Normal Topic Harkker's Player's Characters - NightLight (Read 815 times)
Harkker
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Harkker's Player's Characters - NightLight
May 2nd, 2010 at 11:37pm
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ok Here are some of the random rolled pc's that people have used. (stat's are per rules ie the players.)

Night Light
IDENTITY: Night Light SIDE: Good 

NAME: Night Light SEX: Female 
EXPERIENCE: 3084 LEVEL: 2                     AGE:25
POWERS: 5 TRAINING: Agility +1
Adaptation 1/pr hour/ adaptation defense 1 per use
Invulnerability 25 pts per turn
Light Control general glowing 0/pr, light defense 1/pr a turn, Blinding flash 1 pr/flash range 30', laser attack 1pr per attack 2d8 damage range 30'
Mind Control 20/pr per successful use. Range 2 inches (this is done by glowing in a hypnotic fashion)
Wings 1/pr hour 263 inches a turn (59 mph)

WEIGHT: 130  BASIC HITS: 3 AGILITY MOD: 0 
STRENGTH: 9  ENDURANCE: 11 
AGILITY: 15  INTELLIGENCE: 14 
CHARISMA: 10  REACTIONS FROM: GOOD: 0 EVIL:0
HIT MOD (1) (1) (1.1) (1.6 ) =1.43  HIT POINTS(6 ):
DAMAGE MOD: +1 HEALING RATE: .75
ACCURACY: +2  POWER (49):
CARRYING CAPACITY: 119 BASIC HIT DAMAGE: 1d3
MOVEMENT RATES: 35 (flying 263)
DET HIDDEN: 10% DET DANGER: 14%
INVENTING POINTS: 2.8 CASH: $0.00
INVENTING (42%):

ORIGIN AND BACKGROUND: When the Night Light's parent bought that old fixer upper on First Street, they found they bought more than the house. .In the attic they found a cocoon that they cared for until it became the daughter that they always wanted. Hiding her unusual features from the public, Night Light grew up with a fairly normal background until the criminals of the underworld rose fourth and Night Light stood alone to combat their evil. Standing as a single beacon in the night, she has become a champion and a symbol to all those who hunger for justice. Whether her origins are from outer space or from the earth itself, The Night Light strives each day to make the world a better place.
LEGAL STATUS: US Citizen with no criminal record.

(SECURITY CLEARANCE = None)
OTHER INFORMATION: Super Hero Wristwatch
« Last Edit: May 2nd, 2010 at 11:38pm by Harkker »  

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Re: Harkker's Player's Characters - Incredible Pulse
Reply #1 - May 2nd, 2010 at 11:41pm
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The Incredible Pulse

IDENTITY: K Dog SIDE: Good 

NAME: The Incredible Pulse SEX: Male 
EXPERIENCE: 0 LEVEL: 1                      AGE:30
POWERS: 6 TRAINING: 
Devitalization Ray 3pr per attack range 24' 3d10 damage directly to power score.
Invisibility 1pr/hour +1 to hit, -1 to be hit each turn
Heightened Senses X-r ay vision, night vision, Infra-vision, see through the spectrum, Danger Sense- quadruple detect danger %
Vibratory Power 5pr/shot range 30’ damage 2d8, special attacks 24% will destroy device Vibratory defense 2pr and 1 action to set up none thereafter, Pass through solid objects movement cost equal to structural point total
Willpower – Defensive 1pr/use
Heightened Intelligence - B +20

WEIGHT: 175 BASIC HITS: 4 AGILITY MOD: 0 
STRENGTH: 12 ENDURANCE: 10
AGILITY: 15  INTELLIGENCE: 34
CHARISMA: 13 REACTIONS FROM: GOOD: +1 EVIL:-1
HIT MOD (1.2) (1) (1.8) (1.6 ) = 3.456 HIT POINTS(14 ):
DAMAGE MOD: +5 HEALING RATE: 1.2
ACCURACY: +2  POWER (71):
CARRYING CAPACITY: 238 BASIC HIT DAMAGE: 1d6
MOVEMENT RATES: 39 
DET HIDDEN: 96% DET DANGER: 112%
INVENTING POINTS: 3.4 CASH: $0.00
INVENTING (102%):

ORIGIN AND BACKGROUND: While doing research at home guided only by the books that he found at the library K Dog AKA the Incredible Pulse tried to build a dark mater well to further mans exploration of space. A mistake occurred in the complicated mathematical calculation needed to make his dream of a reality. The dark matter well was so powerful that it overloaded the magnets used to contain the high energy. K Dog was exposed to abnormally high amounts of concentrated dark matter. The Incredible Pulse was born that day and he vowed to destroy the dark matter well and use his new found powers to stop the forces of evil were ever they may be!

The well phased out and popped up on the Nonon - 9 systems dark matter radar. The Nononians are responsible for providing all of the dark matter for the intergalactic spaceships. They were able to trace back the source and are now in pursuit of the Pulse for potentially destroying there dark matter monopoly. Because of the wells power it is currently caught in the center of the 3rd largest supper massive black hole in the known universe. The Pulse and the Nononians are now in a race to developed the technology or find an alien / superhero strong enough to withstand the singularity at the center of the supper massive black hole and get the well. The Pulse wants to destroy the well and the Nononians want it to use it keep there monopoly. The Pulse however is the only one that knows the mathematical formula that makes the well run.

LEGAL STATUS: US Citizen with no criminal record.

(SECURITY CLEARANCE = None)
OTHER INFORMATION: 

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Re: Harkker's Player's Characters - Fleeting Image
Reply #2 - May 2nd, 2010 at 11:44pm
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The Fleeting Image

IDENTITY: Joe  SIDE: Good 

NAME: The Fleeting Image SEX: Male 
EXPERIENCE: 2284 LEVEL: 2                     AGE:30
POWERS: 6 TRAINING: Strength +1
Heightened Agility B +21
Illusions- holograms range: sight (near limitless) 5 pr/ illusion/per turn and one action and 5 pr per turn there after. Save verse intelligence if clues give way for npc.
Invisibility 1pr/ hour +1 to hit, -1 to be hit each turn
Mutant Power – Impersonation, must touch person to assume aura 1pr to set up. 1pr per hour there after, assumes appearance height and weight and basic hits of whoever is being impersonated. The voice and mannerism are also identical to the person so copied. The Fleeting Image can remember intelligence/ 3 identities. (14)
Non corporealness 4/hour
Telekinesis 260 lbs 1d6dam 1pr/ shot range 30’, manipulate objects 28’ movement per turn, range 60’ 1pr/ turn . Telekinesis defense 1 turn and 1 pr to set up 1 pr every attack thereafter- uses weight of the object being defended per turn as well.

WEIGHT: 172 BASIC HITS: 4 AGILITY MOD: 0 
STRENGTH: 13 ENDURANCE: 14
AGILITY: 30 INTELLIGENCE: 13
CHARISMA: 21 REACTIONS FROM: GOOD: +4 EVIL:-4
HIT MOD (1.2) (1.4) (1.1) (3.1 ) =5.7288 HIT POINTS(23 ):
DAMAGE MOD: +4 HEALING RATE: 1.2
ACCURACY: +5 POWER (70):
CARRYING CAPACITY: 309 BASIC HIT DAMAGE: 1d6
MOVEMENT RATES: 57
DET HIDDEN: 10% DET DANGER: 14%
INVENTING POINTS: 2.6 CASH: $0.00
INVENTING (39%):

ORIGIN AND BACKGROUND: The Fleeting Image's father was a chemical engineer working in Japan when he stumbled upon an old World War 2 supply depot. Hidden deep within he found an android that looked and acted like a real boy. Taking the child as his own he raised the child to adult hood where the android blended in with everyone else. In Chicago at the same time a crime syndicate know as the crushers had dominated the underworld, terrorizing common citizens and the police alike. It was moral obligation that forced the android to don the traditional robes of a Japanese Samurai as he went out and fought crime as the superhero known as Raiden. Though he wasn't human he fought with more heart than ten men. In the end the crime syndicate brought down the Raiden and melted down him down. Whatever spirit or force that animated the android would not let him leave this world until he had defeated the crushers. Though just a machine he had somehow developed a soul and became a living ghost. Now he has discovered new and stranger powers as he continues to learn what being human is all about.

LEGAL STATUS: US Citizen with no criminal record.

(SECURITY CLEARANCE = None)
OTHER INFORMATION: 
  

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Re: Harkker's Player's Characters - The Rose
Reply #3 - May 2nd, 2010 at 11:45pm
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The Rose

IDENTITY: Moep SIDE: Good 

NAME: The Rose SEX: Male 
EXPERIENCE: 2919 LEVEL: 2                     AGE:30
POWERS: 5 TRAINING: Agility +1
Disintegration ray 2pr/ attack 1d20 damage 28’ range can destroy 1 structural point of damage per point inflicted.
Heightened Endurance b +14
Heightened strength b +17
Invulnerability 14 pts per turn
Natural weaponry +2 to hit hand to hand +4 damage hand to hand.

WEIGHT: 175 BASIC HITS: 4 AGILITY MOD: 0 
STRENGTH: 28 ENDURANCE: 28
AGILITY: 16 INTELLIGENCE: 12
CHARISMA: 16 REACTIONS FROM: GOOD: +2 EVIL:-2
HIT MOD (2.2) (3.4) (1.1) (1.6 ) =13.1648 HIT POINTS(53 ):
DAMAGE MOD: +1(+5hth) HEALING RATE: 3.2
ACCURACY: +2(+4hth) POWER (84):
CARRYING CAPACITY: 2034 BASIC HIT DAMAGE: 1d12
MOVEMENT RATES: 72
DET HIDDEN: 10% DET DANGER: 14%
INVENTING POINTS: 2.2 CASH: $0.00
INVENTING (39%):

ORIGIN AND BACKGROUND: While Moep was on a rugged hike through the desert with some friends, they were horrified to discover that they had become hopelessly lost. Taking shelter in a small cave they soon they ran out of water. Moep urged them to move on, but his pleas fell on deaf ears. Instead he went in to the desert alone to try and find help. After a day and a half in the scorching heat, out of water he struggled on. He became delirious from dehydration and stumbled upon a beautiful rose. Knowing that the root might have water hidden deep with in he dug into the ground suck the moister in and he felt invigorated. Transformed he found the strength to return to cave that held his friends who had passed out from the heat. Some records detail a strange and powerful flower that gave the Native American braves incredible strength. No written record has been found to detail the strange desert flower that saved Moep's life but the tale is worth telling. It was then that Moep found a great reserve of strength deep inside and he by himself carried his three friends until a park ranger saw him driving by in his jeep. When the ranger asked him how he had carried them out he replied "My muscles are bigger than they appear." Now with the strength of the rose deep inside he has come forth to combat the evil of the world.

LEGAL STATUS: US Citizen with no criminal record.

(SECURITY CLEARANCE = None)
OTHER INFORMATION: 
  

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