Mister B's "The Best of 2nd Edition"

Where in all of your character write ups will go.
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Scooby Doo

Post by MisterB »

Norville "Shaggy" Roggers, Profession: Detective/Slacker, Power Level: 4 (43pp) , Quote: "Zoinks!"

Abilities [9pp]: Strength 10 (+0), Dexterity 13 (+1), Constitution 13 (+1), Intelligence 10 (+0), Wisdom 13 (+1), Charisma 10 (+0)
Saves [7pp]: Toughness +1, Fortitude 4 (+5), Reflexes 3 (+4), Willpower +1
Combat [10pp]: Attack Bonus +1, Defense Bonus +4 (+2 flatfooted), Initiative +1, Knockback -1, Grapple +1, Hero Points 2
Attack (dc): Unarmed +0
Skills [7pp]: Acrobatics 3 (+4), Craft-Cook 4 (+4), Disguise 4 (+4), Drive 3 (+4), Investigate 2 (+2), Notice 4 (+5), Search 4 (+4), Stealth 4 (+5)
Feats [4pp]: Endurance, Equipment 1, Luck 1, Sieze Initiative
Powers [6pp]:
Iron Stomach [Features 2 (3 x the stomach capacity, and +4 save to ingested toxins)]
Ventriloquism [Environmental Control 3 [Distract 1] + Morph 2 (Flaws: Limited [Voice Only])]
Equipment [1]: Disguise Kit (1)
Complications: Cowardice (scooby snacks will counter cowardice for a scene), Obsession (food, and scooby snacks), Accident (Usually bungles up the plan to catch the masked villain), Always Hungry
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Scooby Doo

Post by MisterB »

Frederick "Freddy" Herman Jones, Profession: Detective, Power Level: 4 (56), Quote: Alright gang, lets split up!

Abilities [22pp]: Strength 16 (+3), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 12 (+1), Wisdom 15 (+2), Charisma 13 (+1)
Saves [10pp]: Toughness, Fortitude 4 (+6), Reflexes 3 (+4), Willpower 3 (+5)
Combat [10pp]: Attack bonus +3, Defense bonus +2 (+1 flatfooted), Initiative +1, Grapple +5, Knockback -1, Hero Points 2
Skills [5pp]: Craft-Mechanics 4 (+5), Drive 5, Investigate 3 (+4), Notice 3 (+5), Search 3 (+4), Swim 2 (+5)
Feats [5pp]: Attractive 1, Equipment 2, Leadership (maybe), Master Plan
Powers [4pp]:
Trap Making
-Enhanced Feats: Improvised Tools, Improved Pin, Improved Trip
-Enhanced Skills: Craft-Mechanical +4
Equipment [8pp]: The Mystery Machine [Van]
Complications: Always wears an Neckerchief, Always tries to lead,
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Scooby Doo

Post by MisterB »

Daphne Blake, Profession: Detective, Power Level: 2 (26pp)

Abilities [12pp]: Strength 9 (-1), Dexterity 10 (+0), Constitution 10 (+0), Intelligence 12 (+1), Wisdom 16 (+3), Charisma 15 (+2)
Saves [4pp]: Toughness 0, Fortitude 2 (+2), Reflexes 1 (+1), Willpower 1 (+4)
Combat [4pp]: Base Attack +0, Base Defense 2 (+1 Flatfooted), Initiative +0, Grapple -1, Knocback 0, Hero Points 2,
Skills [4pp]: Diplomacy 3 (+5), Disable locks 4 (+4), Knowledge: Fashion 4 (+5), Investigate 1 (+2), Notice 2 (+5), Search 2 (+3)
Feats [2pp]: Attractive 1, Luck 1,
Equipment [1ep]: Purse [Improved Tools Feat]
Complication: Accident (Danger prone; will always be the damsel in distress),


Additional Notes
Later on in later renditions, daphne becomes a bit of a martial artist. So we can bump her up to a +3 combat attack bonus. In addition Defensive Attack, and 2 ranks of dodge focus. Oh yeah and her purse and clothing, can be used as a number of interesting effects. Which almost makes her purse, like a hero's utility belt.
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Scooby Doo

Post by MisterB »

Velma Dinkley, Profession: Detective, Power Level: 4 (46pp), Quote: Jinkies!

Abilities [15pp]: Strength 8 (-2), Dexterity 11 (+0), Constitution 11 (+0), Intelligence 18 (+4), Wisdom 17 (+3), Charisma 10 (+0)
Saves [9pp]: Toughness +0, Fortitude 2 (+2), Reflexes 3 (+3), Willpower 4 (+7)
Combat [4pp]: Attack bonus +0, Defense Bonus +2 (+1 Flatfooted), Initiative +0, Grapple -2, Knockback 0, Hero Point 2
Skills [7pp]: Craft- Electronics 5 (+9), Investigate 5 (+9), Knowledge: Arcane 1 (+5), Knowledge: History 2 (+6), Knowledge: Physical Sciences 4 (+8), Languages 2 (English; japanese, chinese), Notice 5 (+8), Search 4 (+8),
Feats [5pp]: Eidetic Memory, Equipment 1, Luck 1, Master Plan, Jack of all trades,
Powers [6pp]:
Able to carry great burdens [Super Strength 2]
Sharp Mind [Feature 2; +4 bonus to Intelligence checks, requiring solving problems; And reduces the time to solve such problems by 50%]
Equipment [2ep]: Science Kit (2)
Complications: Can't see when she looses her glasses, Clumsy

Additional Notes
She can carry quite a bit, and has been known to carry shaggy and scooby while still running. And on rare ocassions, carried the entire gang. And still know where she is going!.
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

M1 Universe

Post by MisterB »

OMEGA 2
Joshua Dunlow
Power level 10 (145pp)
Concept: Adventuring Hero
Quote: Let's see you stand up to this!
Trade Off's: -2 to Attack, for +2 DC with Kinetic Manipulation. –3 Defense for +3 Toughness.

Description: Joshua Dunlow is a handsome young man, about the age of 21. He stands 5’10” tall, and weighs 190 lbs. He has hazel eyes, and dirty blonde hair. He usually likes to wear white jerseys, with blue jeans, and boots.

Abilities (15pp):
Strength 14 (+2)
Dexterity 12 (+1)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 10 (+0)
Charisma 13 (+1)

Saves (16pp):
Toughness +3/+13 with Forcefield
Fortitude +10
Reflex +5
Willpower +5

Combat (24pp):
Base Attack +6
Base Defense +6

Skills (7pp):
Craft (Mechanics) 4/+4
Diplomacy 4/+5
Drive 4/+5
Intimidate 3/+15 when using powers
Knowledge 2/+2 (Current Events)
Notice 8/+8
Perform (Guitar) 3/+4

Feats (5pp):
Benefit 1 (Intimidate based on display of power; use power rank in kinetic manipulation as a modifier)
Fast Overrun
Improved Overrun
Move by Action
Power Attack
-As you can see one of Joshua’s favorite tactics. Is plowing through his foes while his forcefield is on, and using his flight powers. With the Immovability added to it, he can stabilize himself even during this kind of tactic. And with the Benefit, i always imagined he might not be a physicaly imposing young man, but his displays of power could scare just about anyone. And i got this idea from the freedom city sourcebook, where one of the characters. I cannot remember which, they used Benefit to change the modifer for a climbing skill to Dexterity, instead of strength.

Powers & Devices
Kinetic Energy Control +12 (Extra: penetrating +1) –37pp
AP: Blast +9 (Extra: Area (Explosion), Extra: Penetrating; Flaw: Tiring)
- This power allows Joshua to shoot bolts of devastating kinetic force, he can also use it to create a powerful area explosion. That is just as devastating. Though this tires him greatly.


Forcefield 10
-Feat: Dynamic, Selective; Extra: Impervious )
-Dynamic APs: Flight, Immovable (Unstoppable Extra)
- Joshua can surround himself with a glowing blue field that not only provides him incredible protection. But allows him to fly, and to resist the effects of incoming attacks. Leaving him standing, when others could be knocked over;

Super Strength 7 (Heavy Load: 12 tons, Feat: Shockwave)
-Joshua can be extremely strong when he wants to be. His heavy load without the kinetic reinforcement is 12 tons. He can also strike the ground, creating a shockwave that can knock people over with a DC of 17.

Complications
Secret (Identity)

History and Background
Well it all started during world war II, the year was 1941 and Thomas Dunlow signed up to be apart of an experimental program to create super heroes to help in the war. And Thomas Dunlow succeeded in survivng the process, that few did. And gained the powers of luck manipulation, charm, and the ability to use guns in ways others could never dream off. When the war was over in 1945, he went back to Freedom City to start up a family.

Joshua was born to thomas's grandson was born in 1984, up until this point thomas had not worried to much that his son was going to inherent any of his powers. Joshua grew up in a normal every day family, in middle class suburbia of freedom city. He went to school, tried out for football, and even started to learn to play the guitar. It wasn't until Joshua had turned seventeen in 2001, did his life change for ever. Joshua was attending Franklin D Rosevelt High School on the same day that the Freedom Hall came under attack by Super powered Villains. Joshua was attending a football practice, when that battle ended up straying over the field. In that combat Deadelus, was defeated the rogue villain when he attempting to take a hostage. That just happened to be joshua, and then thats when joshua's power errupted. He felt like his skin just exploded outwards, in truth his kinetic powers activated and laid waste to a 60 foot diameter area with his blast. Knocking the villain out.

After the battle, his life in regular school was ruin. He couldn't compete in athletics after that, and when the Clairmont school was opened. Daedelus made sure Joshua was one of the first students enrolled, so he could learn how to use his powers. It became evident that joshua's powers were extremely powerful even at a young age, and he dubbed himself Omega 2. Even after his senior year , it still took him awhile to learn the full extent of his abilities. And by the time he was nineteen, he left the academy and returned to his family in 2003.

He got a job as a mechanic, in his fathers shop to make some money. And began his solo super hero career, up until the current year. His moved up a little bit, been getting better with his guitar work. And trying to get with a band, so he can perhaps try to get in the music scene.
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Serenity

Post by MisterB »

I bring a certain respectability to this ship. "

Inara Serra, Human, Profession: Companion, Power Level: 6 (74pp), Family: Unknown, Homeworld: Sihnon, Relatives: Unknown

Abilities [27pp]: Strength 10 (+0), Dexterity 16 (+3), Constitution 13 (+1), Intelligence 14 (+2), Wisdom 16 (+3), Charisma 18 (+4)
Saves [9pp]: Toughness +1, Fortitude 3 (+4), Reflexes 2 (+5), Willpower 4 (+7)
Combat [12pp]: Base Attack +3 (+4 ranged, +6 with bows), Base Defense +4 (+1 flatfooted), Initiative +3, Grapple +3, Knockback -0
Attack (dc): Unarmed +0, Bow (+3 damage)
Skills [13pp]: Acrobatics 2 (+5), Bluff 7 (+11/+15 attractive), Diplomacy 7 (+11/+15 attractive), Gather Information 6 (+10), Knowledge: Theology 4 (+6), Languages 2 [English, Chinese, Indonesian], Notice 6 (+9), Profession: Companion 9 (+12), Sense Motive 6 (+9), Stealth 3 (+6)
Feats [12pp]: Attractive, Attack Focus (Ranged), Attack Specialist (Bows), Benefit 1 (Status: Companion), Connected, Contacts, Defensive Attack, Dodge Focus 1, Fascinate (bluff), Fascinate (diplomacy), Second Chance (Resist seduction attempts), Taunt
Powers [1pp]:
Companion Innoculations [Features: +4 save vs. diseases]
Equipment [Wealth Bonus +9]: A number of beautiful outfits, perfume, and a buddhist idol for worship. A bow (+3 damage)
Complications: Attracted to Mal, Responsibility to the Companion's Order.
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Serenity

Post by MisterB »

Jayne goes from a disreputable person you can't trust, to someone you can almost rely on. Especially when it comes to a fight. Jayne is a firm believer in being prepared, and has quite an arsenal of guns. "his babies" which all have names.

Image
"panic and cry and crap your pants, or you make a joke and you try to survive."

Jayne Cobb, Concept: Mercenary, Power Level: 6 (67pp), Home World: Unknown, Family: Unnamed Mother (Alive)
Abilities [11pp]: Strength 15 (+2), Dexterity 12 (+1), Constitution 15(+2), Intelligence 11 (+0), Wisdom 9 (-1), Charisma 9 (-1)
Saves [10pp]: Toughness +3/+4, Fortitude 5 (+7), Reflexes 2 (+3), Willpower 3 (+2)
Combat [14pp]: Base Attack +4 (+5 ranged, +6 with Vera), Base Defense +3 (-1 flatfooted), Initiative +1, Grapple +6, Knockback -2, Hero Points 2
Attack (dc): Unarmed +2, Vera (+6, 2 pt penetrating, critical 18-20), Frag Grenade (+5 blast explosion), Lux (+4 autofire), LeMat (+4 split attack, 1 pt penetrating, critical 19-20)
Skills [8pp]: Bluff 3 (+2), Climb 5 (+7), Intimidation 6 (+5), Languages 1 [English, Chinese], Knowledge-Streetwise 6 (+5), Notice 4 (+3/+8 with danger sense), Perform-Guitar 4 (+3), Pilot 3 (+4),
Feats [16ep]: All out Attack, Attack Focus (Ranged) 1, Defensive Attack, Defensive Roll 1, Dodge Focus 1, Equipment 5, Improved Critical 2(Vera and LeMat), Intimidating Presence 2, Luck, Quick Draw
Powers [8pp]:
Danger Sense [Notice Checks with the Progression Feat (2); Can't take 20]
-- Jayne can make a Notice check, to see if he gets a funny feeling about anything that might happen up to 1 minute from then.
Enhanced Wisdom 10 [Adds +5 to his Notice Checks; Flaws: Limited to Notice Checks]
-- As before Jayne has a uncanny sense for danger, usually right before this happens (despite his low wisdom score).
Equipment [21ep]:
"Vera" Calahan Full-bore Autolock (Blast 6 [Pf: Improved Critical, Autolock (+1 hit); +2 Penetrating) 16ep
-Ap: Fragmentation Grenade (15ep)
-Ap: "Lux " Machine Gun (Blast 4 [Autofire])
-Ap: LeMat Percussion Revolver (Blast 4 [PF: Split Attack, +1 pt Penetrating])
Padded Vest (+1 toughness, subtle)
Complications: Wanted
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Serenity

Post by MisterB »

Jayne goes from a disreputable person you can't trust, to someone you can almost rely on. Especially when it comes to a fight. Jayne is a firm believer in being prepared, and has quite an arsenal of guns. "his babies" which all have names.

Image
"panic and cry and crap your pants, or you make a joke and you try to survive."

Jayne Cobb, Concept: Mercenary, Power Level: 6 (67pp), Home World: Unknown, Family: Unnamed Mother (Alive)
Abilities [11pp]: Strength 15 (+2), Dexterity 12 (+1), Constitution 15(+2), Intelligence 11 (+0), Wisdom 9 (-1), Charisma 9 (-1)
Saves [10pp]: Toughness +3/+4, Fortitude 5 (+7), Reflexes 2 (+3), Willpower 3 (+2)
Combat [14pp]: Base Attack +4 (+5 ranged, +6 with Vera), Base Defense +3 (-1 flatfooted), Initiative +1, Grapple +6, Knockback -2, Hero Points 2
Attack (dc): Unarmed +2, Vera (+6, 2 pt penetrating, critical 18-20), Frag Grenade (+5 blast explosion), Lux (+4 autofire), LeMat (+4 split attack, 1 pt penetrating, critical 19-20)
Skills [8pp]: Bluff 3 (+2), Climb 5 (+7), Intimidation 6 (+5), Languages 1 [English, Chinese], Knowledge-Streetwise 6 (+5), Notice 4 (+3/+8 with danger sense), Perform-Guitar 4 (+3), Pilot 3 (+4),
Feats [16ep]: All out Attack, Attack Focus (Ranged) 1, Defensive Attack, Defensive Roll 1, Dodge Focus 1, Equipment 5, Improved Critical 2(Vera and LeMat), Intimidating Presence 2, Luck, Quick Draw
Powers [8pp]:
Danger Sense [Notice Checks with the Progression Feat (2); Can't take 20]
-- Jayne can make a Notice check, to see if he gets a funny feeling about anything that might happen up to 1 minute from then.
Enhanced Wisdom 10 [Adds +5 to his Notice Checks; Flaws: Limited to Notice Checks]
-- As before Jayne has a uncanny sense for danger, usually right before this happens (despite his low wisdom score).
Equipment [21ep]:
"Vera" Calahan Full-bore Autolock (Blast 6 [Pf: Improved Critical, Autolock (+1 hit); +2 Penetrating) 16ep
-Ap: Fragmentation Grenade (15ep)
-Ap: "Lux " Machine Gun (Blast 4 [Autofire])
-Ap: LeMat Percussion Revolver (Blast 4 [PF: Split Attack, +1 pt Penetrating])
Padded Vest (+1 toughness, subtle)
Complications: Wanted
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Serenity

Post by MisterB »

"I am a leaf on the wind; watch how I soar"

Hoban "Wash" Washburn, Power Level: 4 (42pp), Concept: Pilot, Homeworld: Unknown, Relatives: Zoe Washburn (wife)

Abilities [13pp]: Strength 11 (+0), Dexterity 15 (+2), Constitution 11 (+0), Intelligence 14 (+2), Wisdom 12 (+1), Charisma 10 (+0)
Saves [10pp]: Toughness +0, Fortitude 2 (+2), Reflexes 6 (+8), Willpower 2 (+3)
Combat [6pp]: Base Attack +2 (+3 Ranged), Base Defense +1 (+0 flatfooted), Initiative +2, Grapple +2, Knockback 0
Attack (dc): Unarmed +0
Skills [7pp]: Craft (Mechanical) 4 (+6), Diplomacy 2 (+2), Knowledge-Physical Sciences 6 (+8/+10), Languages 1 [English, Chinese], Piloting 9 (+11/+13), Notice 4 (+6), Search 2 (+4)
Feats [6pp]: Attack Focus (ranged) 1, Equipment 2, Luck, Second Chance [piloting space craft], Talented [+2 to astrophysics and piloting rolls for space ships],
Equipment [8ep]: Light Hand Pistol [Blast 3], Reinforced Vest [+1 toughness, subtle], Toy Dinosaurs
Complications: Responsibility [Zoe]
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Serenity

Post by MisterB »

Kaylee: You are pretty funny.
Simon: And you're pretty... pretty.
Kaylee: What did you just say?
Simon: I just said that you're pretty. Even when you're covered in... engine grease, you're... No, especially when you're covered in engine grease.
--Firefly Episode: Jaynestown

Simon Tam, Occupation: Doctor, Power Level 4 (34pp), Homeworld: Osiris, Relatives: Gabriel tam (father), Regan tam (Mother), River Tam (Sister)

Abilities [14pp]: Strength 10 (+0), Dexterity 10 (+0), Constitution 10 (+0), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 10 (+0)
Saves [6pp]: Toughness +0, Fortitude 2 (+2), Reflexes 2 (+2), Willpower 2 (+6)
Combat [4pp]: Base Attack +1, Base Defense +2 (+0 flatfooted), Initiative +0, Grapple +1, Knocback 0
Skills [6pp]: Bluff 4 (+4), Knowledge-Life Sciences 8 (+16), Knowledge-Technology 2 (+5), Languages 1 [English, Chinese], Medicine 9 (+15)
Feats [4pp]: Dodge Focus 1, Equipment 1, Talented [Life Sciences and Medicine]
Equipment [2ep]: Master Work Medical bag
Drawbacks [1pp]: Poor
Complications: Responsibility for River, Attraction to Kaylee
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Serenity

Post by MisterB »

Kaylee: You are pretty funny.
Simon: And you're pretty... pretty.
Kaylee: What did you just say?
Simon: I just said that you're pretty. Even when you're covered in... engine grease, you're... No, especially when you're covered in engine grease.
--Firefly Episode: Jaynestown

Simon Tam, Occupation: Doctor, Power Level 4 (34pp), Homeworld: Osiris, Relatives: Gabriel tam (father), Regan tam (Mother), River Tam (Sister)

Abilities [14pp]: Strength 10 (+0), Dexterity 10 (+0), Constitution 10 (+0), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 10 (+0)
Saves [6pp]: Toughness +0, Fortitude 2 (+2), Reflexes 2 (+2), Willpower 2 (+6)
Combat [4pp]: Base Attack +1, Base Defense +2 (+0 flatfooted), Initiative +0, Grapple +1, Knocback 0
Skills [6pp]: Bluff 4 (+4), Knowledge-Life Sciences 8 (+16), Knowledge-Technology 2 (+5), Languages 1 [English, Chinese], Medicine 9 (+15)
Feats [4pp]: Dodge Focus 1, Equipment 1, Talented [Life Sciences and Medicine]
Equipment [2ep]: Master Work Medical bag
Drawbacks [1pp]: Poor
Complications: Responsibility for River, Attraction to Kaylee
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Serenity

Post by MisterB »

"I've beaten a lawman senseless, I've fallen in with criminals. I watched the captain shoot the man I swore to protect... I think I'm on the wrong ship."

Derrial "Shepard" Book, Real Name: Unknown, Concept: Alliance Agent, Power Level: 6 (94pp), Homeworld: Unknown, Relatives: Unknown

Abilities [27pp]: Strength 12 (+1), Dexterity 12 (+1), Constitution 13 (+1), Intelligence 16 (+3), Wisdom 18 (+4), Charisma 16 (+3)
Saves [12pp]: Toughness +1/+3, Fortitude 4 (+5), Reflexes 4 (+5), Willpower 4 (+8/+11 vs. Mental powers)
Combat [16pp]: Base Attack +4 (+6 ranged), Base Defense +6 (+2 flatfooted), Initiative +5, Grapple +7, Knockback 0, Hero Points 2
Attack (dc): Unarmed +1
Skills [11pp]: Bluff 6 (+9), Concentration 4 (+8), Craft (Engineering) 3 (+6), Diplomacy 5 (+8), Knowledge-Streetwise 5 (+8), Notice 6 (+10), Perform-Acting 7 (+10), Perform-Oratory 2 (+5), Search 3 (+8), Sense Motive 3 (+7)
Feats [15pp]: Attack Focus (ranged) 2, Benefit (New Identity) 1, Benefit (Security Clearance) 1, Beneft (Status: Agent) 1, Defensive Attack, Defensive Roll 2, Distract (bluff), Dodge Focus 2, Improved Disarm, Luck 1, Stunning Attack, Well Informed
Powers [13pp]:
Agent Conditioning & Training (13pp)
- Enhanced Feats: Jack of All Trades, Challenge [Bluff; Durable Lie], Benefit [Use Wisdom for Initiative], Eidetic Memory
- Mind Shield 3
- EveryMan 1 [Variable Power (Multiple skills to assume a roll)]
-- Shepard has 5 pp to assign to any skills necessary to take on any rolling or calling he should wish to duplicate. His current roll as Shepard has the following Allocation of Skills: Knowledge-Theology 6 (+9), and Profession-Shepard 10 (+14). This configuration has 1 pp unspent.
Equipment [2ep]: Security ID, Bible
Complications: Secret (real identity, also an Alliance agent)


Notes: Derrial is not his real name, it is revealed in the comic book that Derrial is the name of someone he killed. And though his past is a complete mystery, i ahve decided for myself that Shepard is an Alliance Agent.
User avatar
MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
Contact:

TV :: Serenity

Post by MisterB »

"I can kill you with my brain."

River Tam, Concept: Psychotic Fugitive, and Occasional Accomplice, Power Level: 8 (101 pp), Place of Birth: The Planet Osiris, Family: Gabriel Tam (Father), Regan tam (Mother), Simon Tam (Brother), Age: 19

Abilities [31pp]: Strength 10 (+0), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 18 (+4), Wisdom 26 (+8), Charisma 9 (-1)
Saves [8pp]: Toughness +1 [+4 Defensive Roll], Fortitude 2 (+3), Reflexes 6 (+9), Willpower 0 (+8)
Combat [20pp]: Base Attack +5 [+8 Melee], Base Defense +8 [+2 flatfooted], Initiative +3, Hero Points 1
Skills [8pp]: Acrobatics 6 (+9), Escape Artist 4(+7), Gather Information 4 (+12), Perform (Dancing) 4 (+7), Notice 4 (+12), Pilot 2 (+5), Sense Motive 8 (+16)
Feats [3pp]: Benefit 2 [Gather Information and Bluff are based on Wisdom, due to enhanced intuitive abilities], Taunt
Powers [34pp]:
Physical Training & Conditioning (10pp)
- Enhanced Feats: Fearless, Jack of All Trades, Eidetic Memory, Improved Initiative =4pp
- Everyman 1 [Variable Power (multiple skills); Flaws: Uncontrolled] = 3pp
- Quickness 2 [5x fast; Flaws: Mental Tasks Only] = 1pp
- Super Movement 1 [Sure Footed] = 2pp
Psychic Abilities (16pp)
- Immunity 2 [Taunt Skill] = 2pp
- Mind Reading 8 [Extra: Sensory Link; Flaws: Uncontrolled 4] = 10pp
- Super Senses 4 [Precognition; Flaw: Uncontrolled] = 2pp
- Super Senses 1 [Danger Sense (mental); Enhanced Feat: Uncanny Dodge (Mental)] = 2 pp
Psychic Combat Techniques [Flaws: Uncontrolled (activated)] (8pp)
- Enhanced Feats: Assessment, Attack Focus (Melee) 3, Defensive Attack, Defensive Roll 3, Dodge Focus 3, Improved Block, Improved Disarm, Power Attack, Stunning Attack, Take Down Attack
Drawbacks [3pp]: Vulnerable (Emotion powers; Moderate Intensity (+50%); Frequency: Common)
Complications: Psychotic (Unable to control her emotions), Enemy "The Academy", Safe Word (a word will make her fall unconscious)

Tam was one hell of a challenge that is for sure. She is near psychic as is, and she can power stunt any of the following if she wanted to: telepathy, and Mental Blast. Though her potential is unknown at this time. These are her stats right before the Serenity Movie, and i hope i did them justice. They could apply during the movie, but not at the end. Her psychosis may have been tied to the repressed memories she was reliving. And she could be more stable now. Many of her powers are all based on her superior intelligence and her intuitive perception which seem almost super human in ability.
Post Reply