Macyn's M&M Builds(2e&3e)

Where in all of your character write ups will go.
MacynSnow
Posts: 2375
Joined: Tue Dec 20, 2016 2:56 pm

Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 3:42 pm

Image
https://www.youtube.com/watch?v=2ayzrHQW6Jo:Soldier by Fleurie
Colonel Rick Flag Jr. Averaged PL 7/105
Abilities
Strength 01 Stamina 03 Agility 02 Dexterity 04 Fighting 07 Intellect 03 Awareness 02 Presence 05

Powers
Duty-bound • 1 point • Descriptor: Discipline, sense of duty
-> Enhanced Will 3 (limited 2 to effects that would have him abandon his duty as an officer)
-> Second Chance (limited 1 to effects that would have him abandon his duty as an officer)

Combat Advantages
Close attack 1, Defensive Roll 2, Improved Trip, Ranged Attack 2

Other Advantages
Benefit 2 (US Military connections and rank), Connected, Equipment 4, Leadership, Tracking, Language(Lip-Reading?)

Skills
Athletics 5 (+6), Close combat (Unarmed) 2 (+10), Deception 4 (+6), Expertise (Special Operations soldier) 10 (+13), Expertise (Small unit tactics) 7 (+10), Expertise (Wilderness survival) 6 (+9), Insight 4 (+6), Intimidation 3 (+5), Perception 5 (+10), Persuasion 3 (+8), Ranged combat (Firearms) 4 (+10), Stealth 5 (+7), Treatment 1 (+4)

Equipment
.45 pistol Light pistol • 6 points
Wrist radio Commlink • 1 point
Mission-specific equipment has included:
Low-light binoculars -- Senses 4 (Extended visual 2, Darkvision) • 4 points
Uzi -- Ranged Multiattack ballistic Damage 4 • 12 points
Combat knife -- Strength-based piercing Damage 1, Improved Critical 1 • 2 points

Offense
Initiative +2
Unarmed +10, Close, Damage
Firearms +10, Ranged, Damage by type

Defense
Dodge 08
Fortitude 07
Parry 09
Toughness 03*/05
Will 07
Defense notes:* Without Defensive Roll

Complications
Baggage=Flag lives with crushing levels of guilt, PTSD, survivor's guilt
Danger trail=Flag's job is hideously dangerous. Furthermore his interests and his superiors' do not align, and many of them are complete bastards...
Service=Rick deeply believes in duty and honour, and is the inheritor of the Suicide Squad unit tradition of sacrifice and chain of blood. He also feels he has to measure up to his father's extraordinary example...

Background
Rick Flag is an elite soldier and government agent He was the leader of the first Suicide Squad, and Amanda Waller enlisted him when she started a new Suicide Squad using super-villains. Flag is the team's field commander, and he accompanies them on all covert ops missions. His father Richard Montgomery Flag was a hero in World War II, and his son with co-worker Karin Grace is Rick Flag III.There are multiple conflicting stories of Rick Flag's origins. In the original story, he was a pilot during World War II. His entire squadron sacrificed themselves so he could destroy an enemy aircraft carrier, and he dedicated his life to making sacrifices for others. It was later revealed that this actually happened to his father, Richard Montgomery Flag, who became the leader of the 1940's Suicide Squadron. Richard Rogers Flag was born shortly after the war, when his father married Sharon Race. Sharon died when her son was a child, struck as she pushed him out of the way of a moving car. Richard Montgomery Flag sacrificed himself to stop the War Wheel from destroying a city, leaving young Rick orphaned. Rick was adopted by his father's friend Jeb Stuart, and entered the military when he was old enough to enlist. He attended flight school and became a top-rated test pilot, where he developed a friendly rivalry with Ace Morgan. When he applied to become an astronaut, he was introduced to space medicine expert Karin Grace. They bonded over the tragedies they had both experienced, and soon fell in love. When Jeb Stuart revived the Suicide Squad under Task Force X, he invited Rick and Karin to be part of the program.This new team included Rick and Karin, astro physicist Hugh Evans, and nuclear physicist Jess Bright. Unlike their predecessors it was public, and Rick flew them around the country in a "Flying Lab." Their first recorded mission was fighting the "Red Wave" beast, and Flag piloted an experimental rocket to launch it into the sun. Hugh and Jess were both also in love with Karin, and Rick insisted that Karin keep their relationship secret so it would not upset the others. The team was shrunk temporarily by cosmic rays, and Flag used his reduced size to blow up an enemy military base containing nuclear weapons. When they battled the Subway serpent in Paris, Flag figured out that they could suffocate it using a giant plastic bag. Rick disarmed a nuclear weapon when the Creature of Ghost Lake carried it into a populated city. General Brent put the team back together after a hiatus, and Flag traveled to a parallel Earth where they fought super-intelligent dinosaurs. The Cyclops Polyphemus kidnapped Karin, and Rick tricked the cyclops into getting hit by a boulder. Rick killed the Master of the Dinosaurs by turning his plane into a bomb and parachuting to safety. The Mirage Master tried to trick the Suicide Squad into killing each other, but Rick was saved by Karin's love. Rick had to navigate the team to safety when they were trapped inside an alien dinosaur zoo. The Sculptor Sorcerer was hired by gangsters to kill the Suicide Squad, but an island girl fell in love with Rick and released him from the trap.

Their final mission was investigating a temple in Cambodia, where they were attacked by a Yeti. Rick was gravely injured, and Karin accidentally told the others that she had feelings for him. Hugh and Jess decided to quit the team, but they were still trapped. Rick was the only one with survival skills, so Hugh and Jess covered his escape with Karin. The Yeti attacked again, causing Hugh and Jess to fall to their apparent deaths.
He's been clandestinly(?) working for The D.E.O. for several years...
Personality:
Flag is at this point burnt out – though ’hollowed out‘ might be a better description. This is the result of decades of service in a hard, treacherous job. He solely exists to carry out his duty as a veteran special operations and military intelligence officer, no matter what the odds and the hardship. He has already lost most of what he had to lose.Rick comes across as wooden and mechanical and it sometimes feels like he’s just going through the motions.
His core problem is survivor’s guilt – starting with the death of his mother to save his life. The destruction of the Mission X Suicide Squad essentially left him a dead man walking. He could still function fine as an intelligence field officer, but was diminished on an emotional and human level.
Duty has become everything to Flag. It’s all that he has left, and he clings to it as a drowning man to a lifeline. He’s adamant about accomplishing his duty, grows irritated when his resolve is questioned, and is committed to his mission even if that must cost him his life. He knows, and accepts, that he’s always been expendable.
Flag sees himself as a good guy despite his blood-soaked job. There are extremities that he will never accept, such as torture, collateral damage, or gratuitous deaths, and he genuinely fights for democracy and the good stuff. He was burnt out as a person, but his cynicism clearly didn’t extend to the principles he defended.
The Colonel can easily come across as gloomy. He has seen numerous agents die, and knows that more will die yet. He frequently reminds his operatives to be on their toes and that things could go very bad at any moment for any reason. Flag’s priority is the mission, but his second priority is to bring back as many operatives as he can, even when they are expendable thugs and psychos.

Considering their stories are so intertwined,i might as well post Karin here too...
Image
KARIN GRACE PL 7/105(?)
STR 2 STA 4 AGI 4 FGT 7 DEX 5 INT3 AWE 4 PRE 3

Skills:
Acrobatics 2 (+6) Athletics 4 (+6) Deception 6 (+9) Insight 4 (+8) Medicine 9 (+13) Perception 3 (+7) Ranged Combat (Guns) 4 (+10)
Stealth 2 (+6) Pilot 5 (+9?)

Advantages:
Contacts, Equipment 2 (Gun), Improved Aim, Improved Critical (Gun), Improved Defense, Ranged Attack 1, Seize Initiative, Eidetic Memory
Benefit(Homeland Security Clearance)

Offense:
Unarmed +7 (+2 Damage, DC 17)
Pistol +10 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4, Fortitude +5, Will +6

Complications:
Baggage Karin lives with crushing levels of guilt, PTSD, survivor's guilt
Danger trail Grace's job is hideously dangerous. Furthermore his interests and his superiors' do not align, and many of them are complete bastards
Service Karin deeply believes in duty and honour, and is the inheritor of the Suicide Squad unit tradition of sacrifice and chain of blood. He also feels he has to measure up to his father's extraordinary example
Rivalry(Rick Flagg)-after her Nervous Breakdown,she blamed Rick for the Death's of their Colleges and has gone out of her way whenever they've met to try to hurt him Psychologically...
Responsibility(Rick Flagg III)-Karin was pregnant at the time of her breakdown and has made it her mission to keep her son away from the "Family Curse"....

Background:
Karin Grace is an elite government agent working in The DEO. Her relationship with Rick Flag lead her to become a member of the Suicide Squad, operating as their combat medic. The area she specializes in is space medicine.
Karin was a nurse during World War II, and her ambulance plane was shot down over the Pacific Ocean. The passengers and crew were all killed, with the exception of Karin and her lover Steve. Steve realized he was beyond saving, and let himself drown so Karin could survive. His last words were "Fight them for me." Karin had a highly decorated career, owing her success to those that died so she could live. Following the war, she began specializing in flight and space medicine. This is where she met astronaut-in-training Rick Flag. Karin was described as cold because of the tragedy by her peers, but Flag was determined to win her over. They bonded over the losses they had both experienced, and soon fell in love. This helped them heal each other. When Flag's friend Jeb Stuart decided to revive Task Force X, Flag was invited to become leader of the new Suicide Squad. Flag had some strings pulled so Karin could also be part of the team.his new team included Karin Grace, Rick Flag, astro physicist Hugh Evans, and nuclear physicist Jess Bright. In their first recorded mission, Karin helped destroy the "Red Wave" beast. Karin desperately wanted to announce her relationship with Rick, but Bright and Evans were both also in love with her. Rick did not want to risk losing the team by hurting their feelings. When they were temporarily shrunk by cosmic rays, Karin was the only one nimble enough to reactivate their ship's controls.
In Paris, Karin asked Rick if they could have some alone time, but he refused, and instead they fought the "Subway serpent." Their next vacation was at Ghost Lake, but the Creature of Ghost Lake kidnapped Karin and carried her around until Rick killed it. Following a hiatus, Karin briefly developed telepathic powers and began painting visions of a world filled with dinosaurs. General Brent took the Suicide Squad out of retirement, so they could stop these super-intelligent dinosaur invaders from another dimension. These powers also allowed her to read minds, and teleport the team to other dimensions. Her powers were never explained, and they were exhausted after this encounter. The Cyclops Polyphemus kidnapped Karin because she resembled a woman he loved, and Rick rescued her again. Karin helped battle pterodactyls when they fought the Master of the Dinosaurs. Mirage Master tried to trick the team into killing each other, but Karin was able to see through his illusions and protect Rick.[6] Karin was kidnapped again by pterodactyls when they visited an alien dinosaur zoo, and the team had to save her. The Sculptor Sorcerer turned them all into gold statues, and Karin lead the charge against him when they broke free.
Their final mission was in Cambodia, where they encountered a Yeti. Rick was injured by the Yeti, and Karin accidentally revealed that she was in love with him. This angered Hugh and Jess, who promised to leave the team when they got back to safety. Rick was the only one with survival skills, so Hugh and Jess were forced to cover his escape. Karin angrily protested Rick trying to protect her, so he knocked her out with a punch and carried her to safety. Hugh and Jess were attacked by the Yeti, and seemingly fell to their deaths. Karin and Rick later reconciled in the hospital, but the team was over.following the Mission,she had a Nervous Breakdown and wasn't allowed to see Rick(as the Doctors felt like he was Part of the cause),she even had his Child while in the Hospital&never told him.
She currently works for Homeland Security&the DEO.....

Total: Abilities: 64 / Skills: 34--17 / Advantages: 8 / Powers: 0 / Defenses: 8 (97)
Last edited by MacynSnow on Thu Feb 02, 2017 3:00 pm, edited 9 times in total.

MacynSnow
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Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 3:47 pm

ImageImage
The Ghost
Real Name: Simon Trent Occupation: Private Investigator/Vigilante
Hair:Black Eyes:Blue Height:6'1" Weight:224Ibs.

Power Level: 10; Power Points Spent: 150/150

STR:+2(14) , DEX:+3(16) ,CON:+2(14) , INT:+4(18), WIS:+4(18) , CHA:+2(14)

Tough:+8(+5 flat-Footed, +2 with costume) Fort:+6, Ref:+7, Will:+10

Skills:Bluff 12(14), Computers 12(16), Disable Device 8(12), Disquise 12(14), Gather Information 12(14), Investigate 12(16), Knowledge:Arcane Lore 12(16), Knowledge:Streetwise 12(16), Perception 12(16), Sense Motive 12(16), Athletics 4(6)

Feats: Attack Specialization(Pistol), Benefit(Alternate Identity), Street Connections, Contacts, Defensive Roll 3, Dodge Focus 2, Photographic Memory, Equipment 3, Evasion 2, Improved Aim, Ritualist, Precise Shot, Redirect, Sneak Attack, Uncanny Dodge(Visual), Ultimate Save(Will), Well-Informed

Powers: Commlink (1 point), Costume(Protection 2), Gas Gun,(Device 7 Easy to lose [Obscure 5 visual, easy to lose, Extra:linked with stun Visual, Stun:5 easy to lose, Extra:area burst, duration sustained, linked with obscure])

Combat: +10, +17(gas gun), Grapple+12 Damage:+2(Unarmed), +4(Unarmed Sneak Attack or gas gun), +7(Gas Gun)

Defense:+11(+5 flat-footed) Knockback:-4 Initiative:+3

Languages: Native Language

Totals: Abilities 34+Skills 35+Feats 27+Combat 39+Saves 14=150(not sure of this anymore,as i don't have the 2e main book out right now)

Complications
Secret(Secret Identity)=no one Knows that Simon Trent is the Ghost
Enemy(Brotherhood of the Yellow Sign)=Simon has managed to (somehow)shut down a little under half of their cult operations in the freedom area,and they want to know how he's doing it...
Enemy(The Mob)=When he's not on the Trail of the yellow sign,simon has been "making a bad habit" of stopping Mob operations wherever he finds them....
Reputaion(Vigilante)=Simon tends to occasionally "Go outside the Law"(The Ugly Way)& is wanted for questioning by The FCPD...
Rivalry(The Raven)=Simon is of the mind that the newest Incarnation of The Raven has "Forgotten her Roots" and abandoned The City,so whenever they tend to meet,he's been a little....Cold to his fellow Crime-Fighter...

Background:A lifelong "Freedonian",Simon grew-up in The Fens area,where he learned what it meant to be a "Street kid"(His mother dies in childbirth&his dad shot himself right after).Sure,he had a maiden Aunt that tried to keep him on the straight and narrow,but he never appreciated her untill she was "Snatched away" during the Terminus Invasion 10 years ago.After having "Seen the ugly truth of the Universe",simon took the (suprisingly Large) inheritance that she left him& got to work preparing himself "For when they return"(Most of his surviving Relatives think he's suffering from Accute Survivor's Guilt).He first appeared publically as The Ghost about 3 years ago and has stuck(Mostly) around the Fens area...
Last edited by MacynSnow on Tue Feb 21, 2017 3:29 pm, edited 4 times in total.

Hoid
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Re: Macyn's M&M Builds(2e&3e)

Post by Hoid » Tue Dec 27, 2016 3:58 pm

Hey, MacynSnow! Welcome to the new forums!

MacynSnow
Posts: 2375
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 4:09 pm

Hoid wrote:Hey, MacynSnow! Welcome to the new forums!
thanks Hoid!I'll be back on my original routine(Teusday,Thursday&Saturday)after New Years,in case you want to set-up a Game here or anything...hint,hint...so,whatcha think?

MacynSnow
Posts: 2375
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 5:15 pm

here's one of my favorites(i just wish i could cut the power down a little bit...)
Image
THE CRIMSON COWL (Jack Hammer) PL 15 (225pp)
STRENGTH 1 STAMINA 2 AGILITY 3 FIGHTING 9 DEXTERITY 6 INTELLIGENCE 3 AWARENESS 5 PRESENCE 6
Skills:
Acrobatics 6 (+9) Deception 10 (+16) Expertise (Business) 8 (+11) Expertise (Psychology) 8 (+11)
Insight 5 (+10) Intimidation 6 (+12) Perception 5 (+10) Persuasion 2 (+8)
Sleight of Hand 7 (+13) Stealth 5 (+8) Technology 8 (+11) Vehicles 6 (+12)

Advantages:
Connected, Contacts, Evasion, Improved Disarm, Improved Smash, Ranged Attack 6, Close Combat 1

Powers:
"The Cowl Powers" (Removable, base cost of 102 = -20) [82]
Protection 14 (14)
"Blocking Edges" Enhanced Dodge & Parry 5 (10)
"Teleport Master" Array of 2 powers, base cost of 45 pp (46)
Teleport 15 (Affects Others) (45)
AE: Teleport 15 (Extras: Affects Others, Extended, Flaws: Extended Only) (45)
"Cowl Fabric" Array of 3 powers, base cost of 30 pp (32)
Dazzle Visuals 15 (Extras: Area- 30ft. Burst) (Flaws: Close Range) (30)
AE: "Slashing Corners" Two powers with total cost of 26.5
Damage 12 (Feats: Reach 5, Accurate 4, Improved Critical 4) (25)
"Long Tendrils" Elongation 3 (Flaws: Limited to Cloak) (1.5)
AE: "Grasping Edges" Two powers with total cost of 29.5
Snare 12 (Feats: Accurate 4) (Flaws: Close Range) (28)
"Long Tendrils" Elongation 3 (Flaws: Limited to Cloak) (1.5)

Offense:
Unarmed +10 vs Parry (5' reach, Damage Toughness DC 16)
Dazzle 15 Area Dodge DC 25 (375' range, 30' Burst, Fortitude DC 25)
Slashing Corners +18 vs Parry (145' reach, Damage Toughness DC 27, Crit 16-20)
Grasping Edges +18 vs Parry (120' reach, Damage or Sleight of Hand DC 22)
Initiative +3
Defenses:
Dodge 14 (9 without Cowl), Parry 14 (9 without Cowl), Toughness 16 (2 without Cowl), Fortitude 15, Will 15

Complications:
Motivation (Crime-stopper)- The Hammer Blood flows Strongly in Jack and he see the guilty punished(Jay-walkers are given a Stern Chewing out,Litter Bugs will be made to Pick-up all the trash in the Neighborhood,etc.).
Do Good-Jack wants to live-up to his Family reputation for doing Good
Reponsibility(Using the Cowl for Good)-as the Cowl was a Gift given for the purpose of “Doing Good”,jack must always use it to “do Good” in.

Background:
Jack was originally a Pilot in WWI that was shot down in Japan(an actual Ally during the time-frame!) and rescued by a Group of Monks.Originally a Bit of a Hot-Head&show-off,Jack learned the Art of “Inner Peace” and,after Completing the Fabled “Trial of Lamanna” was given the Vestments of The Cowl and given the Quest “To bring Good into the Western World”…

MacynSnow
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Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 5:17 pm

and here's a little bit of personal Ego... :D
Image
Inspector Macyn Snow,”Vacationer”-Monster Hunter(PL 4, 60/60)
Abilities:STR 10 (+0), DEX 12 (+1), CON 12 (+1), INT 14 (+2), WIS 18 (+4), CHA 18 (+4)
Saves:Toughness+3-Fort.+5-Ref.+5-Will+9
Combat:Attack+4-Grapple+0-Damage+0(Unarmed)-Defense+4(+2 Flatfooted)-Knockback -2 Initiative+1

Skills:Bluff+4(+8w/Attractive)-Computers+2-Concentration+4-Diplomacy+4(+8w/Attractive)-Drive+3-Gather Information+5-Notice+4-Search+4-Sense Motive+4-Stealth+6-Investigate+4-Knowledge:Arcane Lore+4)Streetwise+4)

Feats:Contacts-Improvised Weapons(2)-Equipment(4)-Ritualist-Well Informed-Attractive

Powers(0 PP):N/A

Equipment:Trenchcoat (+1 Toughness, 1 EP),Smartphone (Video Camera/Cellphone/Computer, 4 EP),anything else he needs, he picks up from Improvised Weapons(others as needed)

Complications/Drawbacks:Motivation (True Justice)-Obsession (Occult/Supernatural Menaces)

Background: Macyn Grew-up in a Heavily Religious House(His Father was a Former Protestant Preacher that Had to marry his Mom after Being Caught "Together") and was Expected to "Toe-The-Line" of Religious Obligation.Unfortunatley,he did anything BUT that,going so far as to Temporarily Join a Catholic Church just to spite his Dad's Overbearing Attitude.Leaving home when he was a Teen(Having been all but Thrown Out by his Dad),Macyn "fell In" with a Witch's Coven,Basically becoming a Mildly Independent Thrall.After they Got "Arrested for Terrorist Activities"(Re:The majority of the Witches were Knocked out by a Group of English Hunters&Lit on Fire),Macyn Decided that he'd had Enough of "His Unique Life" and Tried his Hand at Being a Police Officer.After Many Years of Service(Where he Picked up his Scar in a Fight that Involved a Voodoo Priest...Don't Ask),Macyn Decided to "Take a Vacation" and Visit America.(In Actuality,he's Been a Hunter since he was a Teen,Having Set-Up that Coven so many Years ago for a Sub-Division within the English Police Force.While he's picked-up some Smatering of Magical Lore&Knowledge-ala Bobby like-he mostly relies on his Undercover&Street Fighting skills to see him through)
RPNOTES:While a Very Friendly Fellow,Macyn has almost like a Split Personality within him.When ANYTHING remotely Supernatural or Arcane happens Around him,he Becomes this Almost Bloodthirsty Hunter that won't Stop until it's either Contained or Destroyed.He's lost many Good Friends(and even a Couple of Lovers) to the "Menace of the Supernatural",so he tend to keep allies at Arms Length...

MacynSnow
Posts: 2375
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Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 5:22 pm

here's a guy i never got a chance to play,sadlly(?)...
Image
ASSAULT(Jack Snow) PL4/75pp
Abilities [ 38 PP ]
STR 4 STA 4 AGI 4 FGT 4 DEX 0 INT 0 AWE 3 PRE 0

Skills [ 23 PP ]
Acrobatics 4 (+8) Athletics 4 (+8) Deception 3 (+3) Expertise (Survival) 10 (+10) Expertise (Streetwise) 5 (+4) Expertise(Coaching) 4(+4) Intimidation 3 (+3) Perception 3 (+2) Insight 3(+3) Persuasion 2(+2)

Advantages [ 11 PP ]
Great Endurance, Improved Critical (Unarmed), Improved Defense, Power Attack,Improved Initiative(2),Fearless,Improved Trip,Leadership(2)

Defenses [ 1 PP ]
Dodge +4 (DC 14), Parry +4 (DC 14), Toughness +4, Fortitude +5, Will +3
Fortitude 1 rank (1 pp)

Offense:
Unarmed +4(vs Parry, 19-20 crit, Toughness DC 19)Initiative +12

Complications:
Motivation (Justice)-Jack is Intent on seeing Lawbreaker&Criminals brought to justice(even if they’re Beaten to a Pulp to do it)
Quirk(MPD)-Jack suffers from a very mild case of Multiple Personality Disorder due to what he witnessed early on in his life.While Jack tends to go “By The Book” 75% of the time,if he see’s or runs across anything that the Law either can’t (Or won’t)Settle,he becomes Assault(Which is a More Brutal,Heroic Version of Himself)and “Deals with it the Right way”…

Background:
Jack is the son of an Immigrant Irish boxer that was Beaten near to death by the Mob for refusing to take a dive.Jack,having been forced to watch it happen so “The Kid could learn what Not to do in the Future”,was Heavily Traumatized.Now there’s tow Sides to Jack:The Good-Hearted YMCA Boxing Coach that’ll “Toe the Line”,and ASSAULT(who goes out at Night Dressed in a Total Black Hoodie and Beats Mobsters into Comas)..

MacynSnow
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Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 5:31 pm

This was one of my favorites(as i alway's liked the Idea of a Sports-Themed Superhero&the comic wasn't that bad really...)
Image
THE SNOWMAN(Macyn Snow) PL 6/92(?)

STR 5 STA 5 AGI 6 FGT 9 DEX 2 INT 2 AWE 3 PRE 4

Skills:
Acrobatics 4 (+8) Athletics 5 (+10) Close Combat (Unarmed) 2 (+9) Deception 1 (+4) Persuasion 2 (+5) Intimidation 4 (+6)
Investigation 2 (+4) Perception 3 (+5) Expertise (Football Player) 7 (+13) -- (Uses Agility)
Expertise (Reporter) 4 (+5) Insight 2 (+4)

Advantages:
Defensive Throw, Great Endurance, Equipment (Modified Football Uniform- Protection +2), Improved Critical (Unarmed), Move-By Action

Powers:
"Slightly Enhanced Physique" Speed 2 (? mph) [1] Leaping 2 (30? feet) [2] "Power Punch" Strength-Damage +5 [5]

Offense:
Unarmed +11 (+7 Damage, DC 22) Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +4 (+6 Costume), Fortitude +8, Will +5

Complications:
Responsibility(Ex-Football Superstar)- Macyn Snow was a superstar football player, and losing this aspect of his life still hurts.
Motivation(Justice)- Snowman fights evil on behalf of those he let down in his Life,so it’s more like Redemption.He is especially disgusted by drugs,which is what Marco alleged that he was using.
Enemy(Marco Sanzionare)- This man Singlehandedly Ended Macyn’s Football Carrer(?),just cause he woundn’t throw a Game and has tried to make his Life a Misery ever since.

Total Abilities: 54 / Skills: 36--18? / Advantages: 5 / Powers: 3 / Defenses: 12 (92)

Story:
Macyn was a Star Football Player for years.What no one Knew was that he was also a Low-Level Mutant that was Being a “Vigilante” at Night(either after Practice or On the Road in whatever city he was in at the Time) and doing quite well for himself.When Marco Sanzionare tried to “make him an offer he couldn’t refuse”,Macyn got a little hot-Headed&almost threw him into the Nose-bleed section of the Arena.That was when Marco started having him attacked in the Press for “super Steroid Use” .He even got Arrested for it,but beat the False Rap.Unfortunatley,he was so Hot that the Team Manager had to let him go.He Currently “Works” for a Sleazy Sports Magazine as an “Expert” on the The Football Field&Hates it(This was the Same Magazine that Started the “Super Steroid” Attack all those years ago)...
RP NOTES:
Since he Basically HAS no Secret Identity,Macyn is (Hopefully)going to be both the Field Leader&overall Group Trainer for the Team.Both his Family&What’s left of his Friends think he’s gone off the Deep End(He made Certain that they Don’t know about his Mutations&his former Vigilante Life) and are going to try to “get him the Help he needs”...

MacynSnow
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Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 5:38 pm

and here's The Snarky brit Sorcerer Supreme-in-training from the Super Novas....Cerberus!
Image
Cerberus(Bernard Byrne) Age:19 Occupation:Writer PL10 PP Total-150 PP: 0 Hero Points:1
Abilities: 38
STRENGTH 0 STAMINA 0 AGILITY 1 DEXTERITY 3 FIGHTING 2 INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills: 25
Expertise: Magic 5 (+9), Expertise: Mythology 5 (+9), Expertise: Writer 7 (+11), Insight 6 (+11), Intimidation 4 (+8), Investigation 7 (+11), Perception 4 (+9), Persuasion 7 (+11), Sleight of Hand 5 (+8)

Advantages: 17
Artificer, Attractive, Benefit 2 (Ambidexterity, Wealth 1), Connected, Contacts, Fearless, Ranged Attack 7, Ritualist, Trance, Well Informed

Powers: 45
Argus' Sight: Senses 2 (Detect Magic: Ranged)
Olympian Magic (30 point Dynamic Array)
. Hades' Kennel: Summon 7 [extras: Horde (3), Multiple Minions (3), Variable Type (Hellhounds); feats: Dynamic]
. . DAE: Artemis' Shield: Protection 12 [extras: Impervious]
. . DAE: Prometheus' Flame: Blast 10
. . DAE: Pegasus' Wings: Flight 5
. . DAE: Hippolyta's Belt: Deflect 8
. . DAE: Gates of Olympus: Teleport 5 [extras: Portal]
. . DAE: Heracles' Might: Power-Lifting 5

Defenses: 25
Toughness 12, Dodge 8, Parry 6, Fortitude 6, Will 13

Offense:
Prometheus' Flame: +10 Ranged Damage 10
Unarmed: + 2 Close Damage 0

Abilities 38 + Skills 25 + Advantages 17 + Powers 45 + Defenses 25 = 150 PP

Complications:
Motivation(Doing Good)-Bernard would rather Die than let others lose their Parent’s the Way he did…
Power Loss-If he can’t use his Hands,Then He can’t cast his Spells…
Honor-Raised as “A Proper Gentleman”,Bernard refuses to strike a woman(or allow one to be Struck in his Presence) and shows Proper Manners at all times…
Fame(as Bernard Only)-Being a slightly known fantasy Writer has it’s Problems..
Identity-Due to his love for his remaining Family ,he’s gone out of his way to prevent them from Knowing what he’s doing…
Relationships-Bernard is still very Close to his Older Brothers&slightly younger Sister(Jason,Silenus&Troia),even though they like to “Drop In” Occasionally..
Warhounds(3 Maximum) PL:3(Summomed Creatures)
STR-2 STA-2 AGL-2 DEX-0 FGT-3 INT--4 AWE-2 PRE--2
Perception 4(+6) Stealth 4(+6) Expertise:Pack Tactics 4(0)
SENSES 3(low-lt.Vision,Acute Olfactory,Tracking) 1pp/rank
FIRE BREATH 5(Ranged Damage,Blast) 2pp/rank
IMMUNITY 10(Flame&Heat,anything with "Fire"Descriptor) 1pp/rank
Improved Trip,Teamwork
Init+2 Unarmed+3(Damage 2) Fire Breath+5(Ranged Damage 5 DC20 Dodge)
Dodge+4 Parry+4 Fortitude+4 Toughness+2 Will+2

Abilities 10+Powers 23+Advantages 2+Skills 6+Defense 5=46pp each
Background:
Born Prometheus Bernard Byrne,Bernard is a dual Citizen(being the Next-to-last Child of a British Diplomat&an American Translator),so he tended to spend his early childhood Abroad with his Family.After His Parent’s tragic Deaths(Due to what Caused Jinx to go underground),him and his Siblings went back to America to be raised by their “Crazy Uncle Omar”.Though the Others Left after a while(To open a Publishing Firm&become a Broadway Starlet,repectfully),”Berny”(as he was affectionatly called by his Family) instead chose to stay&take care of Uncle Omar.Unbeknownest to the rest of the Family,though,He had Discovered that Uncle Omar wasn’t as “Crazy” as they all though and agreed to become His Apprentice.Due to the Rest of his Siblings’Hatred of anyone with Powers(Regardless of if they’re good or Bad,mutant or whatever),him&Uncle Omar are trying to keep what they do as “Mythology Research”…
Last edited by MacynSnow on Sat Apr 28, 2018 1:36 am, edited 4 times in total.

MacynSnow
Posts: 2375
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 5:44 pm

and the only super villian i ever made up in 10 minutes(no lie,i actually made him up in less than 10 minutes!)
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Legion(Remus Of Rome) PL11 PP Total-165 Super Villian
STRENGTH n/a STAMINA n/a AGILITY n/a FIGHTING 12 DEXTERITY n/a INTELLIGENCE 4 AWARENESS 8 PRESENCE 8

Skills: 17pp
Expertise:Current Events+4(8)-History+6(10)-Tactics+4(10), Insight+4(12), Perception+4(12),Persuasion+4(12),
Intimidation+4(12), Deception+4(12)

Advantages: 14 pp
Ultimate Effort(will Defense)-Redirect-Fearless-Diehard-Eidetic Memory-Facinate-Jack of All Trades-Startle-Taunt-Benefit(Wealth4)-Leadership

Powers: 44pp
"Mental Awareness” (Senses2 Mental Sense,radius )
“Possessing Intellect” (Mind Reading 8 Linked to area Mental Communication 2)
-“Psionic Scream” (Perception Range Damage 4+every 10 Proxies give a +1 up to a Max of +6 Resisted by Toughness )
-“Psychic Proxies” (Mind Control-Affliction 8:Resisted by Will,Dazed-Compelled-Controlled:Cumulative,Perception Range )
“Psychic Intellect” (Immortality 5-Limited:Fighting,Intellegence,Awareness&Presence only:Immune to Physical Hits while Disembodied-Insubstantial until he takes a host)

Offense: n/a
Unarmed-n/a
Psionic Scream -Area Toughness DC 25(+1 for every 10 Proxies under his Control for a Max of +6)
Initiative –n/a

Defenses:
Dodge+8 Fort-n/a Parry+8 Will+14 Toughness-n/a

Complications:
Motivation (Control)- Legion wants total control over Peoples Destinies,regardless of if they want it or not..
Arrogant-Having lived for a VERY long time,Legion tends to think he knows what’s best for Everyone about everything…
Honorable- Legion Considers himself “Roman Nobility” and will keep his Word Ounce Given(Even if he hates doing it),He’ll also awnser any Insult with Extreme Violence..

Background:
Legion was originally one of 2 Brothers that Founded Rome,but was “Slain” While Fighting his Brother Romulus.Having been Brought to the Elysium(?)Fields for Judgement by Pluto,he was instead selected by the Roman God of The Underworld to Become his “Personal Agent Of Control in the World Above”.Only problem was that Pluto Couldn’t Completely Re-incarnate him(Due to a Law passed by Zeus),but he DID ressurect him as a Disembodied Intelligence.Deciding to take the Name Legion as a Poke at The Christian Faith,Remus has Continued to Do Hades’ Bidding with the Accurance that he’ll be placed as Pluto's Regent ounce they Take Over(He then plans to Slay Pluto &Take Total Control of Both Worlds)..
Last edited by MacynSnow on Sat Mar 04, 2017 3:24 pm, edited 3 times in total.

MacynSnow
Posts: 2375
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 5:53 pm

Image
Image
Image
replace the Nunchuks with a Police Baton&get rid of the Symbol on his chest
NAME:Vigilante ID:Jack Hammer PL-10 PP-150
STR-3 STA-3 AGL-6 DEX-6 FGT-12 INT-4 AWE-4 PRE-4

Skills: 39pp
Acrobatics 6(+12) Athletics 6(+9) Close Combat:unarmed 2(+14) Deception 6(+10) Expertise:Teacher 4(+8)-Streetwise 4(+8)-Police 4(+8) Insight 6(+10) Intimidation 8(+12) Investigation 8(+12) Perception 6(+10) Ranged Combat:Thrown 8(+14) Stealth 8(+14) Technology 2(+6) Persuasion 4(+8)

Advantages: 27pp
Defensive Roll 3,Equipment 8,Uncanny Dodge ,Contacts ,Hide In Plain Sight ,All-Out Attack ,Defensive Attack ,Improved Critical(Unarmed) ,Power Attack ,Takedown 2, Redirect, Agile Feint, Startle, Interpose ,Assessment ,Well-Informed ,Diehard

Powers/Equipment: 31pp
Armored Costume(Protection 2)-2pp
Grappling Hook Launcher(Movement 1:Swinging)-2pp
Police Batons(Str-Based Damage 2,Ranged 4)-2pp
Combat Pouches(Array=25 points
Flash Bangs:Burst Area Dazzle 3 (Visual and Auditory)- 12 points
Riot Gas(Tear gas):Ranged Cloud Area Affliction 4(Resisted by Fort;Dazed and Vision Impaired,Stunned and Vision Disabled,Incapacitated)-1 point
Pepper Spray:Close Visual Dazzle 4,chemical - 1point
Police Stun Gun:Affliction 5,electrical- 1 point
)-25 points

Offense:
Initiative+6 ,Police Batons(Thrown)+14(Ranged,Damage 4) ,Unarmed+14(Close Damage 3)

Defenses: 15pp
Dodge-12/17(w/Defensive Attack) Parry-12/17(w/Defensive Attack) Will-10 Fortitude-6 Toughness-8/5*(w/out defensive roll)

Complications:
Motivation (Doing Good)- After everything Jack has seen in his Life,he refuses to not do something to help anymore..
Identity-Jack doesn't want any of his Students to find out he's doing this,as he's afraid they may try to "Follow His Lead" and get Killed or worse...
Responsibility(Teacher)-Jack feels that he has a "Responsibiity" to his Students to not only Show-up on time,but be awake for class,as well...
Relationship(Teaching staff at John Carver High School)-While Jack has a soft Spot for the rest of the Staff,he can't let them know he's doing this....
Enemy(Lockdown)-Jack managed to not only Soil his Reputation by Keeping his Target alive,but also managed to get him caught&as such now has a Vendetta Sworn on him by the Man...
Relationship(Lady Isabelle "Izzy" Sinclair)-After Being saved by Jack from Lockdown,The Wealthy British Debutaunt has become His Biggest and Loudest Supporter(Which could get her into Trouble Later on,if she's not Careful)...

Background:
Jack Hammer grew up on the Streets,having to scounge Money to help support an Alcholic(?) Mother(His Father,a Middleweight Boxer,Died in the Ring due to a Rigged Match).Jack Grew Bitter,but had the support of his Friends(who later became the Teaching Staff at their Local High School) and decided to due something about the Rampant Gang Problems in both his Neighborhood&the City in General.While the Public(as well as Certain News Outlets)Lauded his Efforts as "The People's Hero",the Police took a rather Dim View of his Activities.Now,he juggles being the Resident Gym/Boxing Teacher at his Old High School while Patrolling at Night as the Armored Vigilante.He recently drew a lot more attention when he managed to stop the Super-Powered Assassin Lockdown by playing a Rather Public game of Tag across half the City,managing to keep both his Target Alive&Capturing him for the Police.He also drew a lot more attention during the VIPER trial,as he managed to keep a Good portion of Their Soldiers away from the Courthouse(though he did eventually fail due to sheer numbers)....
Last edited by MacynSnow on Sat Jun 16, 2018 2:39 pm, edited 3 times in total.

MacynSnow
Posts: 2375
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 6:00 pm

i'd like to give this guy a try,but not sure where he fits...
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Captain No-vah(Captain Nova)
Power Level: 10; Power Points Spent: 150/150

STR: +2 (14), DEX: +5 (20), CON: +3 (16), INT: +2 (14), WIS: +2 (14), CHA: +2 (14)

Toughness:+11/3,(without Protection) Fort: +7, Ref: +9, Will: +6

Skills: Bluff 8(+10) Concentration 8(+10) Craft:Electronics 4(+6)/Mechanical 4(+6) Knowledge:Technology 4(+6)/Tactics 5(+7) Pilot 7(+12) Notice 5(+7)

Feats: Attack Specialization(Phaser: 2), Equipment 18, Evasion, Improved Initiative, Leadership, Precise Shot, Quick Draw(Draw)

Powers:
Device-5(Phaser,easy to lose): Blast-8(Extra:Autofire)
Device-4(Space Suit,Hard to lose):Immunioty-9(Life-Support),Protection-8(Extra:Impervious 3)
Device-1(Helmet,hard to lose):Super Senses-5(Direction sense,Distance sense,Infravision,Ultravision,Radio)

Equipment:
Starship:The Rake(Size:Huge, Str-50, Def-8, Tough-11, Powers:Blast-12 Communication-10(Earth To Moon-Extra:Area-Power Feats:Selective,Subtle), Concealment-1(Radio Senses), Flight-10(10,000MPH), Impervious Toughness-11) Features:Alarm,Navigation,Remote Control)

Offense/Defense:
Attack-8/12(Phaser), Grapple-10, Damage-2(unarmed)/8(Phaser),Defense-9, Knockback-(-7), Initiative-9

Totals: Abilities 32 + Skills 12 + Feats 25 + Powers 35 + Combat 35 + Saves 12 + Drawbacks 0 = 150

Complications:
Enemy (The Grue )-Nova's father was killed by a disquised Grue Metmorph in the Senate&he despise's the ground they walk on...
Motivation(Responsibility)-Being stuck on this Planet for the Forseeable Future,No-Va has taken it upon himself to show the world what a Lor Soldier is...
Honor-Due to his strong military Upbringing,Nova follows "SOP"(Standard Operating Procedures)at all times...
Relationship(Sara Grant)-Nova ran across(and saved) the young empathy as she was being "Escorted Home" by some of her Father's Super-Goons.Ever since,she's been "tagging along" on his solo missions,all but Forcing Nova to train her just so she can survive...

Background:
Nova's father&grandfather were both senators(and former Military officers),so he was naturally going to follow in their Footsteps and joined the Lor Military.He was on the Fast-Track to Military Command when Tragedy struck:His father was killed trying to stop a Grue Metamorph that was in the Senate.Giving into his Grief,he quite The Military and,Buyinga Starship he renamed The Rake,he went out and started hunting down The Grue.Shot-down in Earth orbit during his most Recen(and Voilent)Fight's with a Grue Scout Ship,he was forced to make an Emergency landing in Great Bay(In Freedom City).Ounce he got out of his ship,he immediately sought out The Freedom League for help.So,In exchange for Helping him to "Settle In"and repairing his Ship's star-drive,He now works for The League as an Auxillary Member...
Last edited by MacynSnow on Sat Jun 16, 2018 2:36 pm, edited 2 times in total.

MacynSnow
Posts: 2375
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 8:27 pm

and here's a new one i just made!...
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"Tis about time, it is, then... I was beginnin' t'wonder when y'r actions would match y'r reputation! Sorry t'say f'r you , boyo -- my actions speak louder than y'r words!"
"Black" Jack Tolliver
STR2 STA3 AGL5 DEX5 FGT5 INT2 AWE2 PRE1

Powers
Shadow Form: Affects Corporeal on Strength 2; Concealment4 (All Visual, Limited to Darkness and Shadows); Strengthbased Damage 1, Affects Corporeal; Enhanced Defenses 8
(Dodge 4, Parry 4);
Enhanced Advantages 3 (Hide in Plain Sight, Instant Up, Move-by Action, Skill Mastery 2 (Sleight of Hand, Stealth));
Immunity 10 (Life Support);
Insubstantial 4 (Shadow Form); Movement 3 (Slithering, Wall-crawling 2); Removable, -12 pts • 49 points

Advantages
Accurate Attack, Agile Feint, Chokehold, Close Attack 4, Defensive Roll 3, Evasion, Grabbing Finesse, Hide in Plain Sight, Improved Hold, Improved Initiative, Improved Trip, Instant Up,
Move-by Action, Skill Mastery 2 (Sleight of Hand, Stealth)

Skills
Acrobatics 8 (+13), Athletics 8 (+10), Deception 8 (+9), Expertise: Thief 10 (+12), Insight 6 (+8), Perception 6 (+8), Sleight of Hand 10 (+15), Stealth 10 (+15), Technology 4 (+6)

Offense
Initiative +9
Unarmed+9 Close, Damage 3
Defense
Dodge 11 Fortitude 7 Parry 11 Toughness 6/3* Will 7 *Without Defensive Roll.

Complications
Motivation(Thrills)-"Black"Jack mostly did his Crimes because he both had nothing else better to do with his time&....
Reputation("IRA" Member)-he's a member in good standing of the Irish Republican Army
Hatred(Britain/Germany)-due to his programming&re-programming,Jack has a Hard time differentiating between Enemies sometimes....
Background
Jack Tolliver was born in Dublin,Ireland.The Son of a Sailor,Jack grew-up along the rough&tumble Docks learning to be a Thief&Pick-Pocket to help support a Drunken Mother.One day,when jack was 12-13,he picked the pocket of an old man who turned out to be a Powerful Wizard &cursed him "To be seen&never seen,always to be the little shadow you pretend to be..."and thus began the Carrerr(?)of the Notorious Thief&IRA Terrorist "Black"Jack Tolliver!.....

Or at least,that's what Jack Thinks.The Truth is completely different......
Jack was grown in a "Simulated World"by the German High Command &let loose in England on the hopes that his Programed Hatred of the British would help cause unrest.Unfortunately he got nebbed before he could do anything&Most of his Programming has been erased&the Govt. is looking to "Fight Fire with Fire",so to speak by turning him loose in Germany...

MacynSnow
Posts: 2375
Joined: Tue Dec 20, 2016 2:56 pm

Re: Macyn's M&M Builds(2e&3e)

Post by MacynSnow » Tue Dec 27, 2016 10:10 pm

I hope you all remember Keno,as i personally think this was one of my better builds...:D
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Keno Horuma PL 5 (69)
STRENGTH 1 STAMINA 2 AGILITY 3 FIGHTING 6 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 1 PRESENCE 1

Skills:
Acrobatics 6 (+9) Close Combat (Unarmed) 2 (+8) Deception 4 (+5) Expertise (Pizza Delivery Boy) 4 (+5) Expertise (Pop Culture) 4 (+5)
Insight 4 (+5) Perception 5 (+6) Persuasion 4 (+5) Stealth 4 (+7) Vehicles 6 (+6) -- Flaws: Limited to Ground Vehicles

Powers:
Flaming Fist's(Damage:Fire)-6 points(standard Action,Close Range,Instant Duration) [6pp cost]

Advantages:
All-Out Attack, Defensive Roll, Defensive Throw, Daze (Deception), Improved Defense, Taunt

Offense:
Unarmed +8 (+1 Damage, DC 16)
Flaming Fist's+6(+7 Damage,DC 21)
Initiative +1

Defenses:
Dodge +7 (DC 17),
Parry +8 (DC 18),
Toughness +2,
Fortitude +5,
Will +5

Complications:
Responsibility(Family Legacy)-Being the Son of one of(If not THE)Premier Martial Artist/Hero's on the Planet,Keno is duty bound to do the right thing...wether he wants to or not is beside the point to his Father.
Relationship(Horuma Family Dojo)-Despite the Fact that him&his Father get along like Dogs&Cats most day's,Keno will alway's help his "Family"(Which consist's of everyone involved in the Dojo)...

Background:
Keno Hourma is the Son of legendary Martial Artist&Hero Kyo "The Black Flame" Horuma.His Mother having dies in Childbirth,Keno was raised in a Strict Martial Arts-oriented Family(His Uncle's,Aunts and Even Cousins are all Part of the Horuma Dojo).Keno however has embraced a Kind-of "Lazy Hero" attitude and tries not to get involved in the "Family Legacy" as much as Possible(In fact,he picked up a Job as a Pizza delivery Boy just so it would interfere with his Martial Arts Training)....

Personality:
being the typical teenager,Keno is mildly arrogant, stubborn, quick to attack and a bit thick-headed, but is basically good at his core.But when it look's like there's trouble brewing,he'll do the right thing and help anyone that need's it...

Total: Abilities: 30 / Skills: 40--20 / Advantages: 6 / Powers: 6 / Defenses: 13 (75)
Last edited by MacynSnow on Wed Jan 25, 2017 4:05 pm, edited 1 time in total.

Hoid
Posts: 668
Joined: Fri Nov 04, 2016 7:52 pm
Location: The Forever Tree

Re: Macyn's M&M Builds(2e&3e)

Post by Hoid » Thu Dec 29, 2016 3:32 am

MacynSnow wrote:ImageImage
The Ghost(adjustment 4)
Real Name: Simon Trent Occupation:Private Investigator/Vigilante
Hair:Black Eyes:Blue Height:6'1" Weight:224Ibs.

Power Level: 10; Power Points Spent: 150/150

STR:+2(14) , DEX:+3(16) ,CON:+2(14) , INT:+4(18), WIS:+4(18) , CHA:+2(14)

Tough:+8(+5 flat-Footed, +2 with costume) Fort:+6, Ref:+7, Will:+10

Skills:Bluff 12(14), Computers 12(16), Disable Device 8(12), Disquise 12(14), Gather Information 12(14), Investigate 12(16), Knowledge:Arcane Lore 12(16), Knowledge:Streetwise 12(16), Perception 12(16), Sense Motive 12(16), Athletics 4(6)

Feats: Attack Specialization(Pistol), Benefit(Alternate Identity), Street Connections, Contacts, Defensive Roll 3, Dodge Focus 2, Photographic Memory, Equipment 3, Evasion 2, Improved Aim, Ritualist, Precise Shot, Redirect, Sneak Attack, Uncanny Dodge(Visual), Ultimate Save(Will), Well-Informed

Powers: Commlink (1 point), Costume(Protection 2), Gas Gun,(Device 7 Easy to lose [Obscure 5 visual, easy to lose, Extra:linked with stun Visual, Stun:5 easy to lose, Extra:area burst, duration sustained, linked with obscure])

Combat: +10, +17(gas gun), Grapple+12 Damage:+2(Unarmed), +4(Unarmed Sneak Attack or gas gun), +7(Gas Gun)

Defense:+11(+5 flat-footed) Knockback:-4 Initiative:+3

Languages: Native Language

Totals: Abilities 34+Skills 35+Feats 27+Combat 39+Saves 14=150(not sure of this anymore,as i don't have the 2e main book out right now)

Complications
Secret(Secret Identity)=no one Knows that Simon Trent is the Ghost
Enemy(Brotherhood of the Yellow Sign)=Simon has managed to (somehow)shut down a little under half of their cult operations in the freedom area,and they want to know how he's doing it...
Enemy(The Mob)=When he's not on the Trail of the yellow sign,simon has been "making a bad habit" of stopping Mob operations wherever he finds them....
Reputaion(Vigilante)=Simon tends to occasionally "Go outside the Law"(The Ugly Way)& is wanted for questioning by The FCPD...
Rivalry(The Raven)=Simon is of the mind that the newest Incarnation of The Raven has "Forgotten her Roots" and abandoned The City,so whenever they tend to meet,he's been a little....Cold to his fellow Crime-Fighter...

Background:A lifelong "Freedonian",Simon grew-up in The Fens area,where he learned what it meant to be a "Street kid"(His mother dies in childbirth&his dad shot himself right after).Sure,he had a maiden Aunt that tried to keep him on the straight and narrow,but he never appreciated her untill she was "Snatched away" during the Terminus Invasion 10 years ago.After having "Seen the ugly truth of the Universe",simon took the (suprisingly Large) inheritance that she left him& got to work preparing himself "For when they return"(Most of his surviving Relatives think he's suffering from Accute Survivor's Guilt).He first appeared publically as The Ghost about 3 years ago and has stuck(Mostly) around the Fens area...
A caped crusader! AND a Freedom City character! Awesome!

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