Ken's Kache of Khracters (Druid, Pteetian, Samson, Girrigan)

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Ken
Posts: 1697
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, IL, Earth-Two

Fortedonna

Post by Ken » Wed Dec 20, 2017 9:17 pm

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Fortedonna - PL 10 (typical, level 6 drunkeness)

Strength 14/2, Stamina 11/3, Agility 1, Dexterity -1, Fighting 2/9, Intellect -1, Awareness -1, Presence 3

Advantages
All-out Attack, Assessment, Attractive, Attractive (2nd rank), Beginner's Luck, Daze (Deception), Defensive Attack, Defensive Roll 2, Equipment 2, Fascinate (Expertise: Wine Cynosure?), Fearless, Great Endurance, Improved Critical 4: Kung-Fu, Improved Critical 4: Unarmed, Improved Initiative 2, Interpose, Jack-of-all-trades, Languages 3, Luck 5, Power Attack, Prone Fighting, Ranged Attack 2, Taunt, Uncanny Dodge

Skills
Acrobatics 1 (+2), Close Combat: Grab 3 (+5), Close Combat: Unarmed 3 (+5), Deception 2 (+5), Expertise: Where are the best parties 1 (+0), Expertise: Wine Cynosure? 3 (+2), Insight 2 (+1), Perception 2 (+1), Persuasion 2 (+5), Ranged Combat: Light Pistol 8 (+7), Ranged Combat: Throw 1 (+0), Sleight of Hand 1 (+0), Technology 1 (+0)

Powers
Holds her Liquor?
. . Sober
. . . . Enhanced Trait 28 (Traits: Agility +4 (+5), Dexterity +3 (+2), Intellect +3 (+2), Awareness +3 (+2), Vehicles +2 (+1), Treatment +2 (+1); Limited: See Notes)
. . Drunk
. . . . Enhanced Trait 28 (Traits: Dodge +4 (+7), Will +2 (+6), Stamina +2 (+11), Fighting +3 (+2), Parry -3 (+7), Advantages: Attractive (2nd rank), Fascinate (Expertise), Fearless, Improved Critical 4, Improved Critical 4, Improved Initiative 2, Jack-of-all-trades, Uncanny Dodge; Custom: See Notes)
Level 1: Starting to Feel It
. . Base Leaping: Leaping 1+5 ([Stacking ranks: +5], Leap 500 feet at 120 miles/hour)
. . Enhanced Trait 1 (Traits: Strength +2 (+14), Stamina +1 (+11), Fighting -2 (+2), Dodge -1 (+7), Parry +1 (+7), Will -1 (+6))
. . Impervious Toughness 1
Level 2: Buzzing
. . Enhanced Trait 1 (Traits: Strength +2 (+14), Stamina +1 (+11), Fighting -2 (+2), Dodge -1 (+7), Will -1 (+6), Parry +1 (+7))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+5)
Level 3: Tipsy!
. . Enhanced Trait 1 (Traits: Strength +2 (+14), Stamina +1 (+11), Fighting -1 (+2), Dodge -1 (+7), Parry +0 (+7), Ranged Attack 2 -1 (+2), Will -1 (+6))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+5)
Level 4
. . Enhanced Trait 1 (Traits: Strength +2 (+14), Stamina +1 (+11), Fighting -2 (+2), Dodge -1 (+7), Parry +1 (+7), Ranged Attack 2 -1 (+2))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+5)
Level 5
. . Enhanced Trait 1 (Traits: Strength +2 (+14), Stamina +1 (+11), Fighting -2 (+2), Parry +1 (+7), Dodge -1 (+7), Will -1 (+6))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+5)
Level 6
. . Enhanced Trait 1 (Traits: Strength +2 (+14), Stamina +1 (+11), Fighting -1 (+2), Parry +0 (+7), Dodge -1 (+7), Will -1 (+6), Ranged Attack 2 -1 (+2))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+5)
Level 7
. . Enhanced Trait 1 (Traits: Strength +2 (+16), Stamina +1 (+12), Fighting -2 (+0), Dodge -1 (+6), Parry +1 (+8), Ranged Attack 2 -1 (+1))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+5)
Level 8
. . Enhanced Trait 1 (Traits: Strength +2 (+16), Stamina +1 (+12), Fighting -2 (+0), Parry +1 (+8), Dodge -1 (+6), Will -1 (+5))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+5)
Level 9
. . Enhanced Trait 1 (Traits: Strength +2 (+16), Stamina +1 (+12), Fighting -1 (+1), Dodge -1 (+6), Parry +0 (+7), Will -1 (+5), Ranged Attack 2 -1 (+1))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+5)
Iron Kidney: Immunity 2 (Critical Hits; Unreliable (roll), Notes: 1-10, head shot. 1-20, vitals, which she shrugs off.)
Kung-Fu Strike: Strength-based Damage 2 (DC 31; Inaccurate: -2)
PL 11?: Enhanced Trait 7 (Traits: Stamina +2 (+13), Athletics +1 (+15), Ranged Combat +1 (+1), Advantages: Close Attack 2)
Super Drunk: Immunity 1 (Custom: Alcohol Poisoning 1)

Equipment
Light Pistol, Savant Phone 2

Offense
Initiative +9
Grab, +5 (DC Spec 24)
Kung-Fu Strike: Strength-based Damage 2, +3 (DC 31)
Light Pistol, +9 (DC 18)
Throw, +2 (DC 29)
Unarmed, +5 (DC 29)

Complications
Drunkard: In order to "power up," Bella must consume alcohol. The more she drinks, the more powerful she becomes, but is not immune to the effects of drinking. As such, she often arrives on the scene three sheets to the wind.
Responsibility: Fortedonna has taken on the duty of protector of Italy's wine country.

Languages
English, French, German, Greek, Italian

Defense
Dodge 7/9, Parry 7/6, Fortitude 12, Toughness 13/11, Will 6/9

Power Points
Abilities 30 + Powers 52 + Advantages 28 + Skills 15 (30 ranks) + Defenses 23 = 148
Stone Sober wrote: Fortedonna - PL 10 (stone sober)

Strength 2, Stamina 3, Agility 5/1, Dexterity 2/-1, Fighting 9, Intellect 2/-1, Awareness 2/-1, Presence 3

Advantages
All-out Attack, Assessment, Attractive, Beginner's Luck, Daze (Deception), Defensive Attack, Defensive Roll 2, Equipment 2, Great Endurance, Interpose, Languages 3, Luck 5, Power Attack, Prone Fighting, Ranged Attack 5, Taunt

Skills
Acrobatics 1 (+6), Close Combat: Grab 3 (+12), Close Combat: Unarmed 3 (+12), Deception 2 (+5), Expertise: Where are the best parties 1 (+3), Expertise: Wine Cynosure? 3 (+5), Insight 2 (+4), Perception 2 (+4), Persuasion 2 (+5), Ranged Combat: Light Pistol 8 (+10), Ranged Combat: Throw 1 (+3), Sleight of Hand 1 (+3), Technology 1 (+3)

Powers
Holds her Liquor?
. . Sober
. . . . Enhanced Trait 28 (Traits: Agility +4 (+5), Dexterity +3 (+2), Intellect +3 (+2), Awareness +3 (+2), Vehicles +2 (+4), Treatment +2 (+4); Limited: See Notes)
. . Drunk
. . . . Enhanced Trait 28 (Traits: Dodge +4 (+17), Will +2 (+14), Stamina +2 (+5), Fighting +3 (+12), Parry -3 (+10), Advantages: Attractive (2nd rank), Fascinate (Expertise), Fearless, Improved Critical 4, Improved Critical 4, Improved Initiative 2, Jack-of-all-trades, Uncanny Dodge; Custom: See Notes)
Level 1: Starting to Feel It
. . Base Leaping: Leaping 1 (Leap 15 feet at 4 miles/hour)
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -2 (+7), Dodge -1 (+12), Parry +1 (+14), Will -1 (+11))
. . Impervious Toughness 1
Level 2: Buzzing
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -2 (+7), Dodge -1 (+12), Will -1 (+11), Parry +1 (+14))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1)
Level 3: Tipsy!
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -1 (+8), Dodge -1 (+12), Parry +0 (+13), Ranged Attack 5 -1 (+4), Will -1 (+11))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1)
Level 4
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -2 (+7), Dodge -1 (+12), Parry +1 (+14), Ranged Attack 5 -1 (+4))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1)
Level 5
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -2 (+7), Parry +1 (+14), Dodge -1 (+12), Will -1 (+11))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1)
Level 6
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -1 (+8), Parry +0 (+13), Dodge -1 (+12), Will -1 (+11), Ranged Attack 5 -1 (+4))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1)
Level 7
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -2 (+7), Dodge -1 (+12), Parry +1 (+14), Ranged Attack 5 -1 (+4))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1)
Level 8
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -2 (+7), Parry +1 (+14), Dodge -1 (+12), Will -1 (+11))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1)
Level 9
. . Enhanced Trait 1 (Traits: Strength +2 (+4), Stamina +1 (+4), Fighting -1 (+8), Dodge -1 (+12), Parry +0 (+13), Will -1 (+11), Ranged Attack 5 -1 (+4))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1)
Iron Kidney: Immunity 2 (Critical Hits; Unreliable (roll), Notes: 1-10, head shot. 1-20, vitals, which she shrugs off.)
Kung-Fu Strike: Strength-based Damage 2 (DC 19; Inaccurate: -2)
PL 11?: Enhanced Trait 7 (Traits: Stamina +2 (+5), Athletics +1 (+3), Ranged Combat +1 (+4), Advantages: Close Attack 2)
Super Drunk: Immunity 1 (Custom: Alcohol Poisoning 1)

Equipment
Light Pistol, Savant Phone 2

Offense
Initiative +5
Grab, +12 (DC Spec 12)
Kung-Fu Strike: Strength-based Damage 2, +10 (DC 19)
Light Pistol, +15 (DC 18)
Throw, +8 (DC 17)
Unarmed, +12 (DC 17)

Complications
Drunkard: In order to "power up," Bella must consume alcohol. The more she drinks, the more powerful she becomes, but is not immune to the effects of drinking. As such, she often arrives on the scene three sheets to the wind.
Responsibility: Fortedonna has taken on the duty of protector of Italy's wine country.

Languages
English, French, German, Greek, Italian

Defense
Dodge 13, Parry 13, Fortitude 4, Toughness 5/3, Will 12

Power Points
Abilities 30 + Powers 52 + Advantages 28 + Skills 15 (30 ranks) + Defenses 23 = 148
maximum drunkenness wrote: Fortedonna - PL 10 (maximum drunkenness)

Strength 20/2, Stamina 14/3, Agility 1, Dexterity -1, Fighting -3/9, Intellect -1, Awareness -1, Presence 3

Advantages
All-out Attack, Assessment, Attractive, Attractive (2nd rank), Beginner's Luck, Daze (Deception), Defensive Attack, Defensive Roll 2, Equipment 2, Fascinate (Expertise: Wine Cynosure?), Fearless, Great Endurance, Improved Critical 4: Kung-Fu, Improved Critical 4: Unarmed, Improved Initiative 2, Interpose, Jack-of-all-trades, Languages 3, Luck 5, Power Attack, Prone Fighting, Ranged Attack, Taunt, Uncanny Dodge

Skills
Acrobatics 1 (+2), Close Combat: Grab 3 (+0), Close Combat: Unarmed 3 (+0), Deception 2 (+5), Expertise: Where are the best parties 1 (+0), Expertise: Wine Cynosure? 3 (+2), Insight 2 (+1), Perception 2 (+1), Persuasion 2 (+5), Ranged Combat: Light Pistol 8 (+7), Ranged Combat: Throw 1 (+0), Sleight of Hand 1 (+0), Technology 1 (+0)

Powers
Holds her Liquor?
. . Sober
. . . . Enhanced Trait 28 (Traits: Agility +4 (+5), Dexterity +3 (+2), Intellect +3 (+2), Awareness +3 (+2), Vehicles +2 (+1), Treatment +2 (+1); Limited: See Notes)
. . Drunk
. . . . Enhanced Trait 28 (Traits: Dodge +4 (+4), Will +2 (+4), Stamina +2 (+14), Fighting +3 (-3), Parry -3 (+4), Advantages: Attractive (2nd rank), Fascinate (Expertise), Fearless, Improved Critical 4, Improved Critical 4, Improved Initiative 2, Jack-of-all-trades, Uncanny Dodge; Custom: See Notes)
Level 1: Starting to Feel It
. . Base Leaping: Leaping 1+8 ([Stacking ranks: +8], Leap 0.5 miles at 250 miles/hour in 6 seconds)
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -2 (-3), Dodge -1 (+4), Parry +1 (+4), Will -1 (+4))
. . Impervious Toughness 1
Level 2: Buzzing
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -2 (-3), Dodge -1 (+4), Will -1 (+4), Parry +1 (+4))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+8)
Level 3: Tipsy!
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -1 (-3), Dodge -1 (+4), Parry +0 (+4), Ranged Attack -1 (+0), Will -1 (+4))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+8)
Level 4
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -2 (-3), Dodge -1 (+4), Parry +1 (+4), Ranged Attack -1 (+0))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+8)
Level 5
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -2 (-3), Parry +1 (+4), Dodge -1 (+4), Will -1 (+4))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+8)
Level 6
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -1 (-3), Parry +0 (+4), Dodge -1 (+4), Will -1 (+4), Ranged Attack -1 (+0))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+8)
Level 7
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -2 (-3), Dodge -1 (+4), Parry +1 (+4), Ranged Attack -1 (+0))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+8)
Level 8
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -2 (-3), Parry +1 (+4), Dodge -1 (+4), Will -1 (+4))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+8)
Level 9
. . Enhanced Trait 1 (Traits: Strength +2 (+20), Stamina +1 (+14), Fighting -1 (-3), Dodge -1 (+4), Parry +0 (+4), Will -1 (+4), Ranged Attack -1 (+0))
. . Impervious Toughness 1
. . Leaping 1 (Leap 15 feet at 4 miles/hour; Stacks with: Base Leaping: Leaping 1+8)
Iron Kidney: Immunity 2 (Critical Hits; Unreliable (roll), Notes: 1-10, head shot. 1-20, vitals, which she shrugs off.)
Kung-Fu Strike: Strength-based Damage 2 (DC 37; Inaccurate: -2)
PL 11?: Enhanced Trait 7 (Traits: Stamina +2 (+16), Athletics +1 (+21), Ranged Combat +1 (+1), Advantages: Close Attack 2)
Super Drunk: Immunity 1 (Custom: Alcohol Poisoning 1)

Equipment
Light Pistol, Savant Phone 2

Offense
Initiative +9
Grab, +0 (DC Spec 30)
Kung-Fu Strike: Strength-based Damage 2, -2 (DC 37)
Light Pistol, +7 (DC 18)
Throw, +0 (DC 35)
Unarmed, +0 (DC 35)

Complications
Drunkard: In order to "power up," Bella must consume alcohol. The more she drinks, the more powerful she becomes, but is not immune to the effects of drinking. As such, she often arrives on the scene three sheets to the wind.
Responsibility: Fortedonna has taken on the duty of protector of Italy's wine country.

Languages
English, French, German, Greek, Italian

Defense
Dodge 4/9, Parry 4/1, Fortitude 15, Toughness 16/14, Will 4/9

Power Points
Abilities 30 + Powers 52 + Advantages 28 + Skills 15 (30 ranks) + Defenses 23 = 148
Background Little is known of Fortedonna, defender of Tuscany and the rest of Italy's wine country. Bella Giacomini, when she's sober, is actually a talented agent and gifted combatant (PL 9). However, when she drinks she bcomes Belladonna. And the drunker Belladonna gets, the stronger Belladonna gets!!!

Real World Stuff You'll have to ask Jim how he got the inspiration for "the drunker she gets, the stronger she gets" which is how this character started. I helped a lot with the game mechanics, and generally know more Italian and more of Italy than Jim does, so I did a lot, but the initial idea of the sotten strongwoman, the drunken defender, Belladonna came from Jim.
Last edited by Ken on Thu May 10, 2018 4:14 am, edited 1 time in total.
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

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jcjec
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Location: Illinois
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Re: Fortedonna

Post by jcjec » Sat Dec 23, 2017 9:06 pm

Ken wrote:
Wed Dec 20, 2017 9:17 pm
Real World Stuff You'll have to ask Jim how he got the inspiration for "the drunker she gets, the stronger she gets" which is how this character started. I helped a lot with the game mechanics, and generally know more Italian and more of Italy than Jim does, so I did a lot, but the initial idea of the sotten strongwoman, the drunken defender, Belladonna came from Jim.
It has been just long enough now that I don't remember the exact thought process. I remember that it had to do with a character growing more powerful due to outside influences, similar to how, the angrier Hulk gets, the stronger he gets, but I wanted it do be something that the character could control. I also thought that it would make a great building challenge that I could issue to Ken. I vaguely remember that alcohol was chosen as a fuel for comedy situations, with her not having an immunity to alcohol, and therefore getting fully blitzed when uber-strong.

I also remember loving the little touches Ken put into the costume, like the half-done boot and mis-buttoned top showing how the character is three sheets to the wind. :lol:
Jim C.

I know that into every life a little rain must fall,
but why do we have to live in the flood plains?

Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Re: Ken's Kache of Khracters (Fortedonna; Nova; the Rising Suns; Star Knights)

Post by Jabroniville » Sat Dec 23, 2017 10:06 pm

Yeah, this character is funny. A male would be a bit standard for comedy, so full marks for making her a woman :).

Gamebook
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Re: Ken's Kache of Khracters (Fortedonna; Nova; the Rising Suns; Star Knights)

Post by Gamebook » Sat Dec 23, 2017 11:14 pm

She's red wine drunk! That's the worst kind of drunk!

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jcjec
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Re: Ken's Kache of Khracters (Fortedonna; Nova; the Rising Suns; Star Knights)

Post by jcjec » Sat Dec 23, 2017 11:30 pm

Jabroniville wrote:
Sat Dec 23, 2017 10:06 pm
Yeah, this character is funny. A male would be a bit standard for comedy, so full marks for making her a woman :).
Yeah, pretty much Harvey Weinstien's worst nightmare.

[Yes, I went there.]
Jim C.

I know that into every life a little rain must fall,
but why do we have to live in the flood plains?

Thorpocalypse
Posts: 1076
Joined: Fri Nov 04, 2016 8:52 pm

Re: Ken's Kache of Khracters (Fortedonna; Nova; the Rising Suns; Star Knights)

Post by Thorpocalypse » Sun Dec 24, 2017 7:31 pm

Gamebook wrote:
Sat Dec 23, 2017 11:14 pm
She's red wine drunk! That's the worst kind of drunk!
You hit the nail on the head, dude. For years one of my best buds and I would go to Maifest and Octoberfest in Hermann, MO, which is one of the biggest wine producing areas in that state. We ran into hundreds of wine drunks in our times there and they were brutal. Half the time we'd cut the winery hang outs short and go to the townie bar to deal with the beer drunks, which were more our speed.

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Ken
Posts: 1697
Joined: Fri Nov 04, 2016 10:40 pm
Location: DeKamore, IL, Earth-Two

Turtle

Post by Ken » Tue Dec 26, 2017 4:20 pm

Image

Turtle - PL 10

Strength 5/3, Stamina 3, Agility 5, Dexterity 5, Fighting 10, Intellect 2, Awareness 2, Presence 2

Advantages
All-out Attack, Assessment, Beginner's Luck, Benefit, Wealth (well-off), Chokehold, Close Attack 3, Connected, Contacts, Defensive Attack, Equipment 3, Improved Disarm, Improved Initiative, Improved Trip, Languages 3, Lionheart, Power Attack, Quick Draw, Ranged Attack 8, Well-informed

Skills
Acrobatics 3 (+8), Close Combat: Unarmed 2 (+12), Expertise: Sushi Chef 6 (+8), Expertise: Underworld 4 (+6), Intimidation 2 (+4), Investigation 1 (+3), Perception 1 (+3), Ranged Combat: Heavy Pistol 2 (+7), Stealth 5 (+10), Technology 2 (+4), Treatment 1 (+3), Vehicles 1 (+6)

Powers
Cape (Removable)
. . Glider Cape: Flight 5 (Speed: 60 miles/hour, 900 feet/round; Gliding, Wings)
. . Tangle Cape: Snare 6 (DC 16; Custom 2: Unreliable, 1 Use, Recoverable, Diminished Range 3)
Crossbow and Bolts (Easily Removable)
. . Bolts
. . . . Crossbolts: Damage 5 (DC 20; Accurate: +2, Extended Range, Increased Range: ranged, Penetrating 5)
. . . . Explosive Bolts: Burst Area Damage 8 (DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged; Unreliable (5 uses))
. . . . Flare Bolts: Perception Area Affliction 8 (1st degree: Vision Impaired, 2nd degree: Vision Disabled, 3rd degree: Vision Unaware, Resisted by: Fortitude, DC 18; Perception Area: DC 18 - Sight, Increased Range: ranged; Unreliable (5 uses))
. . . . Gas Bolts: Cloud Area Affliction 8 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cloud Area: 15 feet radius sphere, DC 18, Increased Range: ranged; Unreliable (5 uses))
Helmet (Removable)
. . Flash Defense: Immunity 5 (Sensory Affliction Effects; Limited: Visual Only, Limited - Half Effect)
. . Head Protection: Immunity 2 (Critical Hits; Unreliable (roll), Notes: Head shot = 11-20)
. . Night Visor: Senses 3 (Infravision, Low-light Vision, Radio)
. . Oxygen Supply: Immunity 2 (Suffocation (All))
Jet Boots (Removable)
. . Flight 2 (Speed: 8 miles/hour, 120 feet/round)
Turtle Armor (Removable)
. . Exo-Skeleton: Enhanced Trait 4 (Traits: Strength +2 (+5))
. . Plating: Protection 5 (+5 Toughness)
. . Thicker Plates: Impervious Toughness 5 (Unreliable (roll))

Equipment
Commlink, Contribution to Maison de Force (empty) 2, Weapon Collection (Heavy Pistol, Knife, Nunchaku, Shuriken)

Offense
Initiative +9
Crossbolts: Damage 5, +15 (DC 20)
Explosive Bolts: Burst Area Damage 8 (DC 23)
Flare Bolts: Perception Area Affliction 8 (DC Fort 18)
Gas Bolts: Cloud Area Affliction 8 (DC Fort 18)
Grab, +13 (DC Spec 15)
Heavy Pistol, +15 (DC 19)
Knife, +13 (DC 21)
Nunchaku, +13 (DC 22)
Shuriken, +13 (DC 16)
Tangle Cape: Snare 6, +13 (DC Dog 16)
Throw, +13 (DC 20)
Unarmed, +15 (DC 20)

Complications
Enemy: Kazuta despises his father Kadokawa Takei, the Yakuza and the fact that he has to pretend to be a part of it all.
Quirk: Takei is always called by his Japanese name by his father. As such, he prefers to use the Americanized "Kevin" whenever possible.
Weakness: Turtle is vulnerable to mental attacks. Effects vs Will get +5 effect.

Languages
Chinese (Mandarin), English, Japanese, Korean

Defense
Dodge 12, Parry 12, Fortitude 5, Toughness 8, Will 5

Power Points
Abilities 64 + Powers 36 + Advantages 32 + Skills 15 (30 ranks) + Defenses 14 = 161

Background Kazuta Takei was born into a highly influential Yakuza family, but grew to hate the life more and more as he grew up. His dream of being a sushi chef and owning his own restaurant, getting away from the life, seemed to be coming true when his father gave him permission to move to New Orleans. What he didn't realize, however, was that it was part of a grander scheme to infiltrate the town's underworld vacuum left by the arrest of Poppa Boulet. Kevin found his restaurant taken over by the family, forced to serve as a front and expected to act as an enforcer and assassin when not waiting on customers. As such, he used his father's contacts to gather the equipment he needed and created The Turtle to take the Yakuza and other crime families down by any means necessary.

Real Life Stuff Doug created Turtle years ago. Like back in college in the late 1980s. Or at least he designed the outfit and abilities. This background was done within the past few years, and I believe Jim helped a lot. The family name, Takei, was borrowed from George Takei; Doug is a Trekker. The name, Kazuta, was actually taken from one of the roommates I had my freshman year; Doug was a year behind me and never met Kazuta as he only lasted a semester. I've talked about Kazuta before.
Ken wrote:
Sun Jan 01, 2017 5:00 pm
The semester before I dived into super-hero role-playing games, I had a Japanese roommate. As near as I could figure, he came from a wealthy-ish family, but was a lousy enough student that he couldn't get into the "right" school for his socioeconomic class, so his family sent him to an American college, trying to buck the system. But, he couldn't really cut it in the U.S. school either. Not that I knew most of this at the time; I could recognise he had money and that he was a poor student easily enough, but I didn't know how the Japanese school system worked, and the role of socioeconomic class played in it.
Anyway, one of the weirder problems that Kazuta, Dave, and I had (Dave was the third person in our "suite") was that Kazuta chose his "American name" to be "Kevin". Apparently, there's this thing when Asians come to America; apparently some groups who help them acclimate ask them to pick "American" (i.e. European)
names because "Americans will have problems pronouncing the Asian names". The practice strikes me as racist, as well as managing to be xenophobic and oikophobic at the same time. But besides that, there was another problem. When I was very little, there were multiple times when I was trying to identify myself as "Kenny" and people thought I was misspeaking "Keviny" and if I tried "Kenneth" or "Ken" they thought I was misspeaking "Kevin". And now I had a roommate who's English was better than my Japanese, but still wasn't very good. "Kevin" very quickly became Kazuta again.

One night, I got home from an evening class. Dave told me my grandmother had called. I asked which one. Dave said he didn't say. I called both of my grandmothers. Neither of them had tried calling me. The following week, but on a different night, I was in. Dave answered the phone. He handed it to me, saying it was my grandmother. It wasn't. This nice, aging, Japanese woman had been asking for Kevin; Kazuta hadn't told her that people didn't call him "Kevin". And while her English was better than Kazuta's, it was still accented. Dave had mis-heard "Kevin". As is often the case with Japanese names, the second vowel sound was very brief when she spoke. I said "Oh, you want Kazuta," and handed Kazuta the phone.

Oh, and Turtle ended up attached to Force d'Orleans because that's the group Ham Mulligan belongs to. You may recall Ham has a counterpart on a parallel world. Well, when Jim first ran the White Knights, Doug recycled the Turtle character as "Vindicator" in that same reality. So, naturally, when Turtle finally made it into Earth-K continuity, he was in the same group as Ham (again, sort of)
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

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Ken
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Spectacled Caiman

Post by Ken » Tue Dec 26, 2017 4:22 pm

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Spectacled Caiman - PL 10

Strength 9, Stamina 9, Agility 2, Dexterity 2, Fighting 9, Intellect 5, Awareness 3, Presence -1

Advantages
Accurate Attack, All-out Attack, Animal Empathy, Assessment, Daze (Intimidation), Defensive Attack, Defensive Roll, Equipment 1, Fascinate (Expertise: Teaching), Favored Environment: Swamp and Bayou, Great Endurance, Improved Critical 2: Fisticuffs, Improved Grab, Improved Initiative 2, Languages 1, Power Attack, Startle, Takedown, Tracking

Skills
Athletics 1 (+10), Close Combat: Fists/Boxing 2 (+11), Expertise: Biology 5 (+10), Expertise: Herpetology 5 (+10), Expertise: Teaching 2 (+7), Insight 1 (+4), Intimidation 5 (+11/+5), Investigation 1 (+6), Perception 2 (+9/+5), Persuasion 1 (+0), Stealth 9 (+8), Technology 2 (+7), Treatment 5 (+10), Vehicles 1 (+3)

Powers
Marquess of Queensbury Boxing: Enhanced Trait 6 (Advantages: All-out Attack, Defensive Attack, Improved Critical 2, Power Attack, Takedown)
Big & Heavy: Growth 3 (+3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks; Innate; Permanent)
Crocodilian Claws & Teeth: Strength-based Damage 2 (DC 26; Variable Descriptor: close group - Claws AND Teeth)
Crocodilian Tail: Extra Limbs 1 (1 extra limb, Advantages: Improved Grab)
Just look at this Nose: Senses 5 (Accurate: Smell, Acute: Smell, Tracking: Smell 2: full speed)
Long Life Span: Feature 1
Powerful Legs
. . Leaping 3 (Leap 60 feet at 16 miles/hour)
. . Speed 3 (Speed: 16 miles/hour, 250 feet/round)
. . Swimming 3 (Speed: 4 miles/hour, 60 feet/round)
Reptilian Regeneration: Regeneration 5 (Every 2 rounds; Feature: May regrow limbs)
Reptilian Senses: Enhanced Trait 2 (Traits: Perception +4 (+9))
Scaly Hide: Protection 2 (+2 Toughness; Impervious [1 extra rank])
Scary Looking: Enhanced Trait 5 (Traits: Intimidation +6 (+11), Deception +4 (+3))
Swamp Living: Movement 2 (Environmental Adaptation: Swampland/Bayou, Slithering)

Equipment
Contribution to Maison de Force 3, Force d'Orleans Communicator 1, Prescription Glasses 1

Offense
Initiative +10
Crocodilian Claws & Teeth: Strength-based Damage 2, +9 (DC 26)
Grab, +9 (DC Spec 19)
Throw, +2 (DC 24)
Unarmed, +11 (DC 24)

Complications
Responsibility: Nigel is a medical practioner who has taken the Hippocratic Oath. He has vowed to do no harm and to help those in need.
Social Misfit: Nigel looks like a humanoid crocodilian. He speaks with an accent, not only because he's British but because he has no lips. He is large, has a prehensile tail and awkward crocodilian hands. And on top of all of this, he needs prescription glasses to overcome his nearsightedness and is fussy and precise. In other words, he has difficulties in normal society.
Vulnerability: Because of his reptilian physiology, Nigel has difficulty dealing with cold environments. If he is attacked in freezing environments or by cold-based attacks, attacks get +3 to the Attack Check and +1 to the effect.

Languages
Latin, Queen's English

Defense
Dodge 8, Parry 8, Fortitude 12, Toughness 12/11, Will 8

Power Points
Abilities 64 + Powers 50 + Advantages 14 + Skills 21 (42 ranks) + Defenses 17 = 166

Background Dr. Nigel Chelmsford was an English biologist and naturalist specialising in herpetology. And, several decades ago he was studying the reptiles and amphibians in the Louisiana Bayou. And then something happened (I'm not privvy to the details), a very comic-book pseudo-science something, and Nigel was turned into a 7-foot plus human-caiman hybrid. (Caimans are the other animal besides Alligators in the Alligatoridae Family within the Order of Crocodillia). Or else just an unspecified crocodilian-human hybrid, and he named himself after the Spectaled Caiman because he still needs his glasses.

After many decades of living (mostly) alone, he re-entered society and tried becoming a super hero, calling upon his crocodilian might and his knowledge of boxing from his college days. The last member to join under Diamant's leadership, Caiman transitioned onto the "new" Force d'Orleans with Ham and White Mask.

However, when he discovered he had a son, sired when he had first transformed, he decided to leave his team, just as his son, Gator, left his, so they could finally get to know each other and become a proper father and son.

Real Life Stuff Say it with me "Neil likes weird shit." Moreover, Neil eschews and tries to play against comic tropes wanting to be different. So rather than playing to the usual beastman tropes, Neil went for "he's been different for so long he's come to terms with it and is trying to still be a proper English gentleman" Not a bad idea, but it turned into kind of a two-note joke. And Neil didn't do much of anything with it. This frustrated player and GM (Jim) both. So, finally, after trying and trying, Jim decided to emphasise a story point that had been hit upon once while the character was in development.

In the early 1990s, I'd created a minor NPC hero called "Gator", who also lived in the Louisiana Bayou and is a human with some crocolilian attributes. It was decided, for continuity sake, to just say that Gator was Nigel's son, that Nigel was unaware of his being a father, and that Gator had been raised by his mother. (Gator being so minor, he had no origin prior.) The three of us discussed it, Neil agreed to it, and the two of us who actively keep track of "big picture" stuff actually recalled it. Neil considered it unimportant and forgot about it.

Jim didn't know Neil had forgotten it. Neil was caught flat-footed. And apparently, the whole "English-gentleman-with-lower-class-bastard-son" trope was foreign territory for Neil. It did not go well. So, in-game father-and-son were written into retirement, and Neil decided to find a new, or rather old, PC.
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

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Ken
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Spitfire

Post by Ken » Tue Dec 26, 2017 4:27 pm

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Spitfire - PL 10

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

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Attractive, Close Attack 2, Defensive Attack, Defensive Roll 2, Equipment 1, Fearless, Holding Back, Improved Initiative, Interpose, Power Attack, Set-up 2, Teamwork

Skills
Acrobatics 6 (+8), Close Combat: Punch Attack 5 (+11), Deception 2 (+4), Insight 2 (+6), Intimidation 6 (+8), Investigation 2 (+2), Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Balls of Fire: Damage 7 4 (+6), Ranged Combat: Firepower 6 (+8), Sleight of Hand 6 (+8), Treatment 3 (+3)

Powers
Dragon Speak: Comprehend 1 (Languages - Understand All; Limited: Only w/other Dragons)
Elemental: Immunity 11 (Common Descriptor: Fire/heat, Environmental Condition: Smoke)
Firepower
. . Balls of Fire: Damage 7 (DC 22; Increased Range: ranged, Multiattack)
. . Cone of Fire: Cone Area Damage 10 (DC 25; Cone Area: 60 feet cone, DC 20, Increased Range: ranged; Reduced Range: close)
. . Fireball: Burst Area Damage 7 (DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
. . Fireblast: Line Area Damage 10 (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20, Increased Range: ranged; Reduced Range: close)
. . Firebolt: Damage 10 (DC 25; Increased Range: ranged)
. . Ground Zero: Burst Area Damage 10 (DC 25; Burst Area: 30 feet radius sphere, DC 20, Custom: Personal Immunity)
Flame Trail: Flight 6 (Speed: 120 miles/hour, 1800 feet/round)
Flame Tricks: Variable 1 (Action 2: free; Limited: Only to project fire or smoke.)
Tough Knuckles: Strength-based Damage 1 (DC 22)
Tough Skin: Protection 2 (+2 Toughness; Impervious)

Power Settings
Afterburner (Powers: Firetrail Boost: Flight 2)
Firebolt Boost (Powers: Firebolt Boost: Damage 2)
Great Balls of Fire (Powers: Fireball Boost: Damage 1)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +6
Balls of Fire: Damage 7, +12 (DC 22)
Cone of Fire: Cone Area Damage 10 (DC 25)
Fireball Boost: Damage 1, +8 (DC 16)
Fireball: Burst Area Damage 7 (DC 22)
Fireblast: Line Area Damage 10 (DC 25)
Firebolt Boost: Damage 2, +2 (DC 17)
Firebolt: Damage 10, +8 (DC 25)
Grab, +8 (DC Spec 16)
Ground Zero: Burst Area Damage 10 (DC 25)
Throw, +2 (DC 21)
Tough Knuckles: Strength-based Damage 1, +13 (DC 22)
Unarmed, +13 (DC 21)

Complications
Hunted: Spitfire has made an enemy of Ronin and the sword-for-hire has sworn vengeance for being set on fire.
Relationship: Hannah feels strange about leaving her mother and Mr. Mason in Detroit, but also realizes that getting a life outside of heroing is important.
Responsibility: Spitfire feels she has to carry on fighting crime in the place of her absent teammates.
Temper: Spitfire's personality lives up to her code name.

Languages
English

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

Power Points
Abilities 56 + Powers 63 + Advantages 19 + Skills 25 (50 ranks) + Defenses 14 = 177

Background Hannah Coghlan was born to a single mother in one of the many middle-class neighborhoods of Detroit. Her mother was a tough but fair woman who never revealed who the sperm donor was, and would not speak well of him when he did come up in discussion, but showed her love as best she could and not only tolerated her daughters fiery temper, but encouraged it so the young girl would be able to stand up for herself. She did become worried, however, when her daughter started showing some extreme changes as puberty set in. Not knowing what was happening, she sought out specialists to no avail until they were approached by Mr. Mason, who claimed he could help. Taking the young girl under his wing, he put her together with three other local teens to create Strikeforce; designed to protect the city in his absence. The group was together only a short time before one of their number fell in battle. The other two left town soon after, but Spitfire stayed to continue the mission.

When Hannah turned twenty, shortly after investigating the death of a local man and working with the man's widow, Jack of Diamonds, and Keymaster, Mason informed his protege that he wanted her to go to college and make a life for herself beyond being Spitfire. After deciding her field of study and investigating colleges, the young woman finally decided on Dillard University in New Orleans.

Real World Stuff In discussing Guardian and Shrike, I mentioned Neil running a one-or-two-session campaign set in Detroit featuring teen heroes. Well Spitfire was Neil's NPC heroine on that team. And much of that campaign has been forgotten. For a while, I think we considered it apocryphal, until we realised telling people to ignore stuff they remember, no matter how trivial doesn't work.

Anyway, so Spitfire spent a couple of decades in limbo, aging very little. And then after the Spectacled Caiman Daddy Issues, she came back as a PC in Force d'Orleans, now going to college in New Orleans.

Spitfire's father is one of the RCU dragon-people. A rather randy specimen, as he has multiple children out there (courtesy of multiple players wanting a half-dragon legacy). Spitfire's "Holding Back" form is actually her full-blown dragon form.
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

Jabroniville
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Re: Ken's Kache of Khracters (Spitfire, Turtle, Spectacled Caiman, Fortedonna, Nova)

Post by Jabroniville » Tue Dec 26, 2017 11:00 pm

Turtle is interesting. Much better look than you'd think given his name and "turtle samurai". The stuff about college in Japan is complicated - your college determines your job, but where you go is determined by your entrance exams. And the whole place is all about social hierarchy.

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Re: Ken's Kache of Khracters (Spitfire, Turtle, Spectacled Caiman, Fortedonna, Nova)

Post by Spectrum » Tue Dec 26, 2017 11:15 pm

I must see more of Spitfire's costume.
We rise from the ashes so that new legends can be born.

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Ken
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Re: Ken's Kache of Khracters (Spitfire, Turtle, Spectacled Caiman, Fortedonna, Nova)

Post by Ken » Wed Dec 27, 2017 12:25 am

Jabroniville wrote:
Tue Dec 26, 2017 11:00 pm
Turtle is interesting. Much better look than you'd think given his name and "turtle samurai". The stuff about college in Japan is complicated - your college determines your job, but where you go is determined by your entrance exams. And the whole place is all about social hierarchy.
And as near as I could tell, Kazuta was from a rich family, but not all that bright. I suspect that Kazuta tanked his entrance exams back home, so he wasn't going to go to the "correct" college for his family's economic standing. Then when they sent Kazuta to an American college it would have been a way to game the system. It wouldn't have been the "correct" college, but since a Japanese national could only go there if wealthy... Not that Kazuta ever talked about this, mind you. This is my best guess. And since he dropped out, I don't know what happened.
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

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Ken
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Location: DeKamore, IL, Earth-Two

Re: Ken's Kache of Khracters (Spitfire, Turtle, Spectacled Caiman, Fortedonna, Nova)

Post by Ken » Wed Dec 27, 2017 12:25 am

Spectrum wrote:
Tue Dec 26, 2017 11:15 pm
I must see more of Spitfire's costume.
I don't think there is any more of her costume to see. :D
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

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Ken
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Joined: Fri Nov 04, 2016 10:40 pm
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Menagerie

Post by Ken » Wed Dec 27, 2017 10:18 pm

ImageImage

Menagerie - PL 10

Strength 5/1, Stamina 7/3, Agility 6, Dexterity 6, Fighting 6, Intellect 2, Awareness 2, Presence 2

Advantages
Accurate Attack, Close Attack 3, Connected, Contacts, Defensive Roll, Equipment 1, Languages 2, Luck 3, Move-by Action, Power Attack, Prone Fighting, Sidekick 12

Skills
Acrobatics 2 (+8), Athletics 3 (+8), Expertise: Underworld 4 (+6), Expertise: Voodoo 2 (+4), Investigation 1 (+3), Sleight of Hand 2 (+8), Stealth 2 (+8), Technology 1 (+3), Vehicles 1 (+7)

Powers
Link with Gambit: Senses 1 (Communication Link: Telepathy)
Removable Costume: Feature 1 (Notes: When combined with Mantis Shrimp reflexes, Monkey agility, and Mongoose speed, Marie can change in or out of costume with one standard action)
Vodun Protection: Immunity 10 (Life Support; Limited - Half Effect)
Voodun Animal Totem (Removable)
. . Animal Communication
. . . . Animal Speak: Comprehend 2 (Animals - Speak To, Animals - Understand)
. . . . Mental Area Communication 1 (Area; Limited: Only with non-Humans)
. . Beastlike Strength: Enhanced Trait 16 (Traits: Strength +4 (+5), Stamina +4 (+7))
. . Claws: Strength-based Damage 2 (DC 22)
. . Animal Mimicry: Variable 5 (Action 2: free; Limited: Must be the abilities that animals posess)

Power Settings
Cheetah Speed (Powers: Cheetah Running: Speed 5)
Eagle Vision (Powers: Senses 4)
Electric Eel (Powers: Electric Discharge: Damage 8)
Elephant Strength (Traits: Strength +4 (+9))
Falcon Flight (Powers: Flight 6)
Great Whale (Powers: Enhanced Strength 3, Swimming 7, Strength +5 (+10), Stamina +3 (+10), Dodge -1 (+7), Fighting -1 (+5), Toughness +2 (+10))
Lion Fierceness (Traits: Strength +1 (+6), Defensive Roll +2 (+3), Fighting +3 (+9), Dodge +2 (+10), Parry -1 (+7), Athletics +11 (+19), Intimidation +13 (+15))
Mantis Shrimp Reflexes (Traits: Dexterity +4 (+10))
Monkey Agility (Traits: Agility +4 (+10), Fighting +4 (+10))
Monkey Agility 2 (Traits: Agility +4 (+10), Parry +4 (+12))
Rhinoceros Hide (Powers: Rhino Hide: Protection 4)
Snake Venom (Powers: Immunity 1, Venom: Progressive Weaken 7)
Snake-like Healing (Powers: Reptile Healing: Regeneration 2)
Spider Crawling (Powers: Spider Climb: Movement 2)
Swordfish Swimming (Powers: Immunity 1, Movement 1, Swimming 7)
Wolf Senses (Powers: Wolf-ish Senses: Senses 10)

Equipment
Commlink, contribution to Maison de Force 2, Savantphone 2

Offense
Initiative +6
Claws: Strength-based Damage 2, +9 (DC 22)
Electric Discharge: Damage 8, +12 (DC 23)
Grab, +9 (DC Spec 15)
Throw, +6 (DC 20)
Unarmed, +9 (DC 20)
Venom: Progressive Weaken 7, +13 (DC Fort 17)

Complications
Enemy: Marie has learned that her adoptive parents are criminal kingpins and responsible for the death of her birth parents. For them, she has sworn vengeance.
Identity: Marie Guilbeau is not proud of the fact that she used to be Evangeline Boulet and tries to keep that fact to herself.
Relationships: In spite of who her adoptive parents were, she still has fond memories of her adoptive siblings and is torn as far as they are involved.

Languages
English, French, Louisiana Creole

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8/7, Will 8

Power Points
Abilities 56 + Powers 60 + Advantages 28 + Skills 9 (18 ranks) + Defenses 11 = 164

Background Angelo Guilbeau was a Frenchman who came to America for business, but soon stayed for love. He had met a local woman and, within months, was married and had a child on the way. Shortly after Marie was born, however, the family was visited by the Boulet clan. The exact reason for the visit was unknown, but before it was finished, both Angelo and his wife were dead. Momma Boulet took the infant and adopted her into the family, joining the other kids they had taken in. Given the name Evangeline Boulet, the girl grew up in the relatively happy home, completely unaware of her origins until the day she did a genealogy project. While it took her years to learn the truth of what had happened to her parents, when all of the facts came out, she was outraged. She fled the family compound, taking a totem from Momma Boulet as she left. It was a few days later that she realized what she had and decided it would come in handy in obtaining her revenge. A couple of days after that, Marie came across Gambit and the two began working together.

Real World Stuff Not much to say. I don't remember if Katie said she was trying to ape DC's Vixen, or if it just sort of happened. I do recall that she was very slow about getting Menagerie a costume. I eventually designed one for her, and except for removing the "eyes" on the chest design (Katie didn't like that they kind of drew attention to Marie's boobs), it was excepted. She's technically the RCU's second character named "Menagerie", but the other one took on a new codename (by GM decree).
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

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Ken
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Lumen

Post by Ken » Wed Dec 27, 2017 10:20 pm

ImageImage

Lumen - PL 10

Strength 1, Stamina 3, Agility 5, Dexterity 1, Fighting 3, Intellect 3, Awareness 4, Presence 2

Advantages
Diehard, Equipment 1, Improved Critical 3: Light, etc. Blast, Improved Critical 4: Blinding Attack, Improved Critical 4: Energy Pulse, Improvisation 5, Languages 1

Skills
Acrobatics 3 (+8), Expertise: Hydrology 4 (+7), Insight 4 (+8), Intimidation 6 (+8), Investigation 5 (+8), Perception 4 (+8), Ranged Combat: Energy Manipulation 1 (+2), Ranged Combat: Energy Pulse: Damage 7 1 (+2), Stealth 3 (+8), Technology 3 (+6)

Powers
Energy Powers
. . Invisibility: Concealment 4 (All Visual Senses)
. . Energy Absorption: Immunity 20 (Very Common Descriptor: Energy; Limited: Not vs cold, magic, or underdark effects, Limited - Half Effect)
. . Holograms: Illusion 4 (Affects: One Sense Type - Vision, Area: 15 cft., DC 14; Independent)
Energy Shield: Protection 10 (+10 Toughness; Sustained)
Basic Flight: Flight 3+15 ([Stacking ranks: +15], Speed: 500000 miles/hour, 1000 miles/round; Stacks with: Energy Flight: Flight 17+3)
Energetic: Immunity 3 (Environmental Condition: Heat, Environmental Condition: Cold, Environmental Condition: Radiation)
Energy Awareness (main): Senses 8 (Accurate: Energy Sense, Acute: Energy Sense, Detect: Electromagnetic Energy 2: ranged, Infravision, Radio, Ultravision)
Energy Awareness Boost: Senses 4 (Extended: Energy Sense 4: x10k)
. . Penetrating Energy Sense: Senses 4 (Alternate; Penetrates Concealment: Energy Sense)
Energy Manipulation
. . Blinding Target: Dazzle 10 (Affects Sense: Sight, Resisted by: Fortitude, DC 20, Advantages: Improved Critical 4; Accurate 4: +8)
. . Conductior Travel: Teleport 14 (60 miles in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity; Medium: Wires, Conductive Metals, etc.)
. . Energy Burst: Burst Area Damage 10 (DC 25; Burst Area 2: 60 feet radius sphere, DC 20, Variable Descriptor: close group - Electromagnetic Energy)
. . Energy Form
. . . . Energy Flight: Flight 17+3 ([Stacking ranks: +3], Speed: 2 million miles/hour, 4000 miles/round; Concentration, Distracting)
. . . . Immunity 7 (Disease, Environmental Condition: Vacuum, Environmental Condition: High Pressure, Poison, Starvation & Thirst, Suffocation (All), Notes: Rest of Life Support already possessed)
. . . . Insubstantial 3 (Energy)
. . Energy Pulse: Damage 7 (DC 22, Advantages: Improved Critical 4; Accurate 5: +10, Increased Range: ranged, Multiattack, Variable Descriptor: close group - Electromagnetic Energy)
. . Hard Light Construct: Create 10 (Volume: 1000 cft., DC 20; Movable)
. . Laser Propelled Solid Flight: Flight 15 (Speed: 64000 miles/hour, 120 miles/round; Stacks with: Basic Flight: Flight 3+15)
. . Light Burst: Perception Area Dazzle 10 (Affects Sense: Sight, Resisted by: Fortitude, DC 20; Perception Area: DC 20 - Sight; Reduced Range: close)
. . Light, etc. Blast: Damage 12 (DC 27, Advantages: Improved Critical 3; Accurate 3: +6, Increased Range: ranged, Variable Descriptor: close group - Electromagnetic Effects)
. . Long Distance: Teleport 14 (60 miles in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Extended: 16000 miles in 2 move actions; Medium: Wires, Satellite feed, etc.)
Holographic Costume: Feature 1 (Notes: Instant Change)

Equipment
Commlink, Contribution to Maison de Force (empty) 2

Offense
Initiative +5
Blinding Target: Dazzle 10, +10 (DC Fort 20)
Energy Burst: Burst Area Damage 10 (DC 25)
Energy Pulse: Damage 7, +13 (DC 22)
Grab, +3 (DC Spec 11)
Light Burst: Perception Area Dazzle 10 (DC Fort 20)
Light, etc. Blast: Damage 12, +8 (DC 27)
Throw, +1 (DC 16)
Unarmed, +3 (DC 16)

Complications
Doing Good: Lumen has a strong sense of right and wrong, but understands that there is grey in the world.
Honorable: Lumen tries to fight fair, unless fighting fair costs lives. He won't fight women or children, unless to subdue them from causing harm to others or themselves.

Languages
English, Louisiana Creole

Defense
Dodge 7, Parry 6, Fortitude 5, Toughness 13, Will 8

Power Points
Abilities 44 + Powers 83 + Advantages 8 + Skills 17 (34 ranks) + Defenses 11 = 163

Background William Labarre was a hydrologist research scientist working at Dillard University, studying fresh water springs in the New Orleans swamp area. He was following a water trail that had exotic minerals and composition. In his spare time, he studied the folklore of the "Fountain of Youth", and thought the two could be related. While out in the area, a storm blew in and, ignoring it over his excitement and the tests he was running, William fell out of the boat into the water. The water was then promptly struck by lightning. When he awoke, he found himself in his own bed and discovered it was three days later. When he began checking on his own well-being, he found that he now had the ability to channel electromagnetic energy to the point of becoming it. Realizing that he had an opportunity to help others, he became the hero Lumen.

Real World Stuff Katie and Anthony live downstate, a little south of Thorpocalypse's stomping grounds. As such we mostly play with them via Google Hangouts, and only play in person with them when someone's done a road trip. Anyway, Lumen is one of Anthony's quirky science heroes. He seems constantly frustrated by his department head. As Lumen he spends a lot of time in his invisible energy state, sneaking around and eavesdropping. He sometimes seems surprised when he re-discovers that his his force field makes him pretty durable even in his solid state.
What kind of crap glass was used in the windows of Wayne Manor (post-Crisis) that an animal with a mass of less than 27 grams (i.e. weighs less than an ounce) could break through it?

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