Poodle's Portfolio

Where in all of your character write ups will go.
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Poodle's Portfolio

Post by Poodle » Mon Jul 29, 2019 2:02 am

For my future collection of supers
Last edited by Poodle on Sat Aug 03, 2019 8:12 pm, edited 1 time in total.
Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. -Albert Einstein

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Re: Poodle's panopoly

Post by Poodle » Thu Aug 01, 2019 1:25 pm



Power Level: 10 (150/150PP)
Unspent Power Points: 0 
Trade-Offs: +3 Attack / - 3 Damage, - 2 Defense /+2 Toughness 

In Brief: ex-hitman looking for redemption. : 
Catchphrase: next. 
Theme: Bodycount by Ice-T and bodycount.

Alternate Identity: Leon Chekov: (Secret)
Birthplace: The Ukraine
Residence: Sunshine apartments.
Base of Operations: Mr Fixit mobile repair van.
Occupation: Locksmith
Affiliations: none yet
Family: Father Pietr Vladunov-retired ex-policeman from kharkiv, Mother Ludmilla Vladunov - housewife from Kharkiv, Sister Anastasia Tajik -nurse Kyiv general hospital.

Age: 42 (DoB: 1976, 30th, November)
Apparent Age:40's.
Gender: male
Ethnicity: slavic
Height: 6'0"
Weight: 260lbs
Eyes: grey
Hair: sandy hair

Leon is a solidly built man with short sandy hair and cold grey eyes that don't seem to miss much. He has many small scars on his face and arms. He tends to wear well-worn jeans and work boots with a flannel shirt and a jacket, baseball cap and dark glasses. 

Leon went from special forces, to mercenary to elite hit man, stopping in every nasty war along the way, honing his skills in the crucible of combat.
When his squad recieved a direct hit by a mortar crew Leon woke up somewhere else, a strange formless void.
'Am I dead?' he thought to himself. This didn't seem like heaven or hell, besides he wasn't ready to be dead yet. He fought his way out to find he was the only survivor and that his near-death experience had triggered a latent power, enabling him to make use of a small pocket of "somewhere else". It served him well when he tired of mercenary life and became a sought-after hitman.
He could go through any metal detector on the planet, past any sniffer dog with a case of hand grenades and illegal substances and no-one would know. Business was good, too good. Not everyone saw what he did as a simple transaction, some took it personally. As the heat began to build up he decided it was time to retire and try a new career somewhere where no-one knows him, one that no-one would ever suspect him of, hero.

Personality & Motivation:
Leon is a professional. He likes to get a job done. If he says he will do something he will do it. He is determined. He is not a smooth talker or a charmer and tends to prefer simple direct action.

He is trying to redeem himself for his past crimes and make a new life for himself. He is also bored. After a life living on the edge an ordinary 9-5 seems like a death sentence. Capturing criminals alive is so much more challenging and entertaining than simply killing them. It is nice to be appreciated for his help, instead of despised.

Powers & Tactics:
Leon pulls weapons and equipment from out of what he calls "his black bag". He prefers to attack from a distance and using surprise, softening up his opponents with different sorts of non-lethal grenades. He will lay down covering fire while his team mates go in for the heavy hitting. Although he can take on ordinary humans in hand-to-hand he is aware of his limitations against super-powered individuals. Although he has used his dimensional space as a portal to somewhere else (short range teleport) or to hide in, this is normally an act of desperation.

Power Descriptions:
Leon/Arsenal can access a small inter-dimensional space. It looks like his hand just disappears.

More than just business. Some people took exception to Leon doing his job and want to get vengeance on him.
My baby is locked in the car. Leon is trying to set up a small business as a handyman. Sometimes clients want a job done NOW! It really gets in the way of being a hero sometimes.
Drug dealers are the lowest form of life. Leon hates drug dealers because he has seen the awful harm that drugs do to families and children. he still feels guilty about the part he had to play in helping drug dealers smuggle their product.
Code of honour. No killing, no children.

Abilities: 6pp + 8pp + 8pp + 2pp + 14pp+ 0pp = 38PP
Strength: 16 (+3)
Dexterity: 18 (+4)
Constitution: 18 (+4)
Intelligence: 12 (+1)
Wisdom: 24 (+7)
Charisma: 10 (+0)

Combat: 27pp (2PP / Base Attack) + 16pp Attack focus: ranged +1 (2PP / Base Defense) = 43PP
Initiative: +16
Attack: +13 Melee, +14 Ranged +13 + Attack focus +1
Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed
Grapple: +16
Knockback: -6

Saving Throws: +6 (1PP / Fortitude) + 2 (1PP / Reflex) + 1 (1PP / Will) = 9PP
Toughness: +12 (+4 Con, +8 [tactical vest (protection+4), Defensive Roll 4 (+4)])
Fortitude: +10 (+4 Con, +6)
Reflex: +6 (+4 Dex, +2)
Will: +8 (+7 Wis, +1)

Skills: 21R = 21PP (1PP = 4 Skill ranks)
Climb 4(+7) +3 Str
Concentration 4(+11) +7 Wis
Craft chemical 8(+9) +1 Int
Disable device 12(+13) +1 Int
Knowledge: current events 4(+5) +1 Int
Knowledge: streetwise 4(+5) +1 Int
Knowledge: tactics 8(+9th) +1 Int
Languages4: Russian(native), Arabic, English, Spanish, Afrikaans.
Notice 12(+19) +7 wisdom
Profession: Soldier 4(+11) +7 Wisdom
Profession: Gunsmith 4(+11) +7 Wisdom.
Search 4(+5) +1 Int.
Sense motive 4(+11) +7 Wis
Stealth 8(+12/*+17 ) +4 Dex, *+5 in urban camo.

Feats: 29PP
All-out attack [trade defence for attack bonus] (1pp)
Defensive attack [trade up to -5 on attack to add as a dodge bonus to defence] (1pp)
Defensive Roll4 (4pp)
Elusive target (1pp)
Equipment 7(7pp)
Evasion 2 [half damage on failed reflex save vs area attacks] (2pp)
Fearless (1pp)
Improved grapple [grapple with one hand] (1pp)
Improved initiative 3 [+12] (3pp)
Jack-of-all-trades [use any skill untrained] (1pp)
Luck1 (1pp)
Power Attack [trade attack bonus for DC of attack] (1pp)
Precise shot 2 [ignores defence for anything less than total cover and the miss chance for anything less than total concealment] (2pp)
Quick draw2 [draw and reload weapon as free action] (2pp)
Ultimate aim [spend a hero point to get a 20 on an aim roll]

Equipment: 7PP = 35EP (1 rank of the Equipment Feat = 5 'Equipment Points')
Battle Harness [35EP]
AK74 rifle (blast 5, Extra:autofire, Feature: nonlethal ammo, Feature: IR targeting sight (+1 accuracy, Improved aim, supersense:Infravision)
-AP GP 25 underbarrel grenade launcher ("Teargas grenade", Dazzle4 +Nauseate explosion 4)

-AP Escrima sticks (strike 2,Power Feat: Split attack, Feat: attack specialisation[+2 attack], Improved block2 [+4 on blocks], Feat: improved critical3, 17-20, Improved disarm [+4 disarm], Feat: stunning attack, Feat: takedown attack, Feat: weapon bind [free disarm after block], Power feat: split attack1.
-AP Tranquiliser pistol (Fatigue 6, Extra:ranged, Power feat:subtle)
[Battle harness EP=21]

Camo Clothing:urban (+5 to stealth in urban conditions) [1EP]
Gas Mask [1EP]
Tac Vest (Protection 4) [4EP]

Powers: 8pp + 2pp = 10PP
Dimensional pocket 3 (500lbs) ("the black bag" Feats:subtle [dimensional awareness required], Feature: desired object is always at the top.) [8pp] (dimensional)
Immunity 2 (critical hits)("is that all you got?) [2pp](physical?)

DC Block
ATTACK              RANGE      SAVE         EFFECT
AK 74 Ranged DC 20 Toughness vs Damage (ballistic)
Escrima sticks Touch DC 20 toughness vs damage
Tranq pistol Ranged DC 16 Will save vs paralyse
Teargas Ranged (area) Reflex save DC 14 and DC 14 Reflex vs Dazzle (then DC 14 Fort to recover) and DC 14 Fort vs Nauseate.
Unarmed            Touch   DC 18 Toughness vs  Damage

Totals: Abilities (38pp) + Combat (43pp) + Saving Throws (9pp) + Skills (21) + Feats (29pp) + Powers (10pp) - Drawbacks (0) = 150/150 Power Points
Last edited by Poodle on Fri Sep 13, 2019 2:30 am, edited 27 times in total.
Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. -Albert Einstein

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Re: Poodle's panopoly

Post by Poodle » Fri Aug 02, 2019 9:44 am

I would love some feedback on Arsenal from you guys.
Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. -Albert Einstein

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Re: Poodle's panopoly

Post by RUSCHE » Fri Aug 02, 2019 4:08 pm

Poodle wrote:
Fri Aug 02, 2019 9:44 am
I would love some feedback on Arsenal from you guys.
I have only played 3e, not the second edition. Sorry.

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Re: Poodle's panopoly

Post by Poodle » Fri Aug 02, 2019 11:52 pm

Flicker PL10/150pp

When Richard was born he had a genetic disorder that meant his nerve endings were completely atrophied. His father Wilhelm Pope, a scientist that some considered a genius and others considered a madman beyond the fringe of crackpot science, worked on fixing the problem any way possible. After years of experiments on Richard, some unethical, some merely horrendously painful, his father eventually found a way to restore the damage by replacing nerve fibres with a prototype material that was quantum entangled meaning that Richard could process information and react instantly. There was a side effect though. Richard could see the quantum structure of the universe and was able to make rifts or minor wormholes that connected 2 points without passing through the intervening space. He became his father's lab rat as his father became enthralled with the potential of what his son could do and made Richard push his body and skills to the limits. To master his gross motor skills he was trained in martial arts and gymnastics. For his fine motor skills he learned magic tricks and juggling.

Eventually the strain of living this way was too much and Richard decided to run away from home. Life on the streets was easy. No-one bothered to hassle him and if they did it they soon found out that Richard was trickier to deal with than he looked. He busked using his magic tricks to earn money. He became pretty good. It wasn't until he interrupted some people robbing a bank though that he found some real excitement at last. When he foiled the robbery the attention and praise he got felt better than anything he could remember.

That was the moment that Flicker was born.Image

Since then Flicker has spent his time dealing with criminals, doing street performances to earn a few dollars legitimately and performing in children's hospitals. He remembers the nightmare of his own childhood and wants to ease the suffering of others who might be going through something similar.

Although he has worked with others he has not found a group he really clicked with yet.

Weakness. Richard sees in black and white. Although he can see the structure of the universe he has trouble making out small details like colour. (1pp)
Weakness. Richard cannot see anything that is insubstantial. (1pp)

Complication [enemy] Richard's dad and the organisation he works for want to recapture Richard to see if they can make the quantum entanglement system work on anyone else.
Complication [distrust] Richard has a deep mistrust of scientists and new technology. He is deeply afraid that they will nullify the QES and leave him trapped in his body again.
Complication [fear] Richard has a fear of needles thanks to his upbringing.
Complication [personality] ADD. Due to his advanced processing 1 hour can feel like 10. Richard gets bored easily.
Complication [responsibility] Richard tries to get to the children's hospitals every weekend to entertain the kids.
Complication [personality] Self-conscious. Dr Pope, Richard's dad was a far better scientist than a surgeon. Richard's body is covered with fine scars from all the experimental procedures his father tried, especially where nerve endings are densest (face, hands). Richard is very shy about people seeing his body uncovered.
Complication [curiosity] Richard's father told him that his mother died when he was born. Lately Richard has come to wonder whether that is true or not and is trying to find out what really happened to her.

Flicker PL 10 150pp

tradeoffs Att+2/diff-2

Str 10 +0
Dex 0 -5 Enhanced Dex 30 +10
Con 14 +2
Int 10+0
Charisma 10
Will 16 +3
PP 0

Toughness +2 +4(armoured vest) +4(defensive roll)=10
Fortitude +2+3=5
Reflex +10,
Will +3+3=6

Melee Attack +10 +2(attack focus melee)
Trip+16 (I choose whether they resist with strength or dexterity and they don't get tbe opportunity to trip back)
Ranged Attack +10
Defence +10 (defence4 + dodge focus 6)
Initiative +16
Grapple 22 (+12 melee +10 dex [grappling finesse])

Hero Points

Quantum Entanglement System. (a container not a device)

"We can rebuild him"
Enhanced Ability Dexterity +30 (30pp)
Quickness3 all activities 10x faster (3pp)

Dodge focus6 (6pp)
Defensive roll4 (4pp)
Eidetic memory (1pp)
Elusive target (1pp)
Improved evasion2 (2pp)
Increased Initiative4 (+16) (4pp)
Uncanny Dodge(visual) (1pp)

"tripping the rift"
Teleport8: extra [accurate, anywhere he has been], flaw [short range only, PF change direction, PF Change Velocity, PF Turnabout, PF precise. (20pp)

"spatial reach"
Permeate3 (6pp)

"quantum sense"
Darkvision (2pp)
Danger sense (visual) (1pp)

"mastery of nerve endings"
Strike8 (8pp)
-AP "combat acupuncture"
Drain 8 (dexterity) (1pp)

PP 52+20+6+3+9=92

Acrobatic Bluff (1pp)
Attack focus2(melee) (2pp)
Distract [bluff] (1pp)
Equipment1 (1pp)
Grappling Finesse (1pp)
Improved grab (1pp)
Improved grapple (1pp)
Improved trip (1pp)
Improved throw (1pp)
Power Attack (1pp)
Redirect (1pp)
Stunning attack (1pp)
Unattractive appearance -4 to social skills. (-1pp)

Acrobatics 12 (+10)=22
Medicine 4(+3)=7
Notice 12(+3)=15
Perform 8 (+0)=8
Sleight of hand 12(+10)=22
Stealth 4(+10)=14

Tac vest +4 toughness (4ep)
Mask (1ep)

Total PP 0+6+30+90+13
Last edited by Poodle on Fri Sep 13, 2019 11:34 pm, edited 3 times in total.
Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. -Albert Einstein

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Re: Poodle's Portfolio

Post by Poodle » Sun Aug 11, 2019 7:03 pm

Character Sheet Template

This is the guide we'd like you to use when submitting a character for approval.

First: Create a new topic in the Character Bank forum with the subject line:

◦ Character (PL) - Player

Example: Batman (PL10) - KevinConroy

Second: In the post itself, provide your character sheet, using the format detailed below! Please list everything (Skills, Feats, Powers, etc.) in alphabetical order, and provide the power point costs for every category. It makes the Moderators' job much easier. Remember to remove the placeholder text and examples from the template before submitting the finished product; these have been marked in blue.

{Template begins here:}

Character Name
Power Level: 7 (105/105PP) or 10 (150/150PP)
Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play.
Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None")

In Brief: 1-2 sentences which sum up the whole character.

Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc.

Theme: (Optional) A theme song for the character.

Alternate Identity: ??? (Public) or (Secret)

Residence: (Optional) Where the character normally resides / lives.
Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere.
Affiliations: People and/or groups you work with.
Family: Close or otherwise significant relatives.

Age: ??? (DoB: Year [Optionally, Day & Month])
Apparent Age: If applicable.
Ethnicity: Caucasian, Asian, Atlantean, Etc.

(Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

(Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.)

Personality & Motivation:
(Describe why they do what they do here.)

Powers & Tactics:
(In-character descriptions of how they do what they do.)

Power Descriptions:
(Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.)

Name: Description

Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary.

Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 10 (+0)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
Initiative: +0
Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base
Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

Grapple: +0
Knockback: -0

Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll])
Fortitude: +0 (+0 Con, +0)
Reflex: +0 (+0 Dex, +0)
Will: +0 (+0 Wis, +0)

Skills: 0R = 0PP (1PP = 4 Skill ranks)
Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)

Skill # of Ranks (+ Total Bonus)


Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.

Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.

Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.

Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.

Feats: 0PP
Feat Name
Feat Name
Feat Name

◦ Accurate Attack
◦ Attack Focus [Melee] 1
◦ Attack Specialization [Swords] 2
◦ Dodge Focus 2
◦ Equipment 2 (10EP)
◦ Luck 3
◦ Power Attack

Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')
◦ Name (Power breakdown, if applicable) [XEP]

◦ Gas Mask [1EP]
◦ Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
◦ Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

Note: The Equipment block is only applicable if your character has the Equipment feat!

Powers: 0 + 0 + 0 = 0PP

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)


Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)
◦ Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
◦ Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???;Drawbacks: ???, ???) {power cost/array cost} (descriptors)


Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)
◦ Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
◦ Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
◦ Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)


Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP]

Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP]

Force Field 2 [2PP]

Shield 2 [2PP]

Note: If all Powers have the same Descriptor (all genetic, all technological, etc.), you can just write that directly under the Powers header.

Drawbacks: (-0) + (-0) = -0PP

Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]


Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.

DC Block

Unarmed Touch DC 15 Toughness Damage
Chain Lightning Ranged DC 25 Toughness (Autofire) Damage
Taser Blast Ranged DC 16 Fortitude Stun

Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points
Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. -Albert Einstein

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Re: Poodle's Portfolio

Post by Poodle » Sun Aug 11, 2019 7:33 pm

Plastic Fantastic

Power level: 10 (150pp)
Trade-offs: -2 Defence +2 Toughness

In Brief: Naïve elastic alien tries to make Earth a better place.
Theme: Barbie Girl by Aqua.
Alternative identity: Although he can be anyone he wants he doesn't have a permanently established alternative persona.
Birthplace: Biodome 7, Klovanis Orbital, Horsehead Nebula.
Residence: 1480 King Boulevard (Crossroads)
Base of Operations:?
Occupation: stunt double.
Affiliations: none yet
Family: The gestacracy of Klovia, just not in this galaxy.

His/it's appearance is malleable at whim. He prefers an attractive male build and plays around with skin, hair and eye colour.
He will either be in his Plastic Fantastic build in a very colourful spandex outfit or in something that looks like it came from the latest fashion houses (for better or worse).

Plastic Fantastic (A.K.A Raphael Winfrey), came to Earth as a tourist. He chose his earth normative package that came with languages, a neural overlay to provide some basic skills and his booster shots. He chose Earth because he was on a budget and because it is in a relatively unfashionable part of the universe there wouldn't be too many crowds and package tours.
Although it smelled bad, had barbaric technology and practices, and it's people had never heard of cerebronanobiotic personality reformation or even a decent Alderbaaran zvlorsht, there was a vibrancy that got under his skin. He decided to stay for a while. He discovered that humans were carbon based and used calcium for their internal structure. They weren't long chain polymer based at all! If they wanted to change their appearance they had to use paints or actual surgery. They were these strange rigid bags of water and mineral deposits. Despite that they were full of life, and variety, trying to overcome their obvious physical deficiencies.

Personality and motivation
Raphael is still pretty naive about Earth and Earthlings but wants to help it. He is a pretty simple soul. He hates seeing sentients hurting other sentients and will do anything to prevent it. His code of behavior comes from visual information units on the local infoserver known as 'cable' such as 'bad boys', 'ace venturer', 'hot fuzz' and 'lord of the rings' and many more. In his old life he spent many a solan doing the same thing in his job over and over, just one more clone in the protocarbon restabilisation unit, never making a difference, with no-one even seeming to notice him but here he can really make people's lives better. Here he can be special.

Powers and tactics

Raphael soon discovered that most humans are not very stretchy. Even gymnasts and yoga masters are as stiff as boards compared to a Klovian like himself. He soon found out that they are quite easy to tie up and don't like a spring powered punch or two. Because they are so limited in ways they can change their appearance they don't seem to realise that other people might be better at changing their appearance.
This has helped get Raphael into lots of places.

Abilities 0+4+20+4+2+8=38pp
Strength 10 (+0)
Dexterity 14 (+2)
Consitution 30 (+10)
Int 14(+2)
Wis 12 (+1)
Charisma 18 (+4)

Combat: 16pp Attack +16pp defence=32pp
Initiative: +10
Attack: +10 melee +6 ranged Base 6 +4(Attack focus Melee)
Defence:+8, +4 flatfooted
Grapple:+10 base +2 dex (grappling finesse) +10 (elongation} =+22

Saving throws: 11pp
Toughness +10 (con) +2(defensive roll) =+12
Fortitude +10 (con)
Reflex +2 (dex) +6=+8
Will +1 (wis) +5=+6

Skills: 52ranks =13pp
Diplomacy8 (+12)
Knowledge: popular culture8 (+14)
Knowledge: technology12 (+14)
Notice4 (+5)
Search8 (+10)

Feats: 19pp
Attack focus4 (Melee)
Chokehold (1pp)
Defensive roll2 (2pp)
Fast overun [make multiple overun attempts] (1pp)
Grappling finess [use dex for grappling and retain dodge while grappling] (1pp)
Improved grab [start a grapple attempt as a free action after a successful attack] (1pp)
Improved grapple [make grapple checks with only one hand] (1pp)
Improved initiative 2 [+8] (2pp)
Improved overun [+4 to trip checks on overuns, opponent cannot avoid] (1pp)
Improved pin [-4 penalty o grappling checks against you to escape] (1pp)
Interpose [You can change places with an adjacent ally subject to attack] (1pp)
Move by action (1pp)
Quick change 2 (2pp)

Powers 6pp + 23pp +2pp + +1pp +10pp =42pp

"alien physiology"
Bouncing 3 (falling or knockback less than +10 and greater damage reduces by +10) 6pp

Elongation 10 (Extra:action [move to free,] +10 to escape artist, +10 to grapple, +10 to move) (20pp) (biological)
-AP Morph 10 (any humanoid)
-----AP of Morph= Concealment 4 (all visual senses, Power feat: close range)
-AP Strike 10 ("Spring powered punch", Power feat: indirect3, Power feat: ricochet, linked Elongation 8 (range increment 80ft)
-AP Snare 10 (Extra:area [shapeable 10xrft cubes], Extra: engulf +0, Flaw: range [ranged to touch])(23pp}

Immunity to critical hits (2pp)
Immunity to impact damage (10pp)
Immunity to poison (1pp}

"Someone just sold me a bridge". Raphael is gullible. His society has lost the art of dishonesty. Raphael has a vulnerability to interaction skills. [very common, moderate difficulty. Increase the DC of will saves against interaction skills by 50%] - 4pp
"Oprah says so" Addiction to day-time tv. If Raphael doesn't get his daily fix of day time tv he gets distracted and can't concentrate [moderate weakness daily] . - 1pp

"stranger in a strange land" Raphael is trying to fit in but humans, their behaviour and the english language are really confusing.
"how do I turn it on?" Earth technology is so far behind what he is used to that simple things like toasters and computers can cause him difficulties.

Total cost: Skills 38pp + Combat 32pp + Saves 11 +Skills 13pp + Feats 19pp + Powers 42pp +drawbacks 5pp
Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. -Albert Einstein

Manchester Merriweather

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Posts: 269
Joined: Mon Jul 22, 2019 10:59 am

PL 6 Steampunk character

Post by Poodle » Sun Aug 25, 2019 1:31 am


Manchester Merriweather (PL 5) - Player Spectrum 105pp HP 3

Trade-offs: Level for PP -1 level/+15PP

In Brief: Indiana Jones with special abilities
Catchphrase: What about my comission
Birthplace: Shropshire
Base of Operations: London Museum of Antiquities
Occupation: Archaeologist/ Burglar

Phillip Jebediah Merriweather decided that Antiquities were the field of Endeavour that he wanted to get into. He found it fascinating digging up the ruins of the past. What he found especially fascinating was the enormous amount of money collectors would pay him for his finds. The British Museum decided to retain his somewhat unorthodox services to enable them to increase their collection. He is smart, cunning and has picked up a few incantations and spells along the way.

Abilities 0+8+4+6+4+2=24PP
Strength 10 (+0)
Dex 18 (+4)
Con 14 (+2)
Int 16 (+3)
Wis 14 (+2)
Char 12 (+1)

Combat: 8 (2PP / Base Attack) + 10(2PP / Base Defense) = 18PP
Initiative: +4
Attack: +6Melee, +6 (Webley Revolver)+4 Ranged Defense: +5 (+5 Base), +3 Flat-Footed

Grapple: +6
Knockback: -3

Saving Throws: 2 (1PP / Fortitude) + 3 (1PP / Reflex) + 2 (1PP / Will) = 7PP
Toughness: +5 (+2 Con, +3 [Protection 1, Defensive Roll2])
Fortitude: +2 (+2 Con, +2)
Reflex: +7 (+4 Dex, +3)
Will: +4 (+2 Wis, +2)

Skills: 124R = 31PP (1PP = 4 Skill ranks)
Acrobatics 8 (+12)
Bluff 4 (+5)
Climb 8 (+8)
Disable device 11 (+14)
Escape artist 9 (+13)
Handle animal 4 (+5)
Investigate 8 (+11)
Knowledge Arcane 8 (+11)
Knowledge History 8 (+11)
Knowledge Theology and Philosophy 8 (+11)
Languages English, Arabic, Aramaic, Egyption, Italian, German, Hebrew, Latin, Russian
Medicine 4(+7)
Notice 8 (+10)
Professsion [Archaeologist] 4 (+6)Ride 4 (+8)
Search 8(+11)
Stealth 8 (+12)
Survival 4 (+6)
Swim 4 (+6)

Feats: 12PP
Acrobatic Bluff
Attack Focus 2 [Melee]
Attack Specialisation 1 [Revolver]
Defensive Roll 2
Equipment 3
Improvised tools
Second Chance [Triggering traps]
Skill Mastery; Acrobatics, Medicine, Disable Device,Stealth.

Equipment: 3PP = 15EP
Leather Jacket (Protection 1)[1EP]
Rope [1EP]
Sword Cane (Damage 3 [Feats: Improved Critical 1, Subtle] [5EP]
Webley Revolver (Damage 4) [8 EP]

Magic 5 ("Tricks of the trade", Feats Alternative Powers 3)(13PP)
Base Power: Supermovement 5 ("Kiss of the monkey god", Slow Fall, Swinging, Sure-Footed, WallCrawling 2) {10/10PP}
Alternative Power: Heal 10("Eir's Blessing") {10PP}
Alternative Power: Concealment 9("Loki's Vestement") [All Senses (Flaws: Blending (-1), Feat: Close Range) {9PP}
Alternative Power: Mental Transform 5("The curse of Meng Po") [Change targets memories and recollections] (Extra: Duration +1 [Continuous]
Totals: Abilities (24) + Combat (18) + Saving Throws (7) + Skills (31) + Feats (12) + Powers (13) - Drawbacks (0) =105/105) Power Points
Last edited by Poodle on Sat Nov 09, 2019 9:28 pm, edited 1 time in total.
Imagination is more important than knowledge. Knowledge is limited. Imagination encircles the world. -Albert Einstein

Manchester Merriweather

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