The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

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Glyph
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by Glyph »

Might see if I can come up with something.
The_baron
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by The_baron »

I knew I forgot something.... The university you will be at! All of the caratchers will be attending the downtown Toronto campus of The University of Toronto

https://www.utoronto.ca/academics/progr ... e=1&query=

This is a link to all the undergraduate programs at U of T... choose one of the ones that say downtown Toronto on it.
Glyph
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by Glyph »

Question, are the characters at the uni as part of some meta human program or are they students, who just happen to be metahumans
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by Doctor Malsyn »

I Suppose he would be going for a bachelor's degree in commerce, sooo... I'll go with Finance and Economics, if you want us to be choosy. Probably not doing so well though.
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The_baron
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by The_baron »

Glyph wrote: Wed Mar 15, 2017 7:45 am Question, are the characters at the uni as part of some meta human program or are they students, who just happen to be metahumans
Students who happen to be metahumans.
Glyph
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by Glyph »

Ok, so I have an idea for a psychology student that has be come bond to a pair of spirits, one of fire, one of ice. She can draw upon some of their power, or summon one or both of the enities, though doing so cuts her off from their power.

Working on the crunch now.
Spectrum
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by Spectrum »

Any suggestions on a good Mrs degree? Maybe something in design and fashion?
We rise from the ashes so that new legends can be born.
Glyph
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by Glyph »

Art?
MacynSnow
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by MacynSnow »

OK,here's my Dabbler of Magic:Also,I'll probably go for Accounting,as it fit's with my background better.I'm also willing to take suggestions on where to put his extra 15 points,as i personally have no idea...
Image
Cerberus(Bernard Byrne) PL9 PP Total-135 PP: 0 Hero Points:1

Cerberus(Bernard Byrne) Age:19 Occupation:Writer
STRENGTH 0 STAMINA 0 AGILITY 1 FIGHTING 2 DEXTERITY 3 INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

Skills: 25pp
Expertise:Magic+5(+9)-Mythology+5(+9)-Writer+7(+11),Insight+6(+13),Persuasion+7(+12),Int imidation+4(+9),
Perception+4(+11),Investigation+7(+11),Sleight of Hand+5(+8)

Advantages: 17 pp
Ritualist-Trance-Fearless-Artificer-Well Informed-Eidetic Memory-Benefit(Ambidexterity-Wealth 1)-Ranged Attack 5-
Contacts-Connected-Attractive 2

Powers: 26pp ?
Summon 5 (Extras: Horde +1, Multiple Minions +2, Variable Type 1: Hellhounds +1, Flaws: Limited -2 (Horde and Multiple Minions only on summons up to Rank 3) 4pp per rank) = 20p
AE: Impervious Protection 10 ((Extras: Sustained +0) 20pp) 1pp (Artemis' Shield)
AE: Mystic Blast 10 (20pp) 1pp (Prometheus' Flame)
AE: Magical Senses 2 (2pp) 1pp (Argus' Sight)
AE: Flight - Wings (1pp) 1pp (Pegasus' Wings)
AE: Deflect 9 (9pp) 1pp (Hyppolta's Belt)
AE: Teleportation 5 ((Extras: Portal +2) 20pp) 1pp (Gates Of Olympus)
AE: Powerlifting 5 ((1600lbs) 5pp) 1pp (Heracles' Might)

Offense& Defenses: 22pp?
Unarmed-4(close Damage 0) Spellcasting-8(Ranged Damage 10) Initiative –1
Dodge+8 Fort-6 Parry+6 Will+13 Toughness-10

Complications:
Motivation(Doing Good)-Bernard would rather Die than let others lose their Parent’s the Way he did…
Power Loss-If he can’t use his Hands,Then He can’t cast his Spells…
Honor-Raised as “A Proper Gentleman”,Bernard refuses to strike a woman(or allow one to be Struck in his Presence) and shows Proper Manners at all times…
Fame(as Bernard Only)-Being a slightly known fantasy Writer has it’s Problems..
Identity-Due to his love for his remaining Family ,he’s gone out of his way to prevent them from Knowing what he’s doing…
Relationships-Bernard is still very Close to his Older Brothers&slightly younger Sister(Jason,Silenus&Troia),even though they like to “Drop In” Occasionally..

Background:
Born Prometheus Bernard Byrne,Bernard is a dual Citizen(being the Next-to-last Child of a British Diplomat&an American Translator),so he tended to spend his early childhood Abroad with his Family.After His Parent’s tragic Deaths, him and his Siblings went back to America to be raised by their “Crazy Uncle Omar”.Though the Others Left after a while(To open a Publishing Firm&become a Broadway Starlet,repectfully),”Berny”(as he was affectionatly called by his Family) instead chose to stay&take care of Uncle Omar.Unbeknownest to the rest of the Family,though,He had Discovered that Uncle Omar wasn’t as “Crazy” as they all though and agreed to become His Apprentice.Using a “Mythology Research” excuse.Recently,Berny decided to go to college up in Toronto,picking an Accounting Degree to go for(as his Uncle is just terrible with money anyway)...

Warhounds(3 Maximum) PL:3(Summomed Creatures)
STR-2 STA-2 AGL-2 DEX-0 FGT-3 INT--4 AWE-2 PRE--2
Perception 4(+6) Stealth 4(+6) Expertise:Pack Tactics 4(0)
SENSES 3(low-lt.Vision,Acute Olfactory,Tracking) 1pp/rank
FIRE BREATH 5(Ranged Damage,Blast) 2pp/rank
IMMUNITY 10(Flame&Heat,anything with "Fire"Descriptor) 1pp/rank
Improved Trip,Teamwork
Init+2 Unarmed+3(Damage 2) Fire Breath+5(Ranged Damage 5 DC20 Dodge)
Dodge+4 Parry+4 Fortitude+4 Toughness+2 Will+2

Abilities 10+Powers 23+Advantages 2+Skills 6+Defense 5=46pp each
Last edited by MacynSnow on Wed Apr 05, 2017 1:50 pm, edited 1 time in total.
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Miracle
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by Miracle »

I think the story I wanna tell with Hank doesn't belong here. I'll look into something more suitable.
kenmadragon
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by kenmadragon »

Image
GAUSS
Name: Erich Merlin Maxwell
Nickname: "Max"

Personality:
Max was and has always been a quiet and introspective sort. A thinker before a doer, Max has a habit of overanalyzing things, and can sometimes read “too much” into a situation he’s in, especially with other people. Something of a self-proclaimed cynic, Max really is more like an adorable teddy bear who says caustic things. On the other hand, he’s got a nasty temper, but getting him to that point is a great deal of work on it’s own. Still, despite his myriad assortment of character quirks, he’s got a strong moral core,

Physical Description:
Erich Maxwell stands at the slightly above average height of around 6 feet, give or take, with a rather trim build. He is generally clad in comfortable clothing with a preference for darker shades and hues. Handsome, even when he’s not trying to be presentable, Max has dark black hair and his eyes are a hint of grey or gold. He’s been noticing a few strands of his hair have been slowly turning silver since he discovered his abilities, but since it’s contained to a few locks, he’s been pretending they’re dyed - a reasonable assumption he allows them to believe.

Abilities: 38
Strength 1, Stamina 4, Agility 1, Dexterity 1, Fighting 2, Intellect 5, Awareness 2, Presence 3

Skills: 21
Athletics (+1), Deception 3 (+6), Expertise: Science 5 (+10), Insight 5 (+7), Intimidation 9 (+12), Perception 5 (+7), Persuasion 3 (+6), Ranged Combat: Magnetic Control 6 (+7), Stealth (+1), Technology 6 (+11)

Advantages: 3
Benefit [Magnetic Presence], Inventor, Second Chance (vs Mental Effects)

Powers: 67

Electromagnetic Senses: Senses 5 (Detect Metal/EM-Fields: Acute, Accurate, Ranged)

Personal Magnetic Field:
. . Magnetic Shield: Force Field 10
. . Magnetic Flight: Flight 8

Magnetic Control: Move Object 13 [extras: Damaging; flaws: Limited to Metal; feats: Increased Mass 3, Precise, Skill Mastery]
. . AE: Magnetic Storm: Move Object 9 [extras: Burst Area, Selective; flaws: Limited to Metal; feats: Accurate 2, Increased Mass, Precise]
. . AE: EM Telekinetic: Move Object 9 [extras: Damage; feats: Accurate 2, Precise, Skill Mastery]
. . AE: Plasma Shell: Immunity 7 (All Environmental Conditions, All Suffocation); Create Object 12 [extras: Impervious, Movable, Stationary; flaws: Limited (Spherical or Planar Shapes only), Touch Range]
. . AE: Magnetic Binding: Affliction 9 (Dodge resists, Strength Overcomes; Hindered & Vulnerable, Defenseless & Immobile) [extras: Alternate Resistance, Cumulative, Extra Condition, Ranged; flaws: Limited Degree; feats: Accurate 2, Tether]
. . AE: Metal Manipulation: Transform 7 (Metal to Metal) [extras: Continuous, Ranged; feats: Accurate 2, Precise]

Defenses: 21
Toughness 14, Dodge 6, Parry 6, Fortitude 7, Will 11

Abilities 38 + Skills 21 + Advantages 3 + Powers 67 + Defenses 21 = 150 PP

Complications:
Motivation: Justice His morality may be a bit strange, but Max still believes in right over wrong. How that’s defined, on the other hand, is usually subject to debate. But despite the shades of grey, Max still holds to his principles.
Quirk Max’s got a bit of psychic resistance as a side effect of his abilities. While not uncommon for magnetic controllers, for some reason, his results in anyone intruding in his mind somehow finding it’s filled with music. Specifically, “Sirius” by The Alan Parsons Project. Don’t ask...
Secret Given the nature of super-powers, Max is still keeping his under relative wraps. It wouldn't do to alert everyone that he's got control over a fundamental force of nature because that's just asking for the government to try and take you in to a lab and start secret experiments or lock you up for extensive study.

Background
"What's my story? Not much to tell really. My dad was one of those international-business-types. Travel the world, stay in a different country for a few months before moving onto the next. Never really figured out what his job actually was, but that never mattered to me. What mattered was that I didn't really enjoy having to try and set down roots someplace only to get up and move again, start all over. Never fun, that.

"Suffice to say, I didn't have any real friends. Everyone I knew, I didn't know long. Promises to keep in contact never really panned out that well. Times changed, people changed. That sort of thing. So when my folks finally settled down for a few years and I could actually have a life, I quickly learned that trying to settle into a new town where everyone's already known each other for, like, forever, was a lot harder than it looked. Especially if you're kinda antisocial and quiet. And if you wrecked the grading curve the week after you transfer in. And trip and splatter your lunch all over the campus queen. Right after you tick off the head jock and say unflattering things about him when his best friend was listening.

"Yeah. Not fun.

"So, bullies were a problem. Always were a problem, but back when I was a globe-trotting little boy, I could just run to the nearest teacher, and start crying. I was the new foreign kid, and the other boys were picking on me. That doesn't really work once you start puberty, and the bullies can tease you for being a wuss. Nothing wrong with being a wuss, just that the torment was more annoying than it really was worth. Especially when bullies get creative and mean. I really don't think I need to go into details there.

"But then I found out I had superpowers. I mean, one day I get tripped in the cafeteria by some jerk, accidentally fall on this girl and pull her down with me, then get hauled off to the Dean for feeling her up. In my defense, I was just trying to push myself off the ground. None of this was my fault, but when word gets out to her boyfriend, well, things got ugly. Next few days, I'm dodging goons, until they corner me behind the track. After getting wailed on, I just curled myself into a ball, and tried to wait it out. Then a chain-link fence falls on everyone, knocking them all out. Somehow, I'm the only one who manages to pull himself out from under there. Heck, posts were ripped out in everything. I didn't stick around long enough to figure out why.

"Next morning, I wake up, bruises healed pretty quickly, and I do a double-take in the mirror, because I looked better than I had in ages. I looked amazing. I mean, my features seemed sharper, I looked a touch more handsome. I felt handsome. Felt good. Gave me confidence.

"Wonderful thing, confidence. Next morning, I just stared my bullies down, and they backed off. Turns out, when the local nerd does a 180 in the looks department and grows a backbone over night, people talk. Soon after, no one really bothered me. Which was alright, really, as it gave me time to figure out what those weird forces I could feel around me were, and why my keys would jump to my hand, doorknobs vibrating under my hand, and all sorts of weird things. On the upside, I was a science-geek. Didn't take too long to figure it all out. I was a mutant, with power over electromagnetism.

"So, with a little guess-work and a good deal of practice when no one was watching, I honed my powers, and got really good. Now I'm in Toronto for my bachelor's, and, well, the rest isn't really that interesting..."
Last edited by kenmadragon on Mon Apr 03, 2017 5:30 pm, edited 1 time in total.
kenmadragon
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by kenmadragon »

@MacynSnow: If you want suggestions, I've got a few - for one, check out Jabroniville's "Design Diaries" which go over excellent reasons for why advantages like Eidetic Memory and Attractive aren't so useful outside of specific character concepts. Personally, I'd just drop Eidetic Memory and 1 rank of Attractive because you honestly don't need them unless you're literally a Batman-brain/robot or some Lothario. Use those points to get two more ranks in Ranged Attack instead, to bring your offense up to PL Cap.

Also, you computed Insight, Intimidation, Persuasion, and Perception modifiers wrong. You need to double-check your math on those modifiers.

And you don't put a Flaw on a power that only modifies the Extras - you need to use "Partial Extras" instead on Horde and Multiple Minions. So that Summon power is actually more expensive than 20 PP as you listed it.

So, I'd suggest changing your Powers block to:

Argus' Sight: Senses 2 (Detect Magic: Ranged)

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

Taking out your Argus' Sight gives you a means of see magic while doing other magic. Which is always handy. And making the Array Dynamic means you can mix things up a bit more than usual.

In short, the finished product for my suggestions would look something like:
Abilities: 38
STRENGTH 0 STAMINA 0 AGILITY 1 DEXTERITY 3 FIGHTING 2 INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

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

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

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

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

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

Abilities 38 + Skills 25 + Advantages 17 + Powers 45 + Defenses 25 = 150 PP
This would bring Cerberus up to PL, and without losing the essentials of what makes him an intelligent, charismatic sorcerer with a Greek-magic-theme.
The_baron
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by The_baron »

I am going to keep character creation open for two more weeks.
MacynSnow
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by MacynSnow »

Kenny,your the Best dude!I really appreciate all the help.So here's the newly modified Creberus....
Image
Cerberus(Bernard Byrne) Age:19 Occupation:Writer PL10 PP Total-150 PP: 0 Hero Points:1
Abilities: 38
STRENGTH 0 STAMINA 0 AGILITY 1 DEXTERITY 3 FIGHTING 2 INTELLIGENCE 4 AWARENESS 5 PRESENCE 4

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

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

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

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

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

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

Complications:
Motivation(Doing Good)-Bernard would rather Die than let others lose their Parent’s the Way he did…
Power Loss-If he can’t use his Hands,Then He can’t cast his Spells…
Honor-Raised as “A Proper Gentleman”,Bernard refuses to strike a woman(or allow one to be Struck in his Presence) and shows Proper Manners at all times…
Fame(as Bernard Only)-Being a slightly known fantasy Writer has it’s Problems..
Identity-Due to his love for his remaining Family ,he’s gone out of his way to prevent them from Knowing what he’s doing…
Relationships-Bernard is still very Close to his Older Brothers&slightly younger Sister(Jason,Silenus&Troia),even though they like to “Drop In” Occasionally..

Background:
Born Prometheus Bernard Byrne,Bernard is a dual Citizen(being the Next-to-last Child of a British Diplomat&an American Translator),so he tended to spend his early childhood Abroad with his Family.After His Parent’s tragic Deaths, him and his Siblings went back to America to be raised by their “Crazy Uncle Omar”.Though the Others Left after a while(To open a Publishing Firm&become a Broadway Starlet,repectfully),”Berny”(as he was affectionatly called by his Family) instead chose to stay&take care of Uncle Omar.Unbeknownest to the rest of the Family,though,He had Discovered that Uncle Omar wasn’t as “Crazy” as they all though and agreed to become His Apprentice.Using a “Mythology Research” excuse.Recently,Berny decided to go to college up in Toronto,picking an Accounting Degree to go for(as his Uncle is just terrible with money anyway)...

Warhounds(3 Maximum) PL:3(Summomed Creatures)
STR-2 STA-2 AGL-2 DEX-0 FGT-3 INT--4 AWE-2 PRE--2
Perception 4(+6) Stealth 4(+6) Expertise:Pack Tactics 4(0)
SENSES 3(low-lt.Vision,Acute Olfactory,Tracking) 1pp/rank
FIRE BREATH 5(Ranged Damage,Blast) 2pp/rank
IMMUNITY 10(Flame&Heat,anything with "Fire"Descriptor) 1pp/rank
Improved Trip,Teamwork
Init+2 Unarmed+3(Damage 2) Fire Breath+5(Ranged Damage 5 DC20 Dodge)
Dodge+4 Parry+4 Fortitude+4 Toughness+2 Will+2

Abilities 10+Powers 23+Advantages 2+Skills 6+Defense 5=46pp each
Last edited by MacynSnow on Wed Apr 05, 2017 1:50 pm, edited 2 times in total.
Glyph
Posts: 148
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Re: The Pantheon* ( Intrest check for a m&m3e Superhero game set in a university)

Post by Glyph »

Here my application. Spirit bound psychology student.

Jessica 'Jessie' Weaver
Image

Jessie never knew her real parents. She was found abandoned, outside a hospital no more than a few weeks old. Most of her early life was spent shuffling from one foster home to another, despite the best effects of those trying to help her, it was a depressing lonely time, until she was adopted by the Weavers at the age of 12. Life from that point on was fairly normal, loving parents, school, friends etc, abandonment issues and therapy not withstanding.
It has been Jessie's ambition to become a social worker or a councillor, her wish to help kids who'd been like her, lost and confused or angry. So she decided to study psychology and was accepted into the University of Toronto.

Then the dreams started. Dreams about a pair of creatures, one born of Fire, the other of ice and cold, two elemental forces in conflict. Ever night for months she would dream of them. At first her dreams were about them in deep debate about something she could not understand, then they began to show the creatures arguing fiercely, until eventually she would fall asleep to find them locked in furious combat.

Every night she would simply watch their conflict as it escalated, until one night, in her dreams, she brought herself between the two forces, interceding into their combat and forcing them apart. When she awoke the next morning, the back of both her hands bore a mark. On her right, a red symbol full of swirls and waves, on her left, blue, full of hard lines and jagged edges. She could also tell that she was not alone.

She still dreams of the creatures, though not every night, but they come to her, sometime together, sometimes one at a time. They spoke to her, pledged their loyalty, and taught her how she could tap into their power. She doesn't know where they came from or how they came to be bound to her. She's asked the entities, but either they don't know, or they simply will not tell her. She can't help but wonder if there is a connection between these spirits and her mysterious parentage.

Complications:

Motivation (Responsibility): Jessie has no wish to be a hero, but she is not the kind of person to stand by when she can do something to help people.

Unknown Origins: Raised as an orphan, Jessie has no knowledge of her parents or where she came from, though she suspects the powers she now possesses are linked somehow to her origins.

Opposing Forces: The Walker and the Wyrm, while united in their loyalty to their host, do not get along and are opposed. This can occasionally cause conflicts while Jessie is trying to draw power from both spirits at once or if they have both been summoned to the same field.

Hearing Voices: The Walker and the Wyrm speak to her. As primal elemental beings, the concept of morality, right & wrong are not something they really understand. They are more concerned with things like survival, power, the fulfilment of needs and the thrill of conflict.

PL 10 -150pp

Strength 0/10*, Stamina 2, Agility 3, Dexterity 2, Fighting 2, Intellect 3, Awareness 4, Presence 2
[36]

Advantages: Inspire 3
[3]

Skills: Acrobatics 2, Athletics 4, Close Combat: Unarmed 4, Expertise:Psychology 4, Insight 4, Perception 4, Persuasion 4, Ranged Combat(Hand of the Wyrm) 4, Vehicles 2
[16]

Powers:

Hand of the Wyrm
The Red Wyrm: Summon 10 (Heroic, Feedback, Mental Link) 31 points
- DAP Fiery Aura: Damage (Reaction-touch) 4pt/rank[\i]
- DAP Fire Blast: Ranged Damage 2pts/rank
- DAP Dragon's Breath: Cone Area Damage [2pts/rank]
- DAP Flight [2pts/Rank]
[39]

Hand of the Walker
The Winter Walker: Summon 10 (Heroic, Feedback, Mental Link) 31 points
- DAP Ice Shapes: Create (Continuous) 3pts/rank
- DAP Ice Shield: Impervious Protection (Sustained) 2pts/rank
- DAP Walker's Strength: Enhanced Strength 2pts/rank
- DAP Icy Snare: Cumulative Affliction (Resisted by Dodge, Overcome by Damage, Hindering and Vulnerable, Immovable and Defenseless. Extra condition, limited to Two Degrees)
2pts/rank[/i]
[39]
[78]

Saves:Dodge +8, Parry +8, Fortitude +3, Will +9, Toughness 2/12*(10 Impervious)
[17]

Attack: Ranged 2/6(Hand of the Wyrm), Melee 2/6(Unarmed)

[36]+[3]+[16]+[78]+[17]=[150]
The Red Wyrm
Image

Strength 1, Stamina 2, Agility 2, Dexterity 2, Fighting 3, Intellect 0, Awareness 3, Presence 1
[28]

Advantages: Agile Feint, Accurate Attack, Improved Initiative
[3]

Skills: Acrobatics 6, Deception 4, Expertise: Elements 6, Perception 4, Ranged (Fire Control) 6
[13]

Powers
Body of Fire: Immunity 17 (Critical Hits, Life Support, Fire Damage)
- Insubstantial 3 (Permanent)
[32]

Flaming Aura: Damage 4 (Reaction - touch) [16]

Flight 6 (120mph) [12]

Fire Control
Fire Blast: Ranged Damage 12
- AP - Fire Breath: Cone Area Damage 10, Penetration 4
- AP - Fire Shapes: Shapeable Area Damage 6, Sustained
[26]
[86]

Saves: Dodge +9, Parry +5, Fortitude +9, Will +9, Toughness +2 [20]

Attack: Ranged: 2/8(Fire Control), Melee 3

[28]+[3]+[13]+[86]+[20]=[150]
The Winter Walker
Image

Strength 2/10*, Stamina 2, Agility 1, Dexterity 1, Fighting 4, Intellect 0, Awareness 2, Presence 2
[28]

Advantages: Daze: Intimidation, Startle, Power Attack, Interpose
[4]

Skill: Close Combat(Unarmed) 6, Expertise: Elements 6, Intimidation 6, Perception 4, Ranged Combat(Ice Control) 4
[13]

Power
Body of Ice: Immunity 19 (Critical Hits, Life Support, Cold Damage, Ice Effects)
- Enhanced Strength 8
- Impervious Protection 10
[55]

Senses 2 (Tracking, Infavision) [2]

Ice Slide: Flight 5 (60 mph, Platform) [5]

Ice Control
Ice Blast: Ranged Damage 10
- Ice Shapes: Create 6 (Continuous, Innate)
- Cold Blast: Ranged Affliction 10 (Resisted & Overcome by Fortitude, Fatigued, Exhausted, Incapacitated)
- Icy Snares: Cumulative Affliction 10 (Resisted by Dodge, Overcome by Damage, Hindering and Vulnerable, Immovable and Defenseless. Extra condition, limited to Two Degrees)
- Icy Surfaces: Environment 10 (Impede Movement)
[24]
[86]

Saves: Dodge +5, Parry +6, Fortitude +10, Will +7, Toughness 12(10 Impervious) [19]

Attack: Ranged 1/5(Ice Control), Melee 4/10(Unarmed)

[28]+[4]+[13]+[86]+[19]=[150]
Last edited by Glyph on Wed Mar 22, 2017 3:51 am, edited 1 time in total.
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