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Post by takewithfood on Aug 1, 2008 17:51:33 GMT -5
Hey gang,
This is just a thread for my own use, where I can dump old CADs from defunct games, and perhaps CADs that I may want to play some day in future.
~TWF
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Post by takewithfood on Aug 1, 2008 17:52:41 GMT -5
This is a character I played briefly in dracoskip's Heroes of General City game. It was good times while it lasted. ^__^Moniker: Firecracker Real Name: Clifford Webster Age: 17 (legally 63) Height: 5'11" Weight: 160 lbs Home: Santa Cruz California Physical Description: Cliff appears to be a healthy, all-American teen, with a deep tan, blonde hair and bright blue eyes. He has a somewhat strange way of dressing, prefering 60's-style clothes such as bellbottoms and hawaiian shirts. Tall and athletic, he stands just under six feet and weighs roughly 160 pounds. Power: Cliff Webster's powers revolve around an affinity for sunlight. His body constantly absorbs ambient solar energy, and though he is capable of storing an enormous amount, even he has limits. Outside of bright natural light he is no more energetic than a normal, athletic human, and in darker conditions some of his energy may even "bleed off" as a noticeable glow. Cliff takes the name "Firecracker" from the screeching whistle that can be heard when using his blasting power, and the crackling noise that follows as his blast field activates. Background: December 1944 - Sergeant Bill Webster is wounded in combat in France, but later returns home in one piece, a hero. Webster and May Henderson, highschool sweethearts, waste no time getting married. They settle in California, buy a house, and soon have a family on the way. August 1945 - Japan surrenders on the 15th, ending World War II. Clifford Webster, the first of four children, is born on the 28th. July 1961 - During a fireworks display at an Independence Day celebration, a then 16 year-old Clifford Webster kisses classmate and first crush Charlotte Hall. Simultaneously, he experiences his first kiss and the first outburst of his superhuman power: In a fraction of a second Clifford unintentionally converts the solid matter of his body into pure energy and is carried at the speed of light into space. He is declared missing on the 5th. On the 6th a city wide hunt for the missing boy begins, but no conclusive evidence is ever found. Efforts, apart from those of his family, effectively cease within two weeks. August 1962 - The case of Clifford Webster, missing for over a year, is officially called to a close. Though he is not yet old enough to serve in the military, it is decided that the boy is possibly a draft dodger, thought he most likely scenario is that he is dead. His family refuses to end their search. December 1964 - Through panicked trial and error, Clifford develops a modicum of control over his power and arrests his flight sometime on the 22nd. Though he has traveled over 4 billion miles from earth, due to time dilation only approximately 6 hours have passed from his point of view. Looking around him he sees no familiar landmarks, only pinpoints of light in every direction. Disoriented, he nearly mistakes near-by Proxima Centauri for his own solar system, but after careful consideration he begins to travel towards the sun once more. Two days later, the Webster family gathers around a Christmas tree to open presents. For the fourth year in a row, a tearful May Webster stows her eldest son's unopened presents in the crawl space. May 1967 - Clifford reaches the Earth's sun. Although approximately one day has passed from his point of view, he is not tired, thirsty, nor hungry. Relief at being back in his own solar system does not last long: from his vantage point near the sun, the planets are indistinguishable from stars. Clifford begins a frantic search for Earth. April 1976 - Clifford discovers Venus on the 13th but is unable to enter the planet's sorching atmosphere. He has been traveling at light speed for what feels like days without stopping and is begining to lose his sense of time. June 1977 - Sergeant Bill Webster, 62, dies of a heart attack on the 29th. October 1993 - Clifford discovers Mars. He is able to identify the planet using what he has learned in science class. He stays on the planet's surface for one day before begining his search anew. December 1997 - May Webster, 75, dies in her sleep on the 1st. March 2006 - Clifford rediscovers Earth. Mentally exhausted, he plummets through the atmosphere in a fraction of a second and does his best to aim himself at a landmass. At 8:17 PM on March 5th, Clifford collides with northern Canada, leaving a crater a quarter mile wide. Burnt out, unconscious and naked, he is discovered by locals at a near-by town and taken to hospital. He is later transfered to a larger facility where he remains in a catatonic state for 69 days. May 2006 - With the help of a dedicated nursing staff, Clifford wakes up at a Toronto hospital on the 13th and asks for a glass of water; though to him it has only been a week, they are the first words he's spoken to another human in 45 earth years. The hospital staff are eager to learn more about their John Doe, but are initially unable to confirm his identity as Clifford Webster from Santa Cruz California (as Clifford Webster has been declared dead four decades). On the 18th Clifford is released into police custody and, against his will, placed in a mental institution. August 2007 - After a year of veritable incarceration, Clifford's will to fight dwindles. His comparatively good behaviour at the mental institution is rewarded with a supervised walk around the courtyard one sunny afternoon on the 6th. Upon touching direct sunlight, his powers suddenly return - this time, under his control. Clifford escapes and returns to his home in California. He spends two weeks there tracking down his family, finding the graves of both of his parents and three younger sibblings who scarcely remember him. He stays with his younger brother for a week before deciding to find his own way in the world. Present: Clifford Webster is a wanderer searching for a purpose, a place to belong, and sometimes most importantly, his next meal. Personality: The frantic days (at least from his point of view) that Cliff spent alone in space have taken a toll on his mental health. Combined with the effective loss of his family and his identity, the result is a serious case of autophobia: the fear of being alone. As a result, Cliff works hard to establish new friendships and relationships (including a super hero team, if necessary) and has a tendency to get clingy in times of need. He is polite, generous, and genuinely fun to have around. Humbled by technology and mostly uneducated about what has changed since he left the planet back in the 60s, Cliff often feels unwelcome in the modern world. He has had difficulty adapting and is bound to make the occasional faux-pas. AbilityInt 2 Strength 2 Agility 3 Speed 3 Durability 2 Health: 2 Regen: 3 Reserve: 42 ActionBlasting 10 - bought with mastery -1 CL - only when transformed into light -1 CL - x2 damage - force field equal to stones spent Combat, Close 2 - speed or weapon modifier - flying combat - hand to hand Combat, Ranged 1 - hand guns Energy Absorption 3 - only absorbs light -3 CL - can't reflect energy -1 CL - can't improve by lines -2 CL - absorb ambient light +5 CL - see below for details Mastery of Light 5 - can become light +1 CL - counts towards initiative +1 CL - bought blasting at a discount Phase Shift 4 - can only phase through transparent objects -2 CL - only while light -1 CL Social Skills 3 - old-fashioned manners - surf culture - charm Surfing 3 - surfing - windsurfing - swimming ModifiersEnergy Battery 12 - 36 extra stones in energy reserve Rapid Recovery Self-Contained - doesn't eat, breathe or sleep as light Vision, enhanced 3 - see UV light - see infrared - see in darkness Wealth -1 - has no money, no social security # Challengeshaunted past (-2) - legally declared dead; lack of an identity may cause problems psychological (-2) - anacronism; unfamiliar with modern world psychological (-2) - autophobia won't break the law (-2) Ambient Solar Energy (simplified)+5 = direct sunlight +3 = indirect sunlight, uv lamps +2 = moonlight +1 = twilight +0 = artificial lighting -2 = total absence of light
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Post by takewithfood on Aug 7, 2008 12:45:25 GMT -5
Legato was one of my first characters here at the boards. I wrote him for the MURPG academy game, and I wish I had a chance to play him a little more. I may try to fit him into another game one of these days; meanwhile, he can spend his days in retirement, rocking out in this thread.Moniker: Legato Real Name: Victor Lee Miyahama Age: 21 Physical Description: Most people assume that Victor (better known as the up and coming rock star Legato) is is fully Japanese, but his light grey eyes give away his half-American heritage. He stands a slim 5'11", occasionally wears purple tinted contact lenses, and often dyes his relatively short hair (it is currently cotton candy pink). Victor enjoys his clothes and may wear any of a variety of different styles to suit his mood. Mutant Power: Victor developed the ability to manipulate sound waves at a very young age, but his abilities were so feeble that he didn't truly realize his potential right away. It was only after his mother bought him a beaten-up second-hand electric guitar one Christmas that his powers truly began to surface: as the nine year-old boy taught himself to play in his mother's basementhis mutant ability came to the surface: Victor Miyahama was a living amplifier. Years have passed, and Victor has extended his mastery over sonic vibrations. He is not only able to greatly amplify sounds, he can shape and concentrate them to create destructive blasts, or defensive shields he calls "sonic shells". With effort he can produce notes that enthrall or nauseate those who hear them. However, though the effects of their powers are quite similar, Victor does note possess the powerful lungs and vocal cords of such mutants as Banshee and his daughter Siryn, and is unable to produce sonic effects with his own voice. Instead, he must use an instrument - typically a guitar - to produce sounds pure and strong enough to be amplified. Victor is also blessed with enhanced agility (particularly in his fingers) and an overabundance of energy. He enjoys putting both of these features to good use on stage. Personality: Victor grew up in poverty and has not forgotten his roots, even though he has made a name for himself in the music industry, released a debut album, and earned his first million at such a young age. Though soft-spoken, Victor is naturally charismatic, is quick with a joke, and has a talent for all things dramatic. He enjoys his stardom and hopes to some day become as a big a name as his idol, Dazzler. Surprisingly shrewd for a pretty-boy pop star, Victor knows that playing the mutant angle will help him achieve the headlines he craves, and is looking forward to spending a little time in the hero business too. AbilityInt 2 (2 red) Strength 2 (2 red) Agility 5 (3) Speed 3 (1) Durability 4 (6) Health 4 Regen 6 Energy 18 ActionsAcrobatics 2 (2 red) - agility bonus Business Skill 2 (2 red) - int bonus Close Combat 2 (2 red) (tae kwon do) - agility bonus Master of Sonics 6 (15) +3CL force field effective against mental attacks +3CL force blast x2 damage or area attack vs durability to stun (enthrall, nauseate, etc) - 2CL requires an instrument Rock Star 5 (6) (dancing, guitar, showmanship, song writing, vocals) +2CL can combine with Master of Sonics with appropriate instrument Social Skills 5 (3) (charm, fanbase, Japanese language & culture, the music scene, streetwise) ModifiersEnergetic (2) Energy Battery 2 Wealth 4 (2) Equipmentcustom guitar (1) - one free stone to Rock Star actions motorcycle and helmet Challenges- mutant -3
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Post by takewithfood on Sept 11, 2008 13:52:34 GMT -5
Flea was my character in the epic 'All This and World War II' game, which sadly I couldn't always keep up with. I still love his power and I'm glad I got to put it to good use in the nastiest melee I've seen on these boards!The Human BulletFarley "Flea" Patterson Height: varies (naturally 5'10") Weight: varies (naturally 155) Hair: blond Eyes: brown Age: 22 (sometimes to scale!) Physical Description: Farley naturally stands an average 5'10" and weighs in at a lean 155. He is strong and athletic, but not quite as handsome as he thinks. His blond hair is cut relatively short, but is usually messy enough to hide the 6 inch-long segmented antennae that sprout from his forehead just behind the hairline. Farley's eyes are brown and he usually has a good tan going beneath a healthy layer of dirt. He has a half-finished tattoo of a pinup girl on his right bicep. Mutant Power: Initially, Farley believed his mutant ability was limited to his heightened reflexes and toughened skin and skeletal system - and of course the antennae ! He was initially quite disappointed in his transformation until a military doctor pointed out that Farley's antennae (which are not only functional, but quite sensitive) bore a resemblance to those belonging to some species of insects, particularly fleas. That epiphany unlocked his ability to shrink himself down to as little as one inch tall - about the size of a bullet, which is what led to the adoption of his code name Farley's legs also hide great potential for leaping. Though they appear normal from the outside, their internal construction is more like that of a flea's: his dense, rubbery muscles and powerful tendons connected to his reinforced bones can store an enormous amount of potential energy, which Farley can release quite suddenly, rocketing him forward. What's more, his strength and leaping ability only seem to increase the smaller he gets. At his smallest size he is able to leap hundreds of feet at a time and packs a punch great enough to blast through walls or knock a man flying. Personality: Nobody he meets today believes him, but before joining the military, Farley Patterson wanted to be a priest. Once a humble servant of God, Farley believed it was his duty to volunteer and serve his country. He was apprehensive about his assignment to a paratrooper division, but quickly fell in love with the adrenaline rush that only jumping out of a airplane and into a moonless night 1,000 feet over a foreign countryside can give you. Who knew the world held such thrills? His first taste of combat excited him as well: after only two weeks with his boots on the ground, Farley sometimes dreaded the thought of going home to his dreary old life. His decision to sign up for the Liberty Legion project was perhaps not a well-thought out one, but it gave him the opportunity to dig his heels even further into a military career. Farley's initial disappointment in his powers and the shame that came with his alien appearance have long since faded. He is proud of his wild and bizarre abilities and their applications on the battlefield, and is even prefers his nickname, "Flea" over his actual code name. Likewise, his days as a mild-mannered holy man are utterly over; he is confident, outgoing, at times boisterous and is always searching for the next thrill. He loves the attention of women - enough to learn French and to consider picking up a little German - and is an all-around likable chap. Notably, Farley has a phobia of cats and dogs, having had bad experiences with them both at home and at war. He has nothing against the animals and wishes he could get along with them, but worries that the feeling isn't mutual. AbilityInt 2 Strength 2 Agility 3 Speed 2 Durability 3 Health: 3 Regen: 4/5 Reserve: 21 ActionsAcrobatics 3 - strength bonus Combat, Close 2 - strength bonus - leaping attacks - larger opponents Combat, Ranged 1 - weapon modifier - basic training Hunting/Tracking 2 - follow trail - trace scent Shrink 6 - insect strength - can't be improved by lines Social Skills 3 - conversational french language and culture - military protocol - persuasion Unstoppable 1 - only when leaping (in combination with close combat or acrobatics) - strength bonus - x2 damage Wall-Crawling 2 - only when 1' or smaller - strength bonus ModifiersAnimal Senses 3 - via antennae: - sensitivity to motion and sound - sensitivity to temperature - superior sense of smell - heightened tactile sense Energy Battery 4 - +12 energy reserve Leaping 9 - AN 3 unless 1' or smaller - +3 to overcome difficulty of a leap - +9 to overcome resistance of a leap - +3 situational modifier to leaping attacks Rapid Recovery - regenerate 3 energy per 2 white stones Reflexive Dodge 3 - bought with Animal Senses Toughness 3 Challengesmutant -3 civilian specialty -1 - paratrooper / scout / point man inhuman appearance -2 - short antennae psychological -2 - fear of cats, dogs psychological -2 - adrenaline junkie Abilities: 6W Actions: 14W Modifiers: 20W Challenges: 4W + 6W Total Cost: 40W ;D Equipmenthandgun, +2 modifier (Browning M1911 .45 ACP) uniform cigarettes and matches kit bag (contents)
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Post by takewithfood on Oct 17, 2008 10:47:09 GMT -5
My Marvel World War character..Moniker: Whisper (Sasayaki) Real Name: Ito Harue (born Oshiro Harue) Species: human with special/mystical training Nationality: Japanese Age: 17 Height: 5'0" Weight: 118 lbs Eyes: Brown Hair: Brown Physical Description: Few would guess that sweet, clueless Harue could be leading a complex double life - let alone as a ninja! Petite but compactly muscled, she usually passes for a gymnast or cheerleader. Harue wears her hair plain and straight and often spends what little money she gets dying it light brown to contrast with her appearance as a ninja. As Whisper, Harue has long, dark hair and dresses in a tan gi. A thin veil covers the lower half of her face and her hands and feet are usually bound. Powers: Though she has a large host of powers to draw from, Harue is still essentially human at her core. She is intelligent and in peak physical condition, but possesses no superhuman ability scores; it is her extensive training in ninjutsu that allows her to contend with true superhumans. Harue practices Ichigake ni Tonbo no Kage Ryu Ninpo: "the Dancing Shadow of the Dragonfly" ninpo, or simply "Dragonfly Ninpo", a (fictional) discipline of covert arts passed down through her family line for over three centuries, founded on the belief that creatures such as the dragonfly move so swiftly that they only cast a shadow when they land. Practitioners believe that such a mastery allows one to enter and manipulate shadows themselves. The discipline is actually a set of 8 separate skills, which can be divided into physical and mystical arts: Physical- taijutsu: unarmed close combat - kobujutsu - armed close combat - shurikenjutsu - training with thrown weapons such as shuriken and kunai - sui-ren - swimming and water training Mystical- seishin teki kyoko - meditation and concentration - kayakujutsu - explosives - hensojutsu - impersonation and disguise - choho - espionage Too young to have fully mastered Dragonfly Ninpo, Harue is none the less trained in all areas and particularly skilled in some. She is an excellent combatant both at range and up close, and has learned how to call a seemingly endless supply of weapons from the Shadow plane. Her kayakujutsu is weak, but she has learned how to create explosive paper charms, which she can attach to thrown weapons such as kunai. Background: Though the account has been stricken from Japanese history, the Oshiro family tells that the life of a powerful daimiyo's daughter was once saved by the children of a mere peasant over three hundred years ago. The details of the incident have been skewed by time, but it in all versions the Anzai family lost seven of their eight sons protecting the daimiyo's only daughter. Noble to the core, the daimiyo rewarded the remaining son handsomely, and dedicated a branch of his own warriors to protect him for the rest of his natural life. As the boy ascended to nobility himself, his personal guard was expanded. Eventually, their dedicated protection was extended to the boy's own children, and later to his entire family line. Three centuries later, the Oshiros have fallen from nobility and are now nothing more than a small clan of spies and warriors, still bound by honor to serve the Anzai in secret. In contrast, the Anzai have grown immensely in strength and number over the years, and are now one of the largest, wealthiest, and most powerful families in Japan. Relying heavily on the service of the Oshiro ninja, the Anzai have toppled competing corporations and dabbled in organized crime even outside their native shores. Like all children of the Oshiro, Harue's future as a ninja was cast in stone even before her birth. She grew up with nunchaku and kunai instead of toys, sparring partners instead of siblings, rivals instead of friends. By the age of ten she was her family's star pupil and she worked herself to the bone to meet growing expectations. At age 14 she began undertaking missions alongside her relatives. When she was 16, Harue was given a long-term assignment: to infiltrate the family of a small business owner, Ito Kyou, by posing as a foster daughter for one year. The Anzai had their sights on the Ito's property, and Harue's goal was to gather information and personality profiles for the Anzai to use as leverage during bargaining. But as Harue spent time with the kind and generous Ito family, some of their nobility began to rub off on her. Over the twelve months she spent with them, Harue learned how to make friends, how to laugh, how to love and feel loved. When it came time for Harue to turn in the information she had gathered, she found it impossible to betray the people who had, in such a short time, become her true family. For the first time in centuries, an Oshiro refused to obey the Anzai. Harue kept her life only because the Itos sold the majority of their property to the Anzai even without her help. Cast out as a disgrace, Harue continues to live with the oblivious Itos, secretly vowing to be their protector as she had once served the Anzai. Personality: Harue was trained to be a heartless killer on command, but has been softened greatly by her humble foster parents. Seduced by the tranquility of life as an ordinary school girl, Harue just wants to go to school, have normal parents, talk on cell phones, shop at the mall, kiss boys and chew bubblegum. She is largely ignorant of mainstream society and is lacking in social skills, but is learning quickly, and does her best to be polite and kind to everyone she meets. Harue has trouble making friends, but is a staunch ally to those who have patience with her. Stance on Superhuman Registration: Harue's only regret is that she must continue to lie to the Itos about her origins, her training, and her life before they adopted her. She wishes more than anything to be able to tell them the truth, but is afraid of what they will think, and is terrified that they will abandon her as her real family did. When she heard about the Superhuman Registration Act, Harue was against it at first - after all, it is against all of her training as a ninja to reveal herself! But soon she started to see registration as a way to legitimize - perhaps even legalize - her talents. Though maybe it is foolish, Harue hopes that fighting for the Pro-Registration cause will somehow earn her redemption. Then, perhaps she can tell her adopted parents the truth and be accepted for who she really is. AbilitiesInt 4 Strength 2 Agility 3 Speed 2 Durability 3 Health 3 [4 as Whisper] Regen 4/5 [6 as Whisper] Reserve 9 [12 as Whisper] Action * Camouflage 3 - as Invisibility - camouflage only -2 CL * Free Running 3 - as Acrobatics, Wall Crawling and Web-Slinging combined - agility bonus * Healing, Mystical 3 - heal 3 white stones/day * Kayakujutsu 2 - as Charge Objects - weapon modifier, x2 damage - can combine with Ninja +1 CL - requires preparation -1 CL Ninja 5 - can't improve by lines -2 CL - Int bonus and weapon mod OR 2 weapon mods - kunai - nunchaku - sneaking - concentration - espionage * Shadow Step 4 - as Teleportation - limit 3 miles -1 CL - must pay for guests -1 CL - must travel through Shadow Plane -1 CL * Shadow Transformation 4 - as Metamorphosis - can't improve by lines -2 CL - only one form -2 CL - Durability to 4; Toughness 1 * Social Skills 2 - secret identity - Japanese language and culture Swimming 3 - speed bonus ModifiersAnimal Senses 3 - heightened vision, hearing, tactile sense - good night vision * Call Weaponry 3 - as bone weapons - conjures weapons (weapon modifiers) * Kawarimi no Jutsu - as Limited Prescience - with Teleportation only - activates at GM's discretion, when Harue would otherwise be killed Leaper 3 +1 to overcome difficulty of a leap +3 to overcome resistance +1 modifier to leaping attacks Magical Defense 3 Mental Defense 3 Rapid Recovery Reflexive Dodge 4 - bought with Animal Senses Targeting 3 Wealth -1 - the Ito family is quite poor (minimal allowance) Challengespsychological -1 - sheltered upbringing vulnerable loved ones -2 - new foster family considered a disgrace -2 - has turned her back on her clan guilty conscience -2 - hates hiding her powers from her new family conflicting interests -1 - pro-registration stance is largely selfish
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Post by takewithfood on Dec 5, 2008 0:31:46 GMT -5
I never really got a chance to play this character, but I had a lot of fun making him. He's very much inspired by the video and song "After Dark" by the Asian Kung Fu Generation.Name: Christopher Joshua "CJ" Wing Moniker: "Wing" Species: human mutant Age: 17 Height: 5'10" (178 cm) Weight: 78 lbs (35 kg) Hair: Black Eyes: Brown Appearance: By all accounts, CJ Wing's life seems to be perfect. He's that pretty boy in school, the one everybody talks about - the girls all want him, the boys want to be him. Tall for his age with a lean but powerfully athletic build, he owes his vaguely exotic (for West Virginia, anyway) looks to Japanese ancestry via his grandmother, a World War II war bride. An unofficial member of several cliques at Charleston Catholic High School, CJ stands out in any crowd. And that's the problem.. Background: It started at puberty: at first, just growth spurts that outpaced his classmates, rapid muscle development and subtly enhanced senses. Young CJ chalked it up to natural athletic talent, even though it set him apart from the rest of his decidedly feeble and untalented family. Whatever the reason, it seemed like a gift: he participated, and inevitably excelled in a variety of school sports, quickly reaching the inner circles of highschool popularity But soon his physical abilities grew so advanced that even he couldn't fool himself that he was human anymore. No teenager should be able to do handstand pushups on one finger, clean-and-jerk their father's car, or clearly read street signs twenty blocks away. Forced to hide his superhuman ability, CJ lost all interest in highschool sports, which suddenly felt more like a chore than a challenge. Anxiety set in as he began to wonder exactly what he was, and how long it would be before someone found him out. And that's when it happened. One morning in the middle of his junior year, CJ woke to find a pair of small black wings growing out of his back. A cruel joke, he thought, considering his family name, but a quick examination proved them to be real. A confirmed freak at last, CJ felt his whole world threatening to crumble beneath his feet. Initially no larger than the palms of his hands, the wings were easy to hide beneath his school uniform - but as they grew steadily larger they required stiff strapping to conceal. Now in his senior year, CJ almost constantly wears his backpack and increasingly avoids social contact. He has dropped out of every sport except football, threatening his chances of keeping the prestigious athletic scholarships that have been offered to him. The growing social anxiety, his refusal to shower or get dressed among his teammates, and now rumours of his failing relationship with Haley White, the prettiest and most popular girl in school are only earning him more attention, not less. His normally supportive family is starting to get nosy, his friends are getting on his case, and his damn wings just won't stop growing. The only time he feels any peace at all is during his frequent night-time flights across the West Virginian countryside, and even then he can't shake his loneliness. CJ knows he's headed for a breakdown.. the only question is when. Powers: CJ's powers are the result of a physical mutation primarily characterized by avian features: acute telescopic and night vision, overall superior senses, and, most notably, a large pair of black bird's wings growing between his shoulder blades. Though they have not reached full potential, CJ's wings are surprisingly powerful and, coupled with a wiry build and a flexible, porous skeletal system, enable him to fly at high speeds. All of his physical attributes are heightened, including superhuman strength, agility, durability and endurance. His body heals at an alarming rate, and his wings in particular are capable of total regeneration (indeed, he has tried to cut them off on more than one occasion). AbilitiesInt 3 Str 4 Agi 6 Spd 3 Dur 5 Health 5 Regen 7/8 Energy 15 ActionsCombat, Close 2 - agility bonus - self-defense - flying combat Combat, Ranged 2 - thrown objects - sports General Knowledge 1 - mathematics Flight 6 - efficient - is/fits with main power - max flight speed 3 (natural limit) Healing, Medical 1 - first aid: can heal 1 white per day Social Skills 4 - pretty-boy - athletic culture - the in-crowd - manners ModifiersAnimal Senses 4 - combined senses of various birds: - acute telescopic vision, excellent night vision - enhanced senses of smell and hearing Healing Factor Limb Regrowth - wings only Reflexive Dodge 3 Self-Contained Life Form - body adapted to flight, high altitudes Toughness 3 Wealth 1 ChallengesBeing a Mutant (3) Conflicting Interests (2) - being part of the "in" crowd vs being a mutant Non Human looking (3) - pair of large black bird's wings that enable flight - wings can be hidden fairly easily, but are still growing and will eventually be harder/impossible to hide Prying Friends (2) Scared of Opposite Sex (1) - girls pay him (and his body) too much attention Vulnerable loved ones unaware of powers (1) - frustrated girlfriend Haley White, the prettiest girl in school Equipmentcatholic school uniform and backpack assortment of heavy coats and jackets tensor bandages for strapping down wings assorted sports equipment and uniforms (team number 66; GO IRISH!) cell phone
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Post by takewithfood on Jan 20, 2009 18:17:48 GMT -5
My character from Avengers Reborn. My first foray into the world of PA.Name: Delilah Anne Reed Codename: Warhead Aliases: "Brickyard" Species: Human Age: 36 Height: 5'5" (6'2" in hardsuit) Weight: 131 lbs Appearance: Delilah (or Lilah, as she prefers to be called) could be called beautiful if one could only get past the intense - some might use the word "maniacal" - glint in her green eyes. She is a natural redhead, and though her hairstyle changes frequently and without warning, she admits that a relatively short cut is most practical considering her line of work. Her hardsuit is sleek and somewhat androgynous, but even Lilah admits it leans towards the masculine (in many ways this is an analogy to her tomboyish personality). Background: The course of Lilah Reed's life could have turned out drastically different had her genius intellect not been discovered at such an early age. The very definition of precocious, she was reading and writing at the age of three, and exploring mathematics shortly thereafter. The orphanage took great care in placing Lilah with a family who could see that her powerful hunger for knowledge would not be ignored. Her adopted parents - a nouveau-riche couple who could not conceive themselves - assured that their daughter had only the best of educations, no matter the cost, starting with a private preschool, all the way to her choice of Ivy League colleges. Unfortunately, their expectations were equally high: they saw in Lilah only endless potential, and were seemingly impossible to satisfy. This treatment inflated Lilah's ego to dangerous levels, while simultaneously instilling in her a self-destructive urge for competition: not only was she convinced that she could be the best at anything she put her powerful mind to, she simply had to be. She blew through gradeschool, highschool and even an honours degree in theoretical physics at Columbia, but as she advanced in her education, the competition grew steadily tougher. As certificates and awards crept over all fours walls of her old bedroom at her parents' house, Lilah began to encounter minds that rivaled her own.. and some that even surpassed her. During the second year of her masters, Lilah broke. Passing her courses was not the issue - she had to come out on top or die trying. In order to stay ahead of those even more gifted than she, Lilah had to work twice as hard - harder than anyone and everyone else. The toll it took on her life didn't matter, only the results. But in the end, the sacrifices, the sleepless nights, the stimulant abuse.. it wasn't enough. Lilah completed her masters degree in theoretical high energy physics second in her class. Her world crumbled around her. Though she was excellent at hiding it, Lilah had been driven to the brink of insanity. She saw pity and revulsion in the smiles of every colleague who congratulated her, heard laughter between the applause when she was awarded her certificate, felt the eyes of every student on campus watching her wherever she went. Worst of all was her parents' reaction: rather than disappointment or anger, they received Lilah's second place finish without surprise, as though they had known she had been a failure all along. Broken, Lilah walked away from her former life and fell into a deep depression. She turned down six figure job offers from around the world and took up two new vices to her continuing addiction to stimulants: fast cars and alcoholism. The former made her feel alive, and the latter brought her back down again. For five years she pissed her way through what savings she had, trying to forget her failures while her parents tried to forget they ever had a daughter. Little by little, however, Lilah's competitive edge began to resurface. When her money ran out, she began to participate in illegal street races to pay her bills and found that her sharp mind worked well in conjunction with an utter lack of concern for her own pathetic life. As money slowly but steadily trickled in, she began to make modifications to her car - standard street mods at first, but later adding in her own experimental designs. Within two years she had five muscle cars in her own garage, and had earned the nickname "Brickyard" (after the Indianapolis Motor Speedway). It wasn't long after that that cars ceased to satisfy her. Lilah went into seclusion once more, turning her back on her street racing lifestyle to invent and build. Her first hardsuit model was little more than jet boots and a set of stabilizing thrusters. Several incarnations later, Lilah's hardsuit is a fully functioning powered exoskeleton, capable of flight and increasing all of her physical attributes. Though it was originally designed for Lilah's entertainment, her suit now incorporates several weapons and defensive systems that came about as byproducts of her research. A new passion burns in Lilah's life - a singular goal which has rekindled the competitive instinct that pushes her to incredible heights: to challenge and surpass Iron Man. Personality: Lilah is capable of being polite and perfectly mannered, but in her own element she can be crass, foul-mouthed and cynical. Hyper-competitive, she is at her best when she has a challenge to rise to - the bigger, the better. Among her many faults: arrogance, vanity, a waxing and waning battle with alcoholism, and a tendency for reckless and self-destructive behaviour. When kept sufficiently occupied and aimed in the right direction, Lilah has great potential and can be a powerful force for S.H.I.E.L.D. - when things aren't going her way, Lilah can be her own worst enemy. AbilitiesInt 6 Str 1 Agi 3 Spd 2 Dur 2 Health 2 Regen 2 Energy 6 ActionsBusiness Skills 3 - intelligence bonus Combat, Close 1 - agility bonus - self defense Combat, Ranged 2 - weapon modifier - hand guns - rifles Social Skills 4 - socialite - intimidation - streetwise - automotive culture Technology 3 - intelligence bonus Vehicle Operation 3 - muscle cars - motorcycles - pushing vehicles to their limits Modifierswealth 5 Challengespsychological (3) - narcissistic personality disorder psychological (3) - on-and-off alcoholic haunted past (2) - once led a criminal lifestyle / has criminal record conflicting interests (2) - compulsive desire to compete with Iron Man's legacy ================================================ Warhead M2 hardsuit: Lilah's first redesign of her Warhead hardsuit is in keeping with her original goal of creating a light, agile hardsuit in contrast to Tony Stark's powerhouse Iron Man armor. Her mantra during design phases is "hot rod first, weapon second". It is stronger, faster and more energy-efficient than its predecessor, and features upgraded weaponry. Defensively, the suit still relies on an armor polarizing force field for primary defense. AbilitiesS.I. 4 Str 6 Agi 6 Spd 4 Dur 6 Health 6 Regen 9 Energy 18 ActionsAcrobatics 3 - agility bonus Combat, Close 3 - agility bonus - x2 damage - hand to hand - grappling - flying combat Combat, Ranged 4 - weapon modifier - PA systems Flight 6 Image Inducer 2 - combined invisibility 2 Weapons SystemsGauss Rifle 4 - x2 damage - located in right forearm - 16 panels of ammunition - silenced option Mini Rockets 2 - armor penetration or area attack (specify when loading) - 4 rounds per load - range 5 Primary Shielding 3 - as force field - defensive stones only Pulse Canon 4 - stun option - located in left forearm ModifiersCybernetic Senses 3 Electrified Knuckles 4 - as Electrification - only offensively, with close combat Life Support Self Repair Targeting 4 Toughness 4 - no armor penetration
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Post by takewithfood on Feb 5, 2009 10:58:59 GMT -5
Here's Cherry Bomb, my character from the Dr. Horrible-inspired "Requested" game. The game is on indefinite hold, but hopefully Cherry won't be staying in here forever.Name: Bethany Huang (nee Huang Kuan Fu) Moniker: Cherry Bomb Age: 18 Height: 5'4" Weight: 129 lbs Background:11th century China. The military of the Song Dynasty is lead into battle by an elite cadre of sorcerers from the infamous and widely feared Huang family. Passing down their mastery of the dark arts over the generations, the Huangs conjure beasts made of living fire and destruction against which there can be no opposition. With Huang sorcerers serving as generals, frontline warriors and living siege engines, the might of the Song army becomes the might of all of China, and the population of the empire doubles in just one century. 21st century America. The Huang family now consists in its entirety of Raymond Huang, a foreman with a local construction company, his young housewife Xiao Li, and their rebellious goth-punk daughter Bethany. Oh, and they have an old cat named Quincy. Needless to say, the Huang family has dwindled somewhat over the last millenia or so. When her parents die in a plane crash, the responsibility of ensuring the continuation of the once proud and powerful family line falls entirely on young Bethany's shoulders. When Bethany later swears "on her mother's grave" that she would never have children of her own, the ancestral spirits of the Huang family (all 1,000 years worth) are simultaneously woken from their slumber. Ever since, they have made it their sole mission to interfere with (they prefer the word "guide") the precious life of their last scion. Their wish: to restore the might and reputation of the Huang name by any means necessary. Poor Bethany lives alone (not counting Quincy) in an apartment she barely affords thanks to a job as a Starbucks barista. She is trying to finish up her senior year of high school, but the constant pestering and interference of her creepy ancestor spirits is really doing a number on her grades - not to mention her social life! Every last one of her friendships has been sabotaged, so its a good thing the old kooks haven't yet figured out how the internet works, or they might cramp her online dating style too! Will they ever leave her alone? Like seriously - between school, work and a long-distance relationship, who has time to be a super villain? Powers: First and foremost, Bethany's ancestral spirits are constantly watching out for her, fearful that the family line would end with her death. Though they are not able to directly interact with the world of the living, the old Huang spirits are able to exert a subtle influence over events that most would percieve as incredible good fortune. In order to harrass their last scion, the Huang ancestral spirits have given Bethany the ability to percieve and communicate with the dead. At any and all hours of the day and night, Bethany's ancestors are able to nag at her, telling her how to behave, what to do and say, and even how to dress. Most of them rarely pass up the opportunity to remind her what a disappointment she is to her family. Though she is able to turn this "gift" off at will, Bethany is swiftly punished for doing so. Such punishments usually come in the form of horrible bad luck - an inversion of the good fortune that normally protects her. Lastly, the ancient arts of conjuration and evocation that made the Huangs such fearsome opponents on the battlefield have also been passed down to Bethany. With willpower alone she is able to create beasts made of dazzling magical energy which can be detonated with devastating effect. Non-violent by nature, Bethany prefers to use her "fireworks animals" for intimidation purposes when she is forced to fight. She is also fond of conjuring all manner of flying beasts on which to ride. AbilitiesInt 3 Strength 1 Agility 2 Speed 2 Durability 2
Health 2 Regen 3 (sometimes 5) Energy 15
Actions Computers 3 - int bonus
Fear 6 - absorb fear - efficient - only in conjunction with fireworks - can't improve by lines - one target only
Fireworks 6 - efficient - causes collateral damage - element: explosive magical damage - reabsorb unexploded stones
Mastery of Death 2 - communicate with spirits - recover 2 energy/panel while in services of ancestor spirits
Social Skills 2 - goth punk subculture - netiquette
Modifiers Energy Battery 3 - 9 extra stones in energy reserve
Flight 3 - action as modifier - fits with main power - requires 1 panel preparation
Luck, Personal 6 - bad luck, representing protection of ancestor spirits - backfires if ancestors are displeased
Precognitive Flashes - guided by visions of ancestor spirits
Targeting 3 - only in conjunction with fireworks
Wealth 1 - works as a barista; $25,000 / $2,000
Challenges adolescent (-1) - lives by herself, not even out of high school yet
conflicting Interests (-5) - is a veritable slave to the wishes of her ancestors
disliked/shunned by peers (-1) - has alienated most of her friends at school
addiction (the internet) (-3) - cumulative 1 stone penalty for each day without net access (max -3 stones)
prejudice (-3) - distrustful/resentful of police and other authority figures
refusal to take a life (-1)
vulnerable loved ones (-4) - online hero boyfriend who doesn't know she's a villain (and she doesn't know he's a hero)
LOEs
3 LOEs for Issue 1: Eternal Dankness: - Social Skills (supervillain sub-culture) from 2 to 3 (1/10 LOEs) - Social Skills from 2 to 3 (2/10 LOEs) - Fireworks from 6 to 7 (1/10 LOEs)
3 LOEs for Interlude: The Motel: - Social Skills from 2 to 3 (3/10 LOEs) - Fireworks from 6 to 7 (2/10 LOEs) - Computers from 3 to 4 (1/10 LOEs)
10 LOEs for Issue #2: Flatuloid: - Social Skills from 2 to 3 (4/10 LOEs) - Social Skills from 2 to 3 (5/10 LOEs) - Social Skills from 2 to 3 (6/10 LOEs) - Fireworks from 6 to 7 (3/10 LOEs) - Fireworks from 6 to 7 (4/10 LOEs) - Computers from 3 to 4 (2/10 LOEs) - Mastery of Death from 2 to 3 (1/10 LOEs) - Mastery of Death from 2 to 3 (2/10 LOEs) - Mastery of Death from 2 to 3 (3/10 LOEs) - Mastery of Death from 2 to 3 (4/10 LOEs)
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Post by takewithfood on Feb 16, 2009 11:52:47 GMT -5
My little enfant terrible from the short-lived but inspired game "Mutant":Number: 24 Name: Ava aka: "Avarice" Species: human mutant Age: 11 Date of Birth: December 2nd Height: 4'4" Weight: 71 lbs Hair: black Eyes: green Appearance: Ava is rather petite, even for an 11 year-old. She is never seen without the metallic bracelets, anklets, armbands and collar collectively know as her "harness", even though wearing it constantly - even in her sleep - seems to be uncomfortable. She likes her straight black hair cut short to keep it from being pinched by her collar. Her powers make it difficult for her to sleep well, and so she is often seen with red circles around her beautiful green eyes. When overcharged with energy, her hair tends to stand on end and her body glows from within, sometimes enough to shed shafts of light from her eyes, mouth, nostrils and even her from beneath her fingertips. Powers: If it weren't for the development of her harness, Ava would probably be dead by now - and its likely she would have taken a few souls with her along the way. Her mutant power forces her to uncontrollably absorb raw energy and store it inside her body. This drive isn't just physical - she mentally and physically craves raw energy and actively seek it out by choice. In her more desperate moments she has been known to chew through electrical cables or jam metallic objects into outlets just to feed. When overcharged she would suddenly discharge all her stored energy in a violent electrical outburst that sometimes left her comatose from exertion. The development of a vest incorporating finely tuned resistors and monitoring equipment allowed Ava to gain some degree of control over her power. Over time her harness was improved and upgraded, eventually taking on the form of light-weight resistor bands around her extremities. Still collectively known as her "harness", the devices help prevent overload and allow Ava to discharge when and how she pleases. With experience she has even learned how to channel biochemical energy to revitalize and repair her own body, or those she touches. Despite all this treatment and specially designed technology, some side-effects remain. The hunger for power is ever present, though diminished, and a combination of therapy and a regiment of medication keeps the bulk of her psychological trauma at bay. For reasons still not properly understood, Ava still requires a modest amount of energy input or else her health begins to suffer. The Institute staff administer this energy along with her medication, conveniently requiring her to swallow her pills and take her shots before getting her "juice". Personality: Ava is a difficult girl to deal with. Her power may fascinate scientists, but her manipulative and fitfully unpredictable attitude makes her the bane of those who must work directly with her on a daily basis. Clever and cunning, she bargains with staff for as many privileges as she can, usually asking for toys in exchange for cooperation. When denied, sudden physical retaliation is not unknown. Her small size conceals surprising strength and ferocity. Ava is a known biter. It's no wonder that she's earned the nickname "Avarice" among the staff. Ava uses the toys she bargains for as distractions from the constant hunger she feels for energy. In her short stay at the Institute she has taught herself a number of minor talents - among her favourites: origami, contact juggling, and prestidigitation. When unable to enjoy her toys, Ava paces and fidgets constantly. She eagerly looks forward to exercise time. Among her peers, she is considered to be "the weird one". Unfamiliar with social norms, Ava extends her bargaining to the other children as well. She regards many of her peers not as friends but as potential sources of energy. The time she spends talking and playing with some students may look like friendship at first blush, but all Ava is doing is maintaining her contacts. A little attention here, a back scratched there, and some of them might return the favour in the form of the raw energies channeled by their mutant powers. Int 5 (i) Str 2 Agi 2 Spd 2 Dur 3 Health 3 Regen 5 Energy 10 ActionsAcrobatics 1- agility bonus Combat, Close 2- strength bonus - biting - kicking and screaming Computers 2- int bonus General Knowledge 1- int bonus - child psychology Healing, Mutant 4- weaker away from source (energy overflow) Energy Absorption/Reflection 5- electrical transduction - amplify energy - death factor (must absorb 6 stones of energy per day or lose 1 white) - out of control without harness (must discharge any absorbed energy at full amplification) Fidgeting 3- agility bonus - origami - sleight of hand - contact juggling Social Skills 2- bargaining - intimidation ModifiersHealing Factor, Enhanced- weaker away from source (energy overflow) Mental Defense 2Sense Energy 3- detect mutants and energy sources - range: 100 yards Wealth: -1 - totally broke and dependent on the Institute Challengesmutant (3) looking non-human (2) - internal glow when charged above max energy child (3) GM background (5) requires harness to use powers (3) psychological, major (3) - delirium related to Energy A/R psychological, minor (2) - addicted to raw energy disliked and shunned by peers/staff (2) cut off from the outside world (2)
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Post by takewithfood on Jun 1, 2009 15:27:51 GMT -5
Vigil was my very first character here at MURPG. I'll always have fond memories of her hanging out with her friends Carly, Jennifer/Orchid, Ariel and the rest of the Mutant High gang.Moniker: Vigil Real Name: Lillian Herchmer Age: 16 Team: Girls Physical Description: Lillian is a slim 5'6", with long, straight red hair and pale skin. Freckles and frequent sunburns tell of a love of the outdoors. Though she is athletic and takes good care of herself, Lillian is modest and slightly self-conscious of her body and tends to dress accordingly. The obvious signs of her mutant heritage are her eyes, which rarely ever blink and are an unnatural golden colour. If frightened, excited, or when concentrating on her mutant powers, her pupils can dilate to the point where her eyes turn entirely black. Some people find this last detail unsettling to watch. Background: Lillian is 4th generation Deaf, meaning that she, her parents, three of her grandparents and one of her great grandparents are/were all Deaf. She has one older sister (Sophia, 19) who is hearing. American Sign Language was her first language, and it wasn't until Lillian was four years old that she began asking her parents why some strangers moved their mouths when they tried to communicate with her. A natural genius, Lillian excelled at school, beginning her education at the New York School for the Deaf, but later mainstreaming into the public system by the 4th grade in order to be a the same school as the idol of her youth: her older sister. Though her heart and identity remained with the Deaf world, she learned English well, had a talent for lip reading, and made friends easily with her hearing classmates. She joined the Girl Scouts, practiced gymnastics, and took tennis lessons in the summers. When her mutant powers finally surfaced when she was in 6th grade, Lillian rapidly lost the delicate balance she had worked so hard to maintain between the Deaf and hearing worlds. Struggling to adapt to another identity ended in heartbreak and shattered friendships, leaving the young mutant feeling lost and unwelcome. Her family stuck by her, of course, and with more than a few financial sacrifices, Lillian was soon enrolled at the Xavier Institute. Mutant Power: Lillian controls powers associated with vision. Not only does she possess supernaturally acute vision, but she is able to alter what others see as well. In terms of her own vision, Lillian is able to see clearly and in colour in a total absence of light, through solid objects, at distances of over a mile, or at intense magnifications. She is even able to percieve what she describes as a tell-tale "aura" around other mutants. Most importantly, she is able to see sound waves, allowing her to "hear" through her eyes - similar to how Daredevil is able to see through his ears. Lillian possesses a photographic memory, though she displayed some aspects of this in her youth and it isn't clear whether some or all of it linked to her mutation. Through her unique understanding of vision, Lillian is also able to create minor illusions and even turn herself invisible. Though she has a stable grip on these abilities, she has tapped only a fraction of their potential. For reasons she doesn't understand, Lillian has lost the ability to sleep. She sorely misses the gift of dreams, and spends most nights escaping in good books. Personality: Lillian is outgoing and friendly, but doesn't have a large personality. Though some might call her an extrovert, she is comfortable on her own and indeed spends many long nights with only books for company. Thanks to her powers she is quite capable of blending in with hearing society, but she still considers herself to be Deaf, even before being a mutant. Lillian accepts criticism well and isn't phased by insults, but in return she can be very blunt (she would prefer the word "direct") which can make her come across as condescending, even when her intentions are pure. And while we're on the subject, her sense of other people's privacy could use some work (she can see through walls, afterall). She rarely hesitates to pry into someone else's business if she believes it is ultimately in their best interest. Those faults aside, Lillian is very protective of her friends and family and will fight to be the first to stick up for them when it counts. It is this protective nature, combined with her inability to sleep that have earned her the moniker "Vigil". Quirks: Lillian enjoys spectator sports of all kinds and follows tennis closely. She is particularly fond of mystery novels and can sometimes get so wound up in a good book as to be distracted thinking about it throughout the day. Despite skin that burns easily, Lillian loves to spend time outdoors, particularly in high-up places where she can "stretch" her eyes. Ability Int 6 Strength 1 Agility 2 Speed 2 Durability 2
Health: 2 Energy: 12
Action Acrobatics 1 - agility modifier
Concentration 1 - intelligence modifier
Create Illusions 4
General Knowledge 2 (biology, literature) - intelligence modifier - biology - literature
Hunting/Tracking 1 - follow trail
Invisibility 4
Lip Reading 3
Social Skills 2 - American Sign Language & Deaf culture - charm
Thieving 1 - agility bonus - move silently
Modifiers Photographic Memory Self Contained - doesn't sleep Sense Mutants 2 - "not useful": only by sight Vision, Enhanced 7 - see in darkness - see sonic waves - see infrared - telescopic - microscopic - x-ray vision Wealth 0
Challenges - mutant (-2) - looking non-human (-2) (golden, unblinking eyes; pupils dilate dramatically when vision-related powers in use) - deaf (-5)
Equipment blackberry (txt msgs ftw!) tennis rackets and balls small private book collection
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Post by takewithfood on Nov 28, 2013 18:37:38 GMT -5
My character from New World:Age: 41 Height: 5'11" Weight: 181 lb Hair: brown Eyes: grey AbilitiesInt 4 Str 2 Agi 2 Spd 2 Dur 2 Rec 2 Pool 2 Actions Business Skills 4 [Int bonus] Combat, Ranged 2 [weapon mod; handguns, rifles] General Knowledge 2 [Int bonus; legal system, politics] Social Skills 4 [first impressions, intimidation, silver tongue, white collar] Vehicle Ops 1 [cars] ModifiersWealth 5 [$10 million net worth / $100k per issue] ChallengesChronic Condition 2 [alcohol and drug abuse] Extreme Vanity 2 [borderline narcissistic personality disorder] Guilty Conscience 1 [estranged from his family] Equipmenthuge house in a gated community love nest apartment in the city stupidly expensive sports car (2013 Jaguar F-Type, salsa red) Beretta 9mm handgun (2 stones, x2 dmg; kept at office) smart phone burner phone gym, golf, yacht club memberships BackgroundBy all appearances, Eli is living the American Dream: a self-employed, self-made multimillionaire, with a beautiful wife, 2.1 children, and all the comforts and luxuries money can buy. But of course nothing in life is ever straightforward, and Eli's is no exception: in truth, he's a veritable stranger to his own kids, he's taken to cheating on his wife, and most importantly - at least to him - his money isn't what you'd legally call "his". Elijah Maloney is a fraud in every sense of the word. Running a Ponzi scheme, becoming a neglectful father, and courting a mistress behind his wife's back were never really his goals in life - it just somehow worked out that way. An only child born into a struggling, working-class family, Eli had to learn to make do with very little, and grew to covet material wealth and shallow metrics of success. He developed an unhealthy ego, fed by the praise and affection of overly supportive parents trying to compensate for their impoverished lifestyle. He coasted through high school on a combination of his gifted intellect and a talent for lies and manipulation, which he refined into a science of outright cheating in college. Chiefly, he learned that trickery was often a fair substitute for hard work, but that hard work and trickery combined would get you the most in life. More recently, however, Eli is learning that success is often fleeting, and that lies have a nasty way of catching up with you. By definition, the ponzi scheme he's been running can't last, and sooner or later he'll have to face the consequences of his actions. The money will dry up, charges will be pressed, and his family will finally see side of him he's been hiding from them all these years. In the meantime, however, Eli means to push the expiration date on his affluent life back as far as he can, and enjoy the good times while they last. Eli's family includes:- his beautiful wife, Elise, who is 36; they met in college and got married before she graduated; she's recently gone back to college to finish her degree in engineering, which Eli simultaneously resents (he likes being the educated one) and enjoys (it keeps her busy and out of his hair). As much as Eli neglects their relationship, he bears no ill-will towards her and is careful about keeping her completely ignorant about his shady business practices, lest she also wind up in jail. Elise is no fool, and Eli always worries that she knows about the many skeletons in his closet, and that she's simply feigning ignorance. - his daughter, Audrey, who is 15. Audrey is intelligent and a good kid.. which is why Eli avoids her; he's a tiny bit afraid that she's old enough to figure out that he's hiding things from the family. He spends a lot of money on her, and always has a big gift ready to go - concert tickets, jewelry, whatever - as a distraction, just in case. About the only thing Eli tells her on a regular basis that isn't a lie is that he's proud of her. - his son, Jeremy, who is 12. Jeremy is an easy-going kid with no real aspirations in life, though he occasionally brings up something called "e-sports" which his father doesn't understand, or care to. Eli is disappointed in Jeremy, who he'd hoped would be athletic and take an interest in sports. Eli never really had time for sports as a youth, though he assumes he'd naturally be good at it. Other people of interest include:- the closest thing he has to a friend, Danny West, who is 33. Danny is a stock broker, and Eli sometimes uses him in his financial schemes; he's the only one who is aware that Eli is running a con, though he only knows the surface details. Danny is Eli's outlet for boasting, without which he'd probably go insane. He's careful to keep Danny connected enough to his scheme that he could easily implicate him if he wanted, thus giving himself at least some assurance that Danny won't rat him out. Eli considers Danny something of a protege, if only to make himself feel like a wise mentor. They're members of the same gym and golf regularly. - his secretary, Susan Sanders, who is 44. Eli chose Susan in part because she's a very competent assistant who doesn't ask a lot of questions, and in part because he finds her rather homely: you mix business and pleasure and you start to make mistakes - and one mistake could cost him everything. Eli trusts Susan only with the most vanilla of chores around the office, and is also careful not to let her be implicated in his crimes. He abuses the fact that she's both married, and his employee, by routinely flirting with her without fear of consequence or attachment; this way he can try out material that he'd later use on other women. - his mistress, Jolene, who is 22. They met at the gym and have been having an affair for about two years now. Eli likes that Jolene isn't very well educated, as he feels smart and worldly around her. He likes that she's only interested in him so long as she can keep pretty jewelery, dresses, fancy dinners, and other displays of wealth coming, as being able to hold onto someone with such high demands makes him feel powerful. Otherwise he doesn't really respect Jolene, and has almost nothing in common with her. Post-powers:Name: Elijah Richard Maloney Age: 41 Height: 5'11" Weight: 181 lb Hair: brown Eyes: grey AbilitiesInt 4 Str 2 Agi 4 Spd 2 Dur 2 Rec 5 Pool 5 Actions Business Skills 4 [Int bonus] Combat, Ranged 2 [weapon mod; handguns, rifles] Create Illusions/Invisibility 6 [2 red to turn invisible; 1 red/panel/effect to maintain] General Knowledge 2 [Int bonus; legal system, politics] Social Skills 4 [first impressions, intimidation, silver tongue, white collar] Vehicle Ops 1 [cars] ModifiersAnimal Senses 5 [particularly acute vision and hearing; generally heightened tactile, scent, and taste] Mental Defense 5 [only while concealed by Create Illusions/Invisibility] Photographic Memory Reflexive Dodge 4 Wealth 1 [$25,000 net worth / $2,000 per issue] ChallengesChronic Condition 2 [alcohol and drug abuse] Extreme Vanity 2 [borderline narcissistic personality disorder] Guilty Conscience 1 [estranged from his family] Haunted Past 1 [Eli died and came back to life...] No Longer Human 1 [... and he came back.. different.] Powers are Harmful 3 [Investing the maximum stones into a power action will cause 1w Health of damage as a result of self-inflicted stress.] EquipmentBeretta 9mm handgun (2 stones, x2 dmg; kept at office) burner phone
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Post by takewithfood on Feb 28, 2014 9:31:25 GMT -5
From The Ark (313):Name: Elle Thomas Codename: Galatea Species: human Age: 16 Height: 4'11" (5'9" as Galatea) Weight: 87 lb (294 lb as Galatea) Eyes: brown (blue as Galatea) Hair: brown (white as Galatea) AbilitiesInt 8 Str 1/5 Agi 1/2 Spd 1/5* Hth 1/4 Reg 1/5 Pool 1/5 ActionsAcrobatics 1 Combat, Close 2 - intelligence bonus
- specialties: jiu jitsu, muay thai
- efficient
Image Inducer 3 G. Knowledge 2 - intelligence bonus
- specialties: biology, engineering
Social Skills 2 - specialties: academics, casual condescension
Technology 5 ModifiersEnhanced Vision 3 Self Contained Life Form Toughness 3 ChallengesChronic Disease 3 Conflicting Interests 3 Extreme Vanity 1 Special Vulnerability 3 - electrical attacks bypass toughness
BackgroundWhile it certainly has its perks, being a certifiable super-genius isn't all sunshine and roses. A 3 year-old Elle couldn't help but see through her mother's feeble, tear-filled reassurances that the numbness in her legs would soon go away, and that she would learn to walk and run like other children her age. She had to pretend to buy the half-truths about why her father wasn't around. School held little interest for her past the point when she realized she was infinitely smarter than those who sought to educate her - never mind her fellow pupils, who would rather not have anything to do with the quiet, sickly looking girl in the wheelchair. Peerless in day-to-day life, Elle found company in the works of geniuses who came before her: Aristotle, Galileo, Descartes, Newton, Einstein, Richards. She dropped out of school entirely by the age of 14 and devoted her time instead to the study of physics, computing, and robotics. Her mother worried that she was retreating into herself, becoming something of social recluse, but from Elle's perspective she was simply coming into her own. Her first invention was a 3D-printing "pen", a device designed and constructed to design and construct other devices: surely the most logical first step for any inventor. By breaking down recycled materials into their component parts, and then extruding them into more useful creations - circuit boards, fuel cells, servos - Elle rapidly assembled her second, and finest invention: Galatea. A fully-functional gynoid made of composite ceramic alloys, powered by a high-yield internal reactor, and remotely piloted by cutting-edge telepresence technology, Galatea vastly exceeded any physical capability that Elle's chronic neurological condition denied her. Now 16 years-old, Elle is challenging her reputation as a recluse by openly courting attention, particularly from the superhero community. With considerable brawn to go with her brains, she feels it's time she made some new additions to her narrow list of peers.
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Post by takewithfood on Oct 1, 2014 10:51:16 GMT -5
From DK's Future Imperfect game...Jackson Madrox.. uh, I think. Actually I'm not sure, they all sort of look alike.Codename: The Children (aka The 'Tuplets, The Kids, Madrox) Real Names: Jackson, Jackie, Jacob, Jaden, Jaina, Jared, Jasmine, Jason, Jeffrey, Jenny, Jensen, Jessie, Jewel, Jimmy, Johnny, Jolie, Joseph, Josie, Julie, and Justine Madrox Affiliation: d8 Solo | d6 Buddy | d10 Team Distinctions: It's Crowded In Here | We Have Better Things To Do Twenty-In-One: Superhuman Stamina d10 | Mimic d10 | Psychic Resistance d8- SFX: Timeshare. This SFX has no effect, but is replaced with another SFX when a Mimic asset is created.
- SFX: It's My Turn Now! Mimic assets last until the end of scene, or until replaced, at no PP cost.
- SFX: Metamorphic Healing. When swapping between siblings, spend 1 PP to recover your physical stress and step back your physical trauma by -1.
- Limit: Mutant. Gain 1PP when affected by mutant-specific milestones or tech.
- Limit: Accidental Swap. Gain 1PP and swap powers with a random sibling. Gain a second PP to have the Watcher choose which sibling.
Specialties: Acrobatic Rookie d6 | Combat Rookie d6 | Covert Rookie d6 | Crime Rookie d6 | Psych Rookie d6 Milestones:All in the Family1 XP when a sibling gets their turn for the first time during play 3 XP when you activate your Accidental Swap limit 10 XP when all 20 siblings have had at least one turn during the course of play Are You My Mommy?1 XP when you question someone who may have known your parents 3 XP when you learn a new detail about your true origins 10 XP when you find out who your parents really were and why they abandoned you, or accept that maybe you're better off not knowing Well, That's Awkward1 XP when someone mistakes you for another sibling 3 XP when a sibling confesses feelings for another character, or another character expresses feelings for a specific sibling 10 XP when your mental time-share comes between you and your partner, or when your partner finds a way to manage your split-personalities Preeeetty sure that's Jaina. Or.. maybe Jenny?Meet The Children:#
| Name | ♂/♀ | Distinction | Power | SFX | 01
| Jackson
| ♂
| The Responsible One
| none
| none
| 02
| Jackie
| ♀
| The Hyper One
| Super Speed
| Boost (Stamina)
| 03
| Jacob
| ♂
| The Serious One
| Magnetokinesis
| Afflict
| 04
| Jaden
| ♂
| The Smooth Operator
| none
| none
| 05
| Jaina
| ♀
| The Optimist
| Flight
| Second Wind (emotional)
| 06
| Jared
| ♂
| The Pessimist
| Draining Touch
| Counterattack (physical)
| 07
| Jasmine
| ♀
| The Seductress
| none
| none
| 08
| Jason
| ♂
| The Cautious One
| Heightened Senses
| Versatile
| 09
| Jeffrey
| ♂
| The Coward
| none
| none
| 10
| Jensen
| ♂
| The Reckless One
| Super Strength
| Unleashed
| 11
| Jessie
| ♀
| The Thoughtful One
| Growth
| Dangerous
| 12
| Jenny
| ♀
| The Innocent One
| Invisibility
| Focus
| 13
| Jewel
| ♀
| The Sadist
| Mind Control
| Afflict
| 14
| Jimmy
| ♂
| The Conniver
| Telekinesis
| Constructs
| 15
| Johnny
| ♂
| The Confident One
| Force Blast
| Burst
| 16
| Jolie
| ♀
| The Pretty One
| none
| none
| 17
| Joseph
| ♂
| The Destructive One
| Pyrokinesis
| Area Attack
| 18
| Josie
| ♀
| The Clumsy One
| Durability
| Invulnerability
| 19
| Julie
| ♀
| The Shy One
| Telepathy
| Empathic Healing (mental)
| 20
| Justine
| ♀
| The Curious One
| Teleportation
| Burst
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HistoryThey must have known that Jackson was special from the minute he was born: one slap on the bottom to get him crying, and suddenly baby Jackson was baby Jackie. Any little bump, it turned out - from a clap of the hands to a stomp of the feet - would result in a puff of white smoke and a sudden transformation. And that was just the beginning. It was only in those first few years of foster care, hidden away in the furthest, boringest reaches of rural Idaho, living under the watchful eye of a kindly elderly couple, that the the full extent of Jackson and Jackie's condition became apparent. Shortly after stumbling clumsily into language they started giving names to themselves: There was still Jackson and Jackie, of course; but also Jacob, and Jaden; Jaina, Jared, and Jasmine; Jason, Jeffrey, Jenny, Jensen, and Jessie; then Jewel, Jimmy, Johnny, Jolie, Joseph, Josie, Julie, and finally, Justine. Vigintuplets. That's the technical term for a set of 20 fraternal twins. Roll that around in your head for a moment. Vigintuplets. How about 20 fraternal twins, each with distinct minds and personalities, most of which with emerging super powers, and all sharing the same body? Turns out there's a word for that too: Mutant.Next came the questions: "Are you my real mommy and daddy?" "Why aren't we like other children?" "What ARE we?" When half-truths and changed-subjects wore thin, the children started seeking answers elsewhere. Just try keeping a twenty-minded, multi-super-powered child who never sleeps out of your out of your office, your mail, your paperwork, your diary - your brain. It was in a financial ledger that they found the name Madrox - the man who had been paying their foster parents a pretty penny to look after them. For the children, this was the real beginning. Their questions began to take shape: Who was this man? Their father? And what of their mother? Were they mutants, too? Why had they abandoned them, and why pay so handsomely to keep them squirreled away? Foster care couldn't hold them much longer. Idaho couldn't hold them much longer. At the age of 8, they unanimously agreed to track this Madrox fellow down, whatever it took. Relying on each other, as well as their growing powers, they survived on the streets, moving from town to town, chasing down their lead. For years their quarry eluded them, however - as did the finer art of subtlety. Instead, it was a man named Logan who tracked the children down first, taking them under his wing before they drew too much unwanted attention to themselves. The children were conflicted about Logan at first, but he seemed to know an awful lot about Madrox, the man they had come to believe was their real father, and there was no way they could turn down a lead like that. Besides, the oldtimer was right about one thing: the world had become a dangerous place for mutants over the years. And if there's anything the children understood better than most, it's that there's safety in numbers. I'm like 95% sure that's Jaden.PersonalityOh, where to begin? The Children - or "the kids" or "the 'tuplets", or simply "Madrox", as they've come to be known - are each individuals in their own rights. However, they do share a few common traits. What most people notice first is their tendency to be a little.. impatient. It's understandable, perhaps, since each child only gets a small fraction of their daily life to spend in charge of the body they share. When disputes about who gets what amount of time arise, they're usually resolved with what they call "the 72-minute rule": by dividing the day into 72-minute segments, each child is assured an equal opportunity at freedom. Or at least that's the intention; in practice, this system can seem incredibly complicated and confusing to outsiders as rules are bent and broken, turns are swapped and bartered for, and so on. However, in general, despite their differences, the children get along surprisingly well, as they have learned to rely on each other through thick and thin over the last nine years on the road. Though they are not identical twins (each sibling has his or her own, unique genetic code), they are, by definition, still siblings of the exact same age, and thus look rather a lot a like. As a result, any opportunity to distinguish themselves from the pack is usually seized: they style their hair differently, seek out vastly different hobbies, and tend to shed old wardrobes (and steal new ones) at an alarming rate. Abilities & ResourcesAs essentially homeless youths, the children have few resources to call upon, save for eachother. They have built up a somewhat impressive collection of contacts in low places, but their kick-in-the-door-and-make-threats-until-you-get-your-answers style of detective work has alienated most of their would-be allies. Instead, the kids tend to lean on their dizzying array of mutant powers to solve problems while keeping themselves out of trouble. Fully fifteen of the vigintuplets have active mutant powers, ranging from heightened senses to super speed to pyrokinesis. Together, they tend to have just the right tool for almost any predicament they may find themselves in. Moreover, this constant swapping of mind and body is a rejuvinating process, and effectively eliminates the children's need for rest or sleep. However, it isn't always as simple as that: swapping from child to child requires not only a physical impact, but deliberate concentration in order to select the right child; accidental bumps or stressful situations can cause the process to go awry, often resulting in the disorienting selection of a random child. Definitely Jasmine.============================================================================= XP36 5 XP for How did Logan discover you? (see below) 1 XP for Jackson's debut (All in the Family) 1 XP for Julie's debut (All in the Family) 1 XP for Jason's debut (All in the Family) 3 XP for activating Accidental Swap (All in the Family) 2 XP for having 2d12 used to end a scene1 XP for saving Jackson1 XP for Jared's debut (All in the Family) 1 XP for having a d12 spent out of the Doom Pool1 XP for Jared being mistaken for Jackson (Well, That's Awkward) 4 XP for surviving the Brotherhood1 XP for Jacob' debut (All in the Family) 1 XP for having a d12 spent out of the Doom Pool3 XP for defeating Magneto1 XP for Jolie's debut (All in the Family) 2 XP for for completing Part 4. Golden Gate Park1 XP for Josie's debut (All in the Family) 3 XP for completing Part 5. Wrath of the Wendigo1 XP for Jenny's debut (All in the Family) 2 XP for completing Part 6. Manhattan MayhemSpent: 30 10 XP on SFX: Metamorphic Healing. 10 XP to step up Enhanced Stamina d8 to Superhuman Stamina d10 10 XP to step up Mimic d8 to Mimic d10 ====================================================================================================== Rural Georgia, months ago.."Are you sure you can't remember anything else?" Jaden asked hopefully. He shot another quick glance across the smokey, crowded pub, at the clock behind the bar. Time was running out. The balding, heavy-set, tattooed bartender exaggerated the shrug of his shoulders for effect from across the small corner table. He took another slow sip of the beer Jaden had bought him on his smoke break, and pretended to be thinking. It's always the same with these lowlife contacts; they've all seen too many bad procedural cop shows, too. This one was stalling for time, and for a bribe. Wearing his most ingratiating oh-won't-you-help-out-a-poor-homeless-kid frown, Jaden pushed the blurry photo back across the table. "C'mon, please, just take another look. He may have gone by James, or Jim, or something simil-""Look, kid," the heavy-set man grumbled, losing his patience. "I already told ya: it's been 20 years. How'm I supposed to remember anything about some guy who may-or-may-not have worked here twenty years ago? Hunh? And besides, even if I did, why should I tell you anything? You seem nice, but I don't even know you, kid. Hell, I don't even know how you got in here." He finished the last gulp of his beer and wiped his mouth with the back of a hairy hand. "Now either you make it worth my while, or I throw your underage ass to the curb." Defeated, Jaden heaved a sigh. Time was up anyway. Muttering a curse under his breath, he dug into his wallet for a worn pair of twenty dollar bills, and set them on the table top. "Well, now, that's a good start," the man grinned as he reached for the cash - but Jaden quickly covered it with a hand. "Uh, sorry, you misunderstand: Those aren't for you, they're for Jewel," Jaden explained politely as he rose to his feet. "See, we were going to do this whole good-cop/bad-cop thing, and we had a bet going over whether I could get what we wanted from you in under 5 minutes. But you're a tough nut to crack, I'll give you that, and it looks like I lost fair and square."".... so?" "So, now it's Jewel's turn."Confused, the fat man looked around. "Kid, what the fuck are you even talking about? Who the fuck is Jewel?" "She's the bad cop."BANG-PUFF!Slamming his knuckles on the table top, Jaden suddenly disappeared in a puff of white smoke. If that didn't draw stares and gasps from the pub's other patrons, the long-haired girl standing in Jaden's place when the smoke cleared certainly did. "Alright, listen up, you fat-ass prick!" Jewel snarled as she leaned over the table. She immediately harnessed her psychic powers, driving her will like a spike into the poor man's mind, aimed right for the fear center of his brain. Her victim let out a high-pitched shriek as he fell backwards off his chair, his face screwing up in horror as his consciousness was flooded with flickering images of fire and brimstone, and of yellow-toothed demons all around him. She made herself out to be nine feet tall, wrapped in a cowl of cloying shadows, looming over him like the devil herself. The rest of the startled patrons, of course, saw nothing but a grown man blubbering and groveling on his knees in front of a teenaged girl. "I had to sit through five minutes of your bullshit already - you've got one more minute - no, TEN SECONDS to tell me exactly what I want, or I'll leave you like this until you literally shit yourself to death, you fat, disgusting fuck!" Jewel kicked over the table and grabbed the whimpering man by the collar. "Am I making myself clear?!"The poor bastard tried to crawl backwards until he was wedging himself up against the wall, stammering incoherently. Cornered, he tried desperately to fend off the hallucinatory fiends as they seemed to jab tridents and glowing hot pokers at him. Heartlessly, Jewel pushed a boot up against his chest, right under his neck, and leaned half her weight on it. "I said, AM I MAKING MYSELF CLEAR!?""Y-y-y-yes! Yes!" "What's that, fat boy? Say it like you mean it!!""Yes! I'll tell you everything! Anything!" Between gasping breaths, the old bartender tried to recount everything he could possibly remember about the year a young man named Jamie took up a part-time job at the bar - just to learn how to mix drinks, so he claimed. As Jewel listened to the tale, she couldn't help but savour the taste of victory, of domination over the flatscan under her heel. Even just knowing that all eyes in the bar were on her, but that none dared approach her was enough to send a delightful chill up her spine. When the poor fool ran out of words, she snatched the twenties off the floor and strolled right out of the place like she owned it, whistling merrily to herself. * * * * *
Jewel was four blocks away and already daydreaming about how she'd spend her forty bucks when he caught up to her. Distracted, and still riding a warm, tingly buzz, she didn't hear him coming up behind her until his hand was already on her shoulder. "Hey, bad cop.." Jewel spun into a no-look haymaker, but the stranger caught her fist with an almost casual ease. She winced in pain: his hand was like a metal vice. Feeling her anger bubbling to the surface, she pushed her mind into his, deciding in the moment to make him feel like he was drowning in ice cold water, only to have her powers blocked as easily as her fist. Who was this guy? "Name's Logan," he said in a voice like gravel, like he already knew what she was thinking. "And if you're done trying to kill me, I just want to talk." In retrospect, had she known at the time that Logan's skeleton was bonded with adamantium, she would have called up Jacob and flung the old man into the next county - but that would have been a mistake, too. Instead, she did what turned out to be the right thing, and brought out Jackson to handle the conversation. Logan, it was revealed, was a mutant, too - and an old one, at that. He said he was taking in strays like the Children, offering them a place to call home, or something like it. Creepy, coming from some weird old man, but there was a catch: Logan said he knew Jamie Madrox once. He wouldn't promise to spill everything he knew - no, that would be too easy - but even so, this was a better lead than anything they'd stumbled upon in years. The Children put it to a vote, and though it was a close one, they've been calling the Blackbird home - or something like it - ever since. There are still those among them who would rather take their chances on their own, even with the X-Terminators and all the other dangers out there, and there may yet come a day when they call another vote - but for now, Logan, the Blackbird, and the other strays the old man has put together are the best chance the Children have of finding their answers.
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Post by takewithfood on Apr 23, 2015 10:18:14 GMT -5
My unfortunately obsolete character from Andrew's Avengers Academy:Name: Zakhele Charles Bester Codename: none Species: human Age: 20 Height: 5'9" Weight 161 lb AbilitiesInt 7 Str 2 Agi 2 Spd 2 Hth 2 Eng 3 Pool 3 Actions Combat, Close 2 [Spd or weapon modifier; academy training, knife] Combat, Ranged 4 [weapon modifier; handgun, energy weapons, thrown weapons, grenades] G. Knowledge 4 [Int Bonus; economics, history, linguistics, music] Inventing 3 [maximum of 5 stones per item; up to 10 stones of labour per day] Leadership 2 Medical Healing 3 Social Skills 5 [academics, delinquents, smooth talk, streetwise, style] Technology 6 [Intelligence Bonus] Vehicle Operations 4 [cars, helicopters, quinjet, stunt driving] Modifiers Wealth 3 [$250k net worth / $10k per issue] ChallengesConflicting Interests 2 [was about to flunk out of the academy] Minor Disability 1 [needs glasses or contacts] EquipmentGlock 22 .40 (+2) combat knife (+2) kevlar armor (+1) reinforced laptop first aid kit muscle car BackgroundJoining the Avengers Academy just seemed like the logical choice. Charles Bester was identified an exceptional genius at an early age: he excelled at everything he put his mind to, and grew up considering the likes Henry Pym, Tony Stark, and Bruce Banner not only his idols, but his future peers. His parents - a Black African father and Jewish mother - migrated from Johannesburg to Chicago at the end of apartheid, and raised their only son to be proud, bold, and to make a difference in the world. When he came of age, he didn't even give college a second thought, and instead packed his things and headed for the west coast. The Academy was everything Bester hoped it would be - rigorous, challenging, enriching - but something never felt quite right. He didn't feel right. As his training continued he became increasingly aware that something was missing inside of him - not just powers, but the heart it takes to be an actual hero, to get up when it feels like you've been beaten, to struggle against the odds, to lay down your your life for the greater good. That quality, whatever it was, just didn't seem to be in him. Bester felt out of place, like a fraud beside his fellow cadets, and had set his mind on dropping out of the Academy when tragedy struck. Somehow, in the chaos that followed, he found himself not only lingering at the Academy, but in a leadership position. His classmates were now the closest thing there was to an Avengers roster, and both they and the Academy needed a tech expert to keep the lights on and the wheels turning. Telling himself it would only be temporary - the real Avengers would be back any day, right? - Bester has stuck around, doing what he can to pitch in from behind the scenes. He doesn't consider himself an Avenger, and refuses to adopt a codename he doesn't feel he's earned, but he isn't about to abandon the team so long as there's anything he can do to help.
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Post by takewithfood on May 18, 2017 11:30:16 GMT -5
Nallanda Shaalvathar ("Silvergleam")wood elf | fighter 3 | guild merchant | C-G Str 11 | Int 13 | HP: 24/24 Dex 18 | Wis 14 | AC: 15 (17 with shield) Con 12 | Cha 13 | Init: +4 CharacteristicsTRAIT: I'm constantly scrutinizing the value of things, right down to the last copper. IDEAL: Expertise: I respect anyone who works hard to excel in their chosen field. BOND: I'll show my ungrateful former-mentor what I'm worth, no matter what it takes! FLAW: I'm extremely competitive and have a hard time backing down from a bet or challenge. ProficienciesARMOUR: light, medium, shields WEAPONS: simple, martial SKILLS: acrobatics, athletics, insight, perception, persuasion TOOLS: jeweler's tools, woodcarver's tools LANGUAGES: common, elven, halfling SAVES: strength, constitution FeaturesRACIAL: - 60' darkvision
- speed 35'
- fey ancestry (advantage vs charm, immune to sleep)
- trance
- mask of the wild (hide when lightly obscured in natural settings)
CLASS: - fighting style: archery (+2 with ranged weapons)
- second wind (1d10+2 HP, 1/short rest)
- action surge (1/short rest)
- martial archetype: Battlemaster
- 4d8 superiority dice / short rest
- maneuvers (DC 14): menacing attack, precision attack, trip attack
BACKGROUND: - guild membership: Woodcarver's Guild
Equipmentflint rhino totem, bracers of archery, leather armor, +1 longbow, 20 arrows, rapier, shield, explorer's pack, woodcarver's tools, letter of introduction from Woodcarver's Guild, traveler's clothes, belt pouch (15gp) History
When aspiring fletcher Nallanda Shaalvathar agreed to an apprenticeship under the tutelage of Oskin Reedwhistle, a proud and reputable Halfling woodcarver, she had hoped to lean to combine some of his culture's techniques with traditional elven methods, thus raising her own skill level to new heights. She'd be the finest fletcher in all of Darkon, she imagined, and adventurers would travel from miles around for a quiver of her precious arrows! But the old halfling, while certainly talented, was also equal parts bigoted and narcissistic, and all young Nalla got was three years of boasting, undue criticism, and outright mockery that nearly drove her to the brink of insanity - and Oskin to an early grave. Fiercely competitive and refusing to admit that her fletching techniques were anything short of marvellous, Nallanda inevitably snapped. Somehow, after a particularly long and heated argument (and a not insignificant amount of drinking), she wound up agreeing to prove her worth by some rather excessive means. Now she finds herself traveling to who knows where like some damned fool adventurer, itching for the chance to bring down the biggest, baddest, meanest monster she can find with one of her own, expertly fletched arrows. That'll put that old coot in his place once and for all... right?
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