Claremont Academy of Higher Learning (Inactive)

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Scarab Sages

also also also revised crunch:

626, aka The Puppeteer - PL6

Str:0 Stam:2 Agi:4 Dex:2 Fgh:2 Int:2 Awe:4 Pre:2 [36 points]

Powers [35 points]
• Mental Awareness: Senses 5 (Mental Sense, radius, ranged, acute, accurate, darkvision, limited to textures) [5 points]
• Telepathy: Mind Reading 5 Linked to Area Mental Communication 2 [20 points]
• Mind Control: Affliction 5 (Resisted by Will; Dazed, Compelled, Controlled), Cumulative, Perception Range. [1 point]
• Mental Blast: Perception Range Damage 5, Resisted by Will [1 point]
• Invisibility 4: You can vanish from sight at will, gaining total visual concealment, although other senses can still detect you. This power costs 4 points if you are only invisible to normal vision, 8 points if you cannot be detected by any visual sense (including infrared and ultraviolet). [4 points]
•Regeneration 1 (Persistent, Requires complete darkness)

Advantages [2 points]
• Fearless: Immune to Fear
• Hide in plain sight: I can use Stealth when observed as long as there is cover within my movement range.
• Cipher 2 (-10): Your true history is well hidden, making it difficult to dig up information about you. Investigation checks concerning you are made at a –5 circumstance penalty per rank in this benefit.

Skills [15 points]
Insight 6 (+10), Intimidation 6 (+8) Perception 4 (+8), Persuasion 6 (+6), Ranged Combat 2 (+4) Stealth 6 (+8)

Offense
INITIATIVE +1
Mental Blast — (Perception Range, Damage 5, Resisted by Will (DC 20)
Unarmed +2 (Close, Damage 0)

Defense [4 points]
DODGE 4 FORTITUDE 4
PARRY 2 TOUGHNESS 4
WILL 4

Complications:
Motivation: Justice, Acceptance, Thrills
Disability: Blind

Total: 90


I'm not sure what "linked to area" in Telepathy means, but that should be better than it was before.

626, aka: The Puppeteer:

First draft. Subject to re-writes
626 wanders the halls of Claremont Academy of Higher Learning. This plea deal wasn't that bad after all. Court had been boring, sure, especially when he was instructed to not make the prosecutor bark. Now that he was here he could see that they were just trying to get rid of him.
People always thought of their own mental musings as their own. 626 had always though that concept funny. Ever since his enhancement the secret lives of pets and people had been his to peruse and toy with, and he did so at his leisure. Until that pesky Dr. Phychic Person Dude had showed up at school and ripped his real grades from his teacher's memories. And released his hold on the principle. And the Cheerleaders. And the Jocks... Anyway, he had that school on lock up until Mr. Shiney Helmet showed up and "fixed it". Now he was at this new school where everyone was so much more special. And everything was the same.
But everything was different. Because, in spite of his thrill seeker persona, he was still blind as a bat. Sure, his mind had compensated and now he sees better than if he had eyes with his mental sense, but still. Things had been stolen from him. And it was just a matter of time until he could drop this carefree mask and dispense some real justice.


mdt wrote:
DM Default wrote:


@ mdt
Man! You been busy looking over the system. Nice work.

I'm not sure what you want Expertise:Paper Manipulation to cover as I dont think it'll modify your control paper rolls. But origami or something....

I think your paper sense should work the way you built it, but we can revisit it if it becomes an issue.

But your theme is pretty neat overall.

Thanks, I was assuming I needed a skill to pull off power stunts? Is that not how it works? If not, I don't need that expertise then and I'll spread those points out.

After looking things over, I realized I've played (very briefly) in this system once before, and created a character one other time for a game that never materialized. I've run and played Champions (HERO) for about 20 years now, so I do have that going for me.

Thanks, I do have an idea for a sidekick down the road for her, if you allow those. :P Anyway, thanks for the feedback so far!

Also, I think I need that to use her Artificing ability yes? Only instead of making small magical 'gadgets' she'd be making small paper 'gadgets'. Such as handing out paper that if you speak to it, 5 other pieces of paper display the words. Or a small paper golem that can be left to activate a switch at a certain time. Or a small folded animal tiger to entertain the kids in the hospital?


mdt wrote:
DM Default wrote:


@ mdt
Man! You been busy looking over the system. Nice work.

I'm not sure what you want Expertise:Paper Manipulation to cover as I dont think it'll modify your control paper rolls. But origami or something....

I think your paper sense should work the way you built it, but we can revisit it if it becomes an issue.

But your theme is pretty neat overall.

Thanks, I was assuming I needed a skill to pull off power stunts? Is that not how it works? If not, I don't need that expertise then and I'll spread those points out.

After looking things over, I realized I've played (very briefly) in this system once before, and created a character one other time for a game that never materialized. I've run and played Champions (HERO) for about 20 years now, so I do have that going for me.

Thanks, I do have an idea for a sidekick down the road for her, if you allow those. :P Anyway, thanks for the feedback so far!

Let me go over the rules again. I probably missed something.


Okay, I've come up with an interesting character. Triad. It's an old idea I ran several decades ago. Long before the Wachowski sisters played with it. It's basically three people with one mind. Because they share life force, they are resilient, stronger and faster. They have to shift their energy and can't access all of this at once.

story:
Kjersti Schmidt, Derek Johnson, and Alejandra Hernandez were born in three different places. Oregon, Ohio, and Texas to be exact. Growing up, they each had two imaginary friends. Except that as they grew, they never outgrew them. They always knew what their friends were doing, they just stopped talking about it. They were all athletic, but academically, they had a little trouble with filtering out the multiple perceptions.

During high school, they found that they had enhanced resilience. It was as if things that harmed them had to work three times as hard. Likewise they were stronger and faster. In order to hide it, they had to drop out of sports - Baseball for Derek, track and martial arts for Alejandra, and dance for Kjersti.

They spent the last few years waiting to turn 18 and join Claremont Academy.

crunch:

Triad - PL 6

Strength 4, Stamina 6, Agility 2, Dexterity 0, Fighting 2, Intellect 0, Awareness 2, Presence 0

Advantages
Attractive, Luck, Luck (Recover), Teamwork

Skills
Acrobatics 2 (+4), Close Combat: Unarmed 4 (+6), Expertise (AGL): Dance 2 (+4), Insight 2 (+4), Ranged Combat: Throw 6 (+6)

Powers
Chi Force
. . Leaping: Leaping 4 (Leap 120 feet at 30 miles/hour)
. . Regeneration: Regeneration 4 (Every 2.5 rounds)
. . Speed: Speed 4 (Speed: 30 miles/hour, 500 feet/round; Stacks with: Speed: Speed 1)
. . Stength: Enhanced Trait 4 (Traits: Strength +2 (+6))
Duplication: Summon 4 (Advantages: Attractive, Luck, Luck (Recover), Teamwork; Feature: Shared mind, Heroic, Mental Link, Multiple Minions: 2 minions; Permanent)
Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)

Offense
Initiative +2
Grab, +6 (DC Spec 14)
Throw, +6 (DC 19)
Unarmed, +6 (DC 19)

Complications
Identity: Multiple identity - Kjersti Schmidt, Derek Johnson, Alejandra Hernandez
Motivation: Responsibility

Languages
Native Language

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

Power Points
Abilities 32 + Powers 38 + Advantages 0 + Skills 8 (16 ranks) + Defenses 12 = 90


Crunch:

Name: Hideo Kazama
Code Name: Lightning Strike(Subject to change)
Initiative: +10
Power Point Totals: 90
Abilities: 30 Powers: 12 Advantages: 11 Skills: 19 Defenses: 18 Total: 90
Strength: 2 Agility: 2 Fighting: 2 Awareness: 2 Stamina: 2 Dexterity: 2 Intellect: 3 Presence: 0

DEFENSE
Dodge: 7 Parry: 7
Fortitude: 6 Toughness: 2/5 Will: 6

Attacks:
Unarmed: +8 DC17 19-20
Chi Lightning +8 DC17

Powers
Ki Healing (Healing) (1)(2 points)
Ki Lightning (2)(Damage, Ranged)(4 points)
Ninja Quickness(Speed)(4 points)

Skills:
Acrobatics 5 (+7) Athletics 5 (+7) Close Combat(Unarmed) 6(+8)
Expertise(Science) 4 (+7) Insight 2 (+4) Perception 2 (+4), Ranged Combat(Ki Lightning) 4 (+6) Stealth 6 (+8) Technology 6 (+9)

Advantages:
Defensive Attack
Defensive Roll (3)
Evasion(2)
Hide in Plain Sight
Improved Critical(Unarmed)(1)
Improved Initiative(2)
Move-By-Action

Complications: Motivation(Honor), Motivation(Self Perfection)


Backstory:

Hideo Kazama was born in Tokyo, Japan to Miwa and Hamato Kazama, both government workers. His father worked in Naicho, the Japanese version of the C.I.A. His mother worked in social services. Hideo has always been a model child, an overachiever who takes everything he does seriously. When he finishes his homework, he is often studying for future tests or training in the martial arts with his grandfather. His grandfather, Heiachi used to be a covert agent who worked with the allies in World War 2.

Hideo was always close to his grandfather as he was the only grandchild. They were inseparable. Heiachi taught him ever martial art he knew and in particular the ways of ninjutsu. To strike from the shadows and to never be seen. He even learned how to harness his ki to do amazing things such as tapping into his body’s natural electrical current to produce lightning and to use it to heal wounds on others. When he became an adult and graduated from high school, his grandfather used his connections to enroll him into the Claremont Academy of Higher Learning to hone his skills even further as there was so much that even he could teach him. His grandfather wanted him to use his gifts much like he did to be a force for good and to help the world.

Please critique.


A couple of questions for those more knowledgeable than I:

1) What are considered acceptable, i.e. adequate/useful/good, skill modifiers or ranks for PL 6?

2) Which way is better for increasing abilities, increasing the ability itself or getting the Enhanced Ability power? I am basically looking to make a Paragon-type guy whose main thing, at least eventually, is strength and invulnerability (so Strength and Stamina) among other things (think strength of Hercules, invulnerability of Zeus, speed of Mercury, etc) and whose powers originate from a divine source way far back in his ancestry, the Olympian Gods to be more specific. Long story short, once every more than a few generations someone in his family line develops powers, whose source and origin are traced back to ancient times and some ancestor's involvement with the Olympian Pantheon. A champion chosen by them or maybe one of Zeus' occasional trysts, the true cause is probably lost by now. Whatever the reason, the powers are the legacy and birthright of the ones who manifests them, as much a part of him as his own flesh and blood.


1 - Well if you look at each skill it gives the DCs for different uses of the skill. Like using athletics to climb a ladder is DC0 while climbing a brick wall is DC20. Just think of what things your character would be able to do well or decently. I would think that a Hercules type would easily climb that brick wall so 10+ would be a goal.

2 - Well past character creation you have to take the enhanced trait power to increase your ability scores. Otherwise, it takes the same amount of points. Since it seems he gets his powers from another source, than enhanced trait sounds more appropriate.

Scarab Sages

revised fluff for 626, aka: The Puppeteer:

In the stories, the good guys always get it right in the end. They may mess up along the way, but their successes always make up for it.
In the stories.
626 is a story that the Heroes have forgotten. One of those rare times when Fate or Luck finally dropped the ball. In an effort to create a better human, they had a few... setbacks. One of those setbacks was blinded by the Procedure. He was quietly discarded. After all, the mental stress of the Procedure meant certain death for any child who failed any one portion of the battery.
But he didn't. Of course. there wouldn't be much of a story here if he did, would there?
Instead, a young blind boy was found on the street by a passing stranger one hot summer and rescued into State care. Then he started exhibiting powers and he was promptly shipped to Claremont Academy of Higher Learning.

Scarab Sages

I'm finding it hard to fit this guy into a young person story...

Could our students be non-traditional? He works much better as a reforming villain.


Ah, just managed to find this.

Thinking about building some kind of magic user, who uses equipment rather than his own personal power. Maybe someone who has his abilities as more of a birthright than something he acquired himself.

Working on the statblock, shouldn't take too long. Trying to check over it a few times to make sure I don't mess up some of the numbers.


Sounds a fun concept.

Will get to building a pitch - currently thinking: Cuff a young teen brick inspired by Gully from Battlechasers.

Should have something crunched up over the weekend for your consideration and see what flavour is conjured up :)

Scarab Sages

if non-traditional heroes are allowed, re-re-revised fluff:

Channel 4 Nightly News starts NOW!
Good evening. Today, the Hero Mercurial was arrested after he assaulted the Mayor on the steps of town hall. Two security members were hurt before the Mayor's Super-protection detail intervened, notably Lioness. No significant property damage was inflicted. Mercurial was released shortly thereafter without charges as it was determined that tonight's attack was the work of The Puppeteer. This is the third such attack this month.

"You're not a normal applicant, Puppeteer. You must understand that we mainly intake young people. With your past... well you'll understand that we need to keep who you are under wraps."
A man bound hand, foot, and head in psy-supressing chains sits across from the Intake Supervisor for the Claremont Academy of Higher Learning.
"I'm not a threat to anyone, anymore. I may be in chains, but the damage has already been done. Mr. Shiney Hat took care of that. My powers are limited to that of your students. If you can't handle that, then you can kiss that fancy pilot government rehab program goodbye.'

The Intake Supervisor narrows his eyes.

"Relax. Your man here wasn't quite fast enough with the crown.'
626 tilts his head to the right and the guard standing there.
"I can't read anything, right now. The metal headed Hero even erased all the criminal crap out of my memory. I'm as close to a clean slate as you can get."


@DM: has there recently been any event or situations that seemed to spur on new ‘paranormals’?


To those who are still a bit confused about character creation, I've found a helpful guide on the mutants and masterminds subreddit here.

Please mention when you're submitting a final build and I will add it to the roster of submitted applicants.

@ Saashaa
Thanks for clearing that up. Is this your final submission?

@ Daynen
For a step-by-step guide, try the link above. Otherwise, I hear you can try the HeroLab demo which helps you figure allocation of points as well.

@ Choon
I think advantages are worth 1 pt each, taking you up to 4 for advantages. Also, please sort out your Power section as I think there's an array in there, but can't tell for sure. Rednal has a good example of how to separate the array from the rest of your powers.

As for the backstory, I'm not sure what you have in mind will work. Why would the government willingly power up a known danger, someone who would use his powers, and a powerset as dangerous as that? Also, the applicants need to stay under the radar, no one can know their powers are being amped up. Also, an adult in a young hero story? An evil one at that? I'm sorry, but I'm saying no to that idea.

@ mdt
So, after a copious amount of research it seems all you need to do to pull off a power stunt is a suitable power for the base, a new resultant power effect, and the GM's approval. So no, I don't think you need expertise in skills to make a power stunt happen.

I think I'd allow a "sidekick" of sorts when you're all past freshman year. Open to the idea at least.

@ Philo Pharynx
I admit, I was taken aback and surprised at the idea of one player controlling three characters. Sounds like a lot of work too, but I like the idea.

Approved for submission.

@ Amazing Red
It looks okay from a quick once over, I'll go over it in depth sometime this weekend.

@ PixelsAreGod
Good to have you, but just to let you know there is one magic-user submission already. I'm hoping to spread the "archetypes" and power-sets as widely as I can, so just keep that in mind.

@ Black Dow
I have no idea what any of that is but am excited to see what you come up with.

@ Arknight
Nothing specifically, no. Powers have been an accepted occurrence of reality, though a minor percentage of people have them, and of that percentage, not all are what you would call cape-wearing material.

Scarab Sages

I thought it might not. No worries. I'm still going with the phychic feel, but I'm re-writing the story completely.


Hmmm... a good point. And looking over Rednal's character, it had some similarities to what I had in mind.

For the sake of freshness, it's back to the drawing board! Thinking more of a Batman-esque character, maybe more along the lines of Ricochet to mix a slight amount of superhuman ability with more mundane powers. More of a tool specialist if anything.


For what it's worth, I wanted to go a little Doctor Strange-y, but we're well below that PL. XD So instead it's versatile casting with a slightly worrying amount of "you're not allowed to die". It's hard to invest in full defenses and have much left at this PL, so I figured low defenses but quick recovery would be a suitable alternative.

Scarab Sages

I think I've just been inspired. Now I need to check if its possible to build... Still psychic (kinda), but of a totally different flavor.


DM Default wrote:


@ mdt
So, after a copious amount of research it seems all you need to do to pull off a power stunt is a suitable power for the base, a new resultant power effect, and the GM's approval. So no, I don't think you need expertise in skills to make a power stunt happen.

I think I'd allow a "sidekick" of sorts when you're all past freshman year. Open to the idea at least.

Good to know, but as I said up above (I think you missed it), I also need the skill for Artificing, to make paper constructs that can do things. Repeated the original post below to make it easier to find

mdt wrote:


Also, I think I need that to use her Artificing ability yes? Only instead of making small magical 'gadgets' she'd be making small paper 'gadgets'. Such as handing out paper that if you speak to it, 5 other pieces of paper display the words. Or a small paper golem that can be left to activate a switch at a certain time. Or a small folded animal tiger to entertain the kids in the hospital?

Scarab Sages

Choon's character re-work:

Name: Amos Anders
Code Name: Ghost
Initiative: +3
Power Point Totals: 90

Abilities: 32 Powers: 38 Advantages: 1 Skills: 13 Defenses: -- Total: 90

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

DEFENSE
Dodge: 3 Parry: 0
Fortitude: 2 Toughness: 2 Will: 4

Attacks:
Mental Blast (Perception range, Damage 5, Resisted by Will)

Powers
Telepathy: Mind Reading 5 Linked to Area, Subtle 2, Mental Communication 2 (1 mile) [22 points]
--Telepathic Illusion: Illusion 4 (all senses), Resisted by Will, Selective [1 point]
--Mental Blast: Perception Range Damage 5, Resisted by Will [1 point]

Insubstantial 2: Gaseous, Affects Corporeal, Affects Others, Attack, Precise, Subtle 2 [13 points]
Immune to Suffocation due to being incorporeal [1 point]

Skills:
Expertise (private eye) 2 (+5), Acrobatics 5 (+7), Athletics 5 (+5), Insight 2 (+6), Investigation 5 (+8), Perception 2 (+6), Stealth 5 (+7)

Advantages:
Equipment 1: Smart Phone (2), Video Camera (2), Multi-tool(1)

Complications: Reputation, Doing good

I got rid of the mind control thing. That's a really tough power to negotiate and navigate in person and I no longer want to try that over PbP. Instead, meet

Amos Anders:

Amos Anders was born with a downright insatiable curiosity. He had read the entire library by the time he graduated from high school and it was often joked that he held every secret in the school under his trademark cowboy hat. How little did anyone realize how right they were.
See, Amos has a gift. A gift for finding out what noone else wants found out. A gift for secrets. He loves finding them and keeping them (or letting them out as necessary). Thankfully, he grew up in a nice, stable home with two parents and a white picket fence and the whole nine yards that steriotypically produces a nicely grounded young man with all the idealism of a world of priviledge. It would be insufferable if that particularly grounded young man wasn't also aware of every little dirty secret in town.
It would be dangerous if he weren't bent on doing the world some good.
It would be Criminal if he failed to see the point of privacy laws. And failed to obey property laws. And violated Attourney/Client privilege in ways that only a mind reader can. Ya know, sometimes the Greater Good can really get a guy in trouble...
So, here he was, on the steps of a boarding school for Supers.
"Well, it was bound to happen at some point. Let's go find the Underbelly." he mutters.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Yes that can be my final build. When I post the backstory, i'll repost the crunch so it will ba ll in one post.


I am going to throw my hat into the ring here; submission coming shortly.


I'm going to drop out of this one - combo of RL and getting my muse on has stymied me.

Plenty of cool concepts already in the frame :)

Cheers and enjoy all

BD


Went through some iterations of this character, but I eventually settled on what I think would be interesting. I suppose he ended up more of a Robin than a Batman, but considering he's in training it's a better fit.

Crunch:

Name: David Crow
Codename: Hero Silver
PL 6
Power Points: 90
Initiative: 3

Strength: 3
Stamina: 2
Agility: 3
Dexterity: 4
Fighting: 3
Intellect: 1
Awareness: 3
Presence: 0
(38 points)

Dodge: 5
Parry: 5
Fortitude: 4
Toughness: 7
Will: 8
(16 points)

Skills:
Acrobatics +13(10 ranks)
Athletics +11 (8 ranks)
Close Combat +7 (4 ranks)
Perception +10(7 ranks)
Ranged Combat +7 (3 ranks)
Sleight of Hand +10 (6 ranks)
Stealth + 11 (8 ranks)
(23 points)

Advantages:
Equipment 4
Improved Critical(Boomerang) 3
Improved Disarm
Improved Trip
Power Attack
Precise Attack
Quick Draw
Throwing Mastery
(13 points)

Equipment:

-Handcuffs(1) Toughness 9, DC 20
-Mini-Tracer(1)
-Binoculars(1)
-Rebreather(1)
-Night Vision Goggles(1)
-Nunchaku(3) Damage 2 (5 with 3 Strength) Crit 19-20
-Boomerang(2) Ranged Damage 1 (5 with Throwing Mastery 1 and 3 Strength) Crit 17-20
-Taser(10) Ranged Affliction 5 (Daze, Stun, Incapacitate)
(20 points from Advantage)

Powers:
None
(0 points)

Semi-Long Fluff:

David never intended on being a hero. Why would he? He wasn’t born with any special powers. It wasn’t as if there was going to be a radioactive metal that wouldn’t just, well, kill him. The odds of getting hit by some kind of space asteroid were zero to none. And heaven forbid he started dabbling in magic. While it was good to have dreams, David realized young that some aspirations were impossible. While his parents tried to revitalize whatever dreams David had, from that point forward David focused on the mundane and what was within reach.

It was David’s freshman year in high school that things changed. His normally quiet town saw itself with a superhero known as Hero Gold. The local news exploded, as the dullness of everyday life was shattered by a vigilante patrolling the streets. It seemed every journalist, reporter, and editor was looking for pictures of Hero Gold.

David usually saw the hero during the morning news, after his father left for work and he was eating breakfast. David noted the tacky outfit that seemed more par for a hero from the 60s, as well as the seemingly self-taught fighting style the hero used in the few news segments that showed such violence. Possibly the worst part of Hero Gold was his tagline, which he would say before leaving the crime scene. “Justice is Gold!”

Hero Gold remained in the local media for the next year, before the accident occured. It was a standard affair, in which a pickpocket, who Gold had noticed in the act, had run up a fire escape. As the affair took place in the middle of town, a crowd began to form, holding up their phones to catch a photo or video.

The pickpocket was nowhere near as strong as Hero Gold, and focused on escape rather than a fight. Gold grabbed the thief, trying to stop him from climbing up higher. Pulling away, the pickpocket lost his balance, falling over. The sudden motion pushed Gold backwards, hurling him over the escape’s railing and onto the ground below.

While the fall was short, Gold landed poorly, directly on the back of his head. The authorities managed to arrive on the scene, apprehending the pickpocket and arranging an ambulance for Gold. Onlookers could only peer over the police line to see the masked figure being taken away.

If it were anyone else, David would never have known of the event. But it wasn’t long before he was called out of school to the hospital. The police were brief, but courteous and understanding. The facts were simple: Hero Gold’s secret identity was Elijah Crow, David’s father. The fall had caused irreparable brain damage, sending Elijah into a coma. It was unknown if he would awake again.

The entire story always seemed surreal to David. His father was the hero he knew from the news, despite how ordinary he seemed at home. And in an instant, he was gone, lying in a hospital bed until god knows when. David didn’t even know why his father did become Hero Gold. Was it for the fame he got from it? Perhaps some idea of grandeur? But those conclusions never felt like the man David knew. Rather, it was always likely he only wanted to help those he could.

The last few years of high school, David changed completely. He began practicing martial arts and taking self-defense lessons between sports and gymnastics. He would frequently spend the long nights practicing with his father’s tools, copying the strange motions he performed. While he wondered why his father adopted such techniques, their effectiveness belied their mystery, and David chose to keep them. When he tired of practice, he studied, usually finding himself with the sun rising through his window by the time he was finished.

David left high school with mediocre grades, but that hardly bothered him. He had put his heart into what he - and his father - considered important enough to die for. His next step was Claremont: while David didn’t know what was in store for him, he knew it would be following in his father’s footsteps. And, perhaps, moving further.


Hmm... Just a heads up, but I do not think you can increase Toughness above your Stamina by directly spending points to do so. You need to use Advantages and/or Powers for that.

Also, the Close Combat and Ranged Combat skills need to be specific, I think. Basically, you have to choose a single weapon for each skill, such as, say, Unarmed or Swords for the Close Combat and Guns or Bows or some such for Ranged Combat.


Ah, you're correct. Can't believe I missed those.

A small amount of stat shuffling and a "few" Defensive Rolls... and it should be good. I also chose to switch my Presence and Intellect, since I think that fits the character better.

Added the specificity to the Combat skills as well. Thanks for the help!

Revised Crunch:

Name: David Crow
Codename: Hero Silver
PL 6
Power Points: 90
Initiative: 3

Strength: 3
Stamina: 4
Agility: 3
Dexterity: 4
Fighting: 3
Intellect: 0
Awareness: 3
Presence: 1
(42 points)

Dodge: 5
Parry: 5
Fortitude: 4
Toughness: 4 (7 Active)
Will: 8
(9 points)

Skills:
Acrobatics +13(10 ranks)
Athletics +11 (8 ranks)
Close Combat (Clubs) +7 (4 ranks)
Perception +10 (7 ranks)
Ranged Combat (Thrown) +7 (3 ranks)
Sleight of Hand +10 (6 ranks)
Stealth + 11 (8 ranks)
(23 points)

Advantages:
Defensive Roll 3
Equipment 4
Improved Critical(Boomerang) 3
Improved Disarm
Improved Trip
Power Attack
Precise Attack
Quick Draw
Throwing Mastery
(16 points)

Equipment:

-Handcuffs(1) Toughness 9, DC 20
-Mini-Tracer(1)
-Binoculars(1)
-Rebreather(1)
-Night Vision Goggles(1)
-Nunchaku(3) Damage 2 (5 with 3 Strength) Crit 19-20
-Boomerang(2) Ranged Damage 1 (5 with Throwing Mastery 1 and 3 Strength) Crit 17-20
-Taser(10) Ranged Affliction 5 (Daze, Stun, Incapacitate)
(20 points from Advantage)

Powers:
None
(0 points)


I've been looking at this thread and trying to come up with a good write up for a fire energy projector (Jack O'Latern) based on the original concept pitch in the first thread. However, I think I am enjoying the dinosaur shape shifting kid for the high school idea. Here's the origin of

JAY PARK:

As soon as Jay hit puberty, he knew he was different. By concentrating he could shift his features and body to resemble anyone else. The power didn't seem to be useful enough to warrant becoming a superhero. Besides, his parents were strident Humanity First supporters, so he kept it secret. Not being entirely selfless, he did spend the next few years, 'growing' from a nerdy, bespectacled kid to a handsome teenager, but that was all he used his power for. Unwilling to support his family's crusade against the powered he instead devoted himself to his great obsession, paleontology. So it was that he was at the city museum when the Serpent Queen and her minions decided that one of the ancient scepters displayed was the Serpent Staff. Watching in horror as the villain used the staff to transform onlookers in dinowarriors and being bathed in the magical radiation himself he transformed into a T-rex and knocked the staff from her hand, and very nearly ate her before she managed to slither off. Outed rather publicly as being powered, his family has disowned him and he has joined the Clairmont School as Jurassic.

POWER DESCRIPTION:

He is a mutant with the ability to morph his shape to any humanoid form and his control over his body gives him additional senses, some heightened strength, stamina and agility. Whenever he morphs it takes no effort to keep himself in the form he has chosen, his power actually reforms his body. He can turn into mermen or other creatures of his imagination as long as they are humanoid. Also by 'morphing' into the same form as he has he can repair corporeal damage to the form, although this wears him out. Trying to change while being bathed by the magical radiations of the Serpent Scepter has greatly enhanced his abilities. He can now turn into dinosaurs and actually finds it easier to take dinosaur forms. He is particularly fond of T-Rex, although he also quite often turns into a Pterodactyl.

Human Form:

Jay Park (Jurassic) - PL 6

2 Strength 1 (4)
8 Stamina 4 (7)
0 Agility 0 (3)
0 Dexterity 0 (2)
0 Fighting 0
8 Intellect 4
2 Awareness 1
6 Presence 3
Traits = 26 points

Advantages
Attractive 2
Advantage = 2 points

Skills (20 ranks)
Acrobatics 1 (+4), Expertise: Paleontolgy 6 (+10), Expertise: Survival 1 (+5), Intimidation 4 (+7), Investigation 1 (+5), Perception 3 (+4), Sleight of Hand 1 (+3), Technology 1 (+5), Treatment 1 (+5), Vehicles 1 (+3)
Skills = 10 points

Powers
1 Healing: Healing 6 (Activation 1: move action, Distracting, Fades, Limited: Self Only)
1 Immunity: Immunity 1 (Aging)
3 Senses 3 (Acute: Scent, Extended: Scent 1: x10, Low-light Vision)
ARRAY
HUMANOID FORM
Enhanced Ability: Enhanced Agility 3 (+3 AGL) - 6 POINTS
Enhanced Ability: Enhanced Dexterity 2 (+2 DEX) - 4 POINTS
Enhanced Ability: Enhanced Stamina 3 (+3 STA) - 6 POINTS
Enhanced Ability: Enhanced Strength 3 (+3 STR) - 6 POINTS
Morph 3 (+20 Deception checks to disguise; Broad group (any humanoids); Increased Duration: continuous; Activation 2: standard action) - 16 POINTS
Variable 1 - Movement and Adaptations (Gills, Fins, extra speed, abilities or senses within humanoid norms) - 7 POINTS
45 point slot in Array
GENERIC DINOSAUR FORM
Morph 2 (+20 Deception checks to disguise; Narrow group (Dinosaurs); Increased Duration: continuous; Activation 2: standard action) - 10 POINTS
Variable 5 -Dinosaur Powers- 35 POINTS
1 point for slot in Array
T-REX FORM
Damage: Strength-based Damage 3 (DC 22, Advantages: Fast Grab, Improved Critical 4, Improved Grab; Reach (melee): 5 ft.) - 10 POINTS
Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Increased Duration: continuous; Activation 2: standard action) - 19 POINTS
Impervious Toughness 7 - 7 POINTS
Speed 3 (Speed: 16 miles/hour, 250 feet/round) - 3 POINTS
Morph 1 (+20 Deception checks to disguise; Single form TRex; Increased Duration: continuous)- 6 POINTS
1 point for slot in Array
Powers = 52 points

Offense
Initiative +3
Throw, +2 (DC 19)
Unarmed, +0 (DC 19)

Complications
Enemy: The Serpent Queen blames him for her failure to acquire the Serpent Staff
Motivation: Thrills: He really enjoys being a dinosaur themed hero.
Obsession: Obsessed with history and dinosaurs.
Slight Quirk: His shapeshifting does not extend to his clothes.

Languages
English

Defense
Dodge 3, Parry 0, Fortitude 7, Toughness 7, Will 1

Power Points
Abilities 26 + Powers 52 + Advantages 2 + Skills 10 (19 ranks) + Defenses 0 = 90


And just so you can have some comparison here is his default combat form
T-Rex:

T-REC FORM
Strength 8, Stamina 11, Agility 0, Dexterity 0, Fighting 0, Intellect 4, Awareness 1, Presence 3

Advantages
Attractive 2, Fast Grab, Improved Critical 4 with bite Improved Grab

Skills
Acrobatics 1 (+1), Expertise: Paleontolgy 6 (+10), Expertise: Survival 1 (+5), Intimidation 4 (+10), Investigation 1 (+5), Perception 3 (+4), Sleight of Hand 1 (+1), Technology 1 (+5), Treatment 1 (+5), Vehicles 1 (+1)

Powers
Healing: Healing 6 (Activation 1: move action, Distracting, Fades, Limited: Self Only)
Immunity: Immunity 1 (Aging)
Bite - Strength-based Damage 3 (DC 26, Reach (melee): 5 ft.)
Growth 7 (+7 STR, +7 STA, +3 Intimidate, -7 Stealth, -4 active defenses, +1 size rank, +7 mass ranks; Increased Duration: continuous; Activation 2: standard action)
Impervious Toughness 7
Speed 3 (Speed: 16 miles/hour, 250 feet/round)
Morph 1 (+20 Deception checks to disguise; Single form - T Rex; Increased Duration: continuous)
Senses: Senses 3 (Acute: Scent, Extended: Scent 1: x10, Low-light Vision)

Offense
Initiative +0
Damage: Strength-based Damage 3, +0 (DC 26)
Grab, +0 (DC Spec 18)
Throw, +0 (DC 23)
Unarmed, +0 (DC 23)

Complications
Enemy: The Serpent Queen blames him for her failure to acquire the Serpent Staff
Motivation: Thrills: He really enjoys being a dinosaur themed hero.
Obsession: Obsessed with history and dinosaurs.

Languages
English

Defense
Dodge -4, Parry -4, Fortitude 11, Toughness 11, Will 1


@ choon
Is this your final submission?

@ mdt
Okay! I see where I was getting mixed up. You're doing a "magical" version of inventing, okay, yep, I see where I was confused. Then I think everything else checks out, yeh?

@ Pixels Are God
Looks good! Final submission?

@ Kertuffle
It'll take me a bit longer to look the alternate form over, but I like the idea.

Officially Submitted Characters
Saasha - Rodion Eshkol

WIth the constant revisions everyone is doing, I need to know what everyone's final submissions are. Please declare so if you have one


Official Submission:

Name: Hideo Kazama
Code Name: Lightning Strike(Subject to change)
Initiative: +10
Power Point Totals: 90
Abilities: 30 Powers: 10 Advantages: 11 Skills: 21 Defenses: 18 Total: 90
Strength: 2 Agility: 2 Fighting: 2 Awareness: 2 Stamina: 2 Dexterity: 2 Intellect: 3 Presence: 0
Hero Points: 1

DEFENSE
Dodge: 7
Parry: 7
Fortitude: 6
Toughness: 2/5
Will: 6

Attacks:
Unarmed: +8 DC17 19-20
Chi Lightning +8 DC17

Powers
Ki Healing (Healing) (1)(2 points)
Ki Lightning (2)(Damage, Ranged)(4 points)
Ninja Quickness(Speed)(4 points)

Skills:
Acrobatics 5 (+7) Athletics 5 (+7) Close Combat(Unarmed) 6(+8)
Expertise(Science) 4 (+7) Insight 3 (+5), Perception 3 (+5) Ranged Combat(Ki Lightning) 6 (+8) Stealth 5 (+7) Technology 5 (+8)

Advantages:
Defensive Attack
Defensive Roll (3)
Evasion(2)
Hide in Plain Sight
Improved Critical(Unarmed)(1)
Improved Initiative(2)
Move-By-Action

Complications: Motivation(Honor), Motivation(Self Perfection)


I think I did all my math right:

Name: Fabian Samuelson
Codename: Flashspark
PL 6
Power Points: 90
Initiative: 6
Strength: 3
Stamina: 6
Agility: 6
Dexterity: 0
Fighting: 6
Intellect: 0
Awareness: 2
Presence: 1
(48 points)

Dodge: 6
Parry: 6
Fortitude: 6
Toughness: 6
Will: 2
(0 points)

Skills:
Acrobatics +12 (6 ranks)
Athletics +9 (6 ranks)
Close Combat (Damage: Electric Shock): 12 (six ranks)
Expertise: Physics: 6 (6 ranks)
Stealth + 12 (6 ranks)
(15 points)

Advantages:
Precise Attack 4
Takedown 2
(6 points)

Powers:
Damage: Electric(6 ranks)
Insubstantial, Energy form: Electric; Innate, Permanent.(21 points)


Character:

Devin Jones
PL 6 hero

Abilities:
Str 1
Sta 1
Agl 1
Dex 1
Fgt 1
Int 1
Awe 1
Pre 1

Defenses:
Dodge 4
Fortitude 6
Parry 4
Toughness 8
Will 6

Skills:
Intimidation r10 +11
Stealth r10 +11

Advantages:
Daze (Intimidation) r1
Eidetic Memory
Fearless
Hide in Plain Sight
Move-By Action

Powers:
Regeneration: Extras (Persistant) r5

Healing: Extras (Persistant, Restoration, Resurrection, Stabilize) r5

Protection r7

Motivations: Greed

Complications: Hatred (Religious People)

Power Points Expenditure:
Abilities -16
Defenses -16
Skills -10
Advantages -5
Powers -43

Backstory:

Even in a world where super-powered beings are a dime a dozen, the ability to heal others is one of the most rare abilities in existence.

If you asked Devin Jones about it, however, you would get a slightly different opinion: namely that all it does is make people around the person with healing rich or lazy.

Take his parents, for example. Good, fundamentalist Christians preachers who ran a traveling salvation show, complete with speaking in tongues and snake taming. They were poor, and barely made enough money to live by.

Until Devin manifested his powers.

Marketing his abilities as "The healing power of Christ", his parents quickly became incredibly successful, thanks to Devin's power. They also started ignoring him for long periods of time, or refusing to feed him if he displayed even the hint of backtalk or broke one of their increasingly insane rules.

When the police officers came to the door to tell him his parents had died in a car accident, he laughed. When they looked at him oddly, he invited them in and showed them the locks on every cabinet and the refrigerator doors in the kitchen, and the triple deadbolt locks on his bedroom door.

Having no living relatives, Devin was remanded to the custody of the state. Unsure of what to do with him, he was sent to the closest school that dealt with super-powered children: Claremont Academy.

Devin mostly keeps to himself, but goes out of his way to avoid any adult who has ever said within earshot that his power is a gift. That was a lie.

A gift, you see, is something like flight, or super strength. Something useful.

Never mind that a side-effect of his healing power is that his own injuries heal very quickly, or that it's made him fairly tough.

"Getting punched in the face is not a super power." he had said more than once.

Devin has decided that since everyone else is trying to make money off of his ability, he might as well to. He plans to become a plastic surgeon to the rich, using his power to make him super wealthy. He wants to become an accredited hero so that he can jack up the amount he charges people for healing them.


Well, I think this should be his, ahem, final form. Before I make it official though I could use some critique/feedback/checking from anyone who would be so inclined. :-)

Michael Gray (Olympian):
Name Michael Gray Codename Olympian
Nationality British (Greek descent)
Age 21 Height 6 ft. Weight 210 lbs.
Hair Black Eyes Gold Skin Fair
--------------------
ABILITIES
--------------------
Str 6 Sta 4 Agl 4 Dex 4 Fgt 4 Int 2 Awe 2 Pre 1
--------------------
POWERS
--------------------
Invulnerability of Zeus Immunity 5 (Cold, Disease, Heat, High Pressure, Radiation); Impervious Toughness 6; Protection 2
Might of Heracles Enhanced Strength 2, Limited to Lifting (Lifting Str 8; 6 tons)
Prowess of Ares Enhanced Advantages 3 (Close Attack 2, Ranged Attack 1)
Senses of Artemis Senses 2 (Extended Hearing 1, Extended Vision 1)
Swiftness of Hermes Alacrity (Array: Flight 1, Speed 1); Quickness 1
Wisdom of Athena Enhanced Advantages 1 (Eidetic Memory)
--------------------
ADVANTAGES
--------------------
Close Attack 2, Diehard, Eidetic Memory, Fearless, Languages 1 (English, Greek), Ranged Attack 1
--------------------
SKILLS
--------------------
Acrobatics 2 (+6), Athletics 2 (+8), Expertise: Medicine 1 (+3), Insight 2 (+4), Perception 4 (+6), Treatment 1 (+3)
--------------------
OFFENSE
--------------------
Initiative +4
Grab +6 (DC Spec 16, Close, Damage 6, Bludgeon, Crit 20)
Unarmed +6 (DC 21, Close, Damage 6, Bludgeon, Crit 20)
Throw +5 (DC 21, Close, Damage 6, Bludgeon, Crit 20)
--------------------
DEFENSE
--------------------
Dodge 4 Parry 4 Fortitude 4 Toughness 6 Will 4
--------------------
POWER POINTS
--------------------
Abilities 54 Powers 25 Advantages 3 Skills 6 Defenses 2
Total 90
--------------------
COMPLICATIONS
--------------------
Motivation: Doing Good

Responsibility: Medical School

The idea, by the way, is that he already has his power set (barring maybe one or two entirely new powers that may manifest at some later date), such as strength, resilience, speed and so on, albeit at a greatly diminished level when compared to his actual full potential. Baby steps, so to speak.

Scarab Sages

Amos is essentially submitted, yes. I want to run over the build again just to be sure, but he is my submission.


@GM - Yep, it's not really magic, it's imprinting pyschic orders onto paper, but it seems the rules for magic more closely fit what she does than the rules for tech inventions, so I figured that would work better for it.

Also, I think my last submission is the official one. The skills aren't where I'd like them, but that actually makes sense given she's been mostly sheltered up till now, her skills will take off once she's got access to an actual university. Her stats are decent, and her powers are mostly intact. She's just lacking experience.


Yes, I think Hero Silver is my final submission.

I'll post the revised crunch and fluff here for convenience.

Final Crunch:

Name: David Crow
Codename: Hero Silver
PL 6
Power Points: 90
Initiative: 3

Strength: 3
Stamina: 4
Agility: 3
Dexterity: 4
Fighting: 3
Intellect: 0
Awareness: 3
Presence: 1
(42 points)

Dodge: 5
Parry: 5
Fortitude: 4
Toughness: 4 (7 Active)
Will: 8
(9 points)

Skills:
Acrobatics +13(10 ranks)
Athletics +11 (8 ranks)
Close Combat (Clubs) +7 (4 ranks)
Perception +10 (7 ranks)
Ranged Combat (Thrown) +7 (3 ranks)
Sleight of Hand +10 (6 ranks)
Stealth + 11 (8 ranks)
(23 points)

Advantages:
Defensive Roll 3
Equipment 4
Improved Critical(Boomerang) 3
Improved Disarm
Improved Trip
Power Attack
Precise Attack
Quick Draw
Throwing Mastery
(16 points)

Equipment:

-Handcuffs(1) Toughness 9, DC 20
-Mini-Tracer(1)
-Binoculars(1)
-Rebreather(1)
-Night Vision Goggles(1)
-Nunchaku(3) Damage 2 (5 with 3 Strength) Crit 19-20
-Boomerang(2) Ranged Damage 1 (5 with Throwing Mastery 1 and 3 Strength) Crit 17-20
-Taser(10) Ranged Affliction 5 (Daze, Stun, Incapacitate)
(20 points from Advantage)

Powers:
None
(0 points)

Final Fluff:

David never intended on being a hero. Why would he? He wasn’t born with any special powers. It wasn’t as if there was going to be a radioactive metal that wouldn’t just, well, kill him. The odds of getting hit by some kind of space asteroid were zero to none. And heaven forbid he started dabbling in magic. While it was good to have dreams, David realized young that some aspirations were impossible. While his parents tried to revitalize whatever dreams David had, from that point forward David focused on the mundane and what was within reach.

It was David’s freshman year in high school that things changed. His normally quiet town saw itself with a superhero known as Hero Gold. The local news exploded, as the dullness of everyday life was shattered by a vigilante patrolling the streets. It seemed every journalist, reporter, and editor was looking for pictures of Hero Gold.

David usually saw the hero during the morning news, after his father left for work and he was eating breakfast. David noted the tacky outfit that seemed more par for a hero from the 60s, as well as the seemingly self-taught fighting style the hero used in the few news segments that showed such violence. Possibly the worst part of Hero Gold was his tagline, which he would say before leaving the crime scene. “Justice is Gold!”

Hero Gold remained in the local media for the next year, before the accident occured. It was a standard affair, in which a pickpocket, who Gold had noticed in the act, had run up a fire escape. As the affair took place in the middle of town, a crowd began to form, holding up their phones to catch a photo or video.

The pickpocket was nowhere near as strong as Hero Gold, and focused on escape rather than a fight. Gold grabbed the thief, trying to stop him from climbing up higher. Pulling away, the pickpocket lost his balance, falling over. The sudden motion pushed Gold backwards, hurling him over the escape’s railing and onto the ground below.

While the fall was short, Gold landed poorly, directly on the back of his head. The authorities managed to arrive on the scene, apprehending the pickpocket and arranging an ambulance for Gold. Onlookers could only peer over the police line to see the masked figure being taken away.

If it were anyone else, David would never have known of the event. But it wasn’t long before he was called out of school to the hospital. The police were brief, but courteous and understanding. The facts were simple: Hero Gold’s secret identity was Elijah Crow, David’s father. The fall had caused irreparable brain damage, sending Elijah into a coma. It was unknown if he would awake again.

The entire story always seemed surreal to David. His father was the hero he knew from the news, despite how ordinary he seemed at home. And in an instant, he was gone, lying in a hospital bed until god knows when. David didn’t even know why his father did become Hero Gold. Was it for the fame he got from it? Perhaps some idea of grandeur? But those conclusions never felt like the man David knew. Rather, it was always likely he only wanted to help those he could.

The last few years of high school, David changed completely. He began practicing martial arts and taking self-defense lessons between sports and gymnastics. He would frequently spend the long nights practicing with his father’s tools, copying the strange motions he performed. While he wondered why his father adopted such techniques, their effectiveness belied their mystery, and David chose to keep them. When he tired of practice, he studied, usually finding himself with the sun rising through his window by the time he was finished.

David left high school with mediocre grades, but that hardly bothered him. He had put his heart into what he - and his father - considered important enough to die for. His next step was Claremont: while David didn’t know what was in store for him, he knew it would be following in his father’s footsteps. And, perhaps, moving further.


I only have the one version of Allison's submission, so no worries here. XD I can repost for your convenience, though.


Officially Submitted Characters
Saasha - Rodion Eshkol
Amazing Red - Hideo Kazama (Lightning Ninja)
F. Castor - Michael Gray (Mythic Bruiser)
Choon - Amos Anders (Psychic Spirit)
mdt - Elsibeth Mathers (Paper Focused)
-
PixelsAreGod - David Crow ()
Rednal - Allison Hazel (Mistress of Magic)

*note: the parenthesis are supposed to capture the generic archetype of your character, not a name

@ Derz
I'll have to look at your after class. Also, be aware, there is a submission that has electic powers as well. Not a total rule out, but something to consider.

A Vrog Skywreaver
Will go over after classes.

@ PIxelsAreGod
I should mention, in this setting, everyone has at least one power, even if its minor.


Incidentally, would you like us to provide any sorts of plot hooks, such as details of groups the characters may know of/be a part of, maybe a few shenanigans they got into (nothing too insane, probably, given that they're all low level), that sort of thing? I'm not sure how much of the world you'd like to make yourself and how much you'd like to field ideas for. XD


To make it easier on the GM, combined last submission with background in one post, and also adding in some connections :

Crunch:

Complications : Responsibility, Identity, Obsession (Old Books)
Abilities : 26 pts
STR : 0 (0 Pts)
STA : 2 (4 Pts)
AGL : 2 (4 Pts)
DEX : 2 (4 Pts)
FGT : 1 (2 Pts)
INT : 3 (6 Pts)
AWE : 2 (4 Pts)
PRE : 1 (2 Pts)

Dodge : 2
Fortitude : 2
Parry : 1
Toughness : 2/7 (normal/with power)
Will : 2

Skills : 22 Pts
Acrobatics : 1 (0.5 Pts)
Athletics : 1 (0.5 Pts)
Close Combat (Sword) : 1 (0.5 Pts)
Expertise (Literature) : 3 (1.5 Pts)
Expertise (History) : 3 (1.5 Pts)
Expertise (Paper Manipulation) : 10 (5 Pts)
Expertise (Medicine) : 2 (1 Pts)
Intimidation : 1 (0.5 Pts)
Investigation : 10 (5 Pts)
Perception : 6 (3 Pts)
Technology : 4 (2 Pts)
Treatment : 1 (0.5 Pts)
Vehicles : 1 (0.5 Pts)

Advantages : 18
Artificer (1 Pts)
Benefit (Security Clearance) (1 pts)
Benefit (Millionaire) (3 pts)
Connected (1 Pts)
Contacts (1 Pts)
Eidetic Memory (1 Pts)
Equipment (4 Pts)
Favored Environment (Around large amounts of paper) (1 Pts)
Fearless (1 Pts)
Improvised Tools (1 Pts)
Jack-of-All-Trades (1 Pts)
Ranged Attack 1 (1 Pts)
Well-Informed (1 Pt)

Powers : 24
Comprehend - 3 (Read/Write/Speak all Terran Languages) 6 pts
Force Field - 5 (Protection +5 Toughness, requires Paper,Activation (Standard)) 3 pts
Paper Sense - 6 (Penetrates 4, Radius 1, Rapid 1) 6 Pts

Array
Element Control (Paper) - 6 - 12 points (perception ranged move object, limited to Paper) 6 pts
AE : Flight - 6 - 12 points (Continuous, Platform, Requires Paper) 1 pt
AE : Damage (Melee) - 6 - 12 Points (Penetrating, Requires Paper) 1 Pt
AE : Blast (Ranged) - 6 - 12 Points 1 Pt (Requires Paper) 1 Pt

Background:

Name : Elsibeth Mathers (Publicly : Elsie Hart)
AKA : Paper Witch, Paper Queen, Queen of Hearts
Age : 18
Background : Elsi was always a quiet child, which is good, as her parents were both field agents for MI-6, and she was left alone quite often as a child, all alone in the mansion that was her family home in North of England, England. It was with some alarm that the Nanny eventually found the 4 year old girl in the library, surrounded by piles of books, floating on a platform made of paper. Around her, books were floating aloft, their pages flipping past rapidly, while she sat in lotus position, eyes closed. Even more alarming, she claimed to have memorized all the books piled up. When told to put them back on the shelves, the Nanny was afrightened as the books began to replace themselves exactly where they belonged, all by themselves.
Her parents, quite rightly, decided to hide this from the general public, and keep their 'talented' daughter isolated. Soon she'd memorized the entire library, and moved on to demanding more and more books. Finally the parents alerted their superiors, and young Elsibeth was allowed to have access to the private Libraries of trusted officials, as she worked her way up to her teen years.

Despite her tender age, her parents, and their bosses, found she had a voracious memory, and ability to pick out odd bits that nobody else could make sense of. She was eventually given a security clearance and put to work on low level threats, drug dealers, low level street super villains, home grown terrorist threats. She was an excellent agent at this, although her experience was all behind a desk, never in the field.

Upon her 18th birthday, she applied to the Claremont Academy, having pierced it's true intent via judiciously reading classified files through the wall when nobody was watching. Her parents, while surprised, supported her desire to get out and meet more people. Thus she begins her first year of school as Elsie Hart, although the school may know her true name (Up to GM?).

Not wanting their daughter to go wanting, her parents created a 'trust fund' with 30 million in it, small change for the couple who had access to ancestral wealth passed down through the centuries in their family.

Contacts/Misc:

Arthur and Mathilda Mathers (Parents, MI-6 Data Analyst and Field Agent, respectively)
James Holden (CIA Data Analyst)
Teresa Holcomb (Interpol Field Agent)
Natalia & Parcival Montoya (Rare book Dealers, New York NY)
Adam N'Boya, Att at Law (Attorney with Security Clearance, New York NY)
Alishia Comey-Baldwin (Senior Financial Adviser, Comey, Baldwin & Sean Investments, New York NY)


Officially submitting Triad.


Consider Jay Park a final build.


I gave Hero Silver a rather simple power that I thought was unique enough but also didn't help him much in combat, which felt similar to the initial design.

Also, Complications! Went with Doing Good and Relationship, the latter with his father.

This is the official submission, with (please) no changes left.

Hopefully Final Crunch:

Name: David Crow
Codename: Hero Silver
Complications: Doing Good, Relationship(Father)
PL 6
Power Points: 90
Initiative: 3

Strength: 3
Stamina: 4
Agility: 3
Dexterity: 4
Fighting: 3
Intellect: 0
Awareness: 3
Presence: 0
(40 points)

Dodge: 5
Parry: 5
Fortitude: 4
Toughness: 4 (7 Active)
Will: 8
(9 points)

Skills:
Acrobatics +13(10 ranks)
Athletics +11 (8 ranks)
Close Combat (Clubs) +7 (4 ranks)
Perception +10 (7 ranks)
Ranged Combat (Thrown) +7 (3 ranks)
Sleight of Hand +10 (6 ranks)
Stealth + 11 (8 ranks)
(23 points)

Advantages:
Defensive Roll 3
Equipment 4
Improved Critical(Boomerang) 3
Improved Disarm
Power Attack
Precise Attack
Quick Draw
Throwing Mastery
(15 points)

Equipment:

-Handcuffs(1) Toughness 9, DC 20
-Mini-Tracer(1)
-Binoculars(1)
-Rebreather(1)
-Night Vision Goggles(1)
-Nunchaku(3) Damage 2 (5 with 3 Strength) Crit 19-20
-Boomerang(2) Ranged Damage 1 (5 with Throwing Mastery 1 and 3 Strength) Crit 17-20
-Taser(10) Ranged Affliction 5 (Daze, Stun, Incapacitate)
(20 points from Advantage)

Powers:
Sense (3 ranks): Low-light Vision, Infravision, Track
(3 points)

Barely Changed Fluff:

David never intended on being a hero. Why would he? From birth, he could see what no one else could - heat. But where did that come in with fighting crime? While it was good to have dreams, David realized young that some aspirations were impossible. While his parents tried to revitalize whatever dreams David had, from that point forward David focused on the mundane and what was within reach.

It was David’s freshman year in high school that things changed. His normally quiet town saw itself with a superhero known as Hero Gold. The local news exploded, as the dullness of everyday life was shattered by a vigilante patrolling the streets. It seemed every journalist, reporter, and editor was looking for pictures of Hero Gold.

David usually saw the hero during the morning news, after his father left for work and he was eating breakfast. David noted the tacky outfit that seemed more par for a hero from the 60s, as well as the seemingly self-taught fighting style the hero used in the few news segments that showed such violence. Possibly the worst part of Hero Gold was his tagline, which he would say before leaving the crime scene. “Justice is Gold!”

Hero Gold remained in the local media for the next year, before the accident occured. It was a standard affair, in which a pickpocket, who Gold had noticed in the act, had run up a fire escape. As the affair took place in the middle of town, a crowd began to form, holding up their phones to catch a photo or video.

The pickpocket was nowhere near as strong as Hero Gold, and focused on escape rather than a fight. Gold grabbed the thief, trying to stop him from climbing up higher. Pulling away, the pickpocket lost his balance, falling over. The sudden motion pushed Gold backwards, hurling him over the escape’s railing and onto the ground below.

While the fall was short, Gold landed poorly, directly on the back of his head. The authorities managed to arrive on the scene, apprehending the pickpocket and arranging an ambulance for Gold. Onlookers could only peer over the police line to see the masked figure being taken away.

If it were anyone else, David would never have known of the event. But it wasn’t long before he was called out of school to the hospital. The police were brief, but courteous and understanding. The facts were simple: Hero Gold’s secret identity was Elijah Crow, David’s father. The fall had caused irreparable brain damage, sending Elijah into a coma. It was unknown if he would awake again.

The entire story always seemed surreal to David. His father was the hero he knew from the news, despite how ordinary he seemed at home. And in an instant, he was gone, lying in a hospital bed until god knows when. David didn’t even know why his father did become Hero Gold. Was it for the fame he got from it? Perhaps some idea of grandeur? But those conclusions never felt like the man David knew. Rather, it was always likely he only wanted to help those he could.

The last few years of high school, David changed. He began practicing martial arts and taking self-defense lessons between sports and gymnastics. He would frequently spend the long nights practicing with his father’s tools, copying the strange motions he performed. While he wondered why his father adopted such techniques, their effectiveness belied their mystery, and David chose to keep them. When he tired of practice, he studied, usually finding himself with the sun rising through his window by the time he was finished.

David left high school with mediocre grades, but that hardly bothered him. He had put his heart into what he - and his father - considered important enough to die for. His next step was Claremont: while David didn’t know what was in store for him, he knew it would be following in his father’s footsteps. And, perhaps, moving further.


For those who have submitted recent characters, I have looked them over and everything seems to be on the level. If I have missed something minor, it shouldn't affect your chances to be selected.

Officially Submitted Characters
Saasha - Rodion Eshkol
Amazing Red - Hideo Kazama (Lightning Ninja)
F. Castor - Michael Gray (Mythic Bruiser)
Choon - Amos Anders (Psychic Spirit)
mdt - Elsibeth Mathers (Paper Focused)
-
PixelsAreGod - David Crow (Almost Normal)
Rednal - Allison Hazel (Mistress of Magic)
Philo Pharynx - Kjersti Schmidt, Derek Johnson, Alejandra Hernandez (The Three Team)
Kertuffle - Jay Park (Dino Morpher)

*note: the parenthesis are supposed to capture the generic archetype of your character, not a name

@ Rednal
I was going to wait until the five selected characters were chosen. After the recruitment is over, there will be time to develop character backstory and speciic places and people.

Owner - Gator Games & Hobby

"I Was a Teenage Sidekick"

Betsy Howell had always been someone who didn't live up to her potential. Or that's what a rotating series of social workers and foster parents kept telling her. She was bright and observant, even motivated, she just always seemed to focus her motivation on the wrong things...

For a long time she bounced around from foster home to foster home, after a couple of memorable times barely keeping from ending up in an entirely different kind of state-sponsored-housing. A lot of times people had asked what it would finally take for her to make something worthwhile of herself.

Cyborg ninjas though? No one thought it would be that.

A run-and-gun battle between Killer Shark and some villain-or-other's minions had spilled out of the heart of the city, and smashed into the dollar store Betsy was in.

Now Killer Shark was a hero, no question. Or at least not too many questions. No one doubted that he was on the side of the angels now, but there was a still a darkness to him that his name didn't really disguise. But in that moment, he wasn't a big freaky fish-person, he was someone who was being chased and hunted and harried, someone she could help.

She'd always had a knack for seeing all the angles, but a series of lawn darts ricocheted off of walls and into exhaust ports was a pretty memorable way to show it.
Now maybe Killer Shark would've been fine, though Betsy'd never believe it, but he decided she had spunk! So they'd hit the road, fighting crime and kicking ass, but then, recently, he dumped her! (Not that way - Gross!) But he said something about teaming up again maybe when she graduated. She hadn't really ever tried before

And well... it's not like she had anywhere else to go...

Stat Block:
Name: Elizabeth "Betsy" Howell
Code Name: Kestrel
Initiative: +6
PL: 6
Strength: -1 Agility: 2 Fighting: 0 Awareness: 7 Stamina: 2 Dexterity: 0 Intellect: 7 Presence: 2

DEFENSE
Dodge: 7 Parry: 7
Fortitude: 5 Toughness: 5 Will: 7

Attacks:
Inexpert Jab +0 DC 14
Precisely Flung Object +8 DC 19

Powers
Deadly Accuracy
Throwing Mastery (4)
Precise
Ricochet (2)

Hook, Line, and Swinger
Flight (2)
Platform
Subtle
Easily Removable

Hyperawareness
Accurate Hearing
Danger Sense
Distance Sense
Analytical Sight
Rapid Sight
Rapid Hearing
Time Sense

Quickness (2)
Mental-Only

Body Armor
Protection 3
Removable

Advantages:
Jack of All Trades
Eidetic Memory
All-out Attack
Attractive (1)
Improved Initiative (1)

Skills:
Acrobatics 5 (+7), Insight 4 (+11) Perception 5 (+12), Ranged Combat(Thrown) 8 (+8) (May use all skills untrained)

Complications: Motivation(Recognition), Relationship (Killer Shark)

Point Spend:
Strength -1 92
Stamina 2 88
Agility 2 84
Dexterity 0 84
Fighting 0 84
Intellect 7 70
Awareness 7 56
Presence 2 52
Dodge 5 47
Fortitude 3 44
Parry 7 37
Deadly Accuracy
Ranged Combat (Throwing) 8 33
Precise 1 32
Ricochet 2 30
Throwing Mastery 4 26
Subtle 1 25
Hook, Line, and Swinger 23
Flight 2
Platform
Subtle
Easily Removable
Improved Initiative 22
Hyperawareness
Accurate Hearing 21
Danger Sense 20
Distance Sense 19
Analytical sight 18
Rapid Sight and Hearing 16
Time Sense 15
Mental Quickness 2 14
Armor 3 12
Removable
Jack of All Trades 10
Eidetic Memory 9
All-out attack 8
Acrobatics 5 ranks 6
Insight 4 rank 4
Perception 5 Rank 2
Attractive 1 rank 1


Did you get a chance to look at my submission?


@cwethan - I played Kestral in a game (it died :( ) using BASH, she was fun.


Ok, so before I do any backstory or anything, just want to clarify some things (I have never played this system before, so I apologize in advance).

My general concept is going to be a guy who can turn into a ghost. So I plan on using the Alternate Form power to give myself ghost-like qualities (concealment, flight, insubatantial, immunity). I think I have those part of his powers pretty well down (ends up being 42 points total).

My question is on the Damage power. I want to give him some sort of ghost claws type attack. So I have the Damage power, with the Affects Corporeal, Affects Insubstantial 2, and Penetrating additional effects. Would that cover everything I need to be able to use this regardless of which form I'm in? And if so, then how many ranks should I put in it?

Second question is if I take the Comprehend (Spirits) 2 power (costs 2 per rank), and also add the Narrow type flaw (which subtracts 2 cost per rank), then it would be free, correct? Would human ghosts count as a narrow type, or do I need to get more specific?

Final question is what sort of defensive benchmarks should I strive for? I'm currently at Dodge 1, Fortitude 3, Parry 7, Toughness 6, and Will 3. Is that a reasonable set, or should I put more points in? My plan is to spend most/all combats in ghost form, which should make me pretty much immune to physical attacks, so I thought I might want to boost my will up more and drop some of the other things down.

Thanks for the help.

EDIT: Actually I have one more question. How do you determine how fast you fly? It says based on rank, but I can't find where your flight rank maps to a flight speed.


@Soldier-1st

Not an expert by any means, but a couple of bits of feedback that might help you work up something for the GM to look at.

1) You don't need both affects corporeal and affects incorporeal on the attack at the same time. You should set up your attack as an array power, with just one of them. For example, if you set the main power of the array as the attack affects incorporeal, then that means that you use that power when you're a human, and you can damage ghosts while in your corporeal form. Then, when you become incorporeal, you switch to the array slot that buys the same attack with 'affects corporeal' and then you can affect corporeal beings while being a ghost. When you're incorporeal, you can affect incorporeal, and the same thing for corporeal.

2) You can't, to the best of my knowledge, reduce a power to 0. I think if you reduce it from 1 it either goes to 1 per 2 ranks or stays 1 (I'm a little iffy on that one) per rank.

3) The Measurements table has the speed on it. For speed, it's 0 ranks 30 ft, 1 rank 60 ft, 2 = 120, 3 = 250, 4 = 500, 5=900, 6=1800.

So, for example, my character has flight 6, and can move 1800 ft per round flying (120 mph). To determine your MPH speed add 9 to your speed rank, and take the distance for that rank (In my example, 6 ranks of speed + 9 ranks of time (1 hour) = 15 ranks, 15 ranks of speed is 120 miles, or 120 mph).

Owner - Gator Games & Hobby

Katie "Kestral" Mestral wrote:
@cwethan - I played Kestral in a game (it died :( ) using BASH, she was fun.

What?! Is Kestral/Kestrel from something?! I was just hitting blend on a few archetypes and seeing what came out lol


Cwethan wrote:
Katie "Kestral" Mestral wrote:
@cwethan - I played Kestral in a game (it died :( ) using BASH, she was fun.
What?! Is Kestral/Kestrel from something?! I was just hitting blend on a few archetypes and seeing what came out lol

Nope, I just built basically a Kate Bishop crossed with Bullseye and named her Kestrel. :) I just thought it was hilarious that we both built substantially the same character with the same name for two different games. :P

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