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

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MisterB
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Fantasy :: Lycanthrope

Post by MisterB »

Were Wolf Template
This template assumes the character is in hybrid form. And this applies to afflicted lycanthropes, a natural lycanthrope has 2 more levels of protection; And does not have the involuntary transformation drawback.
Ability Adjustements [2pp]: +2 Strength, +2 Con, -2 Cha
Skills [3pp]: Stealth 4, Notice 4, Survival 4
Feats [3pp]: Animal Empathy, Improved Initiative, Attack Focus (Bite)
Powers [41]:
Lycanthrope Abilities 8 [Container; PF: Innate]
-Bite Attack (Strike +1; PF: Mighty)
-Enhanced Feat: Improved Trip (Extra:linked to Bite)
-Claw Attack (Strike +2; PF: Mighty)
-Transform 5 (Inflicts Lycanthrope; Extra: Linked to Bite; Flaw: Touch)
-Protection 2 [Flaw: Limited (Does not apply to silver weapons)]
-Speed 1
-Super Senses 3 (Lowlight Vision, Scent, Track)
-Morph 4 (Wolf Only: PF: Metamorph [Wolf])
Drawbacks [-7]:
Involuntary Transformation (Full Moon; 3 pts)
Normal Identity (to cover human form; Full Round; 4 pts)

Total Cost: 56pp

:1: The metamorph, allows the character to shift some points around. You could lower all your mental traits, to pick up improved strength, dexterity, and constitution scores.

:2: I was also thinking if you wanted a more true approach you could give were-wolves a Weakness to Monkshood (Aka wolvesbane; Major Intensity, Uncommon Frequency) this is worth 3 pts. I also read somewhere that Belladonna could cure lycanthrope, if it didn't kill them. Don't know how to simulate that though.

:3: More powerful werewolves could also have low levels of regeneration (Flawed: Limited (Does not apply to fire, or silver damage). or even Super Strength.
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Movie: Matrix II - The Twins

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The Twins (PL 8 /163 pp)
Abilities [15pp]: Strength 12 (+1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 10 (+1)
Saves [19pp]: Toughness +5 (+1 flat), Fortitude 7 (+8), Reflexes 6 (+8), Willpower 6 (+8)
Combat [28pp]: Attack +6 [+8 Melee], Defense +8 [+4 flatfooted], Initiative +10, Grapple +5, Knock Back -2
Attack (dc): Unarmed +1, Sneak Attack (+2 bonus to appropriate attack), any weapons as necessary
Skills [8pp]: Drive 4 (+6), Intimidation 6 (+6), Knowledge (Streetwise) 4 (+5), Notice 6(+8), Stealth 12 (+14)
Feats [23pp]: All out Attack, Attack Focus (Melee) 2, Defensive Roll 4, Elusive Target, Equipment 4, Improved Initiative 2, Improved Grab, Improved Overrun, Quick Draw, Set up, Sneak Attack 2, Startle, Take down Attack, Track
Powers [70pp]:
Ghosting 5 [Container; PF: Innate]
· Insubstantial 3
· Flight 1
· Enhanced Feat (Fearsome Presence) 6
Healing 8 [PF: Persistent, Regrowth, Triggered 2 (when the twin becomes corporeal); Extra: Total, Energizing, Action (Free, +3); Flaws: Limited (Must become corporeal to use power), Range: Personal] = 44pp
Equipment: 20 ep's worth of weapons


Builders Notes:
Well here they are the albino matrix twins, a pair of very scary assassins who are immune to most physical. And have the ability to instantly heal just by ghosting. The reason why their powers are Innate, is because this program was unplugged from the matrix and still held its abilities.

In the updated version, regeneration gets knocked out and replaced with the healing power.
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DND conversion

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Morlaine BlackStaff, Concept: Human Wizard, Power Level: 4 (60pp), Age: 23, Height: 5'10", Weight: 190, Eyes: Hazel, Hair: Dark Brown, Allegiance: Moral (Good), Wizard College, Motivation: Good, Goals: To open a Magic Shop; Family: Verena (40, Mother), Diehl (41, Father), Jesenia (24, Sister), Morwen (18, Sister), Elias (17, Brother), Hugh (20, Brother), Mathen ( Paternal Uncle, 43), Allaine (Aunt 38), Lydia (Cousin, 16), Phoeve (Cousin, 18), Torin (Maternal Grandather, 59); Marital Status: Single

Abilities [11pp]: Strength 10 (+0), Dexterity 10 (+0), Constitution 12 (+1), Intelligence 16 (+3), Wisdom 13 (+1), Charisma 10
Saves [4pp]: Fortitude +1, Fortitude +1, Reflexes +1, Willpower +4
Combat [4pp]: Attack Bonus +1 [+3 magic], Base Defense Bonus +1 (+1 Flatfooted), Initiative +4, Hero Points 1
Skills [8pp]: Concentration 5 (+6), Craft (Chemical) 2 (+5), Handle Animal 2 (+2), Knowledge (Arcane) 6 (+9), Knowledge (Astronomy) 1 (+4), Languages 4 (Native: Common; Endrian, Arcane, Dwarf, Elven, Goblin), Notice 4 (+5), Medicine 1 (+2), Profession (Farming) 3 (+4), Sleight of Hand 4 (+4)
Feats [13pp]: Artificer, Attack Specialist (Magic), Animal Empathy, Equipment 1, Improved Initiative, Precise Shot, Ritualist, Sidekick 6 (Farth),
Powers [18pp]: Arcane Magic 6 [Power Feats: 4 additonal Spells]; Super Senses 2 (Magic Awareness, Ranged)
Devices [6pp]: Staff of the Journeyman 2 [Device; Easy to Remove; Contains: Strike 2 (Power Feats: Enchanted, Glowing, Mighty); Boost 2 [Magic Power; Flaw: Personal; Power Feats: Slow Fade 1 (every 10 rounds)]
Equipment[3ep]: Spell Book [2], Material Components [1]
Drawbacks[3pp]: Power Loss (cannot case magic, if he cannot speak or gesture )

Sample Wizard Spells:
Magic Missile [Blast (Power Feat: Split Attack, Indirect; Extra: Perception Ranged)]
Sleep [Fatigue (Power Feats: Selective; Extra: Ranged, Area [Blast])]
Tenser's Floating Disc [Super Movement (Air Walking) 2 & Telekinesis 1]


Farth the Elven Cat
Abilities (8pp): Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 6 (-2), Wis 14 (+2), Cha 10 (+0)
Saves (4pp): Toughness 0, Fortitude +2, Reflexes +4, Willpower +2
Combat (4pp): Base Attack 2 (+4), Base Defense 0(12)
Skills (7pp): Acrobatics 8(+10), Climb 9(+5), Notice 3 (+5), Stealth 8 (+10)
Feats (2pp): Elusive Target, Improved Initiative
Powers (10pp):
-Shrinking 8 (power feats:innate, flaws:permanent)
--+2 Attack/Defense, -8 Strength, +8 Stealth, -4 Intimidation, x 1/2 CC
-Super Senses 1 (low light vision)



History: Morlaine as a young child was destined to continue living on a farm, with his family even though he was born with a gift for magic. His father didn't want his son being a mage, he refused to let him go. Until one day when he was 11, he had saved the life of a local mage. Grateful to the young morlaine and seeing the potential he had in him, he made sure morlaine was able to go to school so he could be a wizard. Morlained finished his training by the time he was 18, with the grudging acceptance of his father. Once he had become an adult he left the farm to start his own life. Morlaine had moved into the city of Marakesh, which had the best magical college and gained his application to learn from them. Morlaine does not want to go back home because of his father. His father never accepted that fact that morlaine didn't want to be a farmer, and morlaine is afraid of seeing his father again.
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DnD Character

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Armis Sarel, Concept: Human Mercenary, Power Level 4 (60pp), Age: 19 years old., Height: 6'0" , Weight: 220 lbs, Eyes: Steel Gray, Hair: Black, Other Features: Armis has a scar that runs above his left eye, cutting his brow slightly in half. And he keeps a neatly trimmed mustache and goatee., Marital Status: Single, Family: 2 Sisters ( Alaine 22/Tessa 19), and 3 Brother (Jaimis-21/Mikael –19/Elias -16); 2 Uncles (Henrich-42, Dael-40), Mother (Mareth), Father (Gerard) , and 1 Grand Mother (Jasmine). Place of Birth: The town of NightRidge. He was born on the 8th day of the 10th month., Current place of Residence: The town of NightRidge.; Allegiances: Family, Mercenary Group (The Black Riders) , Motivation: Justice, Goals: To kill the lycan that killed his lord. Trade Offs: -1 Attack for +1 Damage DC, and -1 Defense for +1 Toughness bonus

Abilities[14pp]: Strength 15 (+2), Dexterity 12 (+1), Constitution 14 (+2), Intelligence 11 (+0), Wisdom 12 (+1), Charisma 10 (+0)
Saves[3pp]: Toughness +5/+2, Fortitude +4, Reflexes +0, Willpower +3
Combat[6pp]: Base Attack +1 (+3 with swords, ranged), Base Defense +2, Damage +5 with Sword, Crossbow +3, Pistol +3
Skills [10pp]: Bluff 2/+2, Climb 4/+6, Craft (Smithing) 2/+2, Drive (Carts) 2/+3, Handle Animal 2/+2, Intimidate 8/+10, Knowledge (Current Events) 1/+2, Languages 1 (Dwarf and Common), Notice 4/+5, Profession(Merchant) 4/+5, Ride (Horse) 6/+7, Search 4/+4
Feats[21pp]: Archaic Weapon Proficiency, Armor Proficiency, Attack Specialist (Swords), Attack Focus (ranged) 2, Benefit (Intimidate uses Strength), Dodge Focus 2, Equipment 6, Favored Opponent (Lycanthropes) 1, Improved Critical (Swords), Improved Sunder, Minions (Riding Horse) 2, Quick Draw, Startle, Take Down Attack, Power attack
Powers [2pp]: Power Lifting [Super strength 1; Source: Training]
Equipment: (28 ep) Light Steel Shield (+1 block)- 2ep; Sword (+3 damage, critical 19-20)- 5ep; Chain Mail Shirt (+3 toughness bonus)- 3ep; Crossbow (+3 damage, Critical 19-20, Range 40')-7pp; Dwarf Crafted Flint Lock Pistol (+4 damage, Critical 20, Range 30 ft; Accurate) - 9 ep; Potion of Healing (level 3 healing) - 2ep
Minions: Riding Horse (see page 231 for stats)
Complications: Hatred (Lycans), Enemy (The lycan that killed his lord)

Story His father is a merchant, who deals in weapons. His house runs a successful market for flint lock fire arms, and other weapons. Who has been rather successful so far. Armis grew up in a rather extended family (as one can see). Growing up around merchants and mercenaries, , made his interest in that side of life grow into excitement and adventure. During his first campaign under the local lords forces, he earned respect and position and since then has led a decent military career. He rose up in the ranks to Sergeant, and commands a small company of men. But when his lord was killed at the hands of lycan’s, he made it a personal quest to hunt down weapons that he could use to fight them. So he recently joined the mercenary group, called the Black Riders. Led by a fiersome dark haired woman known as Talia Thorne.
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Millennium Verse

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Illysia,The Mother of Mutation;
Concept: First Mutant, Power Level: 15 (340), Place of Birth: Somewhere in ancient Europe, Marital Status: Single, Age: 28,765, Height: 5'10", Weight: 140 lbs, Eyes: Ice Blue, Hair: White, Complexion: Pale, with blue tinges, Alleigance: Self, Survival, Motivations: Responsibility, Goals: To spawn the next evolution in mankind

Abilities [52pp]: Strength 16 (+3), Dexterity 16 (+3), Constitution 26 (+8), Intelligence 18 (+4), Wisdom 18 (+4), Charisma 18 (+4)
Saves [23pp]: Toughness +8, Fortitude +15, Reflexes +8, Willpower +15
Combat [40pp]: Attack Bonus +10, Defense Bonus +10 (+5 Flatfooted), Initiative +3, Hero Points 1
Skills [10pp]: Bluff 12 (+16), Concentration 16 (+20), Knowledge (Life Sciences) 16 (+20), Notice 16 (+20), Survival 16 (+20)
Feats [36pp]: Attractive 1, Die Hard, Eidetic Memory, Equipment 3, Fearless, Power Attack, Minions 26 [5 Fanatic PL 10 Mutants of her own creation], Second Chance (Mind Control Resistance), Ultimate Skill (Life Sciences),

Powers [179pp]: Immortality ; Impervious Toughness 8; Mutation 15 [Power Feats: Incurable; Extras: Disease; Duration (Continuous)] ; Regeneration 8 [Power Feats: Persistant, Regrowth; Ability Damage 5 (every minute); Ressurection 3 (Once every hour)] ; Variable Power 8 [Any Combination of Traits up 40pp; Power Feat: Innate; Extra: Duration (Continuous); Flaw: Action (fullround) ]
Complications: Reputation

History: Illysia was the first mutant among modern man; and she gained the ability to control life and spontaneously create mutation in others. Her power is so complete, she has any power she might require at her disposal. Her goals are to create a new race of mankind in her own image; she is very much stuck on her own superiority to normal mankind which she views as Insects. Some of her common uses of the variable power is power control and nullify to put them in heroes in their place; As well as life manipulation and plant control. Her headquarters is located in the jungles of South America, she has mutated plants and animals alike giving them life to protect her realm.


The Temple of Life [Size: Huge (+3); Toughness 10 (+1); Features: Concealed, Defense System, Holding Cells, Laboratory, Living Space, Pool, Power (Snare; Plants), Power (Paralyze; Poison Darts), Power (Falling Boulders;Blast (area))Security System 2 (DC 25)]-15ep
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D&D Race Templates

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DnD Race Templates:
These are my representations of the DnD races from the Players Handbook; generally i try and stay away from actual ability modifiers for a template unless it is actually needed. Cause abilities tend to be a matter of character concept and taste.


Humans:
In general players who play humans, i try to give some benefits. So they can usually gain 1 rank in the luck feat.

Dwarf:
Skills: Languages 1 (Native Dwarf, Common)
Feats: Favored Enemy (Goblinoids) 1, Talented (+2 bonus to Appraise, and Craft)
Powers: Dwarf Race 3 [Container; PF: Innate; Contains: Enhanced Constitution 3; Features [+2 save vs Magical powers, and poisons]; Immovability 4; Shield 4 [Flaw: Only applies againt Giant Classed Monsters]; Super Senses 4 [DarkVision; Detect StoneCutting (acute) ]
Drawbacks: Slower Movement Rate (20`;1pp)
Cost: 18pp

Elf:
Skills: Languages 1 (Native Elf, Common)
Feats: Talented [Search & Notice]
Powers: Elf Race 2 [Container; Power Feats: Innate; Enhanced Dexterity 4; Features 1 (+2 save vs. Magical mind powers); Immunity 4 (Sleep Powers; Sleeping ); Super Senses 1 (Low light Vision)]
Cost: 12pp

Gnome
Abilities: -4 strength
Skills: Languages 1 (Native Gnome, Common)
Feats: Talented [Craft (Alchemy), and Notice Checks]
Powers: Gnome Race 4 [Power Feats: Innate; Contains: Comprehend 2 (Animals); Enhanced Constitution 2; Features [+2 save vs. Illusion power]; Illusion 1 (All Senses); Shield 4 [Flaw: Limited to Giant classed monsters]; Shrinking 4 [Flaw: Permanent]; Super Movement 1 (low light vision);
Cost: 22pp

Half Elves:
Skills: Languages 1 (Native Common; Elf)
Feats: Talented [+2 to gather information and Diplomacy]
Powers: Half Elf Race 1 [Container; PF: Innate; Contains: Features 1 [+2 save vs magical mind powers], Immunity 2 (Sleep Effects), Super Senses 2 (Low light vision)]
Cost: 7pp

Half Orcs:
Skills: Language 1 (Native Orc, Common)
Feats: NA
Powers: Orc Race 1 [Container; PF: Innate; Enhanced Strength 2; Super Senses 3 (DarkVision; Acute Smell)]
Complications: Predjudice (A minority)
Cost: 6pp

Halflings:
Abilities: -4 Strength
Skills: Languages 1 (Native Halfling, Common)
Feats: Talented [Acrobatics and Notice]
Powers: Halfling Race 2 [Container; PF: Innate; Contains: Enhanced Dexterity 2; Enhanced Saves 3 (+1 reflex, willpower, fortitude); Features (+2 save vs Fear effects); Shrinking 4 (Flaw: Permanent)]
Complications: Reputation
Cost: 12pp
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Movie :: Fifth Element

Post by MisterB »

"Uh.. well its like Die Hard but in space. "
What can you say about Korben Dallas? He's a newyork cab driver, that used to be a Major in the Federated Armies as an elite forces special unit. And gets drug into a plot to save the entire universe from Darkness. Along the way, he meets and gets the girl. And gets into a number of crazy fight scenes, that earns him the "Die hard" Feat.

Major Korben Dallas, Power Level 6 (78pp), Concept: Newyork Cabdriver, Trade offs: -1 DC for +1 Attack; -1 Defense, +1 Toughness
Abilities [21pp]: Strength 13 (+1), Dexterity 13 (+1), Constitution 18 (+4), Intelligence 12 (+1), Wisdom 14 (+2), Charisma 11 (+0)
Saves[10pp]: Toughness +4 (+7), Fortitude +7, Reflexes +5, Willpower +5
Combat [20pp]: Combat Bonus +5 [+7 ranged], Defense Bonus +5 [+2 flatfooted], Initiative +1, Hero Points 3
Skills [8pp]: Acrobatics 5(+6), Bluff 5(+5), Drive 7(+8), Intimidate 4 (+4), Knowledge (Tactics) 5(+6), Pilot 6(+7)
Feats [19pp]: Accurate Attack, Assessment, Attack Focus (Ranged) +2, Connected, DieHard, Distract (Bluff), Dodge Roll 3, Ellusive Target, Equipment 2, Improved Critical (Firearms), Luck 2, Precise Shot, Taunt, Ultimate Effort (Toughness save)
Equipment [10ep]: Heavy Pistol [+5 damage, 50' range, Ballistic]
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Fifth Element: Leeloo

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Quote: "Korben Dallas Multi Pass"
Leeloo, The perfect being, Power Level: 6 (84)
Abilities [30pp]: Strength 15 (+2), Dexterity 20 (+5), Constitution 16 (+3), Intelligence 11 (+0), Wisdom 16 (+3), Charisma 13 (+1)
Saves [10pp]: Toughness +3 [+6 Defensive Roll], Fortitude +8, Reflexes +8, Willpower +5
Combat [8pp]: Base Attack +2 [+6 Melee], Base Defense +6 [+1 flatflooted], Initiative +5, Hero Points 3
Skills [3pp]: Acrobatics 11 (+16), Languages 1 [Native Divine; English]
Feats[23pp]: Accurate Attack, Attack Focus (Melee) 4, Defensive Attack, Defensive Roll 3, Dodge Focus 4, Improved Block, Improved Critical (Unarmed), Improved Disarm, Improved Grab, Improved Pin, Improved Trip, Instant Up, Power Attack, Stunning Attack, Take Down Attack,
Powers [10pp]: Divine Being 2 [Container; Contains: Leaping 1; Enhanced Feat 3 (Luck 2, Ultimate Save [Reflexes]); Immunity 1 (Disease; Flaw: Limited )]; Super Strength 1; Regeneration 3 (Recovery Bonus)]
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TV :: Serenity

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"I can kill you with my brain."
River Tam, Concept: Psychotic Fugitive, and Occasional Accomplice, Power Level: 8 (111 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 +3, Reflexes +9, Willpower +8
Combat [20pp]: Base Attack +5 [+8 Melee], Base Defense +8 [+2 flatfooted], Initiative +3, Hero Points 1
Skills [10pp]: Acrobatics 6 (+9), Escape Artist 4(+7), Gather Information 4 (+12), Perform (Dancing) 4 (+7), Notice 8 (+16), Pilot 2 (+5), Sense Motive 12 (+20)
Feats [23pp]: Assessment, Attack Focus (Melee) 3, Beginner's Luck, Benefit 2 [Gather Information and Bluff are based on Wisdom, due to enhanced intuitive abilities], Defensive Attack, Defensive Roll 3, Dodge Focus 3, Fearless, Improved Block, Improved Disarm, Improved Initiative, Jack of All Trades, Power Attack, Stunning Attack, Take Down Attack, Taunt
Powers [21pp]: Immunity 2 (Taunt Skill) ; Super Senses 4 [Postcognition; Flaw: Uncontrolled] ; Super Senses 1 [Danger Sense (mental); Enhanced Feat: Uncanny Dodge (Mental)] ; Mind Reading 6 [Extra: Sensory Link] ; Quickness 2 (5x fast; Flaws: Mental Tasks Only) ; Super Movement 1 (Sure Footed)
Drawbacks [3pp]: Vulnerable (Emotion powers; Moderate Intensity (+50%); Frequency: Common)
Complications: Psychotic (Unable to control her emotions), Enemy "The Academy"

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.
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TV :: Serenity

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"Its just about getting by."

Malcom "Mal" Reynolds, Power Level: 5 (83pp) , Occupation: Captain of Serenity, Family: Mother (name Unknown), Homeworld: Shadow, Born: September 20th, 2468, Age: 49

Abilities[20pp]: Strength 12(+1), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 13 (+1), Wisdom 15 (+2), Charisma 12 (+1)
Saves [9pp]: Toughness +3 [+5 Defensive Roll], Fortitude +6, Reflexes +4, Willpower +5
Combat [14pp]: Base Attack +5, Base Defense +5 [+1 Flatfooted], Initiative +2, Hero Points 2
Skills [13pp]: Acrobatics 2 (+4), Bluff 6 (+7), Craft (Mechanical) 4 (+5), Climb 4 (+5), Intimidate 6 (+7), Knowledge (History) 4 (+5), Knowledge (Popular Culture) 4 (+5), Knowledge (Tactics) 7 (+8), Languages 1 (English; Mandarin), Notice 6 (+8), Pilot 8 (+10)
Feats[27pp]: All out Attack, Contacts, Defensive Attack, Defensive Roll 2, Dodge Focus 3, Ellusive Target, Equipment 10, Improved Block, Leadership, Luck 1, Power Attack, Precise Shot, Quick Draw, Take down Attack, Taunt
Equipment [48ep]: Reinforced Brown Coat [+1 Toughness; Power Feats: Subtle] ; 03-K64 Firefly Class Transport [Strength 80, Speed 10, Defense 2, Toughness 13, Size Collosal; Features: Alarm, Navigation System, Garage, Computer, Gym, Living Space, Infirmary, Isolated, Power System, Workshop, Power System] ; Five Shot .38 Caliber Taurus Model 85 Revolver [Blast 4 (Power Feats: Improved Critical 1; Flaws: Unreliable (5 Shots)]
Complications: Serenity [Often breaks down, requiring constant maintenance]
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TV :: Star Trek TNG

Post by MisterB »

Reg has to be one of my favorite characters from the startrek universe. The fact that he is a character with so many flaws, and is a bit nerdy and geeky at the same time. A character i think many can relate to, and yet he still finds a way of saving the day and contributing on the posts he serves.

"Reg" Reginald Barclay, Race: Human, Rank: Lietenant, Posting: Pathfinder Project, Power level 4 (43pp), Home Planet: Earth; Trade Offs: -2 Attack, +2 DC
Abilities [12pp]: Strength 10 (+0), Dexterity 12 (+1), Constitution 12 (+1), Intelligence 18 (+4), Wisdom 10 (+0), Charisma 10 (+0)
Saves [6pp]: Toughness +1, Fortitude +3, Reflexes +3, Willpower +2
Combat [4pp]: Attack Bonus +0 [+2 Ranged], Defense Bonus +4 [+1 Flatfooted], Initiative 0 , Hero Points 1
Skills [9pp]: Computers 4 (+8), Craft (Mechanical) 4 (+8), Craft (Electronic) 8 (+12), Knowledge (Physical Sciences) 8 (+12), Knowledge (Technology) 5 (+9), Notice 4 (+4), Perform 1 (Acting), Pilot 2 (+3)
Feats [10pp]: Attack Focus (Ranged) 2, Connected, Dodge Focus 2, Equipment 3, Precise Shot,
Powers [2pp]: Enhanced Feats: Lightning Calculator; Enhanced Skills: Gaming (Chess) 4
Equipment [15ep]: Comlink (1), Phaser [blast 6; AP: Stun 4, Disintegration 3]
Complications: Addicted to Holographic Activities, Hypochondriac, Stutter

In the episode "The Nth Degree," Barclay's brain is taken over by an ancient race from the center of the Milky Way galaxy, the Cytherians. Under their control, Barclay seizes command of the Enterprise-D and brings the ship to a confrontation with the Cythians, who explain to Picard that they only desire an exchange of information with the Federation. After the exchange, the Cythians return the Enterprise-D to Federation space, leaving Barclay with the memory of his interaction and an enhanced ability in chess.
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TV :: Serenity

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Zoe Washburne, Occupation: First mate of Serenity, Power Level: 6 (75pp), Family: Hobane Washburne (Husband), Homeworld: Born on a spaceship, Born: Feb. 15th, 2484

Abilities [20pp]: Strength 12 (+1), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 13 (+1), Wisdom 14 (+2), Charisma 13 (+1)
Saves [10pp]: Toughness +2 [+5 Defensive Roll], Fortitude +6, Reflexes +5, Willpower +5
Combat [14pp]: Base Attack +3 [+6 Ranged], Base Defense +6 [+2 flatfooted], Initiative +2, Hero Point 1
Skills [10pp]: Acrobatics 6 (+8), Bluff 5 (+6), Diplomacy 4 (+5), Drive 4 (+6), Knowledge (Tactics) 4 (+5), Pilot 7 (+9), Notice 7 (+9), Sense Motive 3 (+5)
Feats [20pp]: All-out Attack, Assessment, Attack Focus (Ranged) 3, Defensive Attack, Defensive Roll 3, Elusive Target, Dodge Focus 2, Equipment 4, Fearless, Precise Shot, Seize Initiative, Takedown Attack, TeamWork
Equipment [19ep]: "Mare's Leg" Winchester 1892 Rifle [+6 Damage (ballistic); Power Feat: Improved Critical; Extras: Autofire]
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Movie : DND Wrath of the Dragon God

Post by MisterB »

"Come villainy death awaits you"

Lux the Barbarian
Power Level 7 (82 pp)
Trade Offs: -2 Hit, +2 Damage; -1 Defense, +1 Toughness

Abilities [26pp]: Strength 17 (+3), Dexterity 14 (+2), Constitution 18 (+4), Intelligence 10 (+0), Wisdom 12 (+1), Charisma 15 (+2)
Saves [8pp]: Toughness +8 [+2 Impervious], Fortitude +7, Reflexes +5, Willpower +3
Combat [12pp]: Base Attack +3 [+5 Melee], Base Defense +6 [+1 flatfooted], Initiative +2, Hero Points 1
Skills [7pp]: Acrobatics 4 (+6), Intimidation 5 (+7), Notice 8 (+10), Ride (Horse) 5 (+7), Survival 6 (+8)
Feats [24pp]: All out Attack, Archaic Weapons Proficiency, Armor Proficiency, Attractive, Attack Focus (Melee) 2, Choke Hold, Dodge Focus 3, Equipment 3, Fearsome Presence 3 (Battle Cry), Finishing Blow, Improved Critical (Sword), Improved Sunder, Power Attack, Rage, Startle, Take down Attack, Weapon Break
Powers [5pp]: Damage Resistance [Impervious Toughness 2, Protection 1]; Power Lifting [Super Strength 1]

Equipment [14ep]: Breast Plate [+3 Toughness], Great Sword [+4 damage, 19-20 Critical; 2 handed], Sword [+3 damage, 19-20 critical]

Rage: When lux Rages, she can meet her max damage cap of +9.
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Location: Spokane, WA
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DND Wrath of the Dragon God

Post by MisterB »

"You parry when you should be rushing foward boy!"

Berek
Minister in the house of lords
Power Level 7 (93pp)
Trade Offs: -1 Damage for +1 Attack

Abilities [25pp]: Strength 14 (+2), Dexterity 16 (+3), Constitution 15 (+2), Intelligence 13 (+1), Wisdom 12 (+1), Charisma 15 (+2)
Saves [10pp]: Toughness +7, Fortitude +5, Reflexes +5, Willpower +6
Combat [24pp]: Base Attack +5 [+8 Melee], Base Defense +7 [+2 flatfooted], Initiative +3, Hero Points 1
Skills [8pp]: Acrobatics 6 (+9), Diplomacy 5 (+7), Gather Information 4 (+6), Knowledge (Civics) 3 (+1), Knowledge (Current Events) 4 (+5), Notice 4 (+5), Ride (Horse) 6 (+9),
Feats [17pp]: Archaic Weapon Proficiency, Armor Proficiency, Attack Focus (Melee) 3, Benefit 2 [Wealth, Status (Minister)], Defensive Roll 3, Dodge Focus 3, Equipment 1, Power Attack, Take down Attack, Weapon Break
Device [13pp]: Vorpal Sword [Easy To Remove; Strike 4 (Power Feats: Incurable, Mighty, Improved Critical; Extra: Penetrating 4); Drain 5 (Toughness; Extra: Linked to Strike)]; Gauntlets of Ogre Power [Hard To Remove; Super Strength 2]
Equipment [2pp]: Leather Armor [+2 toughness]
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MisterB
Posts: 447
Joined: Fri Apr 07, 2017 7:37 pm
Location: Spokane, WA
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TV :: Serenity

Post by MisterB »

<kaylee> "...goin' on a year now I ain't had nothin' twixt my nethers weren't run on batteries!")
<Mal> in anguish "Oh, God! I can't know that!"
<Jayne> promptly chimes in with "I could stand to hear a little more..."

Kaywinnit Lee "Kaylee" Fyre, Concept: Serenity's Mechanic, Power Level 4 (42pp), Homeworld: Unknown, Family: Parents Living

Abilities [12pp]: Strength 10 (+0), Dexterity 12 (+1), Constitution 11 (+0), Intelligence 14 (+2), Wisdom 13 (+1), Charisma 12 (+1)
Saves [6pp]: Toughness +2, Fortitude +2, Reflexes +3, Willpower +3
Combat [8pp]: Base Attack +2, Base Defense +2 [+1 Flatfooted], Initiative +1, Hero Points 1
Skills [9pp]: Craft (Mechanical) 9 (+12), Disable Device 6 (+9), Knowledge (Physical Sciences) 5 (+8), Notice 4 (+5), Search 8 (+11), Sleight of Hand 2 (+3), Stealth 2 (+3)
Feats [7pp]: Challenge [Calculated Risk; Craft (Mechanical Checks)], Defensive Roll 2, Elusive Target, Equipment 1, Inventor, Second Chance (Jury Rigging Serenity), Skill Mastery [Search, Craft (Mech.), Disable Device, Knowledge (Phys.Sciences)]
Equipment [2ep]: Mechanics Tools (2)

Here she is what appears to be the sexually repressed member of the crew, and a very good mechanic to say the least. She keeps serenity running long past its use. By the end of the movie, kaylee and simon finally get to knocking some boots together.
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