Flynn's Folio

Where in all of your character write ups will go.
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Rosa Del Garrio
Age: 21

Rosa acheived the fame that many young women hope for - she became a viral youtube sensation. Only she didn't want it. She had been out shopping for her mother, and had picked up a pendant necklace for herself on a whim (it kind of 'called' to her, if that makes sense). It was set with Amber and some green stone, and had swirly markings. She could only afford it because the street vendor was nice (and was having trouble selling it otherwise). She was taking the bus home, laden with shopping bags. There were some unsavory guys on the bus who saw a pretty, vulnerable young lady and started harassing her. She tried to make herself small, she wished fervently they'd go away, they didn't. The fight or flight response in her was punctuated by a rush of energy and green light issued from her eyes and mouth as bark started to spread up her body. The men could not get away quick enough. The whole bus was thrown into chaos and cellphones recorded the emergence of this plant-thing. Rosa fled the bus, squeezing vine-like out the window and was most of the way down a block before a voice intruded itself on her mind. "I knew ye were one o' us, Lass." Rosa almost started running again.

"Nay, nay, calm yerself. Me name's Seamus an I can help ye." the voice said. He went on to explain that he, Seamus O'Toole, had been a druid in life. Bound in spirit to the necklace and charged with passing along knowledge. Times changed and he fell into the hands of those deaf to his words. He'd nearly given up when he sensed Rosa, who's magic, though a different 'flavor' was at least compatible with his teachings.

Rosa wanted no part of it. Rosa is the daughter of two Mexican Immigrants (her mother is legalized, her father is not). Her father works as a landscaper and her mother is a nurse at the Local University Medical Research Center. The family is tight-knit but at their wits end financially speaking. Her mother's status at the University meant Rosa could be considered for a scholarship and they were truly blessed that got it but she had to keep her grades up to keep it and didn't have time to learn a whole new discipline. Seamus convinced her that the magic, now awakened, would only grow in strength and possibly cause 'other changes'. Reluctantly, she agreed. But only to keep a 'handle' on things.

A week later, when her youngest brother found the youtube of 'plant-monster attacks local bus', showing it to the family over dinner no less, Rosa couldn't hide her reaction from her parents and had to come clean about everything - the magic, the necklace, everything. They thought she was going crazy until she invoked a cantrip to make their houseplants grow. Even then they talked long about what to do. Of course her little brother thought she should go out fighting crime like other super-heroes and, of course, teach him to do 'plant stuff' so he could be her sidekick.

Her father's immigrant status made Rosa hesitate to draw attention to herself or her family in any way. Rosa's mother brought her to the hospital to make sure the young woman was okay physically. Maria Del Garrio nearly fainted when the MRI scans revealed systemic fibrous growth running throughout every major organ in Rosa's body. Seamus, speaking into Rosa's mind, was elated. Rosa was a well-spring of Green Magic, it's energies aligned with plants, and it was even turning her body more plant-like. Maria didn't like the sound of that but her daughter seemed healthy enough. Seamus did relay that the more Magic Rosa could use externally the slower her lignification (a word she had to Google) would be.

It was a few months before [benefactor] found her. It was Rosa's worst fear but the benefactor assured her that nothing would be reported to the authorities and that he could even help the family situation. Rosa agreed. The benefactors PR people chose the name 'Semilla' (Spanish for seed)

Even without covering herself in bark armor she a remarkably hardy girl with insides more like the consistency of wood than flesh.

Father: Miguel Del Garrio, landscaper
Mother: Maria Del Garrio, R.N. works in Local University Medical Center
Older Brother: Carlos Del Garrio, 22, works with father as landscasper
Younger Brother: Juan “Johnny” Del Garrio, 15, high school, usually getting in trouble.

Semilla
Attributes:
STRENGTH -1 STA 2/6 AGI 4/2
FIGHTING 0 DEX 0/-2
INT 0 AWA 3 PRE 0
[16pp]

Skills[19pp]: Acrobatics 6 (+8), Persuasion 7 (+7/+12) [Attractive], Deception 0 (+0/+5)[Attractive], Expertise – Life Sciences 2 (+2), Expertise – Popular Culture 2 (+2), Perception 6 (+9), Insight 1 (+4), Expertise Magic 1 (+1/+15charm [Skill Mastery]), Ranged Combat (Green Magic) 13 (up to +11)

Advantages [4pp]: Attractive 2, Luck (recovery actions), Equipment

Powers:
"Lignification"
Enhanced Stamina 4 [8]
Reduced Dexterity 2 [-4]
Reduced Agility 2 [-4]
Enhanced Advantages 1: Great Endurance [1]

"Druid's Charm" (Flaws: Removable) (Feats: Restricted- Green Magic Users, Indestructible) [16]
Enhanced Skills: Magic 14 (+14) (7)
Enhanced Advantages 4: Ritualist, Uncanny Dodge, Second Chance (Will rolls vs Mental Afflictions), Skill Mastery (Expertise Magic), Luck (Jury Rigging spells) 1 (5),
Senses 6: Detect (Mental) Magic, Ranged, Magic Awareness(Mental), Acute, Analytical (6)
-- (18 points)

"Alternate Form" Coeden
"Bark Skin" Protection 6 [6]
Features 1: Concealed Identity [1]
Reduced Attractive 2 [-2]
Elongation 2 (Flaws: Limited to Arms) [1]
"Pile of Vines" Insubstantial 1 [5]
"Long Strides" Speed 2 [2]
Movement 1 (Wall-Crawling 1) (2) -- [3]
AE: Movement 1 (Swinging) (2)

"Tremorsense" Senses 6 (Detect Vibrations [Tactile], ranged, radius, Accurate, Acute) (Flaws: Limited to shared surface.) [3]

"Plant Control"
"Entangle" Ymyrryd Affliction 9 (Dodge/Strength; Hindered, Vulnerable & Impaired/Immobilized, Defenseless & Disabled) (Feats: Reversible) (Extras: Area- 30ft. Shapeable, Cumulative, Extra Condition +2) (Flaws: Limited Degree) (37) -- [41]
AE: "Create Plants" Tyfu Create 9 (Feats: Innate, Precise, Subtle 2) (Extras: Movable, Damaging, Permanent) (Flaws: Source- Surface)(Drawback:inaccurate -1) Linked to Senses 2 (Detect Creations- Ranged, Acute, Accurate, Radius, Extended) (37)
AE: "Floral Erosion" Adfeiliedig Weaken Toughness 7 (Extras: Ranged, Affects Objects, Feat:incurable) Linked to Blast 7(Feat: Incurable) (37)
AE: "Bio-Support" Adfer Healing 11 (Feats: Split 3, Subtle, Stabilize, Persistent)(Drawback: inaccurate 2) (Extras: Ranged) (37)
AE: "Disrupt Bio-Ecology" Anghydbwysedd Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Feats: Accurate 4, Precise)(Extras: Progressive +2) (35)

Offense:
Unarmed +0 (-1 Damage, DC 14)
Floral Erosion +11 (+7 Ranged Weaken & Damage, DC 17 & 22)
Entangle Area (+9 Affliction, DC 19)
Create Plants +9 (+9 Ranged Damage, DC 24)
Disrupt Bio-Ecology +8 (+10 Affliction, DC 25)

Defenses:
Dodge +6 (DC 14, 4pp), Parry +5 (DC 15,5pp), Toughness +2 (+6 Lignification, +12 Bark Skin), Fort +5 (+9 Lignification, 3pp), Will +9(6pp)

Saves: [17pp]
Fort: (add3) 9; Will: (add5) 9
Dodge 2(add4) 6: Parry 0(add5) 5
Toughness: +6 con (normal), +6protection (Alternate Form [12 total in alternate form])

Totals: Abilities 16 + Skills 19 + Advantages 5 + Powers 77 + Saves 18 = 135

Stunts off Magic Array/ Possible future purchases:
-Nature's Call; Summon 9, Active, Controlled, Mental link, Sacrifice
-Open The Green Paths; Teleport, Medium-trees, Accurate, Extended, Portal, Change Direction, Change Velocity, Subtle [magic senses to see portal] pr 7

Complications:
Duty (Family) - the Del Garrios are the world to her.
Kind-Hearted - hasn't been 'hardened to a super-heroes life, will prefer non-lethal options and gives chances to surrender
Possibly Second-Class Citizen (Mexican-American/poor) - if her status ever comes up
Duty (College) - she still has to keep her grades up
Secret(powers) - she doesn't want the public to know
Wellspring of Green Magic - Complications could result from the Magic that bubbles through her or she could be sought after for the well spring inside her.
Power loss - if unable to Speak or Gesture.
Complication (Must Roll on the Miscast Table if rolling a Natural 1) [if ever casting without the aid of her wooden cross].
Druid Charm - Might be recognized and try to be reclaimed, or Seamus O'Toole may have his own desires/responsibilities.
Appearance - her appearance when barkskinned could be alarming and her voice becomes deeper and more echoing

Why Are You On The Team?: Benefactor promised to help Del Garrio family, and Rosa needs and outlet for the wellspring of magic inside of her anyway. Plus she does want to help, as long as her anonymity and that of her family could be assured.
Why Might You Have To Be Away?: Important college test or event that Rosa can't miss and/or benefactor couldn't get her out of.
Why Might You Have To Leave?: Seamus needs Rosa to go on spiritual retreat such as a visit to Stonehenge to 'reset' Rosa's powers.

Rosa
Image

Tree Form
Image

Charm
Image

Her disguised 'magic staff'
Image
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Revise to PL10 150
*****************************************************************************************

The United Coalition of Planets is the premiere presence in their universe uniting over 1000 planets across a multitude of star systems. It encourages peaceful dealings and communication across the stars. But the U.C.P. are no dummies. They know they must also be prepared for conflict. Toward that end they designed the Alpha Class starship for both exploration and confrontation, their flagship of which is the U.C.P. Praxis, commanded by Captain Jonathan Trent, a middle age Earthling with a distinguished record in both tactics and diplomacy. They gave him the best crew of science officers, medical staff, and engineers to keep the ship running smooth. Its zero-point drives would run near forever producing all the energy it would need and the onboard replicators can keep them in whatever physical matter they need be it parts or food and sundries for the crew. They would be prepared for anything. So when they were sucked into a wormhole created by a collapsing star (they were shielding a nearby inhabited planet from the effects its deadly supernova), and they emerged into a completely different Universe, they were momentarily taken aback by the fact that, apparently, their Universe was built on a mere fraction of the scale as this one. Buildings were planet-sized and people were formidable even without, apparently, some of them possessing strange powers. The Praxis started by gathering allies in this new Universe, one of which is an interplanetary corporation known as Cosmic Coil. They promised to help with whatever multi-dimensional research they could and otherwise keep on the lookout for ways the Praxis could use to get back to their home dimension.

The U.C.P. Praxis looks to be a foot-long toy model. Anyone looking closely will see the intricate details and maybe even several minuscule beings looking back at you from portholes. It was determined that the crew cannot venture outside of the Praxis due to the size difference and their bodies not able to process the size of this verse's Oxygen molecules so they act as one unit under Cpt. Trent. It is usually his voice or even a holo-projection of him that the Praxis emits during briefings (though occasionally it'll be a technician or counselor if their experience is needed).

Complications:
Motivation/ Sworn duty - Peace and Protection, Captain Trent still maintains the code of the United Coalition of Planets - Protect the innocent life, establish and maintain peace.
Homesick - The Praxis is looking for a way home.
Explorer vessel - The Praxis is likewise here to gain information on Strange new life, and new civilizations; to boldly go where no one has gone before. They should have been careful what they wished for.


U.C.P. Praxis

Image

PL9 165

Str -2/-4
Agi 0
Dex 0
Sta --
Fgt 0
Awe 6
Int 4
Per 0

Defenses
Toughness 8
Dodge 4size+5pp = 11
Parry 4size+5pp = 11

Will 6+3pp = 9
Fort --

Advantages [9pp]: Jack of All Trades, Evasion 2, Fearless, Improved initiative 2, Onboard Equipment 1, Skill Mastery (Technology), Reconfigure the Forward Array(Benefit - Ritualist using Technology)*,
Equpiment: Commlink, GPS, Video Recorder, Computer

*{unlike inventor, the use of this doesn't create items but instead let's the ship do a wide range of things more akin to Spells than anything else. Sufficiently advanced technology being indistinguishable from magic, and all that.}

Skills [16pp]: Technology 12(+16), Perception 4(+10), Insight 2(+8), Deception 6(+6), Persuasion 8(+8), Stealth 0(+8), initimidate 0(-4)

Powers:
Universal Translator; Comprehend all languages- Speak, Understand [4pp+1ae]
AE: Advanced Interface adaption; Comprehend Machines- Speak, Understand

Impulse Engines; Flight 1, Subtle, [3pp]
Horizontal: Prone Fighting, Slithering [3pp]

Self-contained life Support; immunity Fortitide [30pp]
{The Sealed Hull of the Praxis keeps the ship operating at peak efficiency, stops external contaminants, crew shifts mean the Ship doesn't really 'sleep', it even grounds out any magical or power instance of biological attack (it may spread throughout the crew but the onboard doctors treat it too quick to register, and while the crew is subject to aging even that may not matter as children are born and trained, etc.}

Advanced Sensory sweep, Variable, Limited to Sense powers, [6pp]
{The Praxis can reconfigure it's sensors in any manner of ways. Reproducing 5pp of sensory effects.
Examples could be 'Calibrate for radiation', Detect Radiation, Ranged, Analytical, Accurate; or 'Deep Scan', Penetrating Vision, Extended; or 'Full Magnification to Science station', Atomic Vision(atomic), Analytical; or even 'Advanced Simulation modelling', Postcognition, rapid.}

Micro-dimension origins; Shrinking 8, Permanent, innate [9pp]
{1foot long, -2 Str, -1 Ground Speed, +4Active defenses, +8 Stealth, -4 intimidate}

Engineer teams on Damage Control; Regeneration 2, {One to overcome lack of Sta, so 1/5rounds} [3pp]
{Tiny damage control teams work to repair the ship mid-combat}

AI/Crew back-up; immunity Mental (half) [5pp]
{A mental Affliction or attack directed at the Praxis would be spread over the crew of 1000's of individual miniscule minds. It's a much reduced impact that way.}

Reinforced Hull; Protection 8 [8pp]

Ship's Systems;
Tractor Beam; Move Object 8, Damaging, Precise, Accurate 5, Precise Attack 2 (Range/Concealment,Cover), Subtle [33+6aes]
AP: Holographic Projectors; Illusion (Vision and Auditory) pr 11
AP: Cloaking Field; Concealment 10, Affects Other, Precise, Reach 2 {Can extend to cover a person 10 feet away}
AP: Volley of Photon Torpedoes; Damage, Ranged pr8, Multiattack, Accurate 5, Precise 2 (Range/Concealment,Cover), Homing 2
AP: Sonic emitter array; Affliction pr 9, Cumulative, Area Cone (Resist by Fort, Daze/Stun/Incapacitated)
AP: Cutting Phaser Beam; Weaken Toughness, Affects Objects Also, Area-Line, pr 9, Linked Damage, Area-line 2, Secondary Effect
AP: Warp Speed and Hyperjump; Teleport pr 10, Change Velocity, {4 miles} and Space Travel 1 and Flight 5, {Combines with Impulse Engines to Flight 6 for 1800ft/Move, 120mph}

Offenses:
init +8
Unarmed/Ramming speed +0 to Hit, DC 13 Toughness, {Root-level programming in the ship will fight against any collisions}
Tractor Beam Damage: +10 to hit, DC23 damage
Holograms, DC 21 Insight
Volley of Torpedoes, +10 to hit, DC23 Toughness, Multiattack, Homing 1
Sonic Emitter, Affliction, Area-Cone, DC19 Dodge, DC19 or 14 Fort
Cutting Beam, Area-Line, Dodge DC19 for half effect, Weaken Toughness, Affects Objects, DC19 or 14, then Toughness DC17 or 16, DC17 again next turn.

Attributes 16 + Defenses 13 + Advantages 9 + Skills 16 + Powers 111 = 165


U.C.P. Praxis

PL12 180

Str -2/-4
Agi 0
Dex 0
Sta --
Fgt 0
Awe 6
Int 4
Per 0

Defenses
Toughness 10
Dodge 4size+10pp = 14
Parry 4size+10pp = 14

Will 6+6pp = 12
Fort --

Advantages [11pp]: Jack of All Trades, Evasion 2, Prone Fighting, Uncanny Dodge, Fearless, Precise 2 (Range/Concealment,Cover), Improved initiative 1, Onboard Equipment 1, Skill Mastery (Technology), Reconfigure the Forward Array(Benefit - Ritualist using Technology)*,
Equpiment: Commlink, GPS, Video Recorder, Computer

*{unlike inventor, the use of this doesn't create items but instead let's the ship do a wide range of things more akin to Spells than anything else. Sufficiently advanced technology being indistinguishable from magic, and all that.}

Skills [18pp]: Technology 12(+16), Perception 6(+12), Insight 2(+8), Deception 6(+6), Persuasion 10(+10), Stealth 0(+8), initimidate 0(-4)

Powers:
Universal Translator; Comprehend all languages- Speak, Understand [4pp+1ae]
AE: Advanced Interface adaption; Comprehend Machines- Speak, Understand

Impulse Engines; Flight 1, Continuous, Subtle, Aquatic, Feature-Always Prone [6pp+1AE]
AE: Space Flight 3

Self-contained life Support; immunity Fortitide [30pp]
{The Sealed Hull of the Praxis keeps the ship operating at peak efficiency, stops external contaminants, crew shifts mean the Ship doesn't really 'sleep', it even grounds out any magical or power instance of biological attack (it may spread throughout the crew but the onboard doctors treat it too quick to register, and while the crew is subject to aging even that may not matter as children are born and trained, etc.}

Advanced Sensory sweep, Variable, Limited to Sense powers, [6pp]
{The Praxis can reconfigure it's sensors in any manner of ways. Reproducing 5pp of sensory effects.
Examples could be 'Calibrate for radiation', Detect Radiation, Ranged, Analytical, Accurate; or 'Deep Scan', Penetrating Vision, Extended; or 'Full Magnification to Science station', Atomic Vision(atomic), Analytical; or even 'Advanced Simulation modelling', Postcognition, rapid.}

Micro-dimension origins; Shrinking 8, Permanent, innate [9pp]
{1foot long, -2 Str, -1 Ground Speed, +4Active defenses, +8 Stealth, -4 intimidate}

Engineer teams on Damage Control; Regeneration 2+1, {One to overcome lack of Sta, so 1/5rounds} [3pp]
{Tiny damage control teams work to repair the ship mid-combat}

AI/Crew back-up; immunity Mental (half) [5pp]
{A mental Affliction or attack directed at the Praxis would be spread over the crew of 1000's of individual miniscule minds. It's a much reduced impact that way.}

Reinforced Hull; Protection 10, [10pp]

Ship's Systems;
Tractor Beam; Move Object 10, Damaging, Precise, Accurate 7 [38+6aes]
AP: Holographic Projectors; Illusion (Vision and Auditory) pr 12, Attractive 2
AP: Cloaking Field; Concealment 10, Affects Other, Precise, Reach 2 {Can extend to cover a person 10 feet away}
AP: Volley of Photon Torpedoes; Damage, Ranged pr8, Multiattack, Accurate 8, Takedown 2, Homing 2, Improved crit 2
AP: Sonic emitter array; Affliction pr 12, Cumulative, Area Cone (Resist by Fort, Daze/Stun/Incapacitated), Reversible, Subtle
AP: Cutting Phaser Beam; Weaken Toughness, Affects Objects Also, Area-Line, pr 12, Linked Damage, Area-line 1
AP: HyperJump and Warp Speed; Teleport, Extended, 6, Change Velocity (19) {1,800ft/move, 60mi/dbl-move} and Flight 9, Aquatic (19) {Combines for Flight 10, 4mi/move, 2000 MPH, Swim 1mi/move}

Offenses:
init +8
Unarmed/Ramming speed +0 to Hit, DC 11 Toughness, {Root-level programming in the ship will fight against any collisions}
Tractor Beam Damage: +14 to hit, DC25 damage
Holograms, DC 22 Insight
Volley of Torpedoes, +16 to hit, DC23 Toughness [18-20 crit], Multiattack, Homing 2, Takedown 2
Sonic Emitter, Affliction, Area-Cone, DC22 Dodge, DC22 Fort, Reversible, Subtle
Cutting Beam, Area-Line, Dodge DC22 for half effect, Weaken Toughness, Affects Objects, DC22, then Toughness DC16,

Attributes 6 + Defenses 26 + Advantages 11 + Skills 18 + Powers 119 = 180/180



Another Variant:
Flynnarrel wrote: Mon Feb 01, 2021 9:42 am The United Coalition of Planets is the premiere presence in their universe uniting over 1000 planets across a multitude of star systems. It encourages peaceful dealings and communication across the stars. But the U.C.P. are no dummies. They know they must also be prepared for conflict. Toward that end they designed the Alpha Class starship for both exploration and confrontation, their flagship of which is the U.C.P. Praxis, commanded by Captain Jonathan Trent, a middle aged humanoid with a distinguished record in both tactics and diplomacy. They gave him the best crew of science officers, medical staff, and engineers to keep the ship running smooth. Its zero-point drives would run near forever producing all the energy it would need and the onboard replicators can keep them in whatever physical matter they need be it parts or food and sundries for the crew. They would be prepared for anything. Such preparedness was sorely tested when they were sucked into a wormhole created by a collapsing star (they were shielding a nearby inhabited planet from the effects its deadly supernova), and they emerged into a completely different Universe, and in to a battle titans!

At first they thought the scale of their sensors got knocked out of alignment as planet-sized ships filled with skyscrapers of men rained destruction down on each other. The energy outputs were astronomical by their reckoning and enough to threaten even the quantum-reinforced hull of The Praxis. They would later learn that, apparently, their Universe was built on a mere fraction of the scale as this one. Buildings were planet-sized and people were formidable even without, apparently, some of them possessing strange powers.

The Praxis identified the aggressors and offered aid to the defenders, a group known as the Last Men Standing, and aligned with their noble cause for that battle and for the subsequent two years while they sussed out their place in this dimension. Following their original and over-riding mission parameters they vow to help with whatever galactic peace-keeping they can manage and otherwise keep on the lookout for ways the Praxis could use to get back to their home dimension. The 'Lasters' learned of a place with heroes and advanced science that could potentially help The Praxis on their eternal quest to get home. Captain Trent and his crew are hopeful.

In the scale of this dimension, the U.C.P. Praxis looks to be a foot-long toy model. Anyone looking closely will see the intricate details and maybe even several minuscule beings looking back from portholes. It was determined that the crew cannot venture outside of the Praxis due to the size difference and their bodies not able to process the size of this verse's Oxygen molecules so they act as one unit under Cpt. Trent with discipline and purpose. It is usually his voice or even a holo-projection of him that the Praxis emits during briefings (though occasionally it'll be a technician or counselor if their experience is needed). [He IS aware that some of the Lasters believe that the Praxis is nothing more than a 'delusional' AI in a unique droid body and he can't blame them for their skepticism. Even he has to agree the circumstance would be far fetched if he weren't living it.]

Complications:
Motivation/ Sworn duty - Peace and Protection, Captain Trent still maintains the code of the United Coalition of Planets - Protect innocent life, establish and maintain peace.
Homesick - The Praxis is looking for a way home.
Explorer vessel - The Praxis is likewise here to gain information on Strange new life, and new civilizations; to boldly go where no one has gone before. They should have been careful what they wished for.
1-ft long vessel - The Praxis has no inherent external Manipulators , without the Tractor Beam it is very limited with how it can interact with the environment and while Captain Trent is an accomplished diplomat, there are many situations where his words, issued from a tiny vessel will not be given the gravitas they disserve. A holographic projection of him, full-sized could cover this, but there may still be instances where this drawback can come in.

U.C.P. Praxis

Image

PL8 150

Attributes
Str -2/-4
Agi 0
Dex 0
Sta --
Fgt 0
Awe 6
Int 4
Per 0

Defenses
Toughness 8
Dodge 4size+4pp = 8 (+13 s Area)
Parry 4size+4pp = 8

Will 6+2pp = 8 (+5 vs Fear/Intimidation)
Fort --

Advantages [10pp]: Jack of All Trades, Evasion 2, Fearless 2, Improved initiative, Onboard Equipment 1, Skill Mastery (Technology), Reconfigure the Forward Array(Benefit - Ritualist using Technology)*, Eidetic Memory

Equipment: Commlink, GPS, Video Recorder, Computer

*{unlike inventor, the use of this doesn't create items but instead let's the ship do a wide range of things more akin to Spells than anything else. Sufficiently advanced technology being indistinguishable from magic, and all that. This usually starts with the phrase 'realign the deflector disk to...' or 'alter the harmonics of the tritalium crystals to...'}

Skills [14pp]: Technology 9(+13), Perception 3(+9), Insight 2(+8), Deception 4(+4), Persuasion 8(+8), Expertise: Galactic +2(+6), Stealth 0(+8), initimidate 0(-4)

Powers:
Universal Translator; Comprehend all languages- Speak, Understand [6pp+1ae]
AE: Advanced Interface adaption; Comprehend Machines- Speak, Understand

Impulse Engines; Flight 1, Subtle, Continual [4pp]
Horizontal: Prone Fighting, Slithering [3pp] {The Praxis always flies 'prone'. While not hindering the ship in any way it's reduced profile makes it harder to hit with ranged attacks as it would to hit a humanoid figure lying on the ground.}

Self-contained life Support; immunity Fortitide [30pp]
{The Sealed Hull of the Praxis keeps the ship operating at peak efficiency, stops external contaminants, crew shifts mean the Ship doesn't really 'sleep', it even grounds out any magical or power instance of biological attack (it may spread throughout the crew but the onboard doctors treat it too quick to register, and while the crew is subject to aging even that may not matter as children are born and trained, etc.}

Advanced Sensory sweep, Variable, Limited to Sense powers, [6pp]
{The Praxis can reconfigure it's sensors in any manner of ways. Reproducing 5pp of sensory effects.
Examples could be 'Calibrate for radiation', Detect Radiation, Ranged, Analytical, Accurate; or 'Deep Scan', Penetrating Vision, Extended; or 'Full Magnification to Science station', Atomic Vision(atomic), Analytical; or even 'Advanced Simulation modelling', Postcognition, rapid.}


Micro-dimension origins; Shrinking 8, Permanent, innate [9pp]
{1foot long, -2 Str, -1 Ground Speed, +4Active defenses, +8 Stealth, -4 intimidate}

Engineer teams on Damage Control; Regeneration 2, {One to overcome lack of Sta, so 1/10rounds} [2pp]
{Tiny damage control teams work to repair the ship mid-combat}

AI/Crew back-up; immunity Afflictions of Mental Descriptor (half) [5pp]
{A mental Affliction directed at the Praxis would be spread over the crew of 1000's of individual miniscule minds. It's a much reduced impact that way.}

Reinforced Hull; Protection 8 [8pp]

Ship's Systems;
Tractor Beam to full; Move Object 8, Accurate 4, Precise [21+5ae]
AE: Sublight and Hyperspace Engines;
*Space Travel 1, Activation-Move (1)
* Flight 5 (10)
* Teleport 5, Extended Range Only (10)
{The Hyperspace field generators can only manage short bursts in this dimension's realm for hyperspeed travel}
AE: Holographic Projectors; Illusion 7 (Visual and Auditory)
{By setting the deflector array for external projection what would normally be recreational technology can help The Praxis interact with the world world}
AE: Cloaking Field; Concealment (All 10ranks), Precise
{The United Coalition of Planets almost didn't outfit the Praxis with a Delvonian Stealth Field Generator, but Captain Trent was immensely glad they did.}
AE: Proton Torpedo; Damage 8, Ranged, Accurate 4, Homing 1
{In our dimension it is really a much more impressive explosion, seriously}
AE: Phaser Banks; Weaken Toughness pr 7, Also Affects Objects, Area-line.
{The Praxis' Phaser emitters send out a penetrating beam of devastating cutting potential}


Offenses:
init +4
Unarmed/Ramming speed +0 to Hit, DC 11 Toughness, {Root-level programming in the ship will fight against any collisions and inertial dampeners will soften any direct impacts, for outsiders, the ship and crew may be banged around good though.}
Tractor Beam: +8 to hit, DC18 Trip, Disarm, Grab; Precise
Holograms, Sight and Sound, DC 17 Insight
Proton Torpedo, +8 to hit, DC23 Toughness, Homing 1
Phaser Beam, Area-Line, Dodge DC17 for half effect, Weaken Toughness, Affects Objects, DC17 or 13

Attributes 16 + Defenses 10 + Advantages 10 + Skills 14 + Powers 100 = 150


***************************************************************
So, yes, I'm hoping to play an entire starship from a micro-dimension. For the most part, to make those around them more comfortable, they'll project the image and voice of Captain Jonathan Trent, but they make their situation no secret and though Captain Trent is from an Earth-like planet, the Praxis as a whole is a multi-species ship with thousands of individuals on board - they have no ties to this dimension's Earth despite the Captain's near-Earthling appearance.


Crew: Everyone capable of it Understands and speaks Galactic Standard (though this may not have an equivalency in this dimension)

Captain Jonathan Trent. Terrailian, near-earthling appearance, native language close to Earth-English
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First Mate - Commander Tressa, Devlonian, efficient, unsmiling, she/her
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Science Advisor - Blurt the Learned, Hovering brain surrounded by amorphous plasma, cannot speak language, has a translator circuit. They/them.
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Ensign Murdock, Command, hard worker good at anticipating the Captain's needs, Race TBA. he/him

Ensign Tacoomb, Amphibious race, Comms/Computing station, cybernetic tentacle for quick Computer interface through electro-static interface. she/her.
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Lieutenant Kru'uugh, Chief Physio Officer, Medical division, reptilian race, he/him
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Lieutenant Acolyte Uh'Ulastara, priestess of the 4th Order of the Celestial Concordance, joined the U.C.P. in order to further the Coalition's aims at interstellar and even intergalatic alignment. Her training as the Temple included patience, pacifism, and a general assumption of good will both from and toward her fellow life forms.
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Chief Medical officer

Chief Engineer

Helms Control
Last edited by Flynnarrel on Sun Nov 28, 2021 9:35 pm, edited 2 times in total.
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Name: Aldan Edgetrimmer

Race: Elf (High Elf)
Class: Rogue
Background: Charlatan
Feature: False Identity and forgery
Alignment: NN
Sex: Male
Age: 20! yes, 20
Height: 4ft10in
Weight: 110
Languages: Common, Elven, Draconic

Str: 10
Con: 12
Dex: 16+2 = 18
Int: 11+1 = 12
Wis: 14
Cha: 14

Background: Charlatan
 Skill Proficiencies: Deception, Sleight of Hand
 Tool Proficiencies: Disguise Kit, Forgery Kit
 A set of fine clothes, a disguise kit, tools of the con of your choice (a signet ring of an imaginary duke), and a belt pouch containing 15 gp
(15GP spent on Forgery Kit)

Scam:
I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
Personality Trait:
I pocket anything I see that might have some value.
Ideals:
Aspiration. I’m determined to make something of myself. (Any)
Bond:
I swindled and ruined a person who didn’t deserve it. [Buddy]
I seek to atone for my misdeeds but might never be able to forgive myself.
Flaw:
I’m convinced that no one could ever fool me the way I fool others.

Rogue
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Investigation, Acrobatics, Stealth, Insight
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier• (a) a shortbow and quiver of 20 arrows• (a) a burglar’s pack • Leather armor, two daggers, and thieves’ tools
_: 4D4 = [4, 3, 4, 4] = 15


150GP
Studded leather -45
rapier -25
dagger -2
shortbow and 20 arrows -26
theives tools -25
burglars pack -16
steel mirror -5
caltrops x3 -3
add 3 vials oil, blanket, Mess kit, -1
add pouches x2 -1
add Ball Bearings -1

0GP left

Expertise: Investigation, Deception

Sneak Attack: 1d6, Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Thieves’ Cant

Racial:
Size: Medium.
Speed: 30 feet.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses: You have proficiency in Perception.
Fey Ancestry: You have advantage on saves against being charmed, and magic can't put you to sleep.
Trance: Elves meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Cantrip: Mage Hand
Description
You use your action to create a spectral, floating hand at a point you choose. Once made, you can use your action to control the hand. It can move up to 30 feet at a time, but can't be more than 30 feet away from you or it will vanish. The hand is able to manipulate objects, open an unlocked door or container, put away or get an item out of an open container, or pour out a vial's contents. It can't attack, activate magic items, or carry more than 10 pounds.You use an action to dismiss the hand before the end of the duration.
Extra Language: You can speak, read, and write one extra language of your choice.

Proficiency: +2

[P]Acrobatics +6
[P]Sleight of Hand +6
[P]Stealth +6
Arcana +1
History +1
[P][E]Investigation +5
Nature +2
Religion +2
Animal Handling +2
[P]Insight +4
Medicine +2
[P]Perception +4
Survival +2
[P][E]Deception +6
Intimidation +2
Performance +2
Persuasion +2

P is Proficient, E is Expertise

Attacks:
Rapier: +6 to hit, 1d8+4 (P)
Shortbow: +6 to hit, 1d6 (P) 80/320
Dagger: +6 to hit, 1d4+4 (P) 20/60

AC:16
init: +4
HP:9

Saves:
Str+0,Con+1,Dex+6,Int+3,Wis+2,Cha+2

Life is tough for a young elf just out of his maturing teenage years. Yes, elves are ageless but that just means the oldsters forget what it's like to make mistakes without centuries of experiences. Couple with the low birth rate among the Ageless and Aldan was a lonely child without any peers that understood the pressures he was under. Of course he ran away. Wouldn't you?
[Of course his druid mother spoiled it by sending an animal messenger saying she understood the Aldan was 'finding himself' and would be welcomed back when he chose to return. How frustrating!]
The ever-young appearance of elves meant Aldan could act older and be mistaken for, and afforded the respect of someone much older. He just had to act superior and mutter the words 'impetuous or 'fleeting' whenever he was dealing with non-elves.
His meager money quickly ran out and he turned to scamming and theft to fill his pockets.
He befriended a simple-but-good-at-heart youth, Buddy Swellinger, a stocky human loader for a prominent import/export establishment, The Golden Road Trading Company, to let him into the warehouse on the pretense that one of the investors, Duke Orlias needed him to take stock. The lock-box proved trickier than Aldan thought and Buddy, in effort to be helpful, called the branch manager, a human male - Harris Smisson.
Smisson was fuming mad, threatening both Aldan and Buddy with the guard and the loss of their hands. For all of Buddy's screw up, the dolt didn't deserve that. Aldan felt bad for dragging him into this.
As Aldan had previously seen documentation that the manager was tasked with figuring out why shipments weren't being received from a certain area, the Elven Huckster proposed a compromise - He would act as the Golden Road Trading Company's investigative agent in this matter and the manager could hold Buddy, unharmed, as collateral. The manager saw no harm or risk in gambling the life of this lowly thief so agreed.
Aldan dusted off his traveling persona, Aldan Tallymin, a middle aged Diviner and official Counter for Duke Orlias, and set out. He'd go to this podunk town, Orlane and pose as a census-taker, stressing how an accurate census could increase trade and flow of people into this region. People tended to assume High elves were all wizards anyway and posing as a Diviner was a great mix of non-flashy magic (which he couldn't do anyway) and an I-know-more-than-you attitude (which all elves excelled at). His 'Fine clothes' are upscale wizard's robes that cover his leather armor. He does bear a rapier openly but more as a gentleman would wear expected accouterments. He does have a wand sheath bearing the rough 'handle' of a conveniently-shaped stick he found on the ground.


Image
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Freebird

Marcus Siemmens

High Concept:
Acoustical and Vibrational genius caught up in trying to make the world a better place but really just wants to play his guitar.

Personality:
Marcus is generally as laid back as they come. He only got involved in the Freedom Movement because the world was a horrible place. He still prefers non-violent means whenever possible. He has an array of personal gadgets he deemed too powerful for even the Resistance to use responsibly.

Marcus Siemmens is gifted but unambitious and lazy. He never aspired to be anything but a good musician. Unfortunately the world Marcus was born into needed soldiers and weaponsmiths. With much reluctance but spurred on by the amount of devastation around him, Marcus turned his (mostly unused) intellect, and intuitive understanding of sound and vibrations to the creation of implements of war. He had a predilection for creating non-lethal weapons to arm his side but toward the end even he had to admit the escalation of conflict was too severe. Modifying a prototype stealth suit (not his invention but really handy), he took to the field with some of his experimental gadgets to try to make a difference all the while lamenting that he couldn't just be home, strumming his guitar...

Complications:
Lazy
Doesn't really want to hurt anyone
Recreational drug use whenever possible

str 0
dex 2
agi 0
sta 3
fgt 0
awe 4
int 5
pre 2

defenses
Toughness 6 - 20(14Impervious)

Parry 14-0
Dodge 14-0
{With a dial, Marcus can shift toughness up while simultaneously lowering Parry and Dodge. <Never Exceeds PL>}

Fort 3+7pp = 10
Will 4+6pp = 10

skills: Technology 8(+13), Expertise: guitar 6(+8), Perception 6(+10) , Insight 2(+6), Persuasion 4(+6), Vehicle 6(+8), Ranged - stratocaster 8(+10)

advantages: Improved initiative 2, Inventor, Eidetic Memory, Evasion 2, Inspire 3, Luck (For Inspiring Only)


powers

Good Hearing; Senses - Hearing gains Analytical, Extended, Ultrahearing [3pp]

devices

Awesome Suit (Hard to remove) [15-3 = 12]
Protection 3
Immunity: Environment(Heat, Cold, Radiation, High Pressure), [Half effect],
Equipment 1: Commlink, night vision goggles, rebreather, Video recorder
Concealment, Passive [All sight, All sound]
Senses: Hearing Extended, Accurate

Stratocaster (Easy to lose) (base 40 [45-18 = 27]
Harmonic Divergence; Weaken Toughness, Affects Objects Also, Ranged, Secondary effect Pr10
AE: Brown Note; Affliction, Area-Cone, Cumulative (Resist/Overcome by Fort, impaired and Vulnerable and Hindered, Disabled and Defenseless and Prone) Extra Condition 2, Limited Degree pr 10
AE: Cacophony; Affliction pr10 (resist by Fort, Dazed, Stunned, Incapacitated), Progressive, Area-Cone
AE: Black Note; Damage Pr10, Area-Line, Penetrating 10, Secondary Effect
AE: Wave Reattunement; Deflect pr10, Reflect, Redirect, Extended Range 1, Subtle 2,
AE: Solid Sound; Create pr 10, Impervious, Duration - Concentration, Moveable, Selective


Hum-V (Hard to lose) [10-2 = 8]
Flight, Platform 7, Subtle, Aquatic, Enhanced Advantage- Move-by Action
{This Board uses Directional Soundwaves to push off from the Earth and fly at decent speeds if and when he's knocked off he can push a button to call the board back to him (hard to lose)}

Cancellation Headphones (Hard to Lose) [31-6 = 25]
Protection (Impervious), Dynamic 14
DAE: Enhanced Dodge linked Enhanced Parry pr 14
{Marcus took the concept of noise cancellation headphones and applied it to all vibrations in a small area around himself alternatively deflection incoming attacks or turning aside blows altogether.}

attacks:
init +8
Unarmed 0 to hit DC15
Weaken Toughness, +10 to hit, DC20 Fort or Toughness(if object), secondary effect
Affliction, Area-Cone (impaired and Vulnerable and Hindered, Disabled and Defenseless and Prone) DC20 Dodge then DC 20 or 15 Fort, Cumulative
Affliction, Area-Cone (Daze,Stun,Incapacitated), DC20 Dodge then DC 20 or 15 Fort, Progressive
Damage, Area-Line DC20 Dodge then DC25 or 20 Toughness
Deflect, Ready action, oppose all nearby attacks with 1d20+10(add 10 if <11), redirect +10 to hit, Subtle 2
Create Drop, +10 to hit DC25 Toughness, Movable, Concentration duration, Selectively Permeable

Attributes 32 + Defenses 13 + Skills 20 + Advantages 10 + Powers 75= 150


Image


EDIT 1,2: spelling mistakes/spacing errors
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Cool. Home town, knowing each other.

John Smith was... exceedingly average growing up. He was around but was so easy to overlook as 'bland' and 'unremarkable'. He wasn't even bland enough to be particularly stealthy. It was easy to notice him, he was nice enough when engaged but easily dismissed as a non-entity. Boring.

Then the Merge happened. And M-day changed the world! And the mild, boring John Smith suddenly... didn't really change at all. It did nothing for him. No green skin, no laser eyes, nothing. He was still the same bland, boring person he'd always been.
Except... well... every world had a John Smith. Every one had that average, in-the-background kind-of guy. Hundreds. Thousands. Millions. And now they were all one boring guy. But sometimes, when he concentrated, he could split up again; flooding the world with John Smiths.

Background: John Smith has always been a low level tech-support person. In Bodega Bay he was the guy you called when your cable was on the fritz or you wanted Wi-Fi set up or a tourist was complaining that their Air B&B place's cable went out. People may vaguely remember him as 'that guy with the geekmobile who fixes stuff. In the non-tourist season Mr. Smith served as a local high school Computers and Technology teacher (In addition to setting up the Computer lab). He recently got hired by the banking corporation and did a couple contracts in San Francisco, always coming back to his parent's home in Bodega Bay, Especially when the large banking firm started opening up a branch in Bodega Bay.

Complications:

Secret (Powers) - John Smith doesn't want it known generally that he has Super Powers or was affected by the Merge in any way. He's gotten so used to his boring, overlooked life that he's scared to change that. He rationalizes it by saying that he isn't super strong or tough, can't fly or run across the state in a blink. And the uncreative John Smith hasn't really tapped the potential that being the walking focal point of hundreds or thousands of John Smiths (none of them more creative than he is) can do.

Job - John Smith is a freelance tech-support guy with both a private practice and a contract with a large bank corporation. He maintains/sets up the Network system and computers. Occasionally they need him to troubleshoot the database system and he's oftentimes on site fixing a problem. Mostly he is overlooked as long as everything is running fine. He still has a side-business of troubleshooting local problems in Bay Shore/Bodega Bay/ SanFranSokyo.

Voices in his head - The amount of random noise in John's head from the host of other Johns in there is staggering and somewhat distracting. Mostly it all blends into white noise but a particularly loud John Smith's thoughts can be distracting at inopportune times.

Mouths to feed - Although he doesn't eat as much as would be needed for hundreds of individual bodies his caloric needs are much higher than for just one person. And though never a heavy drinker it requires so much alcohol now if he wanted to maintain a buzz that it's usually not worth it. All this food takes money.

Relationship (Elderly Mom) (dad passed away several years before the Merge). Martha Smith owns a house in Bodega Bay/Bay Shore. John lives in the converted garage. He parks the 'Geekmobile' in front.
pl 9/135

Attributes [30pp]
Str 1
Sta 2
Fgt 2
Agi 2
Dex 2
Int 2
Awe 2
Pre 2

Defenses:
Toughness 2sta+2def.roll+4equipment = 8
Dodge 2 +6pp = 8
Parry 2+4pp = 6

Fort 2+6pp = 8
Will 2+6pp = 8

Advantages [8pp]: Teamwork, Interpose, Equipment 4, Defensive roll 2,
from powers: Jack of All Trades, Evasion 2, Eidetic Memory,
free social: Well Informed "One of me has heard of this.", Connected "One of me knows a guy."

Skills [10pp]: Technology 6(+8), Perception 3(+5/+10), Investigation 3(+5/+10), Insight 3(+5/+10), Persuasion 2(+4), Deception 2(+4), Stealth 2(+4), Athletics 3(+5), Acrobatics 3(+5), Vehicles 3(+5)

Equipment: Protection 4 (4ep), Light Pistol (blast 3) [AE: Stun gun (Affliction 5, Daze/Stun/Incapacitated), AE: Chain Str-based Damage 2, Imp.Grab,Imp.Trip, Reach 2] (8 ep),
SUV (Size-Huge, Str 8, Tough 9, Def 6, Speed 5 (up to 60mph), Features: Computer & Communications (as headquarters) (+2ep) (Total 8 ep)

Powers

Multiple selves: Enhanced Advantages: Eidetic Memory "One of me will remember.", Jack of All Trades "One of me has done this.", Evasion 2 "One of me pops in to push the other out of the way." [4pp]
Enhanced Skills: Perception +5, Insight +5, Investigation +5, [5pp]
Help Hitting; Enhanced Advantage- Close Combat 6, Alternate effect: Enhanced Skill- Ranged Combat(Guns) 9, & Improved Aim & Precise (Ranged Cover/Conceal) [7pp]

Many Minds;Second Chance, Will save vs. Affliction Effect w/ Mental descriptor [1pp]
Second Chance, Will save vs. Damage w/ Mental descriptor [1pp]
Many Bodies; Immunity Poison, Disease, Sleep, Environmental radiation (Half effect) [2pp] {John's body can cycle through many John's a second. Physical effects are spread out among the hoard.}

(free) Detect Merger, Acute, Analytical

Duplicates Array [36base + 3AEs +3DynamicAEs = 45pp]
Base: A thousand punches; Damage 8, Multiattack, Penetrating 4, Secondary effect, Accurate 1, indirect 4 {Attacks come from any direction}, Improved Critical 2, Homing 1 (36)
{Several John Smiths surround the target from all sides and punch as one to better the opponent from all sides. Due to the imperfection of timing this could result in some John Smiths 'late' and still mid punch the following round for an additional chance to hit or even additional damage.}
AE: Flood of Me; Move object 5, Close, Area-burst 3, Perception, Selective, Damaging, Precise (36)
{John Smiths run to or appear at any number of targets within range, usual a few at a time. They coordinate a strike or disarm, grab or trip.}
AE: Concentrated Flood; Move Object 9, Close, Area-Shapeable 1, Damaging, Sustained (36)
{In a much more concentrated area many John Smiths seek to overwhelm targets in a frenzy.}
AE: Pile On; Affliction 10, Cumulative, Extra Condition 2, Limited degree,(Str to resist/overcome, Impaired&Vulnerable&Hindered, Disabled&Defenseless&Immobilized), Reach 3, Split, Precise (Close, Conceal/Cover) (36)
{Ghostly images of John Smiths dog pile a target.}
DAE: More of Me; Summon 6 [2/r], Active [+1/r], Horde [+1/r], Multiple Minions 3 {8 total minions}[+6], Mental Link[+1], Feedback [-1/r], Subtle, dynamic (26) {8x90pp minions}
{Just as the human concentration, like memory, can focus on 7+or-2 things, John Smith has empirical evidence of this and has found himself still able to function when 9 of him are fully in existence at one time. The 'duplicates' are nearly indistinguishable from the original [Subtle]. The 'original' John still has some duplicates [10-points worth]. (Persistent-Move.Action-Restorative-Self-Healing 3, or Quickness/Speed/Leaping ranks). Note: Duplicates do not have any part of the array available but DO have the powers outside of Array as part of their 90 points. When the other John Smith's are damaged (and thus Incapacitated following Minion Rules) John Smith has to make a Check +6 against the damage's DC, a kind of psychic backlash that could take him out quickly. [If a single grenade takes out 4 duplicates, John Smith has to make 4 d20+6 rolls vs. the grenade's damage effect making this a risky combat power.]}
DAE: Spread out the Damage; Healing 10, Action-Move, Restoration, Persistent Limited-Self Only {John shifts to a less-injured version of himself}, dynamic (31)
{John Smith who is hurt can quickly swap out for a John Smith who is less hurt.}
DAE: Many hands make quick work; Quickness 20, Linked Enhanced Advantages - Inspire 5, Leadership, Beginner's Luck, Luck (HP only for activating Advantages) 4, Quirk: Advantages Can't be dynamic. Linked Speed 4{500ft/mv}, Linked Leaping 2{30ft}, all dynamic [30pp]
{John Smiths pour themselves onto a task, completing it in record time. Alternatively, John Smith's can support other characters [a manifestation of Inspire 5], or administer First aid [a manifestation of Leadership] or even help John muddle through a task [Beginner's Luck]. The appearance of John's popping into existence in rapid succession can even propel John Smith forward at a moderate rate.}

Attacks:
Initiative: +2
Light Pistol +11 to hit, DC18 Toughness, Precise Cover/Conceal, Imp.Aim * usable while duplicated
Stun Gun +8 to hit, DC15 Fort Affliction *usable while duplicated
Chain +8 to hit, DC18 Toughness, Reach 2 *usable while duplicated
A thousand punches: +10 to hit, Close, DC 23 Toughness, Multiattack, Penetrating 4, Secondary Effect, Indirect 4,[crit 18-20] Homing 1
Pile on: +8 to hit, Close, DC20 Str vs. Affliction, Reach 3, Split, Precise Cover/Conceal
Flood of me: Area-120ft burst, DC 20 Toughness, or Str 5 effect Disarm, Trip, or Grab
Concentrated Flood: Area - shapable, 6 adjacent 5-ft cubes, Dodge DC20, DC25 or 20 Toughness or Str 10 (or 5) effect Disarm, Trip or Grab

Attributes 30 + Defenses 22+ Advantages 8 + Skills 10 + Powers 20 + Powers duplication array 45 = 135

Defensively PL7 to 8
Offensively PL6ish.close/7.ranged when duplicated, a few PL 9 attacks when not duplicated
Image
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Here's how I would have built an array of 'Alice-y' things. Note, this may have been the only power my Alice would've had.

Wonderland Weapons/Items (Array) 30pool (24 base +6AEs), Removeable -6pp {Alice has a small shoulder-strap bag into which she can reach and draw forth items from Wonderland.}
Vorpal Blade: Damage 8 (Magic&Slashing, DC 23; Penetrating, multi-attack 8)
AE: Winter Wand - Artic Freeze: Shapeable Area Affliction 8 (1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Shapeable Area: 30 cft., DC 18, Cumulative) Cold, Magic.
AE: Winter Wand - Ice Blast: Shapeable Area Damage 8 (Alternate; cold, DC 23; Shapeable Area: 30 cft., DC 18, Increased Range: ranged) Cold, Magic.
AE: Winter Wand - Ice Shapes: Create 7 (Alternate; Volume: 125 cft., DC 17; Movable, Precise, innate, subtle (undetectable from normal ice); Permanent) Cold, Magic.
AE: 'Eat Me' Cake: {Enlarge as descriptor, not Growth power},
  • Activation-Move (-1pp) {Eat Cake},
    Enhanced Strength 10 (20pp), Enhanced Striking Strength 2 (2pp),
    Feature 3 - Size/Mass increase by 3 {up to 30ft tall} (3pp),
    Protection 6(6pp), Reduced Parry/Dodge 6 (-12pp),
    Enhance Advantages - Ultimate Toughness, Fast Grab, Improved Grab, Improved Pin (4pp),
    Enhanced Skill - Close(Unarmed) +3 (1pp) Modified skills - +3 Intimidate/-3 Stealth (0pp),
    Speed 1 {Long legs} (1pp)
{Stats While Grown: Toughness 14, Dodge 2, Parry 2, Unarmed Attack +4 to hit, DC27 Damage, Speed +1, Skill changes. So... Easier to hit, harder to damage, Lots of damage, harder to land. Free one-hand grab on hit, harder to break out of.}
AE: Drink Me Bottle: Shrinking 12, Normal Strength, Side Effect: Protection -6
{size rank –5 (about 6 inches tall), +6 bonus to active defenses, +12 Stealth bonus. So Stats: Dodge 14, Parry 14, Toughness 2}
AE: Drink Me Splash: Activation-Move; Shrinking 9, Attack, Reach 2, linked Weaken Toughness 9, Reach 2; Accurate 3,
{+7 to hit, 10ft reach Close attack, DC19 Fort or -2 Size ranks (1 foot tall if was man sized), -2 Strength, -1 Speed, +4 Active Defenses, -4 intimidation, +9 stealth, up to -9 Toughness (depends on how much Fort was failed by)}
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

JD Daniels

Image

JD, it stands for 'Jesu Dominae' <YEH-su DOM-i-nay>, is the son of a fire-and-brimstone Southern Baptist Minister, Reverend Pastor Obediah Jamal Malcolm Daniels and his wife, Abigail. Rev. Pastor Daniels leads the Church of the Sacred Flame, a small but fervent church dedicated to the idea that powers and those that possess them are sinful, wicked, and should be stamped out. Young Jesu, (for it was a sound beating if he ever failed to use his proper name), fought against his emerging powers for the longest time, then denied them for the wicked temptations they were until last year, a truck accident on the cliffside mountain road above his family's home threatened to demolish the house with his mother inside. The surrounding hillside leapt to his call with dirt ramparts and crude stone blockades slowing the tumbling 18-wheeler. But it wasn't enough and some debris impacted his mother's workshop. He kept her from being crushed entirely but Abigail was severely injured. Rev. Pastor Obediah didn't even wait for her to be released from the hospital before he had Jesu tied to a chair in the church, suspended for dunking in a font of holy water so as to drown out his 'sinful ways'. The whack of a bat preceded every command to renounce the devil inside of him and the dunking commenced whenever he faltered at repeating bible verses.

It was only by the intervention of his grandmother and Uncle Travis Daniels that JD was spared further beatings and baptisms. JD went to live with his uncle, a colonel in the Army, and sympathetic to (even admiring of) the squads of empowered individuals serving their country. He worked with JD on use and control of his powers. He also introduced the sheltered youth to football which, with his powerful frame and natural athleticism, JD took to with gusto.

Col. Travis Daniels found out about, and arranged for JD to be sent to this school.

Personality-wise JD is nice with well-cultivated southern manners but he's painfully shy. He's exceedingly careful with his muscular, blocky frame.

JD Daniels
Earth Knight

STR 4 [10pp] up to 12 with Strength of Land
STA 6 [12pp] (my 1 ability that started at 0)
AGL 0 [2pp]
DEX -2[-2pp]
FGT 4 [10pp]
INT -1
AWE 4 [10pp]
PRE -1

Advantages [4pp]: Improved Initiative, Interpose, Extraordinary effort, Untapped Potential,

Skills: Athletics 6(+10/18), Persuasion 6(+5), Expertise: Religion 6(+5), Perception 6(+10), Insight 4(+8), Expertise-Military 2(+1), Expertise-Football 2(+1) [16pp]

Saves:
Toughness 6+4armor = 10

Parry 4+ 2shield = 6
Dodge 0+ 4pp + 2shield = 6

Will 4+4pp = 8
Fort 6+2pp = 8

Powers:

Armor: Protection 4, Quirk-Noticeable, Activation-Move, Feature- Conceals identity [3pp] {JD covers himself in Stone "Armor" reminiscent of a knight's Templar.}

Shield: Parry +2, Dodge +2, Evasion 2, Activation-Move, Quirk-Noticeable. {Also takes an action for JD to form his stone kite shield.} [4pp]

Immunity Suffocation, Critical Hits, Poison, Disease, Cold Environs, High Pressure Environs, Radiation Environs [9pp] {Due to his repeated dunkings the night he left his family, JD's insides have mostly calcified to organic earth and stone.}
Immunity Sleep, Starvation (Half effect) [1pp]

Vision Gains Penetrating, Dark vision, limited- Through Earth/Stone, [3pp+1AE]
AE: Tremorsense: Detect Vibration (Tactile), Ranged, Radius, Extended, Accurate, limited - shared surface

Terrakinesis Array [24pp+3AEs]
Move Earth/Stone, Move Object 8, Area - Shapable, Range-Close, Damaging, Precise, Quirk-requires Earth/stone.
{JD can move Earth and Stone and use this to manipulate other things. He can crash it down onto people in an area, use it to trip, disarm, or even grab those in the space. Note: this isn't Limited to where he could only move earth/stone with his powers, he can move/damage/etc anything, just uses a mass of earth and stone to do it.}
AE: Stoneworks: Create Object 8, Continuous, Permanent, Innate, Subtle (indistinguishable from 'normal' minerals), Precise, Accurate 5
AE: Earth Glide:
-Underearth: Burrowing, Penetrating, Limited-Earth/Stone pr 10 (900 ft/move or 60mph).
-Safe-Fall(limited to landing on Earth/Stone). {When landing on earthen ground, (not water or steel), the ground softens}
-Surface Wave: speed 5(900 ft/move or 60mph), SureFooted, Leaping 4 (60ft) {A wave of earth let's JD move at car speeds ignoring difficult ground even propelling him a reasonable distance as needed.}
-Wall-Crawling, Limited-Earth/Stone pr 2 {JD can scale brick or concrete buildings quickly.}
AE: Strength of the Land: Enhanced Strength 8, Elongation w/Projection 1 {15ft}, Fast Grab, Improved grab, Improved Pin, Accurate attack, Improved Critical 2,

Combat:
Offense: Init +4,
Unarmed (Unpowered) +4 to hit, DC19 Toughness
Move Earth/Stone, DC18 dodge or DC23 (or19) Toughness, or +8 (or +4) Str-rank Trip, Disarm, or Grab
Create (Drop), +8 to hit, DC23 Toughness
Create (Encapsulate), +8 to Hit, DC 18 Dodge or Encapsulated
Strength of the Land, +4 to Hit, DC27 Toughness [crit 18-20], Fast Grab, (Grab rank 13 w/Elongation), one armed & JD not vulnerable, -5 to escape, 15 ft. range. Accurate Attack.

Complications:

Stone Armor - When armor is activated even though the stone doesn't impede his movements JD is heavy. This could break fragile surfaces for example. It also covers his street clothes (and a thin back pack) so anything in his pockets or bag is unaccessible.

Stone Shield - His shield occupies one hand and is big. He could be penalized in confined spaces and small openings might be impassable for his while shield is active.

Motivation - Doing the right thing.

Family -
Father, Reverend Pastor Obediah Daniels, fanatically anti-powers, leads a congregation of like-minded folk.
Mother, Abigail Daniels, JD only knows she was injured but lives.
Grandmother, everyone just calls her 'Gramma', Kind, fierce old lady, walks with cane, whacks with cane too if you get uppity.
Uncle, Colonel Travis Daniels, U.S. Army, took JD away from evangelical parents last year.


Totals: Abilities 42 + Powers 48 + Advantages 4 + Skills 16 + Defenses 10 = 120 points.
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Coriolis

Corey Rodriguez grew up on the mean streets of Veracruz in Mexico where sharp eyes and quick reflexes were needed to survive but quick hands let you have a less-than-miserable existence. While young he got into the art of Capoeira taking naturally to the spins and twists. Too naturally.

His powers developed as a teen. Minor at first, but enough to let him conduct a little crime spree. He was stopped and caught by a duo of prominent Mexican superheroes, a luchador-themed bruiser of incredible strength and stamina and his partner, a flamboyant, music-loving sonic controller. They took tutorship of the boy and trained him. They turned his life around and inspired him to dedicate his life to service of justice and the Mexican people.

Corey is visiting several sites internationally at the start of whatever troubles or adventures plague them currently.

Complications:
Fame - Coriolis is a well-known international figure (and indeed, his flight speed allows him to operate internationally if needed). He's liable to be swamped by fans.
Fame-seeking - Corey is famous and he likes it. He drinks in the adoration at every opportunity.
Motivation (Seeking Justice and Doing Good) - Corey is dedicated to doing the right thing, now.
Responsibility (People of Mexico) - Corey has never forgotten his roots.
Checkered past - There are some who mistrust his past and the skills he developed thieving as a child and teen.

PL10 150

str 10
Con 14 +2
Dex 18 +4
Wis 18 +4
Int 10
Cha 10

Saves

Fort 2+6pp = 8
Dex 4+6pp = 10
Will 4+2pp = 6

Tough 2con+3suit = 5 up to 15 with Spinning

Combat
initiative: +8
Attack 6[12pp]
Defense 4[8pp]+1Dodge = 5, 2 flat-footed, up to 15 with spin defense

Feats: Acrobatic bluff, Equipment 2, Evasion 2, Uncanny Dodge (Detect), Move by Action, Prone fighting, Skill Mastery(Acrobatics, Notice, Concentration, Stealth), Dodge, Improved Initiative

Equipment: Thermal Kevlar Flight Suit (Protection 3, cold/hot environment immunity, Commlink, rebreather, Gas mask, Urban Camo, Caltrops)

Skills: Acrobatics 12(+16), Notice 12(+16), Sense Motive 8(+12), Diplomacy 6(+6), Bluff 10(+10), Concentration 12(+16), Investigate 3(+3), Language (Spanish), Disable Device 8(+8), Sleight of Hand 6(+10), Stealth 6(+10)

Powers

Legs-nado; Flight 2 [4pp]
{Corey's lower body seems to whirl, generating lift. 250 ft/mv}

Sense spin;
Detect movement (Mental), ranged, radius, Accurate, Extended [6pp]

Spin Control Array [base24+7AEs = 31pp]
Body-nado;
*Flight 6 linked
*Feats: Fast Overrun, Improved Overrun , Improved Throw, Improved Trip, Accurate(tripping) 2, Knockback 1, Extended Reach 1 linked
*Damage, Aura 1
{Corey's Whole body spins allowing incredible movement allowing him to knock in to and scatter opponents or slam devastatingly. Anyone who touches him in this state has a small chance of damage. Total Flight 8(25K ft/mv).}
AE: Tornado's Path; Damage, Area-Trail linked Blur, Powerloss Drawback-Rapid Senses, linked Mobility* pr 10
{Corey traces a path through enemies in a storm of flailing limbs. His rapid spinning gives a hazy outline opponents (targeting by sight) have a penalty to hit him if they can't follow the rapid spinning. Otherwise he's just hard to hit with casual or reactionary attacks. *Mobility is feat from Mastermind's Manual [if game doesn't use opportunity attacks change to Improved Concealment instead].}
AE: Straw though Pole; Throwing Mastery 10, Indirect 3, Homing 2, Precise shot, Ranged Pin, Improved Critical 4, Accurate(Throwing) 2, Improved Range
{Focusing his power and launching a seemingly normal item with a single spin, Corey controls the curves of its flight path to hit with devastating effect, even from an unexpected direction. He can hit precisely enough to pin foes.}
AE: Deflect (Fast & Slow), Distracting, Ranged, Subtle 2, Improved Range, Second Chance(Toughness Vs. Failed deflected attacks) pr 10
{Controlling the Curving Trajectories, Corey causes incoming projectiles to miss. This process is entirely mental for the curve-controller and even attacks against him that get through are likely to be harmless glances.}
AE: Dust-nados; Obscure(All senses), Selective, Drawback-Requires Dust/Detritus,etc.in area pr 5 {100ft radius}
{Corey stirs to fill the air with dust, debris, and detritus to get in the eyes and noses and ears of those he selects giving chosen targets mini dust devils of their own to follow them within the area and leaving others.}
AE: Clinging Curving Chaos; Snare, Flaws: Close, Full-Action, Extras: Area-Shapeable, Backlash, Feats: Tether, Chokehold, Obscure sight, Subtle(Tethers are mental) pr 10
{Corey unleashes his power in a meandering path, if someone doesn't get out of the way then whorls of air and force vectors impede them, possibly binding them entirely. They can try to break out (and, in truth, a powerful enough blow or sets of blows can disrupt the energy/air whorls) but they may find their efforts curved back on themselves. Corey can also mentally control the binding forces directing it to steal the target's breath or sight.}
AE: Brain Spin; Stun pr 10, Accurate 2, Power Attack, Sedation
{With a Touch, Corey's power scrambles the internal organs and mechanisms of a target. Effect is heightened if he touches a more vulnerable spot.}
AE: Punch-nado; Damage, Autofire, Accurate 2, All out Attack, Fast Feint* pr 10
{This is a simple matter of Corey next to a target, spinning to hit many times a second. He can commit to the attack more fully and he can use this increased spinning to enhance his acrobatic feints. *Fast Feint is from Masterminds Manual.}

Personal Spin:
Defense 10, dynamic [21+DAE = 23pp]
DAE: Spinning 10
{While the control of the personal spinning forces will let Corey take his defense from 5 up to 15 incrementally, the balanced Spinning power will bring Toughness from 15 to 5 conversely. He never breaks power caps.}

Attributes 20 + Saves 14 + Combat 20 + Feats 11 + Skills 21 + Powers 64 = 150

Image
This is close to a visual. Corey is way less muscular, more wiry.

Out of Costume:
Image
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Iggdraxikkerlitsyn ('Iggy' for short, 'Mad Little Flame-obsessed Goblin Tinker' to those who really know him, 'Ack-are-you-trying-to-kill-us' to any whose tried his cooking)

Iggy started life as the child of goblin servants for the mad genius inventor, Austentarius Bartholomew Von Durslik. Iggy learned how to clean the mad master's lab in the careful and particular way the genius inventor wished. Oh, the goblin family knew of the treacherous mutterings - how word of the master's designs to take over the Empire with his scientific and technological creations had gotten out, how the scientific community and Empire loyalists railed at his 'thaumatalogical offenses against the natural and paranatural world' and 'traitorous designs'. Iggy and his family just cleaned the beakers, polished the instruments, and buffed the big zappy thing with the sparks that tingled so warmly. It was a surprise to the goblin servants when a special operations team sent by the government stormed the lab and Austentarius activated the defense automatons and primed his 'Secret Doomsday Weapon'. Young Iggy was just looking for a place to stay out of the way on the catwalks above the bubbling vats connected to the Weapon. It seemed like a good idea to the below-intelligence goblin. He was wrong. In the fight a stray energy bolt collapsed the catwalk and Iggy fell into the charged vats of unknown chemicals that splashed into one another, never meant to mix.

Iggy awoke in a secret hospital 3 weeks later. He's told he was rescued and resuscitated just before the lab exploded killing the ill-named Austentarius and, unfortunately, Iggy's parents. The young goblin grasped the ramifications immediately. The surprised himself by knowing the word 'ramification'. In fact, everything seemed brighter. Iggy recalled many of the scientific tools he used to clean and could discern their probable uses with perfect clarity. He weighed the pros and cons of sharing his newfound capacities with his 'rescuers', he decided to risk it and opened dialogue. He provided many of the diagrams and scientific 'breakthroughs' otherwise lost in the explosion of Autentarius's lab, pioneered by an unscrupulous mind free of moral and civilized constraints. Iggy promised never to share or even speak of these designs again in return for his freedom, a new identity, and a chance to serve in the airfleet.

It was in the service of Her Majesty's Aerial Navy, the mentally enhanced and technologically-minded goblin rose to Senior Engineer on one of the lesser flagships. It was there that an explosion during a border skirmish claimed the goblin's arm. The injury was grounds for an honorary discharge. Rather than being disheartened, the inventor goblin designed himself a new arm with plans for many more upgrades and enhancements. In the meantime, he's interested in other things that may occupy his attention and ever-spinning mind.

Complications:
Mental overdrive - Iggy's mind is constantly running and making connects, moving from topic to topic. Therefore he is unsuited to lengthy focus on tasks of anything but a mechanical, scientific, or alchemical nature, like surveillance, or lengthy conversations (say, over 4 minutes).
Cooking - Iggy is convinced that he is a consummate cook and while his sense of smell would let him detect all the ingredients in a stew, his own personal tastes are... eclectic and he has no problem with chocolate covered hot peppers on a bed of sauerkraut and blueberries.
Goblin - despite the enhanced capabilities afforded him by the lab accident when he was younger he's still a member of an often disregarded and dismissed race. Despite his ability to see connections and formulate decent plans, for example, few will be convinced it is anymore than just 'goblin nonsense'.
Heir of Von Durslik - Iggy's mind contains the designs for many of his former master's designs and blueprints. If any like-minded mad genius knew or figured out the connection between the two they may try... drastic measures to extract the information from Iggy's mind.

PL5 105

Str 10(-4size)/6 Dex 10 Con 14 Int 24 Wis 12 Cha 8 [18pp]
Fort save 2+3 Ref save +6 Will save 1+4 [13pp]

Feats[12pp]: Speed of Thought, eidetic memory, equipment 1, inventor (steam engineer), artificer (alchemist), Master Plan, Dodge 2, Attack Focus - Ranged 3, Luck

Equipment: flash goggles 1ep, multitool 1ep, Fire Extiguisher 1ep, Night vision goggles 1ep, commlink 1e

Skills [12pp]: Craft: Alchemical 8 (+15), concentration 8 (+9 ), craft (mechanical) 4 (+11), disable device 4 (+11), knowledge (Arcane Lore) 2 (+9), search 2 (+9), knowledge (technology) 8 (+15), language 1 (Goblin*, ‘Common’), medicine 1 (+2), investigate 2(+9), notice 8 (+9),

Combat: (base attack +1(+1size) [2pp], base defense +2(+1size) [4pp])
Initiative: +7
Attacks:
Unarmed +2, DC13 Toughness
Ranged +5
Fire Bomb, 20ft away, area-cloud {25ft diameter}, Reflex DC 15, Toughness DC20 or 17, fire description
Tangle glue, Touch-range, Area-shapeable, Reflex DC15, then Reflex DC15 or 12
Acid, Touch-range, +2, Fort DC18, Toughness DC23, acid description
Bottled Lightning, Touch-range, Area-line (targeted), +6 to hit, Autofire, DC19, lightning description
Madness spray, Ranged, Area-burst, Selective, Reflex DC15, Will DC15 or 12
Napalm Globe, Ranged, +5, DC20, Secondary Effect, fire description

Defense: +2+2Dodge+1size= +5 (aware), +1+1size= +2 flatfooted
Toughness: +2-1size = 1(without field) / +2-1+4= +5 (force field)

Powers
• Device (homeostasis force field belt) [hard to lose; Powerloss: Batteries charged daily -1, pr 5 [11pp, 15 pool]
*Force Field, Continuous, Noticeable, Action Drawback: Standard Action to activate -2, pr 4 {6points} + LINKED
*immunity: heat, cold, Suffocation, {4points} + LINKED
*Flight 1; Levitation only, Continuous pr1 {2points} + LINKED
*Feats: Evasion 2, Move-by-Action {3points}
{with an audible and ominous hum this device powers up. After several seconds, a field envelopes Iggy trapping in air as insulation against the elements (a recycler keeps the air breathable). It also has a measure of buoyancy, It's stable enough to take accurate shots on the go while being a measure of 'slippery' to take him part way out of area effects.)

• Device(Alchemy gear)[hard to lose; 20pp (base 15+7AEs)]
Fire Bomb: Damage 5, Area-Cloud {25ft diameter}, Extended Reach 4, Indirect 1(Spreads as gas then combusts)
AE: Tangle-balls: Snare 5 [Anchored], Range-Touch, Area-Shapeable, Contagious
AE: Essential Acid: Corrosion, Full-Round Action, Activation-Move pr 8
AE: Feel Better Salve: Healing, Restoration, Activation - Move action, Persistent pr 5
AE: Stinky Screaming Smoke Bomb: Obscure [All senses], Independent, Range-Touch, Triggered (Breaking of a glass vial/globe), Slow Fade, increased reach 5 pr 2 {10ft radius}
AE: Bottled Lightning: Damage 4, Area-Line(targeted), Autofire, Accurate 2, Homing 2(Homing limited to enemies w/metal armor or parts)
AE: Madness Spray: Confusion 5, Area-Burst, Selective
AE: Napalm Globe: Damage, Ranged, Secondary effect, pr 5

Mechanical Arm:
Elongation 4 {50ft} Limited: arm only. [2pp+AE]
AE: Swinging
Feat: Improvised Tools [1pp]

Goblin:
• Shrinking 4 [small size (+1 attack and defense, -4 grapple, +4 stealth, -2 intimidate, carry capacity x3/4) -4 strength (already figured into strength score); extra: duration to continuous; feat: innate; flaw: permanent] [5pp]
* Big nose: Sense smell gains Acute, Analytical [2pp]
* Big Ears: Sense hearing gains Extended [1pp]
* Accustomed to drudgery: immunity Poison, Disease (half effect) [1pp]

Attributes 18 + saves 13 + Feats 12 + Skills 12 + Combat 6 + Powers 35 + Goblin 9 = 105

Image
Aiming a napalm globe.
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Half-elves are regarded as those in-between two different worlds, but that isn't the half of it (no pun intended).

Deep in the Shadowfell where the not-quite-alive and not-quite-dead bemoan their half existence the Liminal King sits on his throne, half in shadow, half in light, surrounded by mirrored surfaces that let him peer all throughout His kingdom and even into the surface world. Through them, the shiny polished weapons He'd released, and a scant few operatives, the Lord of Reflections keeps his agency in the world just in case any of his 'subjects' slips his purview.

He chooses His operatives from those who are similarly 'in between', but Half-elves are not the only ones in such a position. The Yaun-ti are half snake, half man, part warm blooded, part reptile, they are even more creatures in between worlds. He Who Walks Between usually contacts His operatives via their reflections in water or in mirrors, usually at dawn or dusk.

Salazar Cyrux was stolen from the jungle temple of his home as a baby when adventurers, seeking to bring Good to a world that did not ask it of them raided the home of his tribe, killing any that Salazar would have called kin. The gold and riches they plundered probably served as much motivation as any benevolent intent. Still, the adventurers couldn't bring themselves to kill an infant so gave him over to a religious order that would place him with a suitable family. It so turned out that a teifling married to a half-drow were the perfect parents. They had done work with this order as they were accomplished smugglers that got non-humans through heavily contested areas like Hillsfar. Yes it was criminal but it was still work that needed doing.

So, Salazar learned of the world's cruelty and distrust of the different while also knowing love and acceptance and family. His heart grew not as cold and bitter as it could have been otherwise. He even played song to uplift spirits for the people his family smuggled. He met a man from his jungles birth lands who taught him to use a bracelet of bells (that sounded at times like the rattle of a steel rattler snake which Salazar enjoyed the irony of.

He was already used to a life of travel when he was contacted by the Liminal King and recruited to walk the world being another set of the MirrorMonarch's eyes via a mystic hand mirror he bears and uses to capture great vistas both gathering intelligence and looking for escaped undead or aberrations that the Limiinal King may claim belongs in His realm to either report their escape, expose them and foil their plans, or confront them in this world (often with violence), Salazar accepted and was granted with powers and knowledge useful to one in the King's employ.

When Salazar left, his Teifling adoptive father (a trained cleric), gave Salazar his old starting gear minus the Holy Symbol.

The Liminal King, MirrorMonarch, Lord of Reflections, He Who Walks Between, seated on the Throne of Dusk and Dawn.
****
Bard 2/Warlock(Hexblade) 1
Race: Yuan-ti
Meduim, NN Humanoid. 30ft.

str 8
Dex 14
Con 13
Wis 12
int 10+1 = 11
cha 15+2 = 17

Saves: Str -1 Dex +4 Con +1 Wis +1 Int 0 Cha +5

HP: 25, 3d8 Hit Dice
(8 + HP: 2d8 14 +3 Con)
AC 18 (Scale 14 + 2 Dex, +2 shield), Disadv to Stealth
Passive Perception: 13

Warpick +1 or +5 to hit, 1d8 -1 or +3 piercing.
Whip +4 or +5 to hit, 1d4 +2 or +3 slashing.
Eldritch Blast +5 to hit, 1d10 force damage.

Skills: Acrobatics* +4, Arcana* +2, Deception^ +5, Perception* +3, Stealth^ +4,
All others +1+Attribute
* class
^ background

Proficiencies: Light & Medium Armor, Shields, Simple & Martial weapons. 3 Musical Instruments, Thieves' Tools^, Gaming Tools^
Languages: Common, Abyssal, Draconic,

Background: Criminal, Specialty - Smuggler, Feature: Criminal Contact.
trait: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
ideal: Charity. I steal from the wealthy so that I can help people in need.
bond: I’m trying to pay off an old debt I owe to a generous benefactor. (Liminal King)
flaw:

Racial:
• Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
• Innate Spellcasting. You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
• Magic Resistance. You have advantage on saving throws against spells and other magical effects.
• Poison Immunity. You are immune to poison damage and the poisoned condition.

Class:
• Bardic Inspiration (3/Long Rest)
Bonus Action, give a d6 to target, for next ten minutes, after a roll, before results known, target can roll and add d6 to a d20 roll (ability check, Attack roll, Saving throw).
• Jack of All Trades: Add half Proficiency bonus on all non-proficient skill checks.
• Song of Rest: During short rest, if any companions (who can hear you) spend hit die to regain HP, add 1d6.

Spells (DC 13, +5 spell attack)
2 Bard Cantrip
Minor Illusion
Message

2 Warlock Cantrip
Eldritch Blast
Lightning Lure

1 Racial Cantrip
Poison Spray

3 1st + 1 1st level/short rest
Known
5(bard), 2(Warlock)

1st: (C=Concentration, R=Ritual, B=Bonus action, r=Reaction)
Faerie Fire [C]
Healing Word {B]
Sleep
Tasha's Hideous Laughter [C]
Unseen Servant [R]
Hex [B,C]
Shield [r]

Animal Friendship (at will, only v. Snakes)

Suggestion 1/long rest

Equipment:

: 5d4*12 204 oops, x10 should be 170

Scale Mail 50GP
Shield 10GP
Dagger 2GP
War Pick 5GP (named Fang)
Whip 2GP (named Adder's Strike)
Arcane Focus Crystal 10GP
Bell 1GP
Ball Bearings 1GP
Caltrops 1GP
Clothes, Fine 15GP
Clothes, traveler's 2GP
Mirror, Steel 5GP
Explorer's Pack 10GP
Backpack 2GP
Bedroll 1GP
Rope, Silk 10GP
Grappling Hook 2GP
2x Pouch 1GP
Tantan(Musical Instrument) 6GP (wrist mounted)
Horn 3GP
Thieves Tools 25GP
Perfume 5GP
2x Playing Card Set 1GP
170

Horse
300GP trade goods

*****
As for ties, Salazar readily looks for companions on the road or his family could have helped any non-humans among the PCs travel in human-centric lands (especially by forged papers), and while Yuan Ti are not exactly common, he can pass himself off as a half-dragonborn or teifling.

Image
Last edited by Flynnarrel on Sat Aug 31, 2019 5:35 am, edited 1 time in total.
"Something pithy this way comes."
RainOnTheSun
Posts: 1152
Joined: Wed May 03, 2017 7:20 am

Re: Flynn's Folio

Post by RainOnTheSun »

Flynnarrel wrote: Mon Feb 11, 2019 5:47 pm Freebird

Marcus Siemmens

High Concept:
Acoustical and Vibrational genius caught up in trying to make the world a better place but really just wants to play his guitar.
Hey, I know this guy! :) He was fun. It's too bad the game he was in didn't last longer, but maybe you'll get a chance to use him somewhere else someday.
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

RainOnTheSun wrote: Mon Aug 19, 2019 11:27 pm
Flynnarrel wrote: Mon Feb 11, 2019 5:47 pm Freebird

Marcus Siemmens

High Concept:
Acoustical and Vibrational genius caught up in trying to make the world a better place but really just wants to play his guitar.
Hey, I know this guy! :) He was fun. It's too bad the game he was in didn't last longer, but maybe you'll get a chance to use him somewhere else someday.
Yeah, we all had some good interactions there. Here's to hoping on character 'up-cycling'.
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Iggdraxikkerlitsyn ('Iggy' for short, 'Mad Little Flame-obsessed Goblin Tinker' to those who really know him, 'Ack-are-you-trying-to-kill-us' to any whose tried his cooking)

Iggy started life as the child of goblin servants for the mad genius inventor, Austentarius Bartholomew Von Durslik. Iggy learned how to clean the mad master's lab in the careful and particular way the genius inventor wished. Oh, the goblin family knew of the treacherous mutterings - how word of the master's designs to take over the Empire with his scientific and technological creations had gotten out, how the scientific community and Empire loyalists railed at his 'thaumatalogical offenses against the natural and paranatural world' and 'traitorous designs'. Iggy and his family just cleaned the beakers, polished the instruments, and buffed the big zappy thing with the sparks that tingled so warmly. It was a surprise to the goblin servants when a special operations team sent by the government stormed the lab and Austentarius activated the defense automatons and primed his 'Secret Doomsday Weapon'. Young Iggy was just looking for a place to stay out of the way on the catwalks above the bubbling vats connected to the Weapon. It seemed like a good idea to the below-intelligence goblin. He was wrong. In the fight a stray energy bolt collapsed the catwalk and Iggy fell into the charged vats of unknown chemicals that splashed into one another, never meant to mix.

Iggy awoke in a secret hospital 3 weeks later. He's told he was rescued and resuscitated just before the lab exploded killing the ill-named Austentarius and, unfortunately, Iggy's parents. The young goblin grasped the ramifications immediately. Then surprised himself by knowing the word 'ramification'. In fact, everything seemed brighter. Iggy recalled many of the scientific tools he used to clean and could discern their probable uses with perfect clarity. He weighed the pros and cons of sharing his newfound capacities with his 'rescuers', he decided to risk it and opened dialogue. He provided many of the diagrams and scientific 'breakthroughs' otherwise lost in the explosion of Autentarius's lab, pioneered by an unscrupulous mind free of moral and civilized constraints. Iggy promised never to share or even speak of these designs again in return for his freedom, a new identity, and a chance to serve in the airfleet.

It was in the service of Her Majesty's Aerial Navy, the mentally enhanced and technologically-minded goblin rose to Senior Engineer on one of the lesser flagships. It was there that an explosion during a border skirmish claimed the goblin's arm. The injury was grounds for an honorary discharge. Rather than being disheartened, the inventor goblin designed himself a new arm with plans for many more upgrades and enhancements. In the meantime, he's interested in other things that may occupy his attention and ever-spinning mind.

Complications:
Mental overdrive - Iggy's mind is constantly running and making connects, moving from topic to topic. Therefore he is unsuited to lengthy focus on tasks of anything but a mechanical, scientific, or alchemical nature, like surveillance, or lengthy conversations (say, over 4 minutes).
Cooking - Iggy is convinced that he is a consummate cook and while his sense of smell would let him detect all the ingredients in a stew, his own personal tastes are... eclectic and he has no problem with chocolate covered hot peppers on a bed of sauerkraut and blueberries.
Goblin - despite the enhanced capabilities afforded him by the lab accident when he was younger he's still a member of an often disregarded and dismissed race. Despite his ability to see connections and formulate decent plans, for example, few will be convinced it is anymore than just 'goblin nonsense'.
Heir of Von Durslik - Iggy's mind contains the designs for many of his former master's designs and blueprints. If any like-minded mad genius knew or figured out the connection between the two they may try... drastic measures to extract the information from Iggy's mind.

PL5 105

Str 10(-4size)/6 Dex 10 Con 14 Int 24 Wis 12 Cha 8 [18pp]
Fort save 2+3 Ref save +6 Will save 1+4 [13pp]

Feats[12pp]: Speed of Thought, eidetic memory, equipment 1, inventor (steam engineer), artificer (alchemist), Master Plan, Dodge 2, Attack Focus - Ranged 3, Luck

Equipment: flash goggles 1ep, multitool 1ep, Fire Extiguisher 1ep, Night vision goggles 1ep, commlink 1e

Skills [12pp]: Craft: Alchemical 8 (+15), concentration 8 (+9 ), craft (mechanical) 4 (+11), disable device 4 (+11), knowledge (Arcane Lore) 2 (+9), search 2 (+9), knowledge (technology) 8 (+15), language 1 (Goblin*, ‘Common’), medicine 1 (+2), investigate 2(+9), notice 8 (+9),

Combat: (base attack +1(+1size) [2pp], base defense +2(+1size) [4pp])
Initiative: +7
Attacks:
Unarmed +2, DC13 Toughness
Ranged +5
Fire Bomb, 20ft away, area-cloud {25ft diameter}, Reflex DC 15, Toughness DC20 or 17, fire description
Tangle glue, Touch-range, Area-shapeable, Reflex DC15, then Reflex DC15 or 12
Acid, Touch-range, +2, Fort DC18, Toughness DC23, acid description
Bottled Lightning, Touch-range, Area-line (targeted), +6 to hit, Autofire, DC19, lightning description
Madness spray, Ranged, Area-burst, Selective, Reflex DC15, Will DC15 or 12
Napalm Globe, Ranged, +5, DC20, Secondary Effect, fire description

Defense: +2+2Dodge+1size= +5 (aware), +1+1size= +2 flatfooted
Toughness: +2-1size = 1(without field) / +2-1+4= +5 (force field)

Powers
• Device (homeostasis force field belt) [hard to lose; Powerloss: Batteries charged daily -1, pr 5 [11pp, 15 pool]
*Force Field, Continuous, Noticeable, Action Drawback: Standard Action to activate -2, pr 4 {6points} + LINKED
*immunity: heat, cold, Suffocation, {4points} + LINKED
*Flight 1; Levitation only, Continuous pr1 {2points} + LINKED
*Feats: Evasion 2, Move-by-Action {3points}
{with an audible and ominous hum this device powers up. After several seconds, a field envelopes Iggy trapping in air as insulation against the elements (a recycler keeps the air breathable). It also has a measure of buoyancy, It's stable enough to take accurate shots on the go while being a measure of 'slippery' to take him part way out of area effects.)

• Device(Alchemy gear)[hard to lose; 20pp (base 15+7AEs)]
Fire Bomb: Damage 5, Area-Cloud {25ft diameter}, Extended Reach 4, Indirect 1(Spreads as gas then combusts)
{Tossing out a small pressurized vial up to 20 ft away there's a break then a whoosh as the gas expands the combusts in a lingering burn.}
AE: Tangle-balls: Snare 5 [Anchored], Range-Touch, Area-Shapeable, Contagious, Activation - Move, Reversible
{Iggy shakes and handful of these small beauties to prime the reagents then a wide arc of Iggy's arm disperses a number of the marble-sized globes filled with a rapid-expanding grey frothy glue that traps those caught in it (and any who touch those caught in it). Iggy has a spray to dissolve the glue.}
AE: Essential Acid: Corrosion, Full-Round Action, Activation-Move pr 8
{Pulling out reagents, Iggy quickly assembles a deadly solvent.}
AE: Feel Better Salve: Healing, Restoration, Activation - Move action, Persistent pr 5
{This salve (for internal OR external use) promotes clotting and knitting of wounds. It's short-potency means it has to be mixed just before application. It comes in strawberry-pepper, cherry-curry, or banana-engine grease flavors.}
AE: Stinky Screaming Smoke Bomb: Obscure [All senses], Independent, Range-Touch, Triggered (Breaking of a glass vial/globe), Slow Fade, pr 3 {25ft radius}
{This globe, once broken, releases a noisome noxious inky cloud that lingers in an area. The globe can be placed as a trap of sorts or given to another who's careful not to break it before it's time.}
AE: Bottled Lightning: Damage 4, Area-Line(targeted), Autofire, Accurate 2, Homing 2(Homing limited to enemies w/metal armor or parts)
{Opening this canister in the desired direction unleashes a torrent of arcing lightning in a 30ft line.}
AE: Madness Spray: Confusion 5, Area-Burst, Selective, Activation - Move, Reversible
{This holed cylinder, once primed, activated, then launched, releases a psychotropic gas in a 30ft radius area. Anyone that Iggy had 'dosed' with a counter agent beforehand is unaffected; further, Iggy can treat anyone affected with the antidote.}
AE: Napalm Globe: Damage, Ranged, Secondary effect, pr 5
{This is a glass marble is filled with a nasty chemical that ignites on the marble's breaking when it's launched from Iggy's high-powered slingshot.}

Mechanical Arm:
Elongation 4 {50ft} Limited: arm only. [2pp+AE]
AE: Swinging
Feat: Improvised Tools [1pp]

Goblin:
• Shrinking 4 [small size (+1 attack and defense, -4 grapple, +4 stealth, -2 intimidate, carry capacity x3/4) -4 strength (already figured into strength score); extra: duration to continuous; feat: innate; flaw: permanent] [5pp]
* Big nose: Sense smell gains Acute, Analytical [2pp]
* Big Ears: Sense hearing gains Extended [1pp]
* Accustomed to drudgery: immunity Poison, Disease (half effect) [1pp]

Attributes 18 + saves 13 + Feats 12 + Skills 12 + Combat 6 + Powers 35 + Goblin 9 = 105

Image
Aiming a Napalm Globe.
"Something pithy this way comes."
Flynnarrel
Posts: 6800
Joined: Fri Nov 04, 2016 5:23 pm

Re: Flynn's Folio

Post by Flynnarrel »

Flynnarrel wrote: Thu Jan 09, 2020 9:51 pm Entropy Unbound AKA Catastrophe AKA Malfunction AKA Glitch

Kaito Murphy, 16 years-old, Japanese-American

Kaito is the son of a Japanese immigrant, Kumiko Murphy and a U.S. Army General, John Murphy. As a boy he showed remarkable aptitude for Computers and Technology. Finding the Dark Web early in life, Kaito became one of the premeir hackers under the handle, GL!TC#. He particularly enjoyed breaking into and taking down major infrastructure and seeing the results on the news. As a boy, he resented the meager self-defense lessons imposed on him by his father and the Army vet, John Murphjy, eventually gave up trying to improve his son's spare frame, surly disposition, and lackidaisical discipline.
A week back he thought it great fun to hack a local airport's Air traffic Control and, in a move inspired by both a Mythbusters rerun and a rewatching of Die Hard 2, he decided to see what would happen if ground level was reset by -5 feet. The plane that crashed was a smaller commercial craft but still resulted in over 40 injuries and/or fatalities. Kaito felt... a little bad.

Image

PL12 180
Impervious 1:1
Skills 1:3(non-com)

Str -2
Dex -1
Agi 2
Sta 2
Fgt 2
Awe 4
Int 6
Pre -2
[22pp]

Saves:
Dodge 2+8=10
Parry 2+8=10

Toughness 2+12=14

Fort 2+8=10
Will 4+10=14
[18p]

Skills [14pp]: Technology 12(18), Vehicles 6(5), Insight 6(10), Perception 9(13), Investigation 9 (15),

Feats [8pp]: Well Informed, Equipment 4, Benefit - Military Clearance {stolen Father's passwords}, Eidetic Memory, Speed of Thought

Equipment: Rusty Horse; {His van looks like it is on the verge of collapse and makes unhealthy weezing sound when the engine is turned on. It's performance is unaffected in every area and far exceeds in some due to an aspect of his powers.}
Van (armored car base) Huge, Str 8, Spd 5, Toughness 12, Defense 6, Cost 8
Features: Remote Control, Communications, Computer, Library (Digital), Power Systems, Speed +3, Armor 3, Regeneration 1
Stats Str 8, Spd 8, Toughness 15, Defense 6, Cost 20

Horseman; Immune 9 [9pp]: Disease, Poison, Environmental Radiation/Hot/Cold/Vacuum, Suffocation, Half Effect: Aging,Sleep

Communicate mentally with other Horsemen
Recognize Other Horsemen

Entropic field; Dodge 8, Parry 8, Protection 12, [28pp]

Break Array: pool 77 +4AEs [81pp]
Glitchfield; (Nullify Technology 1/r),Sustained(+2/r),Permanent(0/r),Simultaneous(+1/r),Area-burst 2(+2/r),Selective(+1/r) pr 11 (77/77)
{Any technology around him that he wishes to, breaks. (Unless very well made.)}
AE: Shatter; (Weaken Toughness), Activation-Move, Area-Shapeable 2 (+2/r),Affects Objects also (+1/r), pr 12 47/77 LINK Damage, Activation-Move, Precise, Area-Shapeable 2 (+2/r), pr 10 30/77 (77/77)
{He gathers himself for a moment then a dark inky tentacle cloud writhes out from Glitch. Things inside of it break.}
AE: Breaking Bads; Affliction (Resist by Will, Impaired&Vulnerable&Dazed, Disabled&Defenseless&Stunned, Incapacitated), Ranged, Extra Conditions 2, Secondary Effect, Accurate 6, Homing 3, Split 1, Precise Ranged-Cover/Concealment, pr 13 (77/77)
{He releases a dark inky cloud (or two smaller ones) that drift quickly to biological targets. When they they finally chase their targets down they disrupt the biological systems whether that is breaking bones, massive hemorrhaging, etc.}
AE: Reverse Entropy; Healing, Restorative, Affects Objects Also, Persistent, Reversible, Perception Ranged, pr 15 (77/77)
{Though loathe to use it, Glitch can also reverse the effects of anything broken be they infirmed by age or split asunder by a sword.}
AE: Entropic Form or Chaos Incarnate; Insubstantial 2(Gaseous) 10/80, Move Object, Range-Close, Damaging, Precise PR 12, Accurate 5,(AE: lightning; Damage, Area-line) pr 12 30/77, Flight 8 16/77, Elongation 4, Extra Arms 2 6/77, Enhanced Feats: Evasion 2, Fast Grab, Improved Pin, Chokehold, 5/77, Regeneration 5 5/77, Senses: Vision gains Darkvision, radius, Extended, infravision 5/77 (total77/77)
{Glitch transforms into a purple-black cloud of inky shapeless gas roiling with red-tinged, primordial lightning. He's able to surround and affect fully solid things or even release some of the lightning inside of himself.}

Attacks:

init: +6
unarmed +2, DC13
Grapple 0
Glitchfield, Area-burst 2 Nullify pr11
Shatter, Move Activation, Area-Shapeable 2 range, Dodge DC22 or DC22/16 Fortitude/Toughness then DC25/20 Toughness
Breaking Bads, Ranged, +11, DC23 Will, Affliction
Entropic Form: Move Object, Close, +12, DC17 Toughness or Grapple/Disarm/Trip +12 ; or Area-Line, DC22 Dodge or DC27/21 Toughness Electricity.

Complications:

Cares for Mother - while Kaito has no great love for his overbearing father, his mother, Kumiko, has always held a special place in his heart. He could not imagine a world without her in it. Conversely, he would care nothing for a world were she not in it. This would be a major impediment to his participation in the apocalypse but if she were... removed (in a way he couldn't track back) the he'd be all-in.

Family - General Murphy is assigned to travel the world inspecting military bases world-wide. This is to the detriment of his wife who hadn't taken well to the life of constant uprooting and travel. Kaito blames him for her failing health as the general insists his entire family come with him.

Underage - for an immensely powerful being he's still 16, he couldn't buy beer or be taken seriously by any group of adults.

Challenge Accepted! - Kaito has a penchant for doing things just to see if he can, especially if told he couldn't possibly do it.
"Something pithy this way comes."
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