)
AE: Soul Knife: Damage 7(Extras: Alternate Save +1/rank, Multi attack +1/rank, Accurate 5 +5, Affects Insubstantial 2 +2/flat) 1pp(28pp)
Morph 3(Humanoids, only humanoids he killed Extras: Continuous +1/rank) 18pp
Comprehend 3(Speak, understand, and read all languages) 6pp
Fortified Life Force: Protection 4, Fortitude 2, Will 4 10pp

Advantages 13pp:
Assessment, Benefit(Nameless Order Assassin), Defensive Roll 4, Evasion 2, Power Attack, Fearless, Redirect, Uncanny Dodge, Ranged Combat 1

Offense:
Initiative +5
Ranged +2, Close +3
Life Scimitar +13 DC 22 toughness
Life Crossbow +13 DC 22 toughness
Soul Dagger +13 DC 22 toughness
Soul Knife +13 DC 22 toughness

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

Total:
Abilities 38 + Skills 20 + Advantages 13 + Powers 67 + Defenses 12 = 0

Complications
Honor: Will not use conventional weapons or armor. Also follows the Nameless Order code.
Secret: The world outside of the order does not know he is an assassin for the order.
Motivation(Honor the Nameless God): He is a strong devotee of the Nameless God and aims to keep the books of life and death balanced.
Motivation(Revenge): He seeks revenge on those who burned his small village to the ground and his adopted parents.

Personality

By virtue of his profession, his personality changes with each new persona he morphs into. At his core, he is an honor and religious bound person who truly believes the Nameless God chose him. This makes him a little rigid in that belief structure, but still a nice guy. If he owes a favor, he will go to the ends of the earth if needed.

Nameless Order

Overview: The Nameless Order is a religious order that is not spoken of lightly or in polite company. Their name is synonymous with assassinations and death. At their main temple, people from all over come to die peaceful deaths or request the death of others, for a high price of course. Adherents to the faith follow a god known only as the Nameless god and give up their own identity. For followers, the Nameless God symbolizes the equality death brings, a time when names no longer matter, and the balance between life and death itself. Three branches make up the order. The first is the priestly branch comprised of followers who can control the very life force in others to varying degrees. The second is the assassin branch comprised of people who are highly trained killers that take on part of the life essence of those they kill and use it create weapons as needed. The third branch is the scouts who can control their own life force to such a degree that they can go invisible, transfer it through space, or have it mimic those around them. All of the branches share the same core abilities to some degree that allows them to morph themselves into the life forces they can tap into and detect other Nameless ones.

Order Temples: The central temple of the Nameless Order is located in the prosperous city of Brinath roughly located where Dublin currently is located. Brinath is one of the free cities not affiliated with specific kingdom on the island that has North and Southern Ireland today. Across the world, they have several satellites staffed by people friendly to the order.

Priestly Branch

The priest branch is the best known one although all the priests wear masks and robes to cover their true visage. If people knew the true extent of their powers though they would be the most feared. They can control the very life force of others to kill, heal, or anything in between. Some of the most powerful priests merely need to whispers in a persons ear to free the person from life. Priests serve as the go between for the assassin branches and people requesting a favor. It is their sacred duty to assign the targets to the right person as well as protect the other two more secretive branches. Another main task is to create the poisons favored by the assassins.

Assassin Branch

The assassin's are perhaps the most feared branch of the order. Members are known only by reputation. None have ever failed to free a mark from life once they accepted the job, which always comes at a high price for the person who hires them. Legend has it they freed a man barricaded in a castle with 200 guards and four guards around him all the time without ever being noticed. When they free someone, part of the life essence enters them. This essence is used to morph into the victim, speak all the tongues they knew in the same accent, and power the creation of life essence weapons. Like priests, assassins also have the ability to detect the life essences around them. A central tenet of their branch is that they do not carry weapons to free people and only wear armor or wield a weapon to fit in with the group. To use a conventional weapon like a sword or bow would be to deny the gifts given by the Nameless god. Even if they were normal assassins, their training is the best in the world with methods only speculated by those outside of the order.

Scout Branch

Not as powerful as the priests or skilled as an assassin, scouts still serve an integral role in the order. Their ability to control their inner life force to project themselves to remote places, turn invisible, and otherwise conceal themselves is an invaluable asset in their roles as the eyes and ears of the order. Other groups would look down on a spy branch or at most tolerate them, but the order honors them the same as priests or assassins. A few times, it has fallen on the scouts to fulfill a contract for particularly hard to reach targets. When training, they are mostly taught surveillance techniques and how to study the habits of targets ahead of the assassins arrival.

Code of the Nameless

1) A contract for freeing is a sacred oath between the Nameless God and the assassin assigned the contract.
2) If other lives need to be taken outside of a contract, it should be discreet and kept to a minimum.
3) A life saved requires a life to be taken to appease the Nameless God.

History

Three elite mercenary brothers were one of the first to gain powers. One could control the life force of others, another utilize the life force of those he killed, and the third his own life force. For ten years they cut swaths across the battlefields for those who hired them. Living in an almost daily bloodbath lead them to great extremes of drinking and whoring to numb the pain of all the deaths they caused together. The oldest, life controlling, brother was the first to have a revelation that their might be a higher cause for their powers beyond killing as mercenaries. Without much convincing the other two brothers agreed. Over a week of fasting, they came to accept there must be some god who granted them their abilities and meant for them to use the powers to balance the books of life and death. This was the start of the Nameless Order. In secret, they each searched for any children they may have had in order to fulfill their gods commands and populate the ranks of each brothers branch.

While the other super powered beings fought for kingdoms or empires, the brothers kept to the shadows forming their own hidden order. Rival lords would contract with the order to have rivals "freed from life", as the contract would state, and the rival would be shortly no longer alive. As word spread, the faith started gaining a foothold in Brinah and a temple was erected to honor the Nameless god in addition to acting as the dispatch office for the favors. No one knew who was a part of the order since they only ever dealt with the priests, but uttering the name sent shivers down the spine of all except the bravest of people. Their name rose to the pinnacle of fame in the year 1250 with worshipers of their faith lining up for weeks just to enter the temple. An army tried to sack the temple, but their leaders mysteriously vanished and those who went through with the attack never made it out of the temple alive.

From that day forward, the orders fame died down. Fear of the order and those who were part of it kept rumors from spreading too far. Prices for favors skyrocketed to the point where only the most affluent could afford them and even then the price was too high for many to bear. No one knew the reason for any of this except those in the order. A decision was made at the highest levels that their powers were being abused and taken for granted by people who viewed their gifts as the prowess of common mercenaries that could be hired anywhere. So, a decision was made to silence those who did not respect the Nameless Gods gifts and those who had them. In addition, the price was changed to be dear to whoever was requesting a favor. If it was a king, half the wealth or more of their kingdom. A commoner, maybe a years salary or their first born depending on the favor. Priests were also instructed in the ways of determining price to the fit the person asking so that contracts were not lightly entered into by the requester.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Trixie "Blur" Schrodinger
PL 6
PP 120

Background

Metropolis wasn't always a cesspool of crime and corruption. It used to be a place where dreams came true and safety was near assured because of Superman. Like any big city though, there were people at the bottom. Trixie's parents were two of them and didn't even bother leaving a way to find them at the run down orphanage they left her crying at only a few days old. Years later, she would find they died shortly after from a drug overdose. While super heroes fought cosmic enemies and chased away major criminals, Margaret Crowe's orphanage in Bakerline funneled the subsidies given to run an orphanage to its founder Margaret Crowe. The orphans like Trixie were given just enough to live and forced to work as soon as they could to keep the place up as best children could manage. When Trixie was eight years old, another orphan was cooking and some flame from the stove hit the wooden walls causing the place to go up in flames. A few of the oprhans saw it as a sign and fled to see what else there was in the world.

Trixie got lucky and found a kind elderly homeless woman to watch out for her. Owning to her nimbleness and youthful dexterity, she helped the old woman in return by stealing the food they needed and the medications the woman couldn't afford. A year later the woman died. Next to take care of her was another kind old lady who lasted a few more years. Three years later she died. If not for her next impromptu guardian Alex, a pick pocket and street thief, she would have been forced into doing unsavory things to live. Alex taught her how to spot marks, do lifts, hide when caught, and other survival skills for life on the street as a pick pocket. It was at this time that Trixie learned that sometimes you just had to know how to talk to someone to get what you wanted as well as lie a little. Over the course of several years, Alex and Trixie bonded like two sisters bound by poverty. They also associated with other communities of homeless outside of the nicer areas of the city.

All good things must come to an end and nothing gold can stay. So, the sibling like relationship started grating on Alex who abandoned Trixie one night to run off with a guy to Gotham. This time Trixie wasn't alone though and had the support of the homeless community to fall back on when times got tough. They all did what they could to help each other. Trixie ended up being the designated thief who stole supplies as she could or talked people into helping the homeless out with clever words and slight exaggerations. Unfortunately, this hustle and the community was partially living in the turf of a minor street thug named simply Ramirez. He wasn't big enough to warrant the attention of people with power and usually had others do his dirty work for him. Ramirez and his small crew of three scattered the community across the city, but kept a few around including Trixie to do his dirty work like stealing or transporting drugs. Not that Ramirez knew who did the work. Orders normally came from his crew to Trixie for small jobs like stealing from a store that didn't pay protection or making customers wallets disappear. There was no camaraderie, but she ate better than ever before.

After Supermans disappearance, Ramirez got bolder. S.T.A.R labs in New Troy was in the process of relocating, but Ramirez got wind of ground breaking research finishing up there that could make him filthy rich. So, he did what any self respecting man who fashions himself a crime lord does. He sent in his crew. Trixie, while not good with electronics, was brought along just in case the heist went south they would have someone to pin the blame. Go wrong it did. One could even say it exploded in the faces of the thugs and Trixie when they tried to steal the highly experimental quantum field generator without much scientific knowledge to speak of. Miraculously, Trixie managed to survive the explosion. She was different though and realized she was able to do meta human things like teleport, appear in two places at once, and control what she could only explain as quantum fields around people.

Being in the clear, she took it upon herself to don a disguise and become a master thief known as Blur targeting mostly known Ramirez gang warehouses initially. It didn't take long for her to get a kick out of it and go after other targets like police evidence lock ups, what businesses remained, and secure locations. Sometimes she even went after poor areas because she was bored. With everything else going on in the city and gangs setting up turfs, her exploits went unnoticed except by the people she stole from and even than they didn't care too much except for the Ramirez gang. It was just another boring day where she didn't have much to do when one mark cared, not for the items, but for her.

Father O'Leary was in charge of a poor parish given the nickname by locals as The Stone Parish because the church was made out of stone and not the kind that richer parishes used. These stones were more rough and didn't quite fit together right. None of that mattered to Trixie that day. She was bored and wanted to steal something, but Ramirez was getting smart and the cops were armed to the teeth. On this day, she didn't feel like the hassle. From experience, she knew the only thing of value in the church was a small golden necklace around a statue of the virgin Mary. One quick teleport there, a quick swipe here, and something unexpected happened. An observer in a white collar was just watching her. He wasn't judging her with his look or giving the impression he was disappointed at the theft although he had every right to feel depressed. Without saying a word he told her to have it if it made her feel better. Kindness wasn't something she was accustomed to from non street living people and especially priests who always judged her since she wasn't Catholic. In the end, she left the necklace and teleported away.

A few days later she returned to apologize, but none was needed. Father O'Leary even offered to give the cross to her as a gift, but it wasn't in her to accept it from the poor parish. Everyday after, she would make her way to the church and just chat with the father about what she could do to help the parish and the community. In normal clothes, she started to use her metahuman powers to help the parish with the transport of supplies through gang controlled streets, kept the surrounding neighborhood clean of drugs by stealing them all before being sold, and assisting with feeding the homeless some of which she knew from her past. Blur made a rare appearance now and again in particularly harry situations, but she was by no definition a super hero. As things got worse in the rest of the city while her part stayed relatively crime free, she realized that everyone needed her. With the call for heroes going out and the urging of Father O'Leary, Blur was transformed from a thief disguise to one of Metropolises newest heroes.

Character Sheets

PL 8
PP 120

Abilities 30pp:
Strength 0 Stamina 3 Agility 4 Dexterity 2 Fighting 4 Intellect 0 Awareness 2 Presence 0

Skills 24pp:
Deception 14(+14), Expertise(Streetwise) 8(+8), Insight 6(+8), Perception 5(+7), Persuasion 8(+8), Sleight of Hand 2(+4), Stealth 5(+9)

Powers 35pp:
Quantum Dislocation: Teleport 4(500ft; Extras: Change direction +1/flat, Change Velocity +1/flat, Turnabout +1/flat; Precise +1/flat) 12pp
Molecular Disruption: Damage 8(Extras: Penetrating +1/rank, Accurate 2 +2/flat) 18pp
AE: Temporal Confusion: Affliction 8(Resisted by Will; vulnerable, defenseless, paralyzed; Extras: Ranged +1/rank, Alternate Save Dodge +0/rank, Accurate 2 +2/flat)
AE: Quantum Destabilization: Weaken 8(Toughness; Extras: Ranged +1/rank, Accurate 2 +2/flat)
Uncertainty Field: Protection 3

Advantages 12pp:
Evasion 2, Connections, Defensive Roll 2, Set-Up, Luck 1, Equipment 1(Head Quarters(Warehouse 1, Living Space, Secret, Communications, Power System)), Attractive 2, Ranged Combat 2

Offense:
Initiative +4
Ranged +4, Close +4
Molecular Disruption +8 DC 23 Toughness
Temporal Confusion +8 DC 18 Dodge/DC 18 Will
Quantum Destabilization +8 DC 18 Fortitude

Defense 19pp
Dodge 8, Fortitude 7, Parry 8, Toughness 8, Will 9

Total:
Abilities 30 + Skills 24 + Advantages 12 + Powers 35 + Defenses 19 = 120

PL 6
PP 120

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

Skills 28pp:
Deception 8(+10), Expertise(Streetwise) 10(+12), Insight 8(+10), Perception 6(+8), Persuasion 12(+14), Sleight of Hand 8(+12), Stealth 4(+8)

Powers 33pp:
Quantum Dislocation: Teleport 4(500ft; Extras: Change direction +1/flat, Change Velocity +1/flat, Turnabout +1/flat) 11pp
Molecular Disruption: Damage 6(Extras: Penetrating +1/rank, Accurate 1 +1/flat) 13pp
AE: Temporal Freezing: Affliction 6(Resisted by Will; hindered, immobilized, paralyzed; Extras: Ranged +1/rank, Accurate 1) (13pp) 1pp
AE: Quantum Disorientation: Affliction 6(Resisted by Fortitude, Dazed, Stunned, Incapacitated; Extras: Ranged +1/rank, Accurate 1) (13pp 1pp
Twin: Concealment 4(All Visual Senses; Flaws: Twin shows within 5 feet, both seen, and only attack penalty applies. -1/rank) 4pp
Uncertainty Field: Protection 3 3pp

Advantages 8pp:
Evasion 2, Connections, Defensive Roll 2, Uncanny Dodge, Set-Up, Contacts

Offense:
Initiative +4
Ranged +4, Close +4
Molecular Disruption +6 DC 21 Toughness
Temporal Freezing +6 DC 16 Will
Quantum Disorientation +6 DC 16 Fortitude

Defense 13pp
Dodge 6, Fortitude 4, Parry 6, Toughness 6, Will 8

Total:
Abilities 38 + Skills 28 + Advantages 8 + Powers 33 + Defenses 13 = 120

Complications:

Motivation(Protect the Innocent): She has seen what happens when innocents get trampled and wants to use her gifts to help instead of steal.
Identity(Secret Identity is Trixie): Trixie, her secret identity, is well known as a thief and the people she normally associates would be in danger if it was found out.
Enemies(Ramirez Gang): Trixie and very lately Blur is not on good terms with the severely weakened Ramirez gang who exert minimal control over the ten block area around Stone Parish until she came along.
Prejudice(Former Thief): Blur was a known thief by the police for a time, but Trixie decided to keep the disguise for her hero alias. This causes issues when trying to help the police.
Accidents: Due to her less than certain state of being it sometimes sends out ripples that cause accidents or causes her to teleport for no reason.
Enemies(The Italian): Blur isn't the gangsters favorite person right now.
Responsibility(The Ibistick): She has been asked to handle it and keep it safe.

Personality

Trixie is a reformed fast talking thief who has lived on the streets all her life. Even before the lab accident that caused her to have a degree of control over quantum states, she was a thief out of necessity. After coming into her powers, she stole for fun and got addicted to it until the priest at The Stone Parish made her see what she was doing was wrong. Now she uses her gifts for gab, stealing, and quantum control to help people. Through it all, she was always a fun loving person who never let the fact she was a street kid get her down.

Power Notes

She can control the quantum fields around others to a degree and has a greater control of her own that allows her to teleport, cast a double close by, and absorb damage.

Costume

This costume except in red.
mrdent12
Posts: 4215
Joined: Sat Nov 05, 2016 8:10 pm

Re: Mrdent12s Character Collection

Post by mrdent12 »

Nick Wright aka Maverick
PL 12
PP 180

Background

Being a hero wasn't easy. Tonight, Maverick was fighting with his custom made swords in a burning building against his arch rival, the Elemental Gang, drones who were sent to destroy an apartment building ear marked for public housing. He has already suffered twenty or so machine gun shots and rocket blasts while getting people out of the building. By looking at him one couldn't really tell though. This wasn't the life a young Nick Wright imagined to be living. As a youth, all he could imagine was being an FBI agent like his father and grandfather. To him this was perfectly reasonable and almost a given, but to others it seemed like a delusion of a mad child. His parents even tried to get him to pursue the sciences, writing, or any other career really by putting him into any program other than FBI related ones. Nick was just too weird. Any normal child would see it for what it was, a hint that his parents didn't believe in him, but Nick saw it as training for his eventual ascension into the ranks of the FBI swat team. More than once, his parents brought him to a professional to make sure their child wasn't crazy owing to his tendencies to pretend he was a FBI agent saving people from all sorts of evils such as drug lords, hostage situations, and bank robberies. "Childhood pretending" is what the doctors said. Physically, until Nick hit puberty he wasn't even strong, tall, or smart enough to stand out from the lower end of the crowd.

His formative years in high school and college for a criminal justice degree saw rapid change in Nick physically. He bulked up. Intelligence was never his strong suit and neither was schmoozing people, but he could train in the gym with the best of them until he reached a pretty good fitness level. All of his quirks such as being mildly delusional, over confident, and the sort people find off putting after a long period of time remained. It is not that he lacked friends, but the number could be counted on one hand. The long hours in the gym and training bared fruit in that it got him on to the football team where he got his first kiss from a drunk cheerleader and some recognition for saving the team in big games. Finally, his parents hoped Nick had found something to take his mind off his FBI agent fantasies. Girls, football, and beer worked for most people where Nick originated.

Nick never gave up the dream. All of his training was to allow him in to the academy that he had learned required some strict physical requirements for potential swat members. At times, he still played FBI agent. After graduation from college, his father got him a spot in the academy after spending days trying to convince Nick to let it go. In physical tasks, Nick did slightly better than normal. In all other tasks, he faced issues relating to his average intelligence and tendencies to drift off into flights of fancy. Instructors at the academy were on the verge of kicking Nick out until one fateful day when he got shot in a robbery at a local convenience store. A bullet went through his head and slammed into the wall. Of the bullet and Nick, the bullet was destroyed and Nick still had his craving for nachos. Further self examination of his abilities lead him to discover that his body was regenerating at a ridiculous rate and he wasn't getting tired anymore after long hours of physical excretion. An unfortunate side effect though was that his mind raced more with thoughts. Still, it was his ticket into the FBI.

Given someone with his new found stamina and agility, Nick was put on a swat team immediately. At first, the other members resented the fresh out of academy rookie messing up their well oiled team. He was hazed, left out, and generally treated like he was his whole life. There were whole days in the first month where his sanity was brought in to question because he acted with reckless abandonment while the rest of the team was extremely cautious. Him and the shrink were on a first name basis. It all changed when his "recklessness" saved his team. They were pinned down by a well armed gang in Compton in a run down building. Somehow or other, the gang had gotten their hands on military grade fire power and had three rocket launchers aimed at the team. This was the day Nick had dreamed of in the academy. Grabbing his two blaster pistols the whole team was provided, he sprung in to action by charging out of the building either dodging or absorbing the machine gun fire. By the time he got to the rocket launchers most of the gang lay knocked out, his uniform was in tatters, and the rocket launchers had no one holding them.

Life changed for Nick. His team and the FBI celebrated him as a hero. A whole swat team with special gear was built around him and his abilities. When a situation was too dangerous for a normal team to enter such as confrontations with super powered gangs, his team was sent in to take control. Of course, the team wasn't lead or organized by Nick, but he was its star. Together, the team received accolade after accolade for the eight years they were together. One boy in particular, Rudy White, was saved by the team in a particularly nasty battle with a street gang. Rudy was a comic book buff who saw the black and blood covered uniform of Nick as his favorite comic book character Deadpool. Rudy had a special gift for inventing with anti social quirks and Nicks general quirkiness made Nick Rudy's hero. It took a year, but Rudy managed to convince Nick he could do more good as a costumed hero and Rudy conveniently had the outfit ready to go that included two swords, two blasters, energy grenades, and a costume that looked suspiciously like Deadpools. All of the equipment had lethal and nonlethal modes. To top it all off, the energy blaster pistols and grenades could change the type of energy they hit with to make Nick a more versatile fighter.

Maverick, as Nick now called himself, went on his first solo mission when a new villainous quartet called the Elemental Gang was robbing a bank. The groups name derived from each of the four members being able to control one of the four elements, which made it near impossible for the police to make much of a stand against the group. Noticing the trouble, Maverick did what he does best. Teleporting around the bank, he caught the villains by surprise and despite the villains best efforts Maverick was just too fast or resilient. His blasters also came in handy. Unfortunately, the gang escaped, but the bank was saved with all the people unharmed. From that point, the police started calling Maverick for tricky situations with more run ins with the Elemental Gang and other super powered villains.

On the nonsuperhero front, Nick devoted his time to community work. His FBI early pension and small jobs allowed him to volunteer while not crime fighting. Rudy also became something of a son to Nick because Rudy never had a father figure and Nick never had children. Given his intelligence, Rudy could have easily become a super villain if not for Nick's moral compass pointing the way to his surrogate son. You name the organization, Nick and Rudy when not in school helped out in some capacity whether it be moving stuff, feeding people, or cleaning up skid row. The rapid thoughts still continued, but all the doctors Nick spoke with about them just prescribed medication that wouldn't really work on Nick given his super stamina. So, Nick learned to let it slide. There was worse people than him and he saw them on a daily basis helping out in the soup kitchens or good will stores. If they could cope, so could he.

Character Sheet

Abilities 74pp:
Strength 4 Stamina 10 Agility 8 Dexterity 3 Fighting 8 Intellect 0 Awareness 4 Presence 0

Skills 16pp:
Acrobatics 5(+13), Athletics 4(+8), Close Combat(Swords) +5(+13), Perception 6(+10), Ranged Combat(Pistols) +10(+16), Stealth 2(+10)

Powers 68pp:
Regeneration 15(Extras: Persistent +/1rank) 30pp
Immortality 2(Flaws: Limited not if cremated -1/rank) 2pp
Super Human Constitution: Enhanced Traits 14(Fortitude 2, Dodge 6, Parry 6) 14pp
Ageless Immunity: Immunity 1(Aging) 1pp
Quick Healing Immunity: Immunity 2(Poison, Disease; Flaws: Half Effect -1/rank) 1pp

Weapons Array(25pp base+2AE easily removable) 17pp
Gun Sword(Base): Dual Blasters Damage 8(Extras: Ranged +1/rank, Multi Attack +1/rank, Variable Descriptor +1/flat) (25pp)
Gun Sword(AE): Dual Swords Damage 7(Extras: Variable Descriptor +1/flat, Multiattack +1/rank, Penetrating 6 +6/flat) (25pp)
Gun Sword(AE): Energy Balls Damage 8(Extras: Ranged +1/rank, Burst Area +1/rank, Variable Descriptor +1/flat) (25pp)

Teleport 1(60ft; Extras: Change Velocity +1/flat, Change Direction +1/flat, Turn About +1/flat; Flaws: Easily Removable -2/flat per 5 points) 3pp

Advantages 13pp:
Fearless, Power Attack, Evasion, Great Endurance, Interpose, Luck 1, Quick Draw, Benefit(Former FBI Agent), Die Hard, Benefit(Security Clearance), Ranged Combat 3, Equipment 1

Offense:
Initiative +6
Ranged +6, Close +8
Blasters +16 Multiattack DC 23 toughness
Swords +13 Multiattack DC 26 toughness
Energy Grenades DC 18 Fortitude

Defense 8pp
Dodge 14, Fortitude 16, Parry 14, Toughness 10, Will 8

Total:
Abilities 74 + Skills 16 + Advantages 14 + Powers 68 + Defenses 8 = 180

Equipment:
Comm link, Cellphone, Night/Infravision Vision Goggles, Restraints

Complications:

Motivation(Doing Good): Being nearly impossible to kill, he feels it is his duty to help those who aren't as resilient or weaker.
Motivation(Thrill Seeker): Given his powers, he can do some crazy stuff with little long term physical effect on him. This has lead to him leaping into dangerous situations. In addition, he also is not quite right in the head from all the trauma and preexisting conditions so acts in unexpected ways.
Responsibility(Rudy White): He has taken the kid under his wing after saving the kid. Rudy is like the son he never had.
Enemies(Elemental Gang): It is four members each one of the four control a different traditional element. He has stopped them more than once while they have cut him up, smashed him, froze him, and just about everything else except burn him.
Secret Identity(Nick Wright): Mavericks secret identity is Nick Wright who works as a community volunteer.

Personality

Nick just wants to be a hero. He is a genuine good guy, helps the community, and stuff like that. While in the FBI, he took the hits while the rest of his team did the clean up work because of his abilities. Of course, all that trauma makes him act a bit strange, not in a bad way, that makes others think he is crazy. To be honest, they are partially right. His "crazy" comes out as very fun loving and thrill seeking to the point of sometimes seeking out danger. Deep down though it is all to protect people. He runs in to burning buildings, jumps in front of trains when someone is trapped on the tracks, and other dangerous situations because he will just heal up quickly enough. In a team, he is inclined to resume his FBI role of the damage soaker while getting up close with his swords so that his teammates can avoid harm.
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