Atrond Academy 3e [OOC]

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Gunmetal_Rainbow
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Gunmetal_Rainbow »

I've got a cool character idea. I'll see if I can build her, but it's a port of a MHA of of mine.

Her quirk (power) is "Switch-a-roo", where she can swap the positions of anything she has touched, including herself or other people. Upper limits of her power let her move large vehicles, but not like, tanks or long haul trailers.

I'll see what I can put together though.
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Tony Jones
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Tony Jones »

So here's a character idea I'd like to put before the court:

Khemis
Power Level 8, 120 points

Hero Points: 1
Current Condition: Fine

Real Name: Karima Ech-Chergui
Cover Name: Khemis Zerhouni
Race/Origin: Human of North African descent/Super Being
Age: 16
Height: Average
Build: Slender
Skin Colour: Matt midnight black, across which gloss black patches in symmetrical tiger stripe-type patterns move, the faster the more emotional she is.
Hair: Finger-thick black tentacles that move in response to her emotions.
Eyes: Solid Glossy Black.
Teeth, Inside Mouth etc.: Also black.
Voice: Deep and raspy for a girl, with a New Jersey accent and a hint of French.
Birthplace: Edison, New Jersey
Family: Djamila (mother), Mohammed (father), Zinedine (brother and oldest sibling), Assia (oldest sister) and Yasmina (older sister)
Legal status: American citizen with no criminal record, still a minor.
Marital status: N/A
Religion: Sunni Muslim
Level of Education: High school student.
Languages Spoken: Arabic (native), Berber, English, French, Spanish.
Identity: Secret
Character Concept: Unwilling creature of darkness.

Image

Background

Karima Ech-Chergui is a daughter of Muslim refugees from violence in Algeria who fled to the USA, Karima grew up in the New Jersey city of Edison, the youngest of four children (with an oldest brother Zinedine and two older sisters, Assia and Yasmina).

Their parents, Djamila and Mohammed, were relatively successful couriers and taxi drivers, a business they had built up from nothing after immigrating. They were proud of their place in the world. As they grew up their children were expected to – and did – join the family business or find some profession better than it.

This was up to the point where they became involved with the Bouteflika family. Also originally from Algeria, the Bouteflikas are a family of crime lords based in South Paterson in Hew Jersey, hiding behind a façade of recycling and waste disposal. They expand partly by forcibly recruiting others they see as having the potential to help, first with offers of money and work, then if that does not work with threats of and actual violence again the people they want to recruit and their families.

The Bouteflikas brought a stake in the family business, as part of their expansion into the area, and began using it as a way of smuggling things from place to place. By this point the Ech-Chergui’s were in too deep to escape.

Then the Bouteflika matriarch, Farida, saw something she wanted in fifteen year old Karima, though Karima does not know what beyond maybe her perfect memory. She threatened her parents until they agreed to let Farida ‘adopt’ her. It turned out there were other teenagers like her there too, all kept isolated from one another, and all being treated in the same harsh way.

But despite the cruel best efforts of Frida Bouteflika, she showed no signs of exhibiting whatever it was Farida wanted. Karima guessed she was trying to stress her (and the other teenage prisoners) enough to develop super-powers, and refused to give her the satisfaction. She held on to the hope she might get out, and resisted when she could. Her faith in Allah become more devout as this trial went on; He was obviously testing her.

Until, finally, she had had enough. She vowed to escape. Pretending to be more cooperative despite what they made her suffer, until finally they relaxed their guard, just for a moment, and she made a break for freedom.

It seemed to be going well until the guards found her, and cornered her in the chemical recycling section of the Bouteflika plant. She kept trying to run until, as the Bouteflikas approached, she tripped and tumbled into a vat of toxic chemicals. She felt the stuff burn, and lost consciousness...

To wake up underwater, but not cold or drowning. She swam for the surface and discovered she was far out at sea in Raritan Bay off the shore of New Jersey. She swam for the shore, faster than she had ever swum before, and arrived at the shore neither drowned nor cold nor tired.

She crept through the city and discovered her new, monstrous appearance. But also that she was strong, tough, ignored hostile environments of all kinds, no longer slept, could see in total darkness, stretch, leap and fit through the smallest gaps. Also, it was several weeks later than she last remembered.

The Bouteflikas thought she was dead.

She knew she could not go home. Her parents had sold her to the Bouteflikas once, and would probably not hesitate to do so again now she actually had powers. And even if they did not, the Bouteflikas would threaten her family to achieve the same end.

But the injustice of it all burned. She hated what had happened to her - what her family allowed to happen to her - but was thankful that with Allah's help she had been strong enough to remain unbroken. She prayed for guidance, and decided that Allah was testing her further. A test she was determined to pass by remaining faithful and true to her beliefs.

So she decided to work to make life better, to fight the Bouteflikas. Destroy their criminal empire. Living homeless on the street, but thanks to her powers able to do so easily, she took the superhero name of Khemis, the Arabic for Thursday, from the day she was reborn into her new form, and began to fight crime. She kept an eye on her family from a distance; they also think she is dead, but despite their actions she still loves her parents and would not see them come to harm. She also helped the emergency services on a number of occasions.

It was a while before she ran across another superhero, Doc Hammerhead, an armoured New Jersey crimefighter best known for having a helmet shaped like the head of a giant claw hammer. He saw her youth and suggested she join a super-school to learn how best to fight crime, within the law.

She thought and prayed long and hard and decided that this was the best way forward. To become better. A better hero. Better able to destroy the Bouteflikas. And perhaps gain some friends and allies in the process. Learn.

And so she was moved to Atrond Academy for her own safety and that of her family. She is enrolled under the name Khemis Zerhouni.

--

Description

Before her transformation she was of Middle Eastern appearance, pretty and slender, with long hair and of average height. She dressed modestly, including a headscarf (which she had to do even more in the Bouteflika household). She was quite short sighted and wore glasses for most things.

Now her body is still slender and of average height, but slightly angular looking, and her skin is matt midnight black, across which gloss black patches in symmetrical tiger stripe-type patterns move, the faster the more emotional she is. Her eyes are also solid glossy black, as is the inside of her mouth, her teeth and so on. Her hair is a mass of shoulder length finger-thick black tentacles that move in response to her emotions; she cannot consciously control them. She has no finger or toe prints, or other such identifying features.

For school she wears a green headscarf which leaves her face exposed and a green jacket (as green is a good Muslim colour) over a modest white shirt and black mid-calf length trousers, with flip flops on her feet. She uses a green leather satchel to carry her school stuff, which always contains a copy of the Koran.

If she wants to avoid attracting attention when out and about in her civilian guise she wears an all-concealing burqa to conceal her non-human appearance.

As a Sunni Muslim she prays five times a day (at dawn, noon, afternoon, sunset and full dark). She is reasonably knowledgeable about Islam.

Since her transformation Karima's voice is quite deep and raspy for a girl, much like a heavy smoker even though she does not and never has smoked. She speaks entirely fluent English with a New Jersey accent overlaid with a very slight French accent, French with a slight Algerian accent, Arabic and Berber with a Franco-Algerian accent, and Spanish with an American accent. She is quite serious in demeanour.

She likes to write, and is quite good at it. As part of this she keeps a diary, which she writes in the Berber language, using Tifinagh script.

--

Points Expenditure: PL8, 120 PP

ABILITIES
Strength 8, Stamina 6, Agility 2, Dexterity -1,
Fighting 5, Intellect 0, Awareness 8, Presence -1
Total: 54 points

SKILLS
Close Combat: Unarmed 3 (+8), Deception 12 (+11), Expertise: Islam 5 (+5), Expertise: Writer 4 (+4), Investigation 2 (+2)
Total: 13 points

ADVANTAGES
Benefit: Ambidextrous, Diehard*, Eidetic Memory, Fast Grab*, Improved Grab*, Improved Hold*, Languages - 3 (Arabic native; Berber, English, French, Spanish)
Total: 5 points
* All from her inhuman form; cost counted with Powers

POWERS
Body of Liquid Darkness (15 points)
Immunity - 14 (Life Support, Criticals, Ageing, Sleep)
Feature: No Fingerprints etc.

Damage slips through her liquid body (4 points)
Protection - 3, Impervious Toughness - 1

Wounds Flow Together (2 points)
Regeneration – 1
Enhanced Trait: Diehard, Permanent

Liquid Limbs (6 points)
Elongation - 3 (60 feet)
Enhanced Traits: Fast Grab, Improved Grab, Improved Hold

Super-strong legs (2 points)
Leaping - 2 (30 feet)

Surface tension of her liquid form (4 points)
Movement - 2 (Slithering, Wall Crawling - 1)

Letting go of her Human Shape (5 points)
Insubstantial - 1

One with Darkness (4 points)
Senses - 2 (Darkvision)
Concealment - 4 (All Vision), Blending, Limited: In Darkness Only

Total: 39 points

DEFENCES
Dodge +7, Parry +7, Fortitude +6, Toughness +9, Will +10
Total: 9 points

OFFENCE
Initiative +2
Unarmed +8, Close, Damage 8, Critical 20; DC 23 Toughness Check
Grabbing +8*, Close, Damage 8, Critical 20; DC 23 Resistance**; DC 23 Toughness Check
* Including +3 from Elongation; ** Including Improved Hold

Throwing Distances
6 tons: 30 feet; 3200 lb: 120 feet; 800 lb: 500 feet; 200 lbs: 1800 feet; 50 lbs: 1 mile

COMPLICATIONS
Motivation: Doing the Right Thing; she has had enough examples, good and bad, to know that she wants to do right, no matter the cost.
Prejudice: Strange appearance; she is slightly angular looking, and her skin is matte midnight black, across which gloss black patches in symmetrical tiger stripe-type patterns move, the faster the more emotional she is. Her eyes are also solid matte black. Her hair is a mass of shoulder length finger-thick black tentacles that move in response to her emotions; she cannot consciously control them.
Enemy: The Bouteflika crime family would very much like their revenge on her if the chance should arise. Hopefully none of their other teenage prisoners have gained superpowers in the meantime to help with this.
Honour: She has a strong personal code of honour. She will not kill or take unfair advantage of opponents, and objects to others doing the same thing. This applies to bullying and other such antisocial activities too.
Secret: Her real identity, and the baggage that comes with it.
Relationship: Although she is estranged from her family, if they were in trouble or needed her help, she would be there for them.

POWER POINT TOTALS
Abilities 54 + Skills 13 + Advantages 5 + Powers 39 + Defences 9 = 120
Last edited by Tony Jones on Thu Nov 04, 2021 7:37 pm, edited 9 times in total.
Imbasel
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Imbasel »

Tony Jones wrote: Mon Oct 18, 2021 6:53 am Quick question - magic exists in the world as powers, but are there also magical creatures and items known to exist?

Also, given the location, I guess it's a boarding school?
Think of magical creatures and items similar to the Dresden universe. They exist but they usually stay quiet. For example people are okay with super-beings but the idea of a vampire prowling around freaks them out. Staying quiet helps to keep the status quo.

It is also a boarding school!
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Tony Jones
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Tony Jones »

I'm not familiar with the Dresden universe, but I get the idea, thanks!
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Tony Jones
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Tony Jones »

Also, is the Atrond Academy named after a person? Some kind of famous super perhaps?
Imbasel
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Imbasel »

Atrond Academy is named after a young superhero named Atrond, who was untrained and died on live tv fighting the supervillain Gidar. The academy is named in their honor.
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Tony Jones
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Tony Jones »

Both memorial and object lesson in one! Cunning!
jmucchiello
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by jmucchiello »

Tony Jones wrote: Mon Oct 18, 2021 5:04 pm Birthplace: Edison, New Jersey
I live in Metuchen.
Imbasel
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Imbasel »

Characters are looking great folks. I'm going to keep the recruitment up for a few more days and then will make a decision!
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Doctor Malsyn
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Doctor Malsyn »

Hmm... Alright, fine. Why not. I'll bite, can't hurt.
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Wheeljack Prime
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Wheeljack Prime »

Imbasel wrote: Tue Oct 19, 2021 12:13 am Characters are looking great folks. I'm going to keep the recruitment up for a few more days and then will make a decision!
*tense music plays*

I'm curious about the academy's class structure. Will it be strictly organized along high school lines by age (and with every PC being in the same class) or looser on the former so the latter is possible?
Imbasel
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Imbasel »

Wheeljack Prime wrote: Tue Oct 19, 2021 2:09 am
Imbasel wrote: Tue Oct 19, 2021 12:13 am Characters are looking great folks. I'm going to keep the recruitment up for a few more days and then will make a decision!
*tense music plays*

I'm curious about the academy's class structure. Will it be strictly organized along high school lines by age (and with every PC being in the same class) or looser on the former so the latter is possible?
It'll be looser on the former so the latter is possible. PCs will be involved in classes that have students of all ages in them. Atrond Academy focuses on the intermixing of student years in the hopes that both newer and older students can learn from one another.
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Doctor Malsyn
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Doctor Malsyn »

Whisper
Image
ムメイ (@rinngososaku)
"Everything about you utterly disgusts me on a deeply spiritual level. Sod off."
Power Level: 8 ; Power Points Spent: 120

Abilities: -2+4+0+4+0+4+12+4= 26
Strength -1, Stamina 2, Agility 0, Dexterity 2
Fighting 0, Intellect 2, Awareness 6, Presence 2

Advantages 2
Fascinate (Intimidation), Well-Informed

Skills 21 (42)
  • Acrobatics
  • Athletics
  • Close Combat
  • Deception
  • Expertise: Law 6 (8)
  • Expertise: Student 2 (4)
  • Insight 2 (8)
  • Intimidation 14 (16)
  • Investigation 2 (4)
  • Persuasion 8(10)
  • Ranged Combat
  • Sleight of Hand
  • Stealth 4 (6)
  • Technology
  • Treatment
  • Vehicles
Powers 45

Firstspeech 8+2+10+8+24+3
  • ..The Root of All: Comprehend Languages 4 (Understand/understood) 8
  • ..Conversationalist: Feature 1, Subtle (Able to hold multiple conversations at once 2
  • ..High Functioning: Immunity 20 (Very Common Descriptor: Mental Effects; Limited - Half Effect) 10
  • ..Whisper Ward: Protection 8, Sustained
  • ..Mutterings: Cumulative Perception Area Affliction 8 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 18; Perception Area: DC 18 - Auditory, Cumulative) 24
  • ....Figures of Speech: Summon 5; Multiple Minions (2 minions), Horde, Active, Mental Link; Distracting, Increased Action 1
  • ....White Lies: Visuals-Audible Illusion 8; Independent; Sense-Dependent (Auditory) 1
  • ....Truth Unfiltered: Selective Perception Area Range Damage 8; Dodge, 18 1
Offense
Initiative: +0
Unarmed: +0, DC 14
Mutterings: DC18 Dodge , DC18 Will; Impaired, Disabled, Unaware
White Lies: Sense-Dependent Illusions
Truth Unfiltered: DC18 Dodge, DC18 Toughness Selective perception area damage


Defense 6+6+6+8= 26
Dodge 6 (+6), Parry 6 (+6), Fortitude 6 (+8), Toughness 8* (+10), Will 4 (+10)

Power Points
Abilities 26 + Powers 45 + Advantages 2 + Skills 21 (42 ranks ) + Defenses 26 = 120
Phantasm wrote: Abilities: 0+12+4-4+8-4+0-4= 12
Strength 0, Stamina 6, Agility 2, Dexterity -2
Fighting 4, Intellect -2, Awareness 0, Presence -2

Skills 14 (28)
  • Acrobatics 4 (+6)
  • Close Combat: Natural Attacks 4 (+8)
  • Perception 10 (+10)
  • Stealth 10 (+12)

Powers 33

Phantasmal 10+5+4+1+2+3+7+1
  • ..Unnatural Immunity 10 (Life Support) 10
  • ..Unreal Insubstantial 1 (Fluid) 5
  • ..Unseen Invisibility (Normal Vision) 4
  • ..Skittering Movement 1 (Wall-Crawling) 1
  • ..Swift Speed 2 (Speed: 8 miles/hour, 120 feet/round) 2
  • ..Senses Senses 3 (Darkvision, Radius: Sight) 3
  • ..Chokehold Cumulative Affliction 7 (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative; Grab-based)
  • ....Tooth and Nail Strength-Based Damage 7 1
Offense

Initiative: +2
Unarmed: +4, DC 15
Chokehold: +8 Grab, DC 17 (Impaired, Disabled, Incapacitated)
Tooth and Nail: +8, DC 22

Defense 16
Dodge 2 (+4), Parry 4 (+4), Fortitude 2 (+8), Toughness (+6), Will 8 (+8)

Power Points
Abilities 12 + Powers 33 + Advantages 0 + Skills 14 (28 ranks ) + Defenses 16 = 75/75
-------------------------------------

Birth Name: Jessamine Sinclair
Age: 17
Height: 6'4
Weight: 162
Ethnicity/Nationality: English
Distinguishing Characteristics: Tall and gangly, deep black hair, cold grey eyes, strange whispers at the edge of your perception.
Languages: Firstspeech

-------------------------------------

Description
Currently a high school senior by American standards, Jessamine moved to the States during her mid-teens with her family hoping to earn themselves a 'fresh start'. Personally, she felt it was because of her constant delinquent behavior where she leaned on her natural talents to make younger kids do what she wanted. A little fear goes a long way.
Years of sessions with her new school's guidance counselor and a sterner hand from the school faculty have curbed some of her habits. More from fear of academic punishment then of her own personal morals, however. She'd been warned none-to often that another mark on her record could cost her dreams of going to law school. Everything was on track, and would've remained that way, if she hadn't had a sudden relapse in behavior.
Unbeknownst to all and even herself, she's been slowly manifesting her mutant abilities since the very moment she learnt to speak. People always thought her to be an unsettling child, and all at once it became clear to her why that was. When a boy thought he would try to breakdown her 'ice queen persona' as some strange note of achievement, she tolerated it initially. When he took things to far, the barriers she'd carefully constructed with her counselor collapsed all at once.
The words she spouted to him were filled with a hatred wholly unbecoming of a young woman, spouted with such ferocity her tongue was more akin to a poisonous viper. More she spoke, the more frightened that boy became, the more he started to jump at things she couldn't see. It was when one final jab at his personal character left him gibbering on the floor did a teacher wander by and witness the event.
It would've been the end for her there if the people behind Atrond Academy didn't catch wind, stepping in to intervene in the delicate situation of a newly realized Mutant. She's not quite sure what awaits her at this new school, nor is she fully comfortable with what she's liable to become.

Complications
Motivation: Redemption Jessamine knew she was supposed to feel bad about the way she uses her abilities to freely intimidate people she despises. Nobody ever told her it'd be so hard to actually care about the consequences.
Ice Queen: This is a girl that's not exactly well known for her winning smile or sympathetic shoulder. People like to call her 'cold' or 'heartless', and one person even called her a 'sociopath'. She instead considers herself to be 'practical'. Too often does this lack of empathy rub others the wrong way. For some reason, she finds it easier to relax around people that are more objectively 'good-natured' compared to others.
Spitting Viper: As if simply being considered heartless wasn't bad enough. While she's capable of weathering insults and bad-mouthing for a time, the moment her patience tips just slightly out of balance all bets are off. Her words are like the lashings of a whip with how much they sting and how fast they follow.
Power loss: The surefire way to keep a viper from causing any harm is to bind it's mouth. While this does nothing to take away from her own innante sense of being gods damned scary, it's not like she can actually do anything to you when her words are muffled.
Mutant: Though her nature isn't more immediately recognizable, as a confirmed mutant she faces a certain amount of prejudice in society.
A heart of Justice: One wouldn't guess it just by looking at her or even observing her actions, but Jessamine holds a deep sense for right and wrong. Not even in the strictest legal sense of the term either, even if it's a large portion of it.
Last edited by Doctor Malsyn on Wed Oct 20, 2021 6:52 pm, edited 4 times in total.
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------------
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Vivid
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Vivid »

Timothy E. Nikov

Age: 15

Timmy doesn't know whether his powers result from a random mutation or if he's a reborn incarnation of Father Time or if they stem from an old, bandless watch he swallowed when he was younger. (His parents are fond of telling that story to, literally, everyone.)
He only knows that he woke up one night to a darkened world still in the grips of dawning light, silent in all respects. Cars stopped. Commuters still, midstep. Doors proved harder to open but yielded with insistance. So Timmy explored the frozen world of Brooklyn-at-standstill, his Babka was prepping the kitchen of their family-run polish butchershop/deli. His uncle was stocking the iced display counter with freshly cuts meats and his cousin was slicing cutlets. Experimentally, Timmy ran a finger over the sharp blade but it would not cut him. Timmy's nose scrunched at the blood that would never fall from the knives and rotary slicers in the kitchen. He'd never been cut out, pun intended, for the family business. He could cook well enough, though it was frowned upon for boys to be in kitchen - traditional Olde World values. He was staring at the blades when time started again. Timmy was sprayed in blood, a fitting baptism for a life reborn.
Life was different after that. Dr. Time personally took interest in Timmy's abilities and recommended their own alma mater for Timmy to study at.

Image

Complications:
Power Origin - Timmy doesn't know the origins of his power, neither does anyone else. He doesn't know what will take it away.

Human constraints - besides being unusually tough Timmy isn't superstrong. His abilities are dependent on him physically interacting with the frozen world of his powers. If he's locked in a cell, or even handcuffs-and-shackles he can't walk anywhere easily.

In the closet - Timmy doesn't necessarily realize his own inclinations yet.

Family - Timmy has an extensive and close extended family back in the Polish area of Brooklyn, NY. Anything that threatens them has his full attention. They sometimes drive him crazy though.


PL8 120

Str 2
Agi 4
Dex 2
fgt 0
Sta 8
Int 2
Awe 4
Per 0
[44pp]

Defenses: [16pp]
Dodge 4+4pp = 8
Parry 0+8pp = 8

Toughness 8 = 8

Will 4+4pp = 8
Fort 8 = 8


Skills [10pp]: Perception 8(+12), Insight 6(+10), Expertise Popular Culture 4(+4), Investigation 2(+4),

Advantages [9pp]: Improved initiative 4, Equipment 1, Evasion 2, Uncanny Dodge, Jack of All Trades

Equipment: Collapsible dolly (lifting Str 2) <2ep>, Cellphone (Phone, Computer, GPS) <3ep>


Offenses:
initiative: +20
Unarmed: +2 to hit, DC17 Toughness
Grapple:

Powers:
Immunity Sleep, Aging, Eating/Drinking [3pp]

Teleport, Change Direction, Change Velocity, Turnabout, Limited (some place he can reasonably get to) pr 2 [5pp+1AE]
{Timmy walks/climbs/traverses during stopped time but he's stymied by a stuck/sealed door there's no ready key to nor can he appear in thin air. He gets about 120ft.}
AE: Time Heals all Wounds; Healing, Self-Only, Distracting, pr 10

Deflect, Reflect, Redirect, Limit(Cannot Reflect, only Redirect), Subtle 2, pr 10, accurate 5, Second Chance (Deflect vs. Gadgets/Equipment) [28pp+4AE]
{Stopping time, Timmy shifts a person's aim just before they fire possibly causing them to hit their own allies or a target of Timmey's choosing. This is easier if someone is aiming a thing rather than an ingrained power hence Second Chance.}
AE: Teleport, Affects Others, Area-burst, Accurate, limited (whatever a person of Timmy's strength could conceivably move), Limited (where ever Timmy could conceivably walk to), Change Velocity, pr 9
{Timmy can haul things in his immediate area, taking multiple trips if needed, to move things and willing people, walking them up to 2 Miles away.}
AE: Quickness 24, Enhanced advantage(s): Beginner's Luck, Luck [Solely for Beginner's Luck] 3
{Timmy stops time and does things. He can do 2 Months of things in an 1/8th of a second. This also gives him time to look up things, or just plain through trial and error produce something of mediocre quality.}
AE: Remote Viewing (Vision 2/rank), No Conduit, Simultaneous, limited (where he can physically go) Subtle 2, Rapid 8 pr 6
{Timmy stops time and looks around.}
AE: Snare: Ranged, Cumulative Affliction, Extra Condition, Area-Shapeable, Resisted by Dodge, Limited Degree, Limited (must be able to approach opponents), Subtle 2, Indirect 2 (Bypass Cover) pr 8
{Timmy stops time then wraps up a group of people, sometimes using duck tape, sometimes other convenient materials. It isn't fool proof as the targets might be able to wriggle out of it.}


Attrib 44 + Defenses 16 + Skills 10 + Adv 9 + Powers 41 = 120
Last edited by Vivid on Thu Oct 21, 2021 5:24 pm, edited 1 time in total.
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Tony Jones
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Re: Atrond Academy 3e Recruiting 4-5 PCs

Post by Tony Jones »

jmucchiello wrote: Mon Oct 18, 2021 10:00 pm
Tony Jones wrote: Mon Oct 18, 2021 5:04 pm Birthplace: Edison, New Jersey
I live in Metuchen.
Cool! I think you mentioned that when I put a slightly different version of Khemis forward for the Small Town Heroes game a while ago.

I notice that Golden Girl is from Perth Amboy, New Jersey as well, which looking on Google Maps is also pretty close by.
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