Author Topic: I'll Get You Next Time! Mutants and Masterminds  (Read 5629 times)

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Offline Neoadept

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I'll Get You Next Time! Mutants and Masterminds
« on: February 18, 2011, 11:29:26 am »
You ever look out at the world and feel small and helpless, like there's nothing you can do to fix it?  Yeah, me neither.
-Captain Incredible

This city is wounded and bleeding.  It needs to be patched up before infection sets in.  It may be barbaric, but I recommend cauterization.
-Doc' Inferno

Some people need to be punched.  That's really all there is to it.
-Phantom Fedora

Remember the days before these...  Supers showed up?  When humanity solved it's own problems by the sweat of it's own labor?  It wasn't always pretty, but I like to think it made us honest, stronger.  Now, with our 'protectors' watching over us we are reduced to children, hatchlings, and I fear that we'll never leave the nest.
-Marvelo Vantz

Welcome to Fortune, a thriving coastal city, home to countless centers of industry and research, and an emerging hub for the power advantaged in a new age of superheroes.  Here, the last generation and the next interact, the caped heroes of yesteryear interacting with the up and comers of the modern era.  Technology, magic, mutants, and plain old fashioned hard work come together to put up a defense against the evils that beset the common man.

And there are evils.  Not everyone who hits the genetic jackpot or suffers a lab accident is inclined to work towards the greater good, and it's these dastardly fiends that you have to stop.

So grab your cape, cowl, and utility belt!  It's time to save the day!



So apparently I've gotten the itch to become a super villain once more.  To that end I am launching a Mutants and Masterminds campaign on IRC and welcoming applicants.

For those not in the know, Mutants and Masterminds is a D20 system built around superheroes of all kinds.  From the humble masked adventurer to the invulnerable flying brick, the entire range of powers and abilities are present and possible.

It's okay if you've never played the system before, because neither have we!  Drop into IRC and we'll muddle through it together.

Sessions will be run on Mondays starting at 1:00 PM EST.

To apply up you'll just need to fill out a character sheet, which we'll be more than happy to help you with on IRC.



Public Identity:
Secret Identity:

APPEARANCE
Gender:
Age:
Size: Medium
Height:
Weight:
Hair:
Eyes:


POWER LEVEL
Power Level: 11
Power Points: 176
Max Attack: 11
Max Defense: 11
Max Save DC: 11
Max Toughness: 11

ABILITIES
STR: 10 (+0)
DEX: 10 (+0)
CON: 10 (+0)
INT: 10 (+0)
WIS: 10 (+0)
CHA: 10 (+0)

COMBAT
Attack 0 (Melee 0, Ranged 0) [Unarmed +0 (Bruise)]
Defense 0 (0 flat-footed)
Initiative 0

SAVES
Toughness 0 (0 flat-footed)
Fortitude 0
Reflex 0
Will 0

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 0 = +0 +0 +0
Bluff Cha 0 = +0 +0 +0
Computers Int 0 = +0 +0 +0
Climb Str* 0 = +0 +0 +0
Concentration Con 0 = +0 +0 +0
Craft(______) Int 0 = +0 +0 +0
Diplomacy Cha 0 = +0 +0 +0
Disable Device Int 0 = +0 +0 +0
Disguise Cha 0 = +0 +0 +0
Drive Dex 0 = +0 +0 +0
Escape Artist Dex* 0 = +0 +0 +0
Gather Information Cha 0 = +0 +0 +0
Handle Animal Cha 0 = +0 +0 +0
Intimidate Cha 0 = +0 +0 +0
Investigate Int 0 = +0 +0 +0
Know (______) Int 0 = +0 +0 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 0 = +0 +0 +0
Notice Wis 0 = +0 +0 +0
Perform (______) Cha 0 = +0 +0 +0
Pilot Dex 0 = +0 +0 +0
Profession (______) Wis 0 = +0 +0 +0
Ride Dex 0 = +0 +0 +0
Search Wis 0 = +0 +0 +0
Sense Motive Wis 0 = +0 +0 +0
Sleight of Hand Wis 0 = +0 +0 +0
Stealth Dex 0 = +0 +0 +0
Survival Wis 0 = +0 +0 +0
Swim Str** 0 = +0 +0 +0  


Powers/Devices

Name:  ____________  Rank:  ___  Action:  ______  Range:  ___  Duration:  ______
Extras/Flaws:



Feats



Equipment



Drawbacks/Complications



Origin:
« Last Edit: April 04, 2011, 01:35:02 pm by Neoadept »


Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Krakow Sam

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #1 on: February 19, 2011, 03:18:36 pm »
Zeitgeist, the Temporal Phantom!



Public Identity: Zeitgeist
Secret Identity: Dr Bertram Banes

APPEARANCE
Gender: Male
Age: Late 20s
Size: Medium
Height: 5'11
Weight: 170lbs
Hair: Brown
Eyes: Blue


POWER LEVEL
Power Level: 11
Power Points: 175
Max Attack: 11
Max Defense: 13 (tradeoff with toughness)
Max Save DC: 11
Max Toughness: 9 (tradeoff with defence)

ABILITIES
STR: 16 (+3)
DEX: 18 (+4)
CON: 12 (+1)
INT: 18 (+4)
WIS: 14 (+2)
CHA: 14 (+2)

COMBAT
Attack 10 (Melee 10, Ranged 10) [Unarmed +3 (Bruise)] [Gauntlet Strike +4 (Bruise)]
Defense 12 (6 flat-footed)
Initiative 4

SAVES
Toughness 8 (4 flat-footed) (5 Out of Costume)
Fortitude 6
Reflex 10
Will 7

Hero points: 2

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 10 = +4 +0 +0
Bluff Cha 4 = +2 +2 +0
Computers Int 8 = +4 +4 +0
Climb Str* 3 = +0 +3 +0
Concentration Con 2 = +0 +2 +0
Craft(Electronic) Int 7 = +3 +4 +0
Craft(Mechanical) Int 7 = +3 +4 +0
Diplomacy Cha 2 = +0 +2 +0
Disable Device Int 6 = +2 +4 +0
Disguise Cha 2 = +0 +2 +0
Drive Dex 6 = +2 +4 +0
Escape Artist Dex* 4 = +0 +4 +0
Gather Information Cha 6 = +4 +2 +0
Handle Animal Cha 2 = +0 +2 +0
Intimidate Cha 2 = +0 +2 +0
Investigate Int 0 = +0 +0 +0
Know (Physical Science) Int 8 = +4 +4 +0
Know (Technology) Int 8 = +4 +4 +0
Know (History) Int 6 = +2 +4 +0
Know (Philosophy) Int 6 = +2 +4 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 2 = +0 +2 +0
Notice Wis 6 = +4 +2 +0
Perform (______) Cha 2 = +0 +2 +0
Pilot Dex 4 = +0 +4 +0
Profession (______) Wis 2 = +0 +2 +0
Ride Dex 4 = +0 +4 +0
Search Int 4 = +0 +4 +0
Sense Motive Wis 2 = +0 +2 +0
Sleight of Hand Dex 4 = +0 +4 +0
Stealth Dex 4 = +0 +4 +0
Survival Wis 2= +0 +2 +0
Swim Str** 3 = +0 +3 +0  


Powers:

Name: Duplication  Rank: 11 Action: Standard  Range:  Self  Duration:  Sustained

Progression (3), Mental Link, Survival, Feedback .
The Chronobelt summons up to five timelooped chronoduplicates. Temporal uncertainty leads to damage bleeding through time to the original, but the chronobelt can stabilise any of the duplicates into a temporal prime, should the originally designated Prime expire.

Name: Quickness  Rank: 7 Action: Free  Range: Personal  Duration: Permanent
The Chronobelt can project a fast-time bubble around Zeitgeist, allowing him to perform tasks at 100 times the usual speed when not in combat.

Name: Speed  Rank:  1  Action: Free  Range: Personal  Duration:  Permanent
Another effect of the Chronobelt is a modest boost to movement speed, allowing Zeitgeist to move 100ft in a round (10mph)

Name: Teleport  Rank:  1  Action: Move  Range: 100ft  Duration:  Instant
Change Direction, Change Velocity
The Chronoport function of the chronobelt allows short hops of momentum-free teleportation to locations Zeitgeist can directly see.

Name: Chronosense (supersenses)  Rank:  2  Action: Free  Range: Perception  Duration:  Permanent
Temporal Awareness, Timesense.
After long exposure to the Chronobelt's effects, Zeitgeist can sense disruptions to the timestream in addition to having a perfect internal clock able to keep track of relative time.

Name: Deja-Fu (strike) Rank:2 Action: Standard Range: Touch  Duration: Instant
Autofire (2), Homing.
Zeitgeist has been dabbling with with the advanced features on the chronobelt to develop his own fighting style. Punches and kicks out of step with the normal flow of time can be difficult to counter.

Devices:

Name: Zeitarangs  Rank:  2  Action: Reaction  Range: Personal  Duration:  Permanent
A belt of various gimmick thrown weapons Zeitgeist crafted while recovering from injuries inflicted from an artillary bike.
Flaws: Limited (Five per belt. Extra Zeitarangs are stored back at base and on the Zeitcycle)

Name: Smoke (Visual Obscure) Rank:  4  Action: Reaction  Range: Ranged  Duration:  Permanent
This thrown projectile emits a thick cloud of smoke to conceal an area

Alternate Power Feat x 2

Name: Geist Wail (confuse) Rank:  8  Action: Reaction  Range: Ranged Duration:  Instant (Lasting)
Flaw: 'Ranged' range

This thrown projectile uses infrasound and disorienting temporal effects to confuse its target, causing it to behave erratically.

Name: Bolas (Trip) Rank:  4  Action: Reaction  Range: Ranged  Duration:  Instant

This thrown projectile splits into two halves connected by a strong wire, allowing Zeitgeist to entangle the legs of his enemies to trip them.

Name: Target Painter (Drain Toughness) Rank:  8  Action: Reaction  Range: Ranged  Duration:  Instant
Extras: Reflex Save instead of Fortitude save, Ranged range, Sense Dependant (Allies)

Sophisticated micro-scanners and processors linked to a simple holo-emitter in this thrown projectile analyses flaws in the defenses of a target which it is thrown near and projects optimum locations for attacks directly onto the target's body. Anyone witnessing the Target Painter's projections will be able to hit its target much more reliably.

Name: The Zeitcycle  Rank:  3  Action: Reaction  Range: Personal  Duration:  Permanent
A Kawasaki Ninja motorcycle 'confiscated' from a gang of hardware-robbing bikers. The device has been modified with a sophisticated holographic driver interface, which, while difficult to use allows the rider an unprecedented level of control over the machine, and delivers incredibly detailed route-planning and road condition information in real time. The engine has been heavily modified to give almost completely silent running at the touch of a button, and special jet boosers allow the bike to pull off preposterous jumps.

Power Feats: Restricted (Int 16+). The Zeitcycle's controls take the form of a complex holographic interface which can only be used by very intelligent individuals.

Name: Speed Rank: 5 Action: Free Range: Personal  Duration:  Permanent
Top speed, 250mph

Name: Boost (Driving) Rank: 2 Action: Standard Range: Personal  Duration:  Instant
By concentrating and interacting with the holographic interface, the Zeitcycle's rider can pull of impressive feats of control for short periods of time.
+8 to drive skill, fading to +4 on the subsequent turn.

Name: Jet Jump (Leaping) Rank: 2 Action: Move Range: Personal  Duration:  Instant
1 rank of Limited: Must have ramp
Microjets built into the Zeitcycle allow vertical hops of up to eight feet and horizontal boosts of up to 80 meters when coming off an inclined surface or ramp. Without a ramp, the jets still allow for shorter hops up to four feet and horizontal distance of 40 meters.
 
Name: Geist Mode (Concealment: Hearing) Rank: 1 Action: Free Range: Personal  Duration:  Sustained
Also known as silent running, the Zeitcycle combines a state of the art engine system with a super-efficient muffler system to eliminate all engine noise when stealth is of the essence.

Name: Holo-guise (Morph) Rank: 1 Action: Free Range: Personal  Duration:  Sustained

The bike's holographic systems can extend to project an illusory image, changing its appearence to better blend in when Zeitgeist is out of costume. Current presets are unmodified Ninja, Vespa, Harley Davidson and pushbike. Colours can be altered at the touch of a button.



Equipment Powers:

Name: Cutting Torch (Blast, drain toughness)  Rank:  1  Action: Standard  Range: Touch  Duration:  Instant
A plasma cutting torch developed by Banes is a useful part of his arsenal, usually used for cutting through metal obstructions.


Extras/Flaws:
None


Feats
Acrobatic Bluff, Defensive Roll (4) Elusive Target, Improved Block, Redirect, Weapon Bind, Improved Throw, Eidetic Memory, Interpose, Equipment (3 [2 personal equipment, 1 in base]), Minion (2) Inventor, Benefit (Wealth 2), Defensive Roll (4), Evasion


Equipment
Armored Jumpsuit (3), Utility Belt (PDA (1), Concealable Microphone (1), Mini-tracer (1), Multi-tool (1), Cutting Torch (1, Blast 1, drain toughness), Tough Gauntlets (2, brass knuckles)

Drawbacks/Complications
Complication: Zeitgeist is hunted by a draconian time vigilante and his minions, accused of crimes against continuity.
Complication: Secret Identity. Zeitgeist takes care to ensure no one discovers he is Banes. If the truth were known not only would he receive much unwanted publicity, but he would also be providing critical clues for the time vigilante hunting him.

Origin:

Bertram Banes is the second man to fight evil under the name of Zeitgeist.
The first was Lew Lieberman, a jewish museum creator who fled Nazi Germany during the second world war. Finding an unusual belt in a museum, he found it to have amazing powers over time, which he assumed were magical in nature. Using the powers of the belt, he donned the identity of the mysterious Zeitgeist and took the fight to the Germans, winning many victories for the Allies before the end of the war. Returning to the United States he fought crime for a further twenty years before time inevitably began to take its toll and he retired.
While working as the curator of The Fortune City Museum of Ancient History, Lieberman met and befriended Bertram Banes, a brilliant young physics major who was working part time as a security guard to pay his way through college. Following an incident in which Lieberman and Banes intercepted and subdued a gang of antiquities theives one night, Lieberman confided in Banes his secret identity as Zeitgeist and told him the stories of his exploits. Seeing potential in Banes, Lieberman entrusted him the magical belt and Banes took up the name Zeitgeist to fight crime and evil.
With his scientific background, Banes suspected the belt to in fact be a product of incredibly advanced technology, and unsuccessfully attempted to tinker with it on several occasions. Curiously the belt, which Banes dubbed the Chronobelt, imbued Banes with a slightly different complement of abilities to those it had granted Lieberman. While Banes retained Lieberman's ability to use the belt to travel hours, or even as much as a day into the past (with certain limitations) Banes could also use the belt to create 'chronoduplicates', versions of himself from the near past or future who would fight alongside him. Banes' mastery of the belt also allowed him to jump as much as a day into the future, but following a disastrous series of misjudged time-travelling schemes, Banes found the belt would no longer allow him to travel through time, though its other functions remained as normal. What's more, Zeitgeist is still hunted by a driven time-vigilante who he angered during his botched time-travels, charged with crimes against continuity.
Banes is now a respected physicist working for Chance Labs. Currently his identity as Zeitgeist is still a well kept secret.
« Last Edit: September 24, 2011, 12:03:25 pm by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Celdur

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #2 on: February 21, 2011, 02:06:26 am »
Quote, the Cyborg Mastermind!



Public Identity: Quote
Secret Identity: Dr Thomas Thrintop

APPEARANCE

Gender: Male
Age: Late 40s
Size: Medium
Height: 6'5
Weight: 360lbs
Hair: N/A
Eyes: Blue


POWER LEVEL

Power Level: 11
Power Points: 162 or something?
Max Attack: 11
Max Defense: 11
Max Save DC: 11
Max Toughness: 11

ABILITIES

STR: 12(+1)
DEX: 16(+3)
CON: 12(+1)
INT : 30(+10)
WIS: 16(+3)
CHA: 8(-1)

COMBAT

Attack: 10
Defence: 8
Iniative: 3 (+3 dex)

SAVES
Toughness: 8
Fortitude: 6
Reflex: 6
Will: 8

SKILLS

Code:
Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 3 = +3 +0 +0
Bluff Cha        -1 = -1 +0 +0
Computers Int 26 = +10 +16 +0
Climb Str* 1 = +1 +0 +0
Concentration Con 0 = +1 +0 +0
Craft(Electronic) Int 18 = +10 +8 +0
craft(mechanical)       Int 14 = +10 +4 +0
Diplomacy Cha -1 = -1 +0 +0
Disable Device Int 18 = +10 +8 +0
Disguise Cha -1 = -1 +0 +0
Drive Dex 7 = +3 +4 +0
Escape Artist Dex* 3 = +3 +0 +0
Gather Information Cha -1 = -1 +0 +0
Handle Animal Cha -1 = -1 +0 +0
Intimidate Cha -1 = -1 +0 +0
Investigate Int 14 = +10 +4 +0
Know (Technology) Int 14 = +10 +4 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 6 = +6 +0 +0
Notice Wis 6 = +6 +0 +0
Perform (______) Cha -1 = -1 +0 +0
Pilot Dex 6 = +6 +0 +0
Profession (______) Wis 6 = +6 +0 +0
Ride Dex 6 = +3 +0 +0
Search Wis 6 = +6 +0 +0
Sense Motive Wis 10 = +6 +4 +0
Sleight of Hand Wis 0 = +0 +0 +0
Stealth Dex 6 = +6 +0 +0
Survival Wis 6 = +6 +0 +0
Swim Str** 1 = +1 +0 +0  



Powers/Devices

Name: Data Link  Rank: 10  Action: free   Range: extended    Duration: sustained
Power feat: selective
Can tap into any digital device with wireles capabileties.

Name: Flight  Rank: 5  Action: move  Range: personal  Duration: sustained
Rocket boots. That is all.

Name: Immunity  Rank: 9   Action: Defense  Range: Personal  Duration: Permanent
Life support: Robots dont get sick.


Name:  KIBLS (Handheld Device)  Rank:  7  Action:  Reaction  Range:  Personal  Duration:  Permanent
  • Name:  Blast  Rank:  15 Action:  Standard  Range:  Ranged  Duration:  Instant
    Power Feats: Alternate Power(2)(Disintegrate, Paralyze), Improved Range (2)(375ft), Accurate (+2 hit)
  • Name:  Disintegrate  Rank:  7 Action:  Standard  Range:  Ranged  Duration:  Instant
  • Name:  Paralyze  Rank:  10 Action:  Standard  Range:  Ranged  Duration:  Instant
    Extras\Flaws:Ranged

Name: Force field Rank: 4 Action: Free Range: Personal Duration: sustained
extras/flaws: impervious+1, ablative-1

Name: Super-senses(darkvision/infravision) Rank: 3 Action: Free Duration: Permanent
Built in Night vision and Heat vision allows Quote to see stuff


Feats
Die hard, Inventor, Master plan, Skill mastery(computers, disable device, craft(electronics),craft(mechanical)), Improvised tools,Precise shot(1)

Equipment

None

Drawbacks/Complications
Complication: secret identiy, if anyone would ever find out he was the former head of MCI, he would have massive amounts of debt.
Drawback: EMP renders Quote pretty useless (4 points i guess)


Origin:

Dr Thomas Thrintop used to be the head of the Mechane Cyber Industries when he contracted a terminal illness.
Not ready to give up on life, Thomas used his vast knowledge of the sciences to build himself a robotic host and transferred his brain into it.
While he worked in secrecy though, everyone already assumed him dead, and without him, MCI went bust. If he would ever reveal that he was still alive
he would be in debt forever. This opportunity for a new life allowed him to do what he always wanted to: FIGHT CRIME.
« Last Edit: March 21, 2011, 01:50:39 pm by Celdur »

Quote from: Krakow sam
That quote is actualy very witty, Celdur. I suggest you use that in your signature.

Offline Mr. Wizard

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #3 on: February 21, 2011, 03:50:53 am »
Scrapheap, Giant Machine of Justice!

Public Identity: Scrapheap
Secret Identity: Glory Gomez

APPEARANCE
Gender: Female
Age: 27
Size: Medium
Height: 5' 9"
Weight: 180 lbs.
Hair: Brown
Eyes: Green


POWER LEVEL
Power Level: 11
Power Points: UNKNOWN
Max Attack: 11
Max Defense: 11
Max Save DC: 11
Max Toughness: 11

ABILITIES
STR: 10 (+0)
DEX: 10 (+0)
CON: 13 (+1)
INT: 18 (+4)
WIS: 16 (+3)
CHA: 8 (-1)

COMBAT
Attack 6 (Melee 6, Ranged 6)
Defense 6 (3 flat-footed)
Initiative 0

SAVES (base)
Toughness 1 (0 flat-footed)
Fortitude 5 (4)
Reflex 2 (2)
Will 7 (4)

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 0 = +0 +0 +0
Bluff Cha -1 = -1 +0 +0
Computers Int 15 = +4 +11 +0
Climb Str* 0 = +0 +0 +0
Concentration Con 1 = +1 +0 +0
Craft(Mechanical) Int 14 = +4 +10 +0
Craft(Electronic) Int 14 = +4 +10 +0
Craft(Chemical)        Int 14 = +4 +10 +0
Diplomacy Cha -1 = -1 +0 +0
Disable Device Int 15 = +4 +11 +0
Disguise Cha -1 = -1 +0 +0
Drive Dex 0 = +0 +0 +0
Escape Artist Dex* 0 = +0 +0 +0
Gather Information Cha -1 = -1 +0 +0
Handle Animal Cha -1 = -1 +0 +0
Intimidate Cha -1 = -1 +0 +0
Investigate Int 4 = +4 +0 +0
Know (Technology) Int 15 = +4 +11 +0
Know (Streetwise) Int 10 = +4 +6 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 3 = +3 +0 +0
Notice Wis 10 = +3 +7 +0
Perform (______) Cha -1 = -1 +0 +0
Pilot Dex 0 = +0 +0 +0
Profession (______) Wis 3 = +3 +0 +0
Ride Dex 0 = +0 +0 +0
Search Wis 3 = +3 +0 +0
Sense Motive Wis 3 = +3 +0 +0
Sleight of Hand Wis 3 = +3 +0 +0
Stealth Dex 0 = +0 +0 +0
Survival Wis 3 = +3 +0 +0
Swim Str** 0 = +0 +0 +0  


Powers/Devices

Name:  Grampa's Revolver (Revolver Device)  Rank:  2  Action:  Reaction  Range:  Personal  Duration:  Permanent
An heirloom passed on to Glory from crazy old Grampa Gomez. It is a custom made sidearm unlike any other in the world. It causes most punks to stop and question if they are indeed feeling lucky today.
  • Name:  Blast  Rank:  5 Action:  Standard  Range:  Ranged  Duration:  Instant
    A shot from Grampa's revolver will make you wet your pants.

Name:  Scrapheap (Battlesuit Device)  Rank:  21  Action:  Reaction  Range:  Personal  Duration:  Permanent
The suit built around a strange exoskeleton that ended up in Glory's scrapyard. It stands a 3 feet taller than a man, and looks like a pile of rusting metal from various appliances, former military vehicles, and large industrial panels. Inside the metallic waste is a marvel of technology, a powerful exoskeleton that allows its user to perform great acts of strength. it is a powerful engine of uncompromising justice.

  • Name:  Leaping  Rank:  10  Action: Move Range:  Personal  Duration:  Instant
    Trying to make it fly, Glory strapped a rocket to Scrapheap. It failed to fly, but it now has the ability to leap great distances.
  • Name:  Junkyard Armor (Protection)  Rank:  16 (19) Action:  Reaction  Range:  Personal  Duration:  Permanent
    Scrapheap is covered in a thick clanking layer of old discarded metal. It protects Glory almost perfectly, but falls away after repeated strikes.
    Extras/Flaws: Ablative, (Impervious 3)
  • Name: Made of Metals (Density)  Rank:  6  Action:  Reaction  Range:  Personal  Duration:  Permanent
    Scrapheap is covered in a thick layer of scrap metal, and the exoskeleton itself is very heavy. (+12 str )
    Extras/Flaws: Permanent, Bonus Abilities(+12 strength, +3 impervious Protection, +2 immovable, +2 super strength)
  • Name:  Growth  Rank:  1  Action:  Reaction  Range:  Personal  Duration:  Permanent
    Scrapheap is 11 feet tall and as wide as the face of an 18 wheel truck.
    Extras/Flaws: Permanent, Bonus Abilities(+2 strength, +1 constitution, +5ft. movement)
  • Name:  Strike  Rank:  6  Action:  Standard  Range:  Touch  Duration:  Instant
    The Exoskeletons claws combined with its massive strength makes shredding opponents a simple task.
    Extras/Flaws: Mighty
  • Name:  Jury rigged senses (Super Senses)  Rank:  5  Action:  Free  Range:  Personal  Duration:  Permanent
    The Exoskeleton lacked any sensors, since it was never meant to be covered. But Glory is ever resourceful, and a system of old mirrors, compasses, electronics gives her all the information she needs.
    Extras/Flaws:Sight Radius, Direction Sense, Distance Sense, Radio, Timesense
  • Name: Jury Rigged Environment (Immunity)  Rank:  5  Action:  Reaction  Range:  Personal  Duration:  Permanent
    Glory repurposed old scuba gear, air conditioner, space heater, and some waterproofing caulk, to make the inside of Scrapheap relatively comfortable.
    Extras/Flaws: Immunity to Suffocation in water, extreme heat, extreme cold, high pressure, radiation
  • Name:  Super Strength  Rank:  10 (12) Action:  Reaction  Range:  Personal  Duration:  Continuous
    Glory has increased productivity in the scrapyard by using the exoskeleton for its apparent intended purpose. She has also learned a few tricks, like swinging her shield quickly to create a shockwave, or pounding the ground to cause a small quake.
    Extras/Flaws:Ground Strike, Shockwave
  • Name:  Stun  Rank:  10  Action:  Standard  Range:  Touch  Duration:  Instant(Lasting)
    A solid strike from the large safe door will knock almost anybody out cold.
    Extras/Flaws: Alternate Power (Shield)
    ---Name:  Shield  Rank:  11  Action:  Free  Range:  Personal  Duration:  Sustained
    A heavy iron door, perhaps previously belonging to a bank's safe, now serves as Scrapheap's shield.
  • Name:  Stable Servos (Immovable)  Rank:  5 (7)  Action:  Reaction  Range:  Personal  Duration:  Permanent
    The Exoskeleton is very stable, and difficult to move against the operators will.
  • Name:  Extendomatic Arms (Elongation)  Rank:  1  Action:  Move  Range:  Personal  Duration:  Sustained
    The Exoskeleton can extend its arms and legs to handle larger loads, or punch from a greater distance.
  • Name:  Alien Power Core Blast (Cosmic Energy Control)  Rank:  20 Action:  Standard  Range:  Ranged  Duration:  Instant
    Channeled through the suit in a line, this powerful attack also takes a heavy toll on the operator.
    Extras/Flaws: Area(line), Unreliable(Usable for 5 rounds, then 1 hour reload), Causes Exhaustion

STATS IN SCRAPHEAP

ABILITIES
STR: 24 (+7)
DEX: 10 (+0)
CON: 14 (+2)
INT: 18 (+4)
WIS: 16 (+3)
CHA: 8 (-1)

COMBAT
Attack 6 (Melee 6, Ranged 6)
Defense 6 (3 flat-footed, 11 with shield)
Initiative 0

SAVES (base)
Toughness 11 (11 flat-footed)
Fortitude 6 (4)
Reflex 2 (2)
Will 7 (4)

Movement: 35ft. per round.




Feats
All-out Attack, Fast Overrun, Inventor, Jack-of-All-Trades, Improvised Tools, Equipment (7), Skill Mastery(1)(Craft(Mechanical),Craft(Chemical), Know(Technology), Disable Device), Second Chance(Mind Control, Emotional Control), Die Hard, Well-Informed, Minion(1)


Equipment
Flashlight, Multi-tool, Cell phone, Handcuffs, Tactical Vest (+4 toughness), Taser

Small Truck:
Huge Vehicle
Strength: 45
Speed: 5
Defense: 8
Toughness: 9
Special: Small door allows entrance into cargo from cab.

Unmarked truck, practical method of transporting Scrapheap without further damage to Fortune Cities roads.



Drawbacks/Complications
Normal Identity: -4 points



Origin:
Glory grew up on the mean streets of the inner city slums. Her parents could barely care for her, and her wide ranging interests were almost never encouraged. Fortunately, her grandfather, owner of a scrapyard in the developing outskirts of Fortune City, spent his own money to ensure she went to college. Despite her excellent academic performance, social phobias made it difficult for her to land jobs on her own. Grampa Gomez continued to care for her, and upon his death, he left the scrapyard in her care.

The scrapyard continued to encourage her interest in technology, as large supplies of cheap material were made available to her on a daily basis. However, the encroachment of suburban development finally reached the scrapyard, and soon juvenile vandals were tormenting her day and night. She armed herself with flashlights and tasers, ready to shock any punk that decided to mess with her. One day, during a night with many strange lights in the sky, she caught a kid spray painting some scrap that looked like a giant metal skeleton. Something in the paint awoke that exoskeleton, and it tossed the kid over the fence in a fit of convulsions.

Glory managed to turn it off, and through careful study, learned to harness its potential. She quickly increased the productivity of the scrapyard by 130%! However, she learned of a serial arsonist, running through her local neighborhood, setting houses on fire and killing anyone that tried to stop him. She decided to attach shielding to the exoskeleton, cover her face, and smashed the arsonist as he was torching a local orphanage. Headlines the next day all read the same, "Scrapheap saves Orphanage!" The locals were so grateful, the President (of the local homeowners association) presented to Scrapheap the Key to Fortune City (District number 23)! Ever since, Scrapheap has brought excessive force down upon the heads of criminals as far away as the library 6 blocks down the road.


Unspent Points: 8


Scrapheap:
« Last Edit: January 13, 2012, 02:03:48 pm by Mr. Wizard »

Offline Krakow Sam

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #4 on: February 21, 2011, 06:36:48 am »
Celdur, your character's Int is too high. The maximum score for any ability is the power level +15. So the max you can have is 25.

Also, the maximum amount of ranks you can have in a  skill is the same as the power level, so you have too many in computers >_>
« Last Edit: February 21, 2011, 06:38:20 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline Neoadept

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #5 on: February 21, 2011, 10:49:05 am »
I'd like to take this opportunity to point out that Sam cannot do math.  You're fine, Celdur.
Nefarious?  Nearly.  Ne’er-do-well?  Never!  Neither nearly names this narrator.  Naive and knowledgeable, notorious and inscrutable, this nascent Nero is known naturally as Neoadept.

Offline Krakow Sam

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #6 on: February 21, 2011, 11:00:04 am »
I can do math, the wording of the book just confused me.

So I can't do ENGLISH.
Sam is basically right, he's just cranky.

Offline martyk

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #7 on: February 21, 2011, 02:13:18 pm »
Sanguine, The Iron Knight

Public Identity: Sanguine

APPEARANCE
Gender: Male
Age: ???
Size: Medium
Height: 7'11"
Weight: 478 lbs
Hair: ???
Eyes: ???

POWER LEVEL
Power Level: 11
Power Points: 176
Max Attack: 11
Max Defense: 11
Max Save DC: 11
Max Toughness: 11

ABILITIES
STR: 30 (+10) (+12 bonus)
DEX: 30 (+10)
CON: 30 (+10)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 12 (+1)

COMBAT
Attack 11 (Melee 11, Ranged 11) [Unarmed +11 (Bruise)]
Defense 5 (3 flat-footed)
Initiative 10

SAVES
Toughness 18 (18 flat-footed) (Maxed at 11)
Fortitude 10+5=15
Reflex 9+5=14
Will 2
SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 10= +10 +0 +0
Bluff Cha 1 = +1 +0 +0
Climb Str 10= +10 +0 +0
Computers Int* 1 = +1 +0 +0
Concentration Wis 2 = +2 +0 +0
Craft(______) Int* 1 = +1 +0 +0
Diplomacy Cha 1 = +1 +0 +0
Disable Device Int* 1 = +1 +0 +0
Disguise Cha 1 = +1 +0 +0
Drive Dex* 10= +10 +0 +0
Escape Artist Dex 10= +10 +0 +0
Gather Information Cha 1 = +1 +0 +0
Handle Animal Cha 1 = +1 +0 +0
Intimidate Cha 5 = +1 +4 +0
Investigate Int* 1 = +1 +0 +0
Know (______) Int* 1 = +1 +0 +0
Language ___* 0 = +0 +0 +0
Medicine Wis* 2 = +2 +0 +0
Notice Wis 2 = +2 +0 +0
Perform (______) Cha* 1 = +1 +0 +0
Pilot Dex* 10= +10 +0 +0
Profession (______) Wis* 2 = +2 +0 +0
Ride Dex* 10= +10 +0 +0
Search Int 1 = +1 +0 +0
Sense Motive Wis 2 = +2 +0 +0
Sleight of Hand Dex* 10= +10 +0 +0
Stealth Dex 10= +10 +0 +0
Survival Wis 2 = +2 +0 +0
Swim Str 10= +10 +0 +0 

Powers/Devices

Name:Density Rank:6 Action:Free Range:Personal Duration:Sustained
If he does not want to be moved, he will not be moved.
  • Gives +12 Strength, +3 Protection (with Impervious), +2 Immoveable and +2 Super-strength
Name:Immunity Rank:10 Action:Reaction Range:Personal Duration:Permanent
  • Immunity to entrapment
  • Immunity to suffocation
  • Immunity to aging
  • Immunity to disease
  • Immunity to starvation and thirst
Name:Leaping Rank:5 Action:Move Range:Personal Duration:Instant
With his prodigious strength, leaping great distances is no challenge to Sanguine.
Name:Protection Rank:5 Action:Reaction Range:Personal Duration:Permanent
Even if he didn't have his armor, Sanguine is an incredibly hardy individual.
Extras/Flaws:
Impervious
Name:Super-strength Rank:5 Action:Reaction Range:Personal Duration:Continuous
If he has decided you are a threat, you will not remain so for long.
Extras/Flaws:
Shockwave
Name:Sword (Sword Device)  Rank:  2  Action:  Reaction  Range:  Personal  Duration:  Permanent
His sword is his closest companion.  It never leaves his side.
  • Name:Strike Rank:4 Action:Standard Range:Touch Duration:Instant
    Extras/Flaws:
    Mighty
    Area(burst)
  • Name:Shield Rank:1 Action:Free Range:Personal Duration:Sustained

Feats
Diehard, Rage(3), Equipment(2)

Equipment
Full Plate Armor +6 Toughness 6 pts

Drawbacks/Complications
  • Honour
  • Temper

Origin:

Next to nothing is known about Sanguine's history before his sudden arrival in Fortune.  He simply showed up one day and began rounding up ne'er-do-wells as though he had always been doing it.  Even though he is a fairly profilic hero within the city, his hesitance to speak with others have made him a bit of an enigma.  This, coupled with his occasional tendency to fly into a wild rage makes him a bit of an unknown variable, carefully watched by members of both sides of the law.
« Last Edit: April 11, 2011, 07:18:16 am by martyk »
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Offline Inkling

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #8 on: February 21, 2011, 06:13:08 pm »


Public Identity: Cape Girl!
Secret Identity: Lizzie Brown

APPEARANCE
Gender: Female
Age: 20
Size: Medium
Height: 5'7"
Weight: 130
Hair: Blond
Eyes: Blue


POWER LEVEL
Power Level: 10
Power Points: 150
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: 25 (+7)
DEX: 22 (+6)
CON: 18 (+4)
INT: 14 (+2)
WIS: 13 (+1)
CHA: 14 (+2)

COMBAT
Attack 8 (Melee 8, Ranged 8 ) [Unarmed +7 (Bruise)]
Defense 8 (4 flat-footed)
Initiative 0

SAVES
Toughness 7 (0 flat-footed)
Fortitude 4
Reflex 6
Will 4

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 11 = +6 +5 +0
Bluff Cha 7 = +2 +5 +0
Computers Int 2 = +0 +0 +0
Climb Str* 7 = +7 +0 +0
Concentration Con 1 = +1 +0 +0
Craft(______) Int 2 = +2 +0 +0
Diplomacy Cha 2 = +2 +0 +0
Disable Device Int 2 = +2 +0 +0
Disguise Cha 3 = +3 +0 +0
Drive Dex 6 = +6 +0 +0
Escape Artist Dex* 6 = +6 +0 +0
Gather Information Cha 2 = +2 +0 +0
Handle Animal Cha 3 = +2 +1 +0
Intimidate Cha 4 = +2 +2 +0
Investigate Int 4 = +2 +2 +0
Know (Pop Culture) Int 3 = +3 +1 +0
Language ___ 0 = +0 +0 +0
Medicine Wis 1 = +1 +0 +0
Notice Wis 3 = +1 +2 +0
Perform (Sax) Cha 7 = +1 +6 +0
Perform (Harmonica) Cha 7 = +1 +6 +0
Pilot Dex 6 = +6 +0 +0
Profession (______) Wis 1 = +1 +0 +0
Ride Dex 6 = +6 +0 +0
Search Wis 2 = +2 +0 +0
Sense Motive Wis 1 = +1 +0 +0
Sleight of Hand Wis 13 = +6 +7 +0
Stealth Dex 14 = +6 +8 +0
Survival Wis 1 = +1 +0 +0
Swim Str** 7 = +7 +0 +0  


Powers/Devices

Name:  Additional Limbs  Rank:  3  Action:  Reaction  Range:  Personal  Duration:  ____
Extras/Flaws: Cape Girl can project four strips of cloth that act as extra limbs, as well as having a very prehensile cape.

Name:  Elongation  Rank:  3  Action:  Move  Range:  Personal  Duration:  ______
Extras/Flaws: The cloth strips and the cloth wrapped around her arms and legs can extend to up to 25 feet.

Name:  Flight  Rank:  2  Action:  ______  Range:  ___  Duration:  ______
Extras/Flaws: Cape Girl can use her cape to glide, at speeds of up to 25 mph.

Name:  Leaping  Rank:  3  Action:  ______  Range:  ___  Duration:  ______
Extras/Flaws: Using the cloth wrapped around her legs as springs, Cape Girl can jump up to five times her normal jumping distance.

Name:  Snare  Rank:  2  Action:  ______  Range:  ___  Duration:  ______
Extras/Flaws: Cape Girl Can wrap up the Bad Guys with strips of cloth.

Power feats - Reversible, Tether.  Flaw - range is the same as limbs.

Alternate Power Feat - Suffocate.  Is Cape Girl gonna have to choke a bitch?

Name:  Spin  Rank:  2  Action:  ______  Range:  ___  Duration:  ______
Extras/Flaws:  What Cape Girl assumes is an unexpected consequence of her powers, she can spin like a top.

Power Feat - Tilt-a-Whirl.  What happens when you snare and spin at the same time.  Fun for the whole family!

Name:  Trip  Rank:  8  Action:  ______  Range:  ___  Duration:  ______
Extras/Flaws:  Few things please cape Girl as much as seeing an unsuspecting Bad Guy fall flat on his face.

Flaw - Range is the same as limbs.


Feats
Ambidexterity
Distract
Elusive Target
Fascinate
Fearless
Fearsome Presence
Grappling Finesse
Improved Pin
Improved Throw
Improved Trip
Instant Up
Prone Fighting
Quick Change
Redirect
Sneak Attack
Startle
Weapon Bind

Equipment


Sidekick



Public Identity: Cape-Cat
Secret Identity: Mr Wuffles

APPEARANCE
Gender: Male
Age: 4
Size: Tiny
Length: 11/2 ft
Weight: 5lbs
Hair: Grey and White
Eyes: Yellow


POWER LEVEL
Power Level: 10
Power Points: 35
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: 3 (-4)
DEX: 15 (+2)
CON: 10 (+0)
INT: 2 (-4)
WIS: 12 (+1)
CHA: 7 (-2)

COMBAT
Attack +4 (Melee +4, Ranged +4) [Claws +2 (Bruise)]
Defense +4 (0 flat-footed)
Initiative +2

SAVES
Toughness 0 (-4 flat-footed)
Fortitude +2
Reflex +4
Will +1

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Acrobatics Dex* 10 = +2 +8 +0
Climb Str* 5 = -4 +9 +0
Notice Wis 4 = +1 +3 +0
Stealth Dex 10 = +2 +8 +0


Powers/Devices

Name: Shrinking Rank:Action: Free Range: Self  Duration: Permanent
Innate, Permanent.

A cat-sized cat.

Name: Low-light vision (Super-senses) Rank:Action: Free Range: Self  Duration: Permanent

Cat-vision.

Name: Claws (Strike) Rank:Action: Standard Range: Touch  Duration: Instant

Cape-Cat's nano-enhanced claws really smart.

Name: Go for the eyes! (Dazzle - visual) Rank:Action: Standard Range: Touch  Duration: Instant (lasting)
Touch Range (-1), Limited: Unprotected organic vision (-1)

Cape-cat claws at the target's soft, vulnerable eyes, temporarilly blinding them.

Feats
Defensive Roll (4)

Equipment
Custom cape, mask and collar

Origin:
The greatest Sidekick ever!  Mr. Wuffles was a stray cat enhanced and mind controlled by alien nanites or something.  Cape Girl decided to keep him.  After weeks of intense training and modifying a cat collar to have a cape, Mr. Wuffles is ready to join his master in The War on Crime!

Point Spread:
Being a cat - 27 points
Feats - 4 Points
Powers - 4 points
Total: 35



Origin:
Lizzie Brown was an average if excitable college student.  One wintry night her freshmen year the heater in her dorm room broke.  Her RA was an engineer who assumed she could fix the heater herself.  As the RA loudy cursed and banged away at the heater, Liz wrapped herself up in her favorite blanket and stared Glumly out her window.

Just then, there was a bright flash of green light.  She has since tried to figure out what happened.  Was it an explosion from a nearby lab?  A strange asteroid crashing through her window?  A burst of forbidden magic from those creepy nerds in the dorm building next door?  Some kind of alien ray from space?  What she did know is that the explosion somehow fused the blanket to her body and filled them both with strange powers.  She could wrap it around her body, use strips of cloth as extra arms, climb buildings, glide, and who knows what else!

Lizzie's secret guilty pleasure had long been superhero cartoons.  With her newfound abilities, she did the only reasonable thing, moving off campus, taking on the persona of Cape Girl, and launching a one woman War on Crime.


Drawbacks/Complications
Secret Identity:  It would be bad if people figured out who Cape Girl really is.  Wouldn't it?  That's how superheroing works, right?  Lizzie just assumes its a rule of the game.

Enemies:  Lizzie might not be the only one who was affected by the strange explosion that night.  If there are others, who are they?  Would they be friendly?  Who knows?
« Last Edit: March 28, 2011, 08:18:49 am by Inkling »
Probably not a Goat, either.


Offline Mr. Wizard

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #9 on: March 07, 2011, 03:05:44 pm »
Team Headquarters: The Scrapyard

HeadQuarters of Scrapheap, Zeitgeist, and Cape Girl!

Bordering a developing residential area, the Scrapyard dominates the Industrial district. Piles of scrap are kept inside a huge warehouse, owned and operated by Glory from her neighboring house. Most of the scrap gets sold to a nearby metal processing plant, but some makes its way into the labyrinthine underground structure, serving as the Headquarters of Zeitgeist, Scrapheap, and Cape girl! There it can be used as the raw materials for tools used to fight crime.

Entrance is possible through either Glory's nearby house, or through a secret entrance inside the warehouse itself. Once inside, the corridors are formed by large tubes connecting domes, plenty strong to serve as foundation of the warehouse. The inside is almost immaculate, except where Scrapheap has spread grease from her many projects. Living space is provided under Glory's house, for visiting heroes or as room for Cape Girl and Zeitgeist. All the necessary systems are ready for each hero as they prepare to fight the forces of evil!



Medium Sized (Large Warehouse)
Toughness 20 (Covered in thick piles of metal)
Communications (An array of radios and high tech transceivers litter the Control room)
Concealed (Much of it is built from a sturdy underground structure of thick iron tubes and spheres, easily able to support the massive weight of the scrap above.)
Garage (Under the normal Garage, an elevator lifts up the normal vehicles to reveal the hidden, usually Scrapheap and the Zeitbike)
Gym (Where Glory goes to watch Zeitgeist train.)
Living Space (The Neighboring house's basement serves as the living quarters for visiting heroes. Glory's room is on the top floor and has Zeitgeist posters all over the walls.)
Power System (Increased Power consumption necessitated a new generator installed.)
Security System (A simple set of alarms guards the scrapyard and warns of intruders)
Defense System (Rubber Bullet Turrets at all intersections protect the internal base from dangers.)
Workshop (Where Glory fabricates equipment and repairs Scrapheap.)
Infirmary (A small hospital to take care of wounds heroes receive is built under the house.)
Labratory (Important testing equipment in this room allows Zeitgeist to quickly diagnose problems.)
Equipment Cost 15 (Equipment Feat x3, one from Scrapheap, Zeitgeist, and Capegirl )
« Last Edit: April 05, 2011, 05:50:31 am by Mr. Wizard »

Offline Krakow Sam

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #10 on: April 05, 2011, 05:32:50 am »
CARNACKI, the base AI
(Minion 3, 2 points from Zeitgeist, 1 point from Scrapheap)

POWER LEVEL
Power Level: 10
Power Points: 45
Max Attack: 10
Max Defense: 10
Max Save DC: 10
Max Toughness: 10

ABILITIES
STR: -
DEX: -
CON: -
INT: 30 (+10)
WIS: 10 (+0)
CHA: 12 (+1)

COMBAT
Attack 0
Defense 0
Initiative 0

SAVES
Toughness  0 (base toughness)
Fortitude (Immune to fort saves)
Reflex 0
Will 9

SKILLS

Code: [Select]
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier

Computers Int 20 = +10 +10 +0
Knowledge (Business)        Int 20 = +0 +0 +0
Knowledge (Arcane) Int 14 = +4 +10 +0
Knowledge (Behavioral Sci) Int 14 = +4 +10 +0
Notice Wis 8 = +8 +0 +0

Powers/Devices
Name: Datalink  Rank:  1  Action:  Free  Range:  Extended  Duration:  Sustained


Name: Quickness  Rank:  6  Action:  Free  Range: Personal  Duration:  Continuous
Mental tasks only (-1)

100x speed for mental tasks.

Feats
Eidetic Memory

CARNACKI is the Scrapyard's experimental Artificial Intelligence computer system, designed and built by Zeitgeist and Glory. CARNACKI is named after the fictional paranormal detective, a childhood favourite of Zeitgeist's, and fittingly it contains a wealth of information on both criminology and the occult, thanks to extensive scanned material Zeitgeist collected from various national archives and museums and loaded into its hard drives. It also helps fund the heroes' exploits by managing investments and monitoring global markets. CARNACKI also devotes a small fraction of its processing power to monitoring the Scrapyard's security systems. The computer's sophisticated quantum core also allows it to operate at lightning speeds, which also allows Zeitgeist to use it while under the accelerating effects of the Timebelt. CARNACKI also has an experimental simulated personality, at Glory's insistence.
« Last Edit: April 05, 2011, 09:10:27 am by Krakow Sam »
Sam is basically right, he's just cranky.

Offline martyk

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #11 on: April 18, 2011, 08:42:31 pm »
I wanted to discuss the possibility of changing the time we play this every week.  My school term has just ended and I'm starting work shortly so I won't be able to continue playing at our current schedual of 1 on monday.  I should be free after 5:30 on weekdays and all day on weekends though.

What are your oppinions on this.  I would hate to have to stop playing with you guys but I can't continue at the time we are currently running it.
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Offline Krakow Sam

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #12 on: April 19, 2011, 12:50:29 am »
5:30 would be too late for me and other assorted eurofags, but weekends would be fine I guess as long as its not sundays since dnd already has those.
Sam is basically right, he's just cranky.

Offline martyk

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Re: I'll Get You Next Time! Mutants and Masterminds
« Reply #13 on: April 19, 2011, 07:20:33 pm »
Saturday then?
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<Sgore> Martyk, mentally I always picture you as like, our forums bartender.
<Neoadept> I've always pictured you trapped in a tuna net