RCU Gulf State Guardsmen Character Sheets

Where in all of your character write ups will go.
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jcjec
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RCU Gulf State Guardsmen Character Sheets

Post by jcjec »

Re-posted approved character sheets for our game are here for easy access and to put them on display. :D
Last edited by jcjec on Sat Dec 03, 2016 7:08 pm, edited 1 time in total.
Jim C.

I know that into every life a little rain must fall,
but why do we have to live in the flood plains?
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Ken
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Re: RCU Gulf State Guardsmen Character Sheets

Post by Ken »

Okay, I've posted the copies of the characters we've entered into Hero Lab. Three of them are pending for various reasons. I'll also be adding the artwork to them, but not until tomorrow.

I'll also be adding an index to this post tomorrow.
Last edited by Ken on Sat Dec 03, 2016 6:57 pm, edited 1 time in total.
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Citizen Quartet

Post by Ken »

Citizen Quartet (Red) - PL 9

Strength 6, Stamina 4, Agility 3, Dexterity 3, Fighting 8, Intellect 1, Awareness 0, Presence 0

Advantages
Equipment 6, Fascinate (Persuasion), Improved Initiative, Power Attack, Set-up 3, Teamwork

Skills
Acrobatics 6 (+9), Athletics 6 (+12), Deception 6 (+6), Perception 7 (+7), Persuasion 8 (+8), Ranged Combat: Blaster: Damage 6 3 (+6)

Powers
Blaster: Damage 6 (DC 21; Custom: Double, Increased Range: ranged)
. . Set to Stun: Affliction 6 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Custom: Double, Increased Range: ranged)
Four Colors Power Belt: Summon 7 (Removable; Heroic, Horde, Mental Link, Multiple Minions 2: 4 minions; Limited: User vanishes while active, Notes: 105 Point Duplicates sans This Power)
Grapple Gun: Movement 1 (Swinging)

Equipment
Blaster [Blaster: Damage 6, DC 21; Custom: Double, Increased Range: ranged], Cell Phone (Smartphone), Flashlight, Grapple Gun [Grapple Gun: Movement 1, Swinging], Handcuffs, Motorcycle

Offense
Initiative +7
Blaster: Damage 6, +6 (DC 21)
Grab, +8 (DC Spec 16)
Set to Stun: Affliction 6, +3 (DC Fort 16)
Throw, +3 (DC 21)
Unarmed, +8 (DC 21)

Complications
Fame: He's a pretty over-the-top individual who's spent most of his career fighting very small crime, wearing what appears to be a Power Rangers cosplay outfit, and multiplying himself into four colorful individual combatants, striking poses and such. He's bound to pick up a few fans, if not the sarcastic sort.
Motivation: Doing Good: As a civilian, he has a strong sense of right and wrong, which drives him to fight crime.
Quirk - Alternate Earths: Citizen Blue, Black, and Pink are from different Earths than Earth K (Blue=Earth-M, Black=Earth-V, Pink=Earth-F). There may be several distinct differences in events and common knowledge which could cause humorous misunderstandings.
Quirk - Over The Top: If left alone, he is prone to going on loud and proud heroic sermons to villains. He gets really into it, makes wild poses, which leaves him pretty wide open for enemies to get a head start on whatever they're going to do in reaction. That said, this may functionally fascinate foes just as easily as it would leave him vulnerable. An ally could snap him out of it if they wanted to.
Trademark: Outfits like his sort can be bought at pretty much any costume store worth its salt. He even sometimes relies on such stores to get a new costume if his is ripped up.
Vulnerability: If his four duplicates are incapacitated, so to is he. If he deactivates prematurely, each incapacitated duplicate results in him reforming with a degree of failure on the damage table (-1, dazed + -1, staggered + -1, incapacitated).

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 4, Will 6

Power Points
Abilities 50 + Powers 46 + Advantages 13 + Skills 18 (36 ranks) + Defenses 17 = 144
Last edited by Ken on Tue Dec 06, 2016 4:33 am, edited 2 times in total.
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King Croc

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King Croc - PL 9

Strength 10, Stamina 10, Agility 2, Dexterity 0, Fighting 6, Intellect 2, Awareness 2, Presence 4

Advantages
All-out Attack, Animal Empathy, Artificer, Chokehold, Daze (Intimidation), Diehard, Fast Grab, Favored Environment: Aquatic, Great Endurance, Improved Critical 2: Claws & Teeth: Strength-based Damage 2, Improved Grab, Improved Trip, Interpose, Lionheart, Power Attack, Sacrifice Attack, Startle, Takedown 2, Withstand Damage

Skills
Athletics 8 (+18), Expertise: Magic 8 (+10), Insight 6 (+8), Intimidation 8 (+14), Perception 6 (+8), Stealth 4 (+2)

Powers
Big Critter
. . Growth: Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size rank, +4 mass ranks; Permanent)
. . Power-Lifting: Enhanced Strength 1 (+1 STR; Limited to Lifting)
Claws & Teeth: Strength-based Damage 2 (DC 27, Advantages: Improved Critical 2; Innate)
. . Tail Smash: Affliction 10 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 20; Limited Degree)
Gator Physiology
. . Enhanced Trait: Enhanced Trait 3 (Advantages: Diehard, Favored Environment: Aquatic, Great Endurance)
. . Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab; Custom: Reach 1)
Swamp Stalker
. . Senses: Senses 2 (Low-light Vision, Tracking: Scent 1: -1 speed rank)
. . Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)
Unstoppable Predator
. . Impervious Defense: Impervious Toughness 10
. . Regeneration: Regeneration 2 (Every 5 rounds)

Offense
Initiative +2
Claws & Teeth: Strength-based Damage 2, +6 (DC 27)
Grab, +6 (DC Spec 20)
Tail Smash: Affliction 10, +6 (DC Fort 20)
Throw, +0 (DC 25)
Unarmed, +6 (DC 25)

Complications
Bad First Impression: King Croc is a giant, reptilian monster...there can be issues.
Power Loss: If deprived of his magic "swamp water" Wally cannot change into King Croc.
Secret Identity: When in human form Wally's STR, STA, FGT & PRE all drop to 2.
Torpor: While warm blooded, King Croc still doesn't deal well with cold. In temperatures under 40 degrees f, he is considered Impaired (as the condition).

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 13, Toughness 10, Will 5

Power Points
Abilities 56 + Powers 39 + Advantages 15 + Skills 20 (40 ranks) + Defenses 14 = 144
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Magnaflux

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Magnaflux - PL 9

Strength 2, Stamina 2, Agility 3, Dexterity 0, Fighting 4, Intellect 3, Awareness 2, Presence 1

Advantages
Extraordinary Effort, Fearless, Languages 2, Power Attack, Startle, Uncanny Dodge

Skills
Athletics 3 (+5), Expertise: Demolitions & Explosives 2 (+5), Expertise: Military Tactics & Strategy 2 (+5), Expertise: Technology & Engineering 2 (+5), Insight 3 (+5), Intimidation 9 (+10), Perception 8 (+10), Technology 3 (+14/+6)

Powers
Demolitions Expert: Enhanced Trait 4 (Traits: Technology +8 (+14); Limited: Demolitions & Security only)
Electro Magnetic Field: Protection 8 (+8 Toughness)
. . Electro Magnetic Barrier: Create 10 (Alternate; Volume: 1000 cft., DC 20; Affects Insubstantial 2: full rank, Stationary; Concentration, Reduced Range: close)
Magnetic Distribution: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
Magnetic Monopole: Move Object 9 (12 tons, DC 24; Damaging, Increased Range: perception, Precise)
. . Disassemble Device: Transform 6 (Alternate; Affects: Broad > 1 Thing - Manufactured Device > Component Parts, Transforms: 50 lbs., DC 16; Increased Duration: continuous, Increased Range 2: perception, Precise)
. . Electro Magnetic Pulse: Burst Area Nullify 9 (Alternate; Counters: Technology, DC 19; Burst Area: 30 feet radius sphere, DC 19, Broad, Selective, Simultaneous; Reduced Range: close)
. . Metallic Entrapment: Cumulative Affliction 10 (Alternate; 1st degree: Dazed; Vulnerable, 2nd degree: Stunned; Defenseless, Resisted by: Dodge; Overcome by Strength or Damage, DC 20; Accurate 4: +8, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Metallic Fullisade: Damage 10 (Alternate; DC 25; Accurate 4: +8, Increased Range: ranged, Multiattack, Precise)
Magnetic Perceptions: Senses 6 (Accurate: (Detect), Acute: (Detect), Detect: Metallic Objects (Mental) 2: ranged, Radius: (Detect))

Offense
Initiative +3
Disassemble Device: Transform 6 (DC Dog 16)
Electro Magnetic Pulse: Burst Area Nullify 9 (DC Will 19)
Grab, +4 (DC Spec 12)
Magnetic Monopole: Move Object 9 (DC 24)
Metallic Entrapment: Cumulative Affliction 10, +8 (DC Fort/Will 20)
Metallic Fullisade: Damage 10, +8 (DC 25)
Throw, +0 (DC 17)
Unarmed, +4 (DC 17)

Complications
Enemy: While Carrera has only come into contact with troopers and technicians of Sala'aq, his continued crusade against the terrorist state has caught the attention of their government officials.
Honor: Semper Fidelis, Always Faithful ...: As a Marine, Carrera remains faithful to the mission at hand, to his fellow marines, to the Corps, and to country, no matter the cost.

As his injuries, and the fundamental changes to his physiology have him now working in the civilian sector, he has had to expand his code to his fellow heroes. Men and women who are willing to put their lives at risk for God & Country.
Motivation: Ductos Exemplo, Lead by Example ...: As an Officer in the Corps, Carrera learned another motto, Ductos Exemplo, lead by example. He had displayed self reliance, discipline and responsibility in the field. Despite the fundamental changes to his very being,Carrera feels that he has a responsibility to continue to serve his country with his extraordinary abilities.
Power Loss: Carrera's bio-electric field was infused with Magnoplasma when the IOGWP's device exploded. This change to his bio-field allows Carrera to manipulate metallic objects by manipulating the magnetic fields that surround them. Many of the effects that he is able to achieve by doing so, require the presence of mettalic objects in his immediate vicinity.
Relationship: Carrera served several tours in the Middle East, and as such this put a massive strain on his relationship with his wife, Rachelle Macleod. It wasn't surprising that he received the divorce papers mid-way through his second tour. He has signed them, and since his return to Florida he has discovered that she has since re-married. He harbours no resentment, and though their relationship is strained, he maintains civility for the sake of his 3 yr old son, Miguel.

He also maintains a close relationship with his unit, and their families, and will do whatever he can to ensure their safety.

Languages
Arabic, English (Native), Farsi

Defense
Dodge 8, Parry 8, Fortitude 7, Toughness 10, Will 11

Power Points
Abilities 34 + Powers 64 + Advantages 7 + Skills 16 (32 ranks) + Defenses 23 = 144

Validation: Electro Magnetic Field: Protection 8 - Electro Magnetic Barrier: Create 10: Exceeds Power Level limi
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Mangrove

Post by Ken »

Mangrove - PL 9

Strength 9, Stamina 9, Agility 0, Dexterity 0, Fighting 6, Intellect 2, Awareness 5, Presence 0

Advantages
Close Attack, Fast Grab, Favored Environment: Swamp, Improved Grab, Improved Hold

Skills
Athletics 6 (+15), Close Combat: Unarmed 2 (+8), Expertise: Everglades 6 (+8), Intimidation 4 (+8), Investigation 3 (+5), Perception 8 (+13), Treatment 3 (+5)

Powers
Commune with Nature
. . Green Memory: Senses 4 (Postcognition; Limited: Areas of Plant-Life)
. . Nature Sense: Senses 1 (Awareness: Nature)
. . Speak With Plants: Comprehend 2 (Plants)
Pass Through Plants: Movement 3 (Permeate 3: full speed; Limited: Vegetation)
Plant Control
. . Green Network: Remote Sensing 9 (Affects: 3 Types, inc. Visual - Visual, Auditory, Tactile, Range: 2 miles; Subtle 2: looks normal; Medium: Plants)
. . Internal Flora: Cumulative Affliction 7 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range 2: perception, Subtle: subtle)
. . Phytotoxin: Cumulative Affliction 9 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 19; Accurate: +2, Cumulative, Reversible, Secondary Effect)
. . Plant Growth: Create 9 (Volume: 500 cft., DC 19; Increased Range: perception, Innate, Subtle: look natural; Permanent)
. . Pollen Cloud: Cumulative Cloud Area Affliction 9 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cloud Area: 15 feet radius sphere, DC 19, Cumulative, Reversible, Subtle: subtle)
. . Root Transport: Teleport 9 (2 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Extended: 500 miles in 2 move actions; Medium: Plants )
. . Tanglevines: Burst Area Affliction 9 (1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 19; Burst Area: 30 feet radius sphere, DC 19, Extra Condition, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction; Limited Degree)
Plant Form
. . Photosynthesis: Immunity 3 (Sleep, Starvation & Thirst, Suffocation: Drowning; Noticeable: Plant-like)
. . Regrowth: Regeneration 1 (Every 10 rounds)
. . Swamp Form: Insubstantial 1 (Fluid)
. . . . Take Root: Immunity 10 (Alternate; Custom: Being Moved 10; Sustained; Limited - Half Effect)
. . Tendrils: Elongation 2 (Elongation: 120 feet, +2 to grab)
. . Tree Form: Growth 8 (+8 STR, +8 STA, +4 Intimidate, -8 Stealth, -4 active defenses, +2 size ranks, +8 mass ranks, +1 spee)
. . . . Perennial Health: Enhanced Trait 13 (Alternate; Traits: Stamina +4 (+13), Fortitude +4 (+13), Advantages: Great Endurance)
. . Woodskin: Protection 3 (+3 Toughness; Noticeable: Plant;like)

Offense
Initiative +0
Grab, +7 (DC Spec 21)
Internal Flora: Cumulative Affliction 7 (DC Fort 17)
Phytotoxin: Cumulative Affliction 9, +9 (DC Fort 19)
Pollen Cloud: Cumulative Cloud Area Affliction 9 (DC Fort 19)
Tanglevines: Burst Area Affliction 9 (DC Fort/Will 19)
Throw, +0 (DC 24)
Unarmed, +9 (DC 24)

Complications
Motivation: Responsibility: Defender of the Everglades
Power Loss: Mangrove gains his power due to a spiritual connection with Nature. If that connection was severed he would lose his powers.
Weakness: While in Plant Form attacks designed to target plants (suc as defoliants) are particularly effective.

Languages
Native Language

Defense
Dodge 6, Parry 6, Fortitude 9, Toughness 12, Will 9

Power Points
Abilities 30 + Powers 75 + Advantages 5 + Skills 16 (32 ranks) + Defenses 18 = 144
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Mozou

Post by Ken »

Mozou - PL 9

Strength 1, Stamina 1, Agility 1, Dexterity 1, Fighting 6, Intellect 2, Awareness 1, Presence 1

Advantages
Assessment, Beginner's Luck, Defensive Roll 2, Equipment 6, Hide in Plain Sight, Improved Block, Improved Disarm, Improved Initiative, Move-by Action, Power Attack, Ranged Attack 6, Set-up, Targeting Scope, Taunt, Teamwork, Uncanny Dodge, Well-informed

Skills
Athletics 4 (+5), Close Combat: Unarmed 2 (+8), Deception 8 (+9), Expertise: Mercenary 3 (+5), Expertise: Parahumans 5 (+7), Expertise: Science 3 (+5), Insight 6 (+7), Perception 4 (+5), Persuasion 4 (+5), Ranged Combat: Blaster Rifle: Damage 8 3 (+4), Stealth 6 (+7)

Powers
Protection: Protection 2 (+2 Toughness; Subtle: subtle)
Damage: Strength-based Damage 2 (DC 18, Advantages: Improved Block, Improved Disarm)
Detect Powers: Senses 4 (Acute: , Analytical: , Detect: Powers 1, Ranged: ; Noticeable: )
. . Comprehend: Comprehend 2 (Alternate; Languages - Speak All, Languages - Understand All; Subtle: subtle; Quirk 2: minds only, Notes: (can speak any language someone is speaking, but power does not work over the phone or radio. Ability is copying the subject's language skill))
Mimic octopus powers
. . Concealment: Concealment 2 (Sense - Sight; Blending, Passive)
. . Elongation: Elongation 3 (Elongation: 60 feet, +3 to grab)
. . . . Movement: Movement 2 (Alternate; Safe Fall, Wall-crawling 1: -1 speed rank; Limited: near surfaces)
. . . . Multiple Effects
. . . . . . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . . . . . Speed: Speed 1 (Speed: 4 miles/hour, 60 feet/round)
. . Immunity: Immunity 2 (Environmental Condition: Pressure, Suffocation: Drowning)
. . Movement: Movement 1 (Environmental Adaptation: Underwater)
. . Senses: Senses 1 (Low-light Vision)
. . Swimming: Swimming 2 (Speed: 2 miles/hour, 30 feet/round)
Power Mimic: Variable 8 (Limited: Powers of one subject, Limited 2: Touch range)
Blaster Rifle: Damage 8 (DC 23, Advantages: Targeting Scope; Extended Range, Increased Range: ranged)
. . Glue String Grenade: Cumulative Cloud Area Affliction 4 (Alternate; 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, overcome by Damage or Sleight of Hand, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Heavy Concussion Grenade: Burst Area Affliction 8 (Alternate; 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged; Diminished Range, Limited Degree)

Equipment
as needed 3, Body Armor [Protection: Protection 2, +2 Toughness; Subtle: subtle], Combat Baton [Damage: Strength-based Damage 2, DC 18, Advantages: Improved Block, Improved Disarm], Weapon Array [Blaster Rifle: Damage 8, DC 23, Advantages: Targeting Scope; Extended Range, Increased Range: ranged]

Offense
Initiative +5
Blaster Rifle: Damage 8, +10 (DC 23)
Damage: Strength-based Damage 2, +6 (DC 18)
Glue String Grenade: Cumulative Cloud Area Affliction 4 (DC Fort/Will 14)
Grab, +6 (DC Spec 14)
Heavy Concussion Grenade: Burst Area Affliction 8 (DC Fort 18)
Throw, +7 (DC 16)
Unarmed, +8 (DC 16)

Complications
Motivation: Acceptance: Has to belong somewhere!
Motivation: Responsibility: Protect the world from overpowered idiots. For some peculiar reason, the first (and usually ONLY) thing some people do when they get powers is go on a rampage. She was created to deal with sort of thing. More or less.
Obsession: Defeating supers (she WAS originally designed to be a weapon after all).
Power Loss: She cannot mimic Device-based powers.
Relationship: An inversion to the standard Frankenstein trope, Mozou actually likes and respects her creator. He's in prison right now (serving a few dozen life sentences for 'unethical genetic experiments', as well as embezzlement of a few billion dollars), but if she can hire some sufficiently dedicated lawyers ...
Weakness: She gains vulnerabilities and weaknesses of subject she copies from.

Languages
Native Language

Defense
Dodge 7, Parry 7, Fortitude 6, Toughness 5/1, Will 7

Power Points
Abilities 28 + Powers 49 + Advantages 25 + Skills 24 (48 ranks) + Defenses 18 = 144
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Phase

Post by Ken »

Phase - PL 9

Strength 0, Stamina 0, Agility 2, Dexterity 0, Fighting 4, Intellect 8, Awareness 2, Presence 0

Advantages
Attractive, Close Attack 2, Eidetic Memory, Equipment 1, Improved Initiative 2, Improvisation 2, Languages 1, Luck 2

Skills
Acrobatics 6 (+8), Athletics 6 (+6), Expertise: Science 4 (+12), Insight 6 (+8), Perception 8 (+10), Persuasion 8 (+8), Technology 1 (+9), Treatment 1 (+9)

Powers
Protection: Protection 2 (+2 Toughness)
Immunity: Immunity 9 (Alteration Effects, Critical Hits, Suffocation (All))
Phase Object: Transform 4 (Affects: Broad > Broad - Change Phase state, Transforms: 12 lbs., DC 14; Increased Duration: continuous, Reach (melee): 5 ft.; Activation: move action, Distracting, Unreliable (roll))
Phase-Shift Alternate Form
. . Gaseous
. . . . Enhanced Trait: Enhanced Trait 20 (Traits: Dodge +6 (+12), Parry +6 (+12), Stamina +4 (+4); Activation: move action)
. . . . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Subtle: subtle)
. . . . Insubstantial: Insubstantial 2 (Gaseous)
. . . . Whirlwind: Burst Area Move Object 9 (12 tons, DC 24; Burst Area: 30 feet radius sphere, DC 19, Damaging, Selective; Concentration, Distracting, Feedback, Reduced Range: close)
. . Liquid
. . . . Cascade: Affliction 8 (1st degree: Dazed, Hindered, 2nd degree: Stunned, Immobile, 3rd degree: Incapacitated, Paralyzed, Resisted by: Fortitude, DC 18; Accurate 2: +4, Extra Condition; Activation: move action)
. . . . Elongation: Elongation 2
. . . . Enhanced Trait: Enhanced Trait 20 (Traits: Dodge +6 (+12), Parry +6 (+12), Stamina +4 (+4))
. . . . Insubstantial: Insubstantial 1 (Fluid)
. . . . Swimming: Swimming 5 (Speed: 16 miles/hour, 250 feet/round)
. . Plasma
. . . . Enhanced Trait: Enhanced Trait 20 (Traits: Dodge +6 (+12), Parry +6 (+12), Stamina +4 (+4))
. . . . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round)
. . . . Insubstantial: Insubstantial 3 (fire, Energy; Activation: move action)
. . . . Plasma Jet: Line Area Damage 9 (DC 24; Line Area: 5 feet wide by 30 feet long, DC 19; Distracting)
. . Super-Dense
. . . . Burrowing: Burrowing 6 (Speed: 4 miles/hour, 60 feet/round; Penetrating)
. . . . Enhanced Trait: Enhanced Trait 2 (Traits: Close Attack 2 +2 (+4))
. . . . Growth: Density Growth 10 (+10 STR, +10 STA, +10 mass ranks, -2 speed ranks; Density; Activation: move action)
. . . . Impervious Defense: Impervious Toughness 12
. . . . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . . . Speed: Speed 2 (Speed: 8 miles/hour, 120 feet/round)
. . Super-state
. . . . Enhanced Trait: Enhanced Trait 20 (Traits: Dodge +6 (+12), Parry +6 (+12), Stamina +4 (+4))
. . . . Flight: Flight 5 (Speed: 60 miles/hour, 900 feet/round)
. . . . Insubstantial: Insubstantial 4 (Incorporeal; Activation: move action)
The internet makes everybody seem smarter: Enhanced Intellect 4 (+4 INT; Activation: move action, Concentration, Limited: Internet access)

Equipment
as needed 1, Cell Phone (Smartphone), Costume [Protection: Protection 2, +2 Toughness]

Offense
Initiative +10
Cascade: Affliction 8, +10 (DC Fort 18)
Grab, +6 (DC Spec 10)
Phase Object: Transform 4, +6 (DC Dog 14)
Plasma Jet: Line Area Damage 9 (DC 24)
Throw, +0 (DC 15)
Unarmed, +6 (DC 15)
Whirlwind: Burst Area Move Object 9 (DC 24)

Complications
Energy Vulnerability: Energy based Attacks which increase or decrease the amount of energy in Phase's body can temporarily disrupt her phase-control should she fail a save against them, popping her back into her 'normal' density state after inflicting their normal effect. Such attacks include Heat, Cold, Electricity, Energy Draining, etc.
Motivation: Doing Good: Phase just wants to do the right thing.

Languages
English, Spanish

Defense
Dodge 6, Parry 6, Fortitude 0, Toughness 2, Will 8

Power Points
Abilities 24 + Powers 75 + Advantages 12 + Skills 20 (40 ranks) + Defenses 12 = 143
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Shaper

Post by Ken »

Shaper - PL 9

Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 0, Intellect 8, Awareness 2, Presence 0

Advantages
Benefit: Use Intellect for Vehicles, Eidetic Memory, Improvised Tools, Inventor, Move-by Action, Precise Attack (Ranged, Cover), Skill Mastery: Technology, Speed of Thought

Skills
Acrobatics 3 (+6), Expertise: Engineering 4 (+12), Expertise: Science 6 (+14), Insight 4 (+6), Investigation 2 (+10), Perception 4 (+6), Ranged Combat: Artificer Array 4 (+7), Sleight of Hand 2 (+5), Technology 6 (+14), Vehicles 1 (+4)

Powers
Omni-Shaper Gauntlets (Removable)
. . Atomize
. . . . Atomize Damage: Damage 7 (Linked; DC 22; Accurate 2: +4, Increased Range: ranged)
. . . . Atomize Weaken: Weaken 7 (Linked; Affects: Tougness, Resisted by: Fortitude, DC 17; Accurate 2: +4, Affects Objects, Increased Range: ranged; Custom 10: alternate of ENTIRE Creation Matrix power)
. . Enhanced Creation Matrix: Create 7+2 ([Stacking ranks: +2], Volume: 500 cft., DC 19; Custom 2: Adds Ranged to Existing Ranks, Increased Duration: continuous, Movable, Stacks with: Creation matrix: Create 2+7, Subtle: subtle; Diminished Range)
. . Enhanced Rearrange: Transform 7+2 ([Stacking ranks: +2], Affects: Anything, Transforms: 400 lbs., DC 19; Accurate: +2, Increased Range: ranged, Indirect 4: any point, any direction, Innate, Precise; Check Required 9: DC 18 - Expertise: Science, Custom 10: alternate of ENTIRE Creation Matrix power, Permanent)
. . Shard Swarm: Damage 7 (DC 22; Accurate 2: +4, Homing 2: 2 extra attempts, Increased Range: ranged, Indirect 4: any point, any direction, Multiattack, Penetrating 7, Variable Descriptor 2: broad group - Any physical; Custom 10: alternate of ENTIRE Creation Matrix power)
. . Shield: Create 9 (Volume: 500 cft., DC 19; Impervious, Movable, Selective, Subtle 2: invisible, Tether; Custom 10: alternate of ENTIRE Creation Matrix power, Reduced Range: close, Notes: Alternate of Enhanced Creation Matrix Array)
. . Technology Interface
. . . . Communication: Radio Communication 3 (Subtle 2: undetectable)
. . . . Comprehend: Comprehend 2 (Machines / Electronics)
. . . . Enhanced Trait: Enhanced Trait 1 (Traits: Technology +2 (+16); Subtle 2: undetectable)
. . . . Holographic Display: Feature 1
. . . . Senses: Senses 1 (Rapid: Radio 1)
Omnisphere Alterations
. . Altered Mind
. . . . Enhanced Ability: Enhanced Intellect 4 (Linked; +4 INT, Advantages: Eidetic Memory)
. . . . Quickness: Quickness 2 (Linked; Perform routine tasks in -2 time ranks; Limited: Mental Tasks)
. . . . Quickness: Quickness 3 (Linked; Perform routine tasks in -3 time ranks; Limited 2: Inventing)
. . Creation matrix: Create 2+7 ([Stacking ranks: +7], Volume: 500 cft., DC 19; Custom: Accurate, Increased Duration: continuous, Innate, Movable, Precise, Stacks with: Enhanced Creation Matrix: Create 7+2, Stacks with: Enhanced Rearrange: Transform 7+2, Subtle: subtle; Reduced Range: close)
. . . . Rearrange: Transform 2 (Alternate; Affects: Anything, Transforms: 3 lbs., DC 12; Accurate: +2, Precise, Stacks with: Enhanced Rearrange: Transform 7+2; Check Required 2: DC 11 - Expertise: Science, Permanent)
. . Reactive Field: Protection 7 (+7 Toughness)
Warp Boots
. . Flight Boots: Flight 4 (Removable, Speed: 30 miles/hour, 500 feet/round)
. . . . Warp Step: Teleport 3 (Alternate; Removable, 250 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity)

Offense
Initiative +8
Atomize Damage: Damage 7, +11 (DC 22)
Atomize Weaken: Weaken 7, +11 (DC Fort 17)
Enhanced Rearrange: Transform 7+2, +9 (DC Dog 19)
Grab, +0 (DC Spec 10)
Rearrange: Transform 2, +2 (DC Dog 12)
Shard Swarm: Damage 7, +11 (DC 22)
Throw, +3 (DC 15)
Unarmed, +0 (DC 15)

Complications
Arrogant: Shaper was an expert in his field before the accident, and still has a bit of an ego when it comes to interacting with others.
Fame: The accident at CREST research facilities that gave Shaper his powers was pretty high profile, and it became near impossible to hide his identity.
Power Loss: Powers that can nullify tech eliminate the amplification from his gauntlets, reducing them to the base levels.
Responsibility: Many in the lab weren't as fortunate to make it out intact, and so Shaper views it his responsibility to do the good on behalf of those whom are no longer around.

Languages
Native Language

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 9, Will 8

Power Points
Abilities 28 + Powers 64 + Advantages 7 + Skills 18 (36 ranks) + Defenses 27 = 144
Last edited by Ken on Tue Dec 13, 2016 9:07 pm, edited 2 times in total.
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
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Wraith

Post by Ken »

Wraith - PL 9

Strength 0, Stamina 2, Agility 4, Dexterity 4, Fighting 3, Intellect 2, Awareness 2, Presence 1

Advantages
Agile Feint, Defensive Roll 5, Evasion, Extraordinary Effort, Hide in Plain Sight, Improvisation 2, Languages 3, Lionheart, Move-by Action, Ranged Attack 4, Redirect, Ritualist, Uncanny Dodge

Skills
Acrobatics 4 (+8), Athletics 2 (+2), Deception 2 (+9/+3), Expertise: Arcane 10 (+12), Sleight of Hand 4 (+8), Stealth 6 (+10)

Powers
(Ebb)Duskmantle (Notes: Ever moving and ever flowing, shadows continuously dance about Stephyn. However, they not only swirl around him, but through him as well. Once light shone in every cell of his body. Now he bleeds darkness. Permeating to the core, Wraith is shadow.)
. . Fleeting Shadow: Enhanced Trait 9 (Advantages: Agile Feint, Defensive Roll 5, Evasion, Move-by Action, Uncanny Dodge)
. . Shadowmeld: Concealment 4 (All Visual Senses, Advantages: Hide in Plain Sight; Limited: Darkness/Shadows Only)
(Ebb)Duskmantle
. . Shadowdiving: Teleport 2 (120 feet in a move action, carrying 50 lbs.; Change Direction, Subtle 2: undetectable, Turnabout)
. . Shadowglide
. . . . Flight: Flight 3 (Speed: 16 miles/hour, 250 feet/round; Subtle 2: undetectable; Gliding)
. . . . Leaping: Leaping 2 (Leap 30 feet at 8 miles/hour)
. . . . Movement: Movement 1 (Trackless: visual 1)
. . Shadowtag
. . . . Movement: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: Only while Shadowflow is active)
. . . . Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round; Feature: Tether (Attach to Target and travel with Target); Limited: Only while Shadowflow is active)
(Ebb)Ebon Eyes: Senses 4 (Awareness: Arcane, Darkvision, Detect: Hidden 1)
Shadowcraft Array (Notes: Trapped within his body, a creature of darkness rails against a prison of magic and will. By it's very presence, the Shadowbeast has tainted the magic that flows through Stephyn. No longer wielding light, Wraith now slings shadows and darkness in the battle against the very same.)
. . Gloom: Environment 6 (Cold, Visibility (-2), Radius: 900 feet; Selective)
. . Shadowflow
. . . . Insubstantial: Insubstantial 3 (shadow, Energy)
. . . . Movement: Movement 2 (Slithering, Wall-crawling 1: -1 speed rank)
. . Shadowlance: Damage 10 (DC 25; Increased Range: ranged)
. . Shadowrend: Move Object 6 (3200 lbs., DC 21; Accurate 2: +4, Damaging)
. . Umbral Echoes
. . . . Enhanced Trait: Enhanced Trait 3 (Traits: Deception +6 (+9))
. . . . Illusion: Illusion 8 (Affects: One Sense Type - Visual, Area: 250 cft., DC 18, Advantages: Redirect)
. . Umbral Edge
. . . . Healing: Healing 8 (Linked; Limited: Self Only)
. . . . Weaken: Weaken 8 (Linked; Affects: STA, Resisted by: Fortitude, DC 18; Accurate 3: +6)
. . Wrapshadow: Cumulative Affliction 6 (1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, DC 16; Alternate Resistance (Dodge), Cumulative, Extra Condition, Increased Range: ranged; Limited Degree, Notes: Overcome by Will)
Shadowkasters (Removable)
. . Enhanced Trait: Enhanced Trait 10 (Traits: Parry +4 (+10), Advantages: Improvisation 2, Ranged Attack 4)
. . Shadowsheath: Feature 1 (Notes: Dimensional Storage)
. . Umbral Edge: Strength-based Damage 2 (DC 17; Variable Descriptor 2: broad group - Melee Weapon Shadow forms)

Offense
Initiative +4
Grab, +3 (DC Spec 10)
Shadowlance: Damage 10, +8 (DC 25)
Shadowrend: Move Object 6, +12 (DC 21)
Throw, +8 (DC 15)
Umbral Edge: Strength-based Damage 2, +3 (DC 17)
Unarmed, +3 (DC 15)
Weaken: Weaken 8, +9 (DC Fort 18)
Wrapshadow: Cumulative Affliction 6, +8 (DC Dog/Fort/Will 16)

Complications
Dark Whispers: Trapped within his body, by his very soul, is a demon of darkness and shadows. The hellspawn is always whispering, always prodding Stephyn to do the most foul things imaginable. Imprisoned it may be, silent it is not.
Enemy: Emile Fontaine is currently the head of the North American chapter of the Consilium de Lumire. He was primary in seeking young Parthenos' execution.
Errant Shadows: Wraith's bond with shadows has affected his shadow and all shadows within close range. His shadow has a decidedly inhuman, demonic shape; long talons, barbed devil's tail and horns. In addition it and all other nearby shadows gain mobility and independence...writhing and coiling like serpents. These shadows will sometimes cling along Wraith's Hex/Scar, enhancing it's already disturbing appearance.
Evil by Association: Stephyn Parthenos wields power over shadows and darkness. Mankind has kindled a fear of darkness ever since his first step on land. Because of this, many view the Umbral Warlock as evil...a monster from out of the very darkness they guard against. This disdain will impact any interaction in a negative manner.

Languages
English, French, Greek, Latin, Romany

Defense
Dodge 10, Parry 10/6, Fortitude 6, Toughness 7/2, Will 8

Power Points
Abilities 36 + Powers 67 + Advantages 6 + Skills 14 (28 ranks) + Defenses 19 = 142
Last edited by Ken on Thu Dec 15, 2016 6:13 pm, edited 2 times in total.
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....
Last edited by Ken on Thu Dec 15, 2016 6:15 pm, edited 4 times in total.
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When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
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Posts: 3128
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Re: RCU Gulf State Guardsmen Character Sheets

Post by Spectrum »

Waverunner - PL 9

Strength 0, Stamina 9, Agility 0, Dexterity 0, Fighting 0, Intellect 0, Awareness 8, Presence 0

Advantages
Agile Feint, Attractive 2, Benefit, Status: Coast Guard, Connected, Contacts, Defensive Attack, Evasion 2, Favored Environment: Aquatic, Great Endurance, Hide in Plain Sight, Improved Defense, Languages 1, Move-by Action, Precise Attack (Close, Concealment), Precise Attack (Close, Cover), Redirect, Tough guy 2

Skills
Acrobatics 14 (+14), Close Combat: Water weapons: Damage 9 9 (+9), Deception 5 (+5), Expertise: Coast Guard 8 (+8), Persuasion 12 (+12), Stealth 10 (+19/+10), Treatment 6 (+6)

Powers
Beachcomber: Feature 2 (Variable Descriptor: close group - seaside skills)
Elongation: Elongation 1 (Elongation: 15 feet, +1 to grab)
Enhanced Trait: Enhanced Trait 4.5 (Traits: Stealth +9 (+19); Limited: wet conditions)
Immunity: Immunity 3 (Environmental Condition: cold, Environmental Condition: pressure, Suffocation: drowning)
Movement: Movement 2 (Environmental Adaptation: Aquatic, Permeate 1: speed rank -2)
Regeneration: Regeneration 6 (Every 1.66 rounds; Limited: in water)
Seaspeech: Comprehend 2 (Animals - Speak To, Animals - Understand; Broad Type: sea creatures)
Senses: Senses 4 (Accurate: Hearing, Darkvision)
Water jets
. . Flow: Swimming 6 (Speed: 30 miles/hour, 500 feet/round)
. . Water ramp: Flight 6 (Speed: 120 miles/hour, 1800 feet/round; Limited: within distance rank 1, Platform)
Waterbending
. . Hydrokinesis: Move Object 5 (1600 lbs.; Increased Range: perception; Limited Material: water)
. . Water weapons: Damage 9 (DC 24; Variable Descriptor: close group - weapon forms)

Offense
Initiative +0
Grab, +1 (DC Spec 11)
Hydrokinesis: Move Object 5 (DC 15)
Throw, +0 (DC 15)
Unarmed, +0 (DC 15)
Water weapons: Damage 9, +9 (DC 24)

Complications
Accident: still breathes air, so has to come up once in a while
Enemy: Smugglers and other water based threats. Recurring villain: Tiburon, a genetically modified Columbian smuggler
Fame: Stalkeratzzi due to senstalionistic costumes
Motivation: Doing Good
Motivation: Thrills
Quirk: Spends all available time in the water and sun, Can be distracted and loose track of time.
Relationship: Ship mates, dead beat brother (Dan), love interest of the moment
Responsibility: Active member of the Coast Guard

Languages
English, Spanish

Defense
Dodge 9, Parry 9, Fortitude 9, Toughness 9, Will 9

Power Points
Abilities 34 + Powers 41 + Advantages 20 + Skills 32 (64 ranks) + Defenses 19 = 146

Some people talk about being born in the wrong place, or the wrong time. Elizabeth Harrison was born in the wrong element. Well, that’s not quite true. Her actual birth was in one of those New Age trendy bathing pool things but then she was pulled out into the air and land. She’s been trying to get back to the water ever since. Thankfully, she grew up out on the Keys so it wasn’t that hard. That and her family ran a boating service, getting hired to take clueless tourists out to dive or for some deep sea fishing. Liz took to everything related to the sea, whether it was in and over the water, fishing, swimming, boating, surfing, the list went on and on. It was a good life for her. Her brother, Dan, made it a little harder- constantly trying to find the easy ways and getting caught and expecting his big sister to bail him out.

Before too long, Liz was helping out with the family business and was becoming one of the go to people around the area when it came to dealing with the sea. School never came very easily to her, she just didn’t see the point and really there wasn’t much that it could offer for her career choices. It was so much better being out There, the thrill of the next big wave, the next cute boy (or girl, she wasn’t too picky) to flirt with. It was also around this time that became acquainted with a dolphin family, forming a special attachment with one of the young males, ‘Jimmy’.

One night, Liz was on her light sailboat, gazing into the stars, with Jimmy at her side, enjoying the beauty of the waters together. Out of the corner of her eye, Liz caught something shimmering deep in the water. Going to investigate, they came across an oddly glowing orb..and then darkness. When Liz awoke, Jimmy was worriedly nudging her and begging her to wake up. Wait.. what? While they had always communicated in a language deeper than words, now they could talk together, like with real words. Liz was elated, this was finally the opportunity that she had yearned for her entire life, to be part of the Oceans- swim faster, hold her breath longer, speaking with the creatures of the sea. A new life and one that she had always dreamed of.

Over the next few months, Liz explored this new opportunity with a hedonistic delight, not seeing a need for a greater purpose other than living life to its fullest. Her relationship with ‘Jimmy’- no ‘Laughs at Sharks’ deepened. Her family rarely saw her on land, instead meeting on the family business boat. While they had concerns, they also saw the happiness and were willing to accept it. Liz found that she could do more with her new abilities as she rescued a burning immigrant boat going down. She saved those people. Things grew more awkward when the coast guard arrived, otherwise too late. They couldn’t stop her from leaving. The contacts, and conflicts, became more frequent as she came to the rescue more often. Things came to a head when Captain Penelope Cruz asked Liz a simple question- ‘you want a job? You’re already doing it. Let’s make it official.’

Liz, codenamed Waverunner, has become quite the hero despite herself, taking on operations in countersmuggling and rescue. Very recently, she’s been invited to join a new regional team. That might be fun- if it doesn’t take her away from the Oceans too much.
Last edited by Spectrum on Sat Jan 14, 2017 11:00 am, edited 2 times in total.
We rise from the ashes so that new legends can be born.
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Joined: Fri Nov 04, 2016 8:08 pm

Re: RCU Gulf State Guardsmen Character Sheets

Post by Spectrum »

Please remove your copy to save space. :)

I am intentionally not putting in a picture, hard to run that right level of fanservice.
We rise from the ashes so that new legends can be born.
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