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Post by deyv87 on Jun 20, 2011 0:22:12 GMT -5
Made for silentking's Marvel 22:New Hell City Redux game.
He needs a fleshed out backstory, but I was thinking in a nutshell: born to a single teen mom, has always looked weird, put up for adoption, hopped foster homes, slowly developed powers over time, finished high school, recently won the lottery, is currently figuring out what to do with his life.
CHARACTER NAME: John Jacobs SECRET IDENTITY: Rorrim SPECIES: Mutant GENDER: Male HAIR: none EYES: pink HEIGHT: 5'10" WEIGHT: 130 lb
[NOTES] =========================
Appearance: Albino, completely hairless, very thin, pink eyes. He usually wears blue jeans, sneakers, a black tank top, a leather jacket, and a blue logo-less baseball cap.
[ABILITIES] [3w, 2r] =========================
INTELLIGENCE: 2 (0w, 2r) STRENGTH: 1 (0w, 1r) AGILITY: 1 (0w, 1r) SPEED: 1 (0w, 1r)
HEALTH: 2 (2r) ENERGY: 10 (2r) REGENERATION: 2 (2r)
WEALTH: 3 (1w)
[ACTIONS] [3w] =========================
Combat - Close 1 (0w, 1r)
Combat - Ranged 1 (0w, 1r)
Shape Shifting 1 (2w)
Social Skills 1 (0w, 1r)
[MODIFIERS] [42w, 1r] =========================
Copy Ability/Action/Modifier 0 (30w)
Luck, Personal 3 (12w)
Sonar Sense 1 (0w, 1r)
[CHALLENGES] [+10w] =========================
Being a mutant (+3)
Extreme vanity (+2)
Looking non-human (+2)
Compulsion to stick up for the underdog (+2)
Haunted past (+1)
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Post by deyv87 on Jun 21, 2011 20:05:17 GMT -5
For Manticore's The Chosen game.
[DESCRIPTION] =========================
TOTAL COST: [30w]
CHARACTER NAME: Jash Darkflame SECRET IDENTITY: SPECIES: Semi-demonic Human GENDER: Male HAIR: short black EYES: dark brown HEIGHT: 6'0" WEIGHT: 170 lb APPEARANCE: Very tan, leathery skin. Thin and wiry build. Young adult, about 20 years old. Wears the dark grey robe, walks with a gnarled stick, and keeps a small knife at his side.
[BIOGRAPHY] =========================
An Avraashi (the south-east desert) of the Culnan tribe. Worships Astran, the Sky-God, as part of the Zuhirid sect, believing that Astran actually is Telthalus, and that Nemrud is chasing a shadow.
Jash vo Mohru was raised by his adoptive parents, a Culnan doctor named Mohru and his wife. He was mostly a normal child, though generally weaker and smarter than his peers. When he was old enough, his father took him on as an apprentice.
His entire life he had an affinity for fire, enjoying campfires, and occasionally finding himself simply staring into a candle or torch, watching the shapes the flames made. While a child, though, he discovered that he wasn't simply seeing animals or faces in the flames, but making those shapes himself.
His father believed that his fire control was simply a trick for a long while. Then one day Jash fell and got a deep wound while playing with his friends. After cleaning the wound, his father went to cauterize the wound, but Jash's skin simply wasn't affected by the heat. Jash had to wait for his wound to close naturally, and still has a large blotch of a scar on his right calf.
Once his father knew of Jash's abilities, he strongly suggested that Jash keep them a secret from the public, not knowing what type of a reaction to expect from the people other than fear. With his father's support, however, Jash became more reclusive and slowly developed his pyromancy over time.
Years later, once Jash had been along in his apprenticeship, the public finally found out about Jash's pyromancy. Jash's father, it turns out, had been having an affair with another woman. Her husband had found out, and attacked Jash's father with a knife, stabbing and killing his father. In a fit of rage, and largely because he was unaware of his father's affair, Jash literally breathed fire at the man, setting him ablaze. When people tried putting the flames out, Jash made sure the fire continued until the man was nothing but ash.
Jash was quickly exiled from the tribe, and was only not executed out of fear that he would kill again. As he left the tribe, he overheard some people blaming him for his mother's death. She had committed suicide out of grief and shame, and the people believed that his demonic powers made her do it. Deciding to cut his ties to his family and tribe, Jash took on the surname Darkflame.
[ABILITIES] [6w, 2r] =========================
INTELLIGENCE: 3 (1w) STRENGTH: 2 (0w, 2r) AGILITY: 2 (0w, 2r) SPEED: 1 (0w, 1r) DURABILITY: (0w)
HEALTH: 3 (1w) ENERGY: 9 (1w) REGENERATION: 4 (2w)
WEALTH: 0
[ACTIONS] [23w, 1r] =========================
Combat - Close 2 (0w, 2r)
Healing (medical) 3 (2w)
Mastery of Fire (Pyromancy) 6 (20w) -(Mastery) Absorb same element attacks -(Mastery) Create/Manipulate Element -(Mastery) Elemental Force Blast -(Mastery) Immunity to element -Efficient
Social Skills 2 (0w, 2r)
[MODIFIERS] [0w] =========================
[EQUIPMENT] [GM granted] ========================= Knife (+1)
Walking Staff (+1)
Lantern Oil
Medical Supplies
[CHALLENGES] [+10w] =========================
Tendency to stick up for the underdog (1w)
Haunted Past (3w)
Pariah: Banished from homeland (3 stones)
Tainted Blood (2 stones)
Illiterate (1 stone)
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Post by deyv87 on Jun 22, 2011 17:50:39 GMT -5
For silentking's Multiverse game. Character Name: Elminster Titles: Chosen of Mystra, Sage of Shadowdale Species: Human Gender: male Hair: Grey Eyes: Grey Height: 6'0" Weight: 170lb Appearance: Bio: Like his one time apprentice Vangerdahast, this ancient wizard is finally starting to seem truly old, prone to long reveries in which he sees again people and places now long vanished. The strongest of Mystra's Chosen rarely moves directly against his foes, preferring to work through younger and more vigorous heroes. The Sage of Shadowdale for years confounded the Zhentarim, the Red Wizards of Thay, and a hundred rival mages while at the same time training and rearing a long succession of apprentices who all became superb spellcasters in their own right. Before that he foiled renegade Chosen, helped found the Harpers, and raised several of the Seven Sisters. During the Time of Troubles, he saved Toril by holding Mystra's power inside himself, surviving by his wits and the aid of the ranger Sharantyr rather than by his magic. He's also a passable fighter and thief, and a superb dancer. Elminster is a consummate actor and delights in acts of whimsy, helping the needy and lovelorn, and dispensing poetic justice to those who deserve it. He has a heart of gold, a deep need to bring tyrannical, pompous, and cruel persons low, and a crotchety, "Don't push me" manner. After knowing the love of the goddess Mystra, nothing awes him or leaves him much afraid. AbilitiesInt: 9 Str: 3 Agi: 5 Spe: 2 Dur: 5 Health: 5 Energy: 18(i) Regen: 13 (4 from Mastery of Magic) ActionsEnergy Absorption/Reflection 6 -Variable range energy attack, range: 4 -Split stones for multiple targets -Absorb up to 2x Action Number -Redirect by placing stones in Action Box as attack -Energy damage suffered may come from reserve stones -Excess stones lost at 1 red/Panel General Knowledge: 4 -Int bonus -Encyclopedic knowledge -Ask relevant questions of GM -AN vs. Scenario Description -Specialties (Arcana, Geography, History, Nature, Nobility, the Planes, Religion, Alchemy) Magical Travel: 7 -Magically powered movement -Requires 1 panel preparation -Add 1 stone / person carried (except teleportation) -If not moving, 1 stone/Panel to maintain state -Specialties (Teleportation, flying, astral travel, dimension walking, phase shift, web slinging, wall crawling) Mastery of Magic: 4 -Int Bonus -See P. 63 for complete rules -Accumulate Energy Modifier: can regenerate extra stones into energy reserve, up to AN (Not limited by restriction #1) Ninja: 5 -Agi bonus & weapon modifier or 2 weapon modifiers -close and ranged combat -Split stones for multiple targets -Specialties (Sword, Disguise, Hiding, Silent Movement, Stalk) Social Skills: 7 -Interact with NPCs -Specialties (Charm, Persuasion, Streetwise, Socialite, Arcana, Bluff, Academia) Sorcery: 4 -Int Bonus -See P. 64 for full rules Telepathy (Mesmerism): 4 -Int Bonus -Project thoughts/control others -Telepathic communication -Project mind into other minds -Use as Ranged Combat, Range 4, may add stones for distance as per D&R -1 stone/panel to maintain control, continue effect -bought through Mastery of Magic Witchcraft: 4 -Int Bonus -See P. 67 for full rules ModifiersDefense, Mental: 7 -(3 purchased, 4 from Mesmerism) -(+7) mental defense Defense, Magical 9 -(5 from Mantle of Spell Resistance, 4 from Mastery of Magic) - (+x) stones vs. magical attacks Extended Life -Currently well over 500 years old Healing factor - Enhanced -(from Ring of Regeneration) -Heal 1 white stone / panel -Regenerate 3 red stones per 2 stones per panel (Ignored, uses Int for energy) Minor Invulnerability -Immune to mind reading effects of Telepathy Toughness: 9 -(3 each from Ring of Resistance, Amulet of Natural Armor, and Bracers of Armor) - (+9) to defense Vision, Enhanced: 7 -(He calls these "Darkvision," "Detect Magic," and "Detect Life") -Life energy -See auras -See in darkness EquipmentRing of Resistance: +3 toughness Amulet of Natural Armor: +3 toughness Bracers of Armor: +3 toughness Ring of Regeneration: Enhanced Healing Factor Mantle of Spell Resistance: +5 Magical Defense Elminster's Eversmoking Pipe: Tobacco pipe, never needs lit. Thundering Longsword: +5, Lightning element at will. Mage's Staff: +3, +2 modifier to Mastery of Magic, Witchcraft, Sorcery, Magical Travel, and Mesmerism, as well as Asgardian Sorcery and Voodoo, should Elminster learn either. ChallengesCompulsion to stick up for the underdog (+5) Conflicting interests (+3) Deadly enemies (+5) Haunted past (+3) (For use when RPing) ======================== [b]Regen:[/b] 13 [b]Health:[/b] /5 [b]Energy:[/b] /18
[b]Action 1:[/b] [b]Action 2:[/b]
[b]Health:[/b] /5 [b]Energy:[/b] /18
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Post by deyv87 on Jun 23, 2011 1:21:57 GMT -5
Made for skyeraptor59's Enclave of Blackholm game.
Character Name: Rufus Miller Species: Human Gender: Male Position: Inventor of the Enclave Class: Engineer Eyes: Brown Hair: Shaggy Brown Height: 5'6" Weight: 160lb Appearance: Tan, buff, small burn mark on left cheek, frequently wears sturdy leather boots, brown cloth leggings, and a burn mark covered apron over his leather cuirass, as well as odd leather and brass goggles.
Bio: Rufus was raised in the capital city of Jergrind, by a castle blacksmith and his alchemist wife. The blacksmith, knowing that he was in as good a position as he would ever be and wanting better for his own son, insisted that the boy apprentice under not only himself and his wife, but also under the castle librarian. So, most of Rufus's time was consumed by his three lessons per day. The little time that he did have to himself, Rufus used to combine his lessons, creating new contraptions. He even built himself a crossbow he still carries that easily rivaled the professionally made ones. (Don't worry, I bought the crossbow with wealth)
When he was old enough, he offered his services to the government of Jergrind, creating new weapons and devices for the Human armies, as well as some range-finding goggles for himself. The military trained Rufus in combat, and payed him a hefty salary. Once he had shown his prowess and loyalty, Rufus was offered an opportunity to infiltrate the enemy. Rufus was reluctant at first, but finally agreed when he was informed that he, or on the off chance that he didn't return, his parents, would be rewarded greatly for his services.
Abilities [8w] Int: 5 (3 purchased,+1 human, +1 engineer, x2 Int based energy) [2w] Str: 4 (3 purchased, +1 human) [1w] Agi: 4 (3 purchased, +1 human) [1w] Spe: 4 (3 purchased, +1 human) [1w] Dur: 4 (3 purchased, +1 human) [3w]
Health: 4 Energy: 10(i) Regen: 5
Abilities [14w, 1r] Technology: 7 (5 inventor, +2 engineer) -Int Bonus -AN + Int Vs. Difficulty of technology
Inventing: 5 (4 purchased @ AN+4, +1 engineer) [9w] -See P. 52 -Int Bonus
Vehicle Operation: 3 [1w] -(+5) situational modifier to own vehicles (inventor) -Operate vehicles -Specialties (carriages, chariots, inventions)
Ingenuity: 5 (5 human) -Int bonus -Fix things -Escape things -Whatever
Close Combat: 2 [2r] -Int bonus or weapon modifier -Combat using body or non-ranged weapon within a few feet -Split stones for multiple targets -Specialties (Swords, Inventions)
Ranged Combat: 2 [2r] -Weapon modifier -Combat using a weapon at a distance -Split stones for multiple targets -Specialties (Crossbow, Inventions)
Social Skills: 3 (free) -Interact with NPCs -Specialties (Persuasion, Bluff, Academia)
General Knowledge: 4 [3w] -Int Bonus -Encyclopedic general knowledge -Ask relevant questions of GM -AN vs. scenario description -Specialties (Alchemy, Blacksmith, Physics, History)
Modifiers [15w, 2r] Targeting: 2 (purchased as equipment: Range-finding Goggles) -(+2) stones to Ranged Attacks
Wealth: 4 [2w] -90gp remaining from equipment
Photographic Memory [2r] -Remember everything seen/read
Fast Draw: 3 [1w] -Add to agility for determining turn order for Ranged Combat -Applies to crossbows
Luck, Personal: 3 [12w] -Good Luck variant: (+3) stones to actions to succeed by 1 stone.
Equipment [4w, 410gp] Leather Armor [10gp] -(+1) Defense
Short Sword (Small weapon) [50gp] -(+1)
Crossbow (Medium weapon) [350gp] -(+2)
Range-finding Goggles [4w] -Targeting 2
Challenges [10w] Conflicting Interests: 5 -He doesn't want be responsible for the deaths of his people, but also doesn't want to die.
Extreme Vanity: 2 -"There's nothing I can't build."
Compulsion to stick up for the underdog: 3 -"True, those are captured Proriem prisoners... but why execute them? You could get some hard labor out of them first." Mental note, make faulty locks for their bonds.
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Post by deyv87 on Jun 23, 2011 15:51:03 GMT -5
For Everyone's a Hero, since that game needs a scout. Character Name: John Anderson Secret Identity: Beelz Species: Mutagenic Gender: Male Hair: Brown Eyes: Black Height: 6'6" Weight: 300lb Appearance: He's the guy on the left using the growth action. Bio: John Anderson grew up in Hell's Kitchen, hanging with all the wrong people. His parents didn't have nearly enough money to properly feed all four of their kids, so John eventually took to shoplifting. Only enough for himself, at first, but eventually enough for a few of his siblings as well. He was involved in a gang for most of his life. He really didn't want to be, but there wasn't much choice. He did well enough in school to pass, but frequently did so by cheating. Once he got out of high school, he still found himself unable to get a real job, so he resorted to dealing drugs for one of the Kingpin's many subordinates. Wanting to get out of the drug trade, John agreed to one big heist with some of his old cronies, and they proceeded to rob a bank. Unfortunately, things went south quickly, and John was forced to shoot one of the tellers. After taking his share of the split, he went back home. What he found broke him. His entire family had been in the living room watching TV when there was a drive-by from a rival gang. There were no survivors. He then decided that karma was real, like his sister said, and was pissed at him. So, after the funeral, john moved across town, living out of a hotel until he could find legitimate work. This Lexcorp thing seemed like his best shot at a sure payment, and sounded like an opportunity to help people, so he signed up. John didn't know what those scientists were doing to him, but he was injected and radiated as if he were a lab rat. John blacked out from the pain of his cells rearranging themselves, and woke up a completely transformed creature. His skin was red, he had silvery horns, his body was far beefier than it had been, and his fingers were tipped in wicked chrome claws. Most notable were his legs, which were hooved and resembled those of a bull or large satyr, especially with the long brown fur covering them. At least he had grown a rockin' goatee. When he went to grab a scientist's collar to demand to know what they had done to him, his arms passed straight through the man. After calming John down, they designed and built him some sort of harness. They tried explaining it to him, but all he really understood was that it made him solid again, and that's all that mattered. After a bit of additional training, he not only learned to control his phase shifting, but also how to teleport, become invisible, and alter his size considerably. [ABILITIES] [12w, 1r] ========================= INTELLIGENCE: 2 (0w, 2r) STRENGTH: 4 (2w) AGILITY: 5 (3w) SPEED: 2 (0w, 2r) DURABILITY: 4 (6w) HEALTH: 4 ENERGY: 12 REGENERATION: 6 WEALTH: 0 (0w) [ACTIONS] [24w, 2r] ========================= Acrobatics 2 (0w, 2r) -Agility Bonus -Movement Action -Subtract AN from stones of falling damage Combat - Close 6 (4w) -Str bonus or weapon modifier -Combat using body or non-ranged weapon within a few feet -Split stones for multiple targets -SPECIALTIES: claws, boxing, bats, heavy objects, horn-gouging, grappling Combat - Ranged 6 (4w) -Weapon Modifier -Combat using a weapon at a distance -Split stones for multiple targets -SPECIALTIES: thrown object, hand gun, machine gun, throwing knife, rifle, shotgun Growth 2 (2w) -Grow to AN x 20' -cost to grow: 1 stone/20' -(+1)Str/20' (+1 extra for first 20' -(+1) durability/20' -Duration at will -Can't be improved by lines Invisibility 4 (4w) -Become invisisble to eyes, cameras -AN = Resistance to detection -Cost 2 stones to disappear -Duration: 1 stone / panel Phase Shift 4 (2w) -Pass through solid matter -Stones = panels of duration -Effect includes anyone/anything touched or carried -Power out of control without device Social Skills 3 (1w) -Interact with NPCs -SPECIALTIES: streetwise, intimidate, gang lifestyle Teleportation 4 (3w) -Vanish, reappear up to AN distance -Effect includes clothes, anyone touched for free -May spend extra stones for precision -Travel through other realm (appears in a puff of sulfurous smoke) -1 stone = 10' / 2 stones = 30' / 3 stones = 1 mile / 4 stones = 100 miles Thieving 6 (4w) -Agi bonus -General thieving skills -SPECIALTIES: Move silently, burglary, hiding, robbery, lockpicking, evasion [MODIFIERS] [23w] ========================= Adamantium Skeleton 0 (3w) Animal Senses 3 (1w) -NOTE: Bull senses (Enhanced smell, hearing, and touch.) Claws 4 (9w) -(+4) to close combat -NOTE: Fingers and horns, Armor piercing thanks to Adamantium Skeleton Healing Factor 4 (4w) -Heal 1 white stone / hour -Regenerate 3 red stones / 2 white stones / panel Reflexive Dodge 3 (3w) -(+3) stones to defense -Bought with Animal Senses Toughness 2 (3w) -(+2) stones to defense [CHALLENGES] [+10w] ========================= Looking non-human (+4) Compulsion to stick up for the underdog (+2) Haunted past (+2) Guilty conscience (+2)
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Post by deyv87 on Jun 27, 2011 19:04:31 GMT -5
For Messiah's ArchiTech game CHARACTER NAME: Barry Grimes SECRET IDENTITY: S.W.A.T. Bot SPECIES: Human GENDER: Male HAIR: Short brown EYES: Blue HEIGHT: 6'0" WEIGHT: 300 lb [BIOGRAPHY] ========================= Barry Grimes had been a member of the Silicon Valley Police Department. He was shot and paralyzed from the waist down while investigating a high profile smuggling ring. The shooter had been an investment banker thinking that Grimes had been sent by the mob to assassinate him. The banker was terrified, and offered to make Grimes rich if he didn't press charges. Grimes knew the guy was just scared and probably wouldn't have pressed charges anyway, but he gladly took the guy's offer. For a while, Grimes attempted to simply lead a normal life. However, he quickly became excessively bored, and hired some freelance former IntelliCorp employees to build him a robot he could wirelessly control. Using said robot, Grimes rejoined the police force and was quickly assigned to the Silicon Valley S.W.A.T. team. [If he's on the pro-IntelliCorp/ArchiTech side...] Now that this great "ArchiTech" debate has come about, Grimes has seen an increase in action. The Outsiders have a tendancy to break the law, and it's Grimes' job to take them in. [If he's in the Outsiders] As much as Grimes appreciates IntelliCorp's technology, this ArchiTech thing could easily make him, and most other people, obsolete. He quickly found that the best chance to stop IntelliCorp was to quit his job and join the Outsiders. Grimes doesn't just fight for what's legal, he fights for what's right. [NOTES] ========================= Appearance: Wheelchair bound, generally wears a grey tank top or sweater and dark grey sweat pants. (Image ripped off of this website.) [ABILITIES] [4w] ========================= INTELLIGENCE: 3 (1w) STRENGTH: 1 (0w, 1r) AGILITY: 1 (0w, 1r) SPEED: 1 (0w, 1r) DURABILITY: 2 (2w) HEALTH: 2 ENERGY: 6 REGENERATION: 2 WEALTH: 4 (2w) [ACTIONS] [4w] ========================= Combat - Close 3 (1w) SPECIALTIES: Powered Armor, S.W.A.T. Training Combat - Ranged 3 (1w) SPECIALTIES: Powered Armor, S.W.A.T. Training Private Investigating 3 (1w) SPECIALTIES: Searching, Legal/Police Procedures, Evidence Gathering Social Skills 3 (1w) SPECIALTIES: Persuasion, Law Enforcement, Streetwise [MODIFIERS] [0w] ========================= [CHALLENGES] [+5w] ========================= Being restricted in movement (+4) Compulsion to stick up for the underdog (+1) [EQUIPMENT] [0w] ========================= ================================================== ***************** * POWERED ARMOR * ***************** [DESCRIPTION] ========================= TOTAL COST: [34w] CHARACTER NAME: SVPD 714 SECRET IDENTITY: S.W.A.T. Bot SPECIES: Remote Powered Armor GENDER: HAIR: none EYES: cameras HEIGHT: 6'0" WEIGHT: 600 lb [NOTES] ========================= Appearance: a grey humanoid robot. [ABILITIES] [8w] ========================= INTELLIGENCE: 4 (1w) STRENGTH: 6 (2w) AGILITY: 4 (1w) SPEED: 4 (1w) DURABILITY: 4 (3w) HEALTH: 4 ENERGY: 12 REGENERATION: 6 WEALTH: 4 () [ACTIONS] [3w, 1r] ========================= PA - Combat, Close 3 (0w, 2r) -Strength bonus or weapon modifier SPECIALTIES: Police Baton, Heavy Object PA - Combat, Ranged 3 (0w, 2r) SPECIALTIES: Thrown Object, Energy Weapons PA - Flight 4 (1w) -Back mounted mini jet turbines PA - Force Field 3 (1w) -Nullifies Armor Penetration -Disadvantage: Stones can't be split between attack/defense -2 [MODIFIERS] [22w, 2r] ========================= PA - Life Support, Permanent 0 (2w) NOTE: More accurately "Wireless Connection" PA - Self Repair 4 (3w) - Automatic minor damage repair (5w) PA - Targeting 3 (3w) PA - Energy Weapon 3 (1w, 2r) -PA - (Energy Weapon) Can do stun damage NOTE: Electricity element, stones from Energy Reserve, Normal damage, can be used as cutting and welding tools, range 5 PA - Firearms 4 (3w) NOTE: stones from General Pool, 2x Damage, Range 4, Ammo specified when loading, 16 panels per load, silenced weapons PA - Toughness 3 (3w) PA - Close Combat Mega-Weapon 3 (1w) NOTE: Reinforced Police Baton Photographic Memory 0 (0w, 2r) NOTE: Vision and hearing recorded and stored in Grimes' home computer Sonar Sense 1 (0w, 1r)
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Post by deyv87 on Jun 30, 2011 13:18:44 GMT -5
A newly super character for X: The Return
CHARACTER NAME: Henry Power SECRET IDENTITY: SPECIES: Human GENDER: Male HAIR: Brown EYES: Blue HEIGHT: 6'0" WEIGHT: 194lb APPEARANCE: Tan, toned, with short bed-head hair. Frequently wears sneakers, blue jeans, and tee shirts with team logos, under an un-buttoned button down shirt.
[BIOGRAPHY] =========================
Henry Power was raised in a suburban house with his older brother Jack by his ex-marine father and librarian mother. Jack was always more bookish than Henry, who preferred playing various sports with neighborhood kids and going to the gun range with his dad. Once he got older, he joined a few little leagues. On their way to one of Henry's games, Jack and his father were killed in a car accident by a distracted driver who ran through a red light. Henry and his mother didn't find out until after the game, when they saw the wreck on the way home.
Henry and his mother moved to a small apartment and lived off of the money they had won in the settlement for a long while. Since the accident, his mother became over protective of her son, and began homeschooling him. Recently, though, the money began running out and Henry's mother got a new job as a secretary in a new city. So now, halfway through his freshman year, Henry is the new kid at his high school. Thus far, the other kids have pretty much ignored him. He plans to join the first school sport available, but until then is just going through his classes, waiting out the days.
[ABILITIES] [3w, 1r/17w 1r] ========================= INTELLIGENCE: 2/1 (0w, 2r) STRENGTH: 3/5 (3w 1r) AGILITY: 3/5 (3w 2r) SPEED: 3/4 (2w 2r) DURABILITY: 3/5 (10w 1r)
HEALTH: 3/ 5 ENERGY: 9/ 15 REGENERATION: 3/7
WEALTH: 2 (0w, 2r)
[ACTIONS] [8w, 2r] ========================= Combat - Close 3/ 5 (4w) -Agility bonus or weapon modifier SPECIALTIES: Wrestling, Karate
Combat - Ranged 3/ 0 (1w) -Weapon Modifier SPECIALTIES: Thrown object, pistol, bow and arrow
General Knowledge 1/ 0 (0w, 2r)
Leadership 4/ 0 (2w)
Social Skills 4/ 1 (2w) SPECIALTIES: Sport Culture, Military Protocol, Charm, High School Popularity,Intimidation (Only when transformed)
Sports 4/ 0 (2w) -Agility modifier SPECIALTIES: Football, baseball, basketball, soccer
Drain Energy: 0/4 (1w) -Death Factor (-2)
Kinetic Absorption: 0/3 (4w)
Unstoppable: 0/2 (3w) Strength Bonus
Wall-Crawling: 0/3 (1w) Strength Bonus
[MODIFIERS] [26w] ========================= Animal Magnetism (to Social Skills) +2/+0 (2w) Animal Senses +0/+2 (2r) Claws +0/+3 (6w) Healing Factor None/Normal (6w) Rage (Every other panel, Warmind, Berserker) +0/+6 (3w) Reflexive Dodge +3/+0 (3w) Targeting +3/+0 (3w) Toughness +0/3 (4w)
[CHALLENGES] [+12w] =========================
Haunted past (+2) -dead father and brother
Minor disability (+1) -wears contacts, nearsighted
Prying relatives, friends, associates (+2) -Doting mother
Disliked and shunned by peers (+1) -New kid at school
Non-Human Appearance (Scary Looking Beast) (+3w)
Mutant (+3w)
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Post by deyv87 on Jul 1, 2011 18:28:18 GMT -5
For EIH CHARACTER NAME: Ray Hart SECRET IDENTITY: Pyracle SPECIES: Mutant with Divine Enhancement GENDER: Male HAIR: Short, dirty blonde EYES: Blue HEIGHT: 6'0" WEIGHT: 180lb AGE: 22 APPEARANCE: Tan, lean, usually wears pleated slacks, dress shoes, and a polo. Wears a custom suit when acting as Pyracle. (Image ripped off from TimeShift) [BIOGRAPHY] ========================= Ray Hart was born to two upstanding venture capitalists, and mostly raised by a nanny. He went to a private school, had a trust fund, and was generally coasting by in life when his mutant power of teleportation manifested. He hid this from his parents, of course, not wanting to sully the family name by connecting it with a mutant. He had always been particularly intelligent, but now wondered if this was natural, or just another mutation. Early on, when he teleported, a multi-colored beam of light surrouned him. This was because his teleportation actually made him pass through Asgard for the briefest of moments. Loki found this amusing, but mildly annoying, so he re-routed Ray's travel to go through Heliopolis instead and also granted Ray several new powers. To complete the ruse, Loki came to Ray in a dream disguised as both Ra and Thoth, bestowing upon the mortal the ability to control solar flares (Fireworks, plasma based) and a limited form of prescience (Reflexive Dodge). Since having his teleportation rerouted, Ray teleports in a golden beam of light, and reappears with a dusting of sand. Unfortunately, Loki put a tad too much effort into Ray's powers, resulting in Ray's inability to properly control his solar flares. The first time Ray attempted to control a solar flare, car sized spheres of white hot plasma bombarded his home, killing his parents and the staff in the resulting explosions. Moments later, Ray woke from a dream in which Hephaestus (actually Loki again) crafted him a necklace that would control his powers. He touched his neck, and found the necklace there, just as he dreamt it. Since then, Ray rebuilt the family estate and has dedicated himself to helping those in need in an attempt to seek penance for killing his parents. He calls himself Pyracle, and anonymously hired one of his parents' former employees to build him some custom weapons, and a self reparing suit which provides some armor, enhances his vision, includes thieving tools, and folds up into a belt. [ABILITIES] [14w] ========================= INTELLIGENCE: 6 (8w) -Energy regenerates through Intelligence STRENGTH: 2 (0w, 2r) AGILITY: 4 (2w) SPEED: 1 (0w, 1r) DURABILITY: 2 (2w) HEALTH: 2 ENERGY: 12 REGENERATION: 6 WEALTH: 3 (1w) [ACTIONS] [18w] ========================= Combat - Close 3 (1w) -Agility bonus or weapon modifier -SPECIALTIES: Martial Arts, Sword Fireworks 6 (9w) -2x Damage -Works at increased range (Range 5) -Power out of control without device NOTE: Element: Plasma General Knowledge 2 (1w) -Intelligence bonus SPECIALTIES: History, Physics Leadership 3 (1w) Social Skills 3 (1w) SPECIALTIES: Charm, Persuasion, Socialite Technology 2 (1w) -Intelligence bonus Teleportation 4 (3w) -(Teleportation) Travel through other realm (Heliopolis) NOTE: Effect: Teleports in a golden light, appears with a small dusting of sand. Thieving 3 (1w) -Agility Bonus -SPECIALTIES: Lockpicking, Hiding, Move Silently [MODIFIERS] [4w] ========================= Reflexive Dodge 3 (4w) Pyracle suit (See Pyracle Suit under Equipment for cost) -Sonar Sense 3 -Toughness 2 -Targeting 3 -Vision, Enhanced 3 ~(Vision) Infrared ~(Vision) See in darkness -PA - Collapsible/Portable 0 -Bionic Self-Repair 3 ~NOTE: Ad hoc, just so he doesn't have to manually repair his armor [CHALLENGES] [+10w] ========================= Being a mutant (+3) Compulsion to stick up for the underdog (+3) Guilty conscience (+1) Haunted past (+2) Blames "society" and others for situation (+1) [EQUIPMENT] [14w] ========================= Pyracle suit -Sonar Sense 3 (1w) -Targeting 3 (6w) -Toughness 2 (3w) -Vision, Enhanced 3 (2w) ~(Vision) Infrared ~(Vision) See in darkness -PA - Collapsible/Portable 0 (1w) -Bionic Self-Repair 3 (1w) ~NOTE: Ad hoc, just so he doesn't have to manually repair his armor Necklace -Keeps Fireworks under control [Equipment bought through wealth] =========================== Pyracle Suit's communications systems (police scanner, cell phone, radio) Pyracle Suit's Thieving Tools (+3) (lockpicks and a quiet, non-squeak coating on the feet's soles.) Custom Sword (+4)
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Post by deyv87 on Jul 5, 2011 23:47:51 GMT -5
For Omniversal Adventures [DESCRIPTION] [2w undistributed] ========================= TOTAL COST: [282w, 1r] CHARACTER NAME: Terminatrix SECRET IDENTITY: Series_T-X SPECIES: Robot GENDER: Female HAIR: None, silver skin EYES: silver HEIGHT: 5'10"-ish WEIGHT: 330lb-ish APPEARANCE: [BIOGRAPHY] ========================= terminator.wikia.com/wiki/Series_T-X[ABILITIES] [24w, 2r] ========================= INTELLIGENCE: 6 (2w) STRENGTH: 9 (6w) AGILITY: 6 (2w) SPEED: 4 (1w) DURABILITY: 8 (13w, 2r) HEALTH: 8 ENERGY: 24 REGENERATION: 12 -This character is a robot WEALTH: -1 (+2w) [ACTIONS] [99w] ========================= Black Ops/Spying 9 (15w) SPECIALTIES: Surveillance, Pursuit, Intimidation, Infiltration/Exfiltration, Assassination, Interrogation, Escape, Coercion Business Skills 3 (1w) -Intelligence Bonus General Knowledge 5 (4w) -Free Option, Ability Bonus/Weapon Modifier SPECIALTIES: History, Physics, Chemistry, Mathematics, PA - Combat, Close 9 (9w) SPECIALTIES: Grappling, Martial Arts, Heavy Objects, Misc. objects PA - Combat, Ranged 9 (9w) SPECIALTIES: Handgun, Energy Weapon, Flame thrower, Rifle, Thrown Object, Machine Gun, Grenade Launcher Shape Shifting 8 (20w) NOTE: Default form requires no stone allocation. Cannot use Shape Shifting for X panels after taking damage, where X is the number of white stones of damage taken. Social Skills 7 (25w) -Ability Bonus/Weapon Modifier (Actions only) SPECIALTIES: Charm, Persuasion, Streetwise, Military Protocol, Law Enforcement, Intimidation Technology 4 (12w) -(Technology) Simultaneously occupy multiple machines -(Technology) Transference -Free Option, Ability Bonus/Weapon Modifier Vehicle Operation 6 (4w) SPECIALTIES: Cars, Trucks, Semi Trucks, Helicopters, Airplanes, Motorcycles [MODIFIERS] [158w, 2r] ========================= Adamantium Skeleton 0 (3w) Extended Life/Immortality 0 (3w) Invulnerability 0 (20w) -(Invulnerability) Mental PA - Artificial Emotion 6 (4w) PA - Close Combat Mega-Weapon 3 (1w) NOTE: Arm weapon. Only one active at a time. Takes a panel to change. Circular Saw. PA - Cybernetic Senses 7 (12w) NOTE: Includes DNA analysis via tongue mounted sensors PA - Electromagnetic Pulse (EMP) 5 (20w) -PA - (Electromagnetic Pulse (EMP)) Total Shielding -Takes extra time to prepare NOTE: Arm weapon. Only one active at a time. Takes a panel to change. PA - Energy Weapon 10 (12w) NOTE: Arm weapon. Only one active at a time. Takes a panel to change. Stones from Energy Reserve Doubles as a cutting and welding tool. Select an Element (Plasma, Laser, Radiation) MN 10 Select Options ~+1 Range: MN -1 ~Area Effect: MN -2 ~Stun Damage: MN -1 ~2x Damage: MN -2 Default weapon is Plasma Cannon (Plasma element, MN 8, 2x Damage) PA - Firearms 4 (12w) -Free Option, 2x Damage NOTE: Arm weapon. Only one active at a time. Takes a panel to change. Stones from General Pool All guns: 2x Damage MN 4 Select Options, only 1 Arm Weapon at a time ~3x Damage: MN -2 ~Area Effect: MN -1 ~Armor Penetration: MN -1 ~+1 Range: MN -1 PA - Flame Thrower 4 (2w) -Free Option, 2x Damage -Free Option, Area Effect NOTE: Arm weapon. Only one active at a time. Takes a panel to change. Stones from Energy Reserve Element: Fire Range 2 PA - Grenade/Canister Launchers 3 (12w) -Free Option, Area Effect -Free Option, vs. Durability NOTE: Arm weapon. Only one active at a time. Takes a panel to change. Stones from General Pool Select Options ~2x Damage MN -1 ~3x Damage MN -3 ~Armor Penetration: MN -2 ~Knockout attack Vs. Durability: MN -0 PA - Self Repair 8 (12w) PA - Toughness 9 (25w) -Nullifies Armor Penetration Photographic Memory 0 (0w, 2r) Psycho-Centric Power Template 6 (20w) [EQUIPMENT] ========================= Victorian/Kimono Dress: +1 attractiveness (Found in game) Pokeball containing a Gible Empty Pokeballs x2 [CHALLENGES] [+9w] ========================= Special vulnerabilities (+3) Looking non-human (+3) Ticklish (+2) Program slowly being altered (+1) [FOR USE IN GAME] ========================= [b]Regen:[/b] 12 [b]Health:[/b] /8 [b]Energy[/b] /24
Action 1:
[b]Energy:[/b] /24
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