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Poison's FREE Character Drawing Contest - #1


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Re: Poison's FREE Character Drawing Contest - #1

 

Eon

Edward Orson Newton

 

Cost Characteristic Value Roll Notes

-2 STR 8 11- Lift: 75.8kg; HTH: 1 1/2d6; END: [1]

24 DEX 18 13- OCV: 6 DCV: 6

10 CON 15 12-

0 BODY 10 11-

8 INT 18 13- PER Roll: 13-

2 EGO 11 11- ECV: 4; Mental Defense: 0

3 PRE 13 12- PRE Attack: 2 1/2d6

1 COM 12 11-

3 PD 20 Total: 20 PD (15 rPD)

2 ED 20 Total: 20 ED (15 rED)

12 SPD 4 Phases: 3, 6, 9, 12

0 REC 5 Running: 6" / 12"

0 END 30 Swimming: 2" / 4"

3 STUN 25 Flight: 15" / 30"

 

 

Real Name: Edward Orson Newton

Hair Color: Blond

Eye Color: Brown

Concept: Energy Blaster

Height & Weight: 5' 1" (1.55 m) / 97 lbs (44 kg)

Nationality: Britanian

Place of Birth: Londinium, Gran Britan

Date of Birth: January 4, 2043

 

Cost Powers END

30 Temporal Gauntlet: Multipower, 45-point reserve, (45 Active Points); all slots OIF (-1/2)

2u 1) Fast Foward: Aid SPD 4d6 (40 Active Points); Self Only (-1/2), Must Spend 2 END Per Point of Extra SPD Gained Per Phase While Aid Remains in Effect (-1/2), OIF (-1/2)

2u 2) Rapid Transit: Teleportation 15" (30 Active Points); OIF (-1/2), No Noncombat Movement (-1/4) 3

3u 3) Reverse: Drain SPD 4d6 (40 Active Points); OIF (-1/2) 4

3u 4) Temporal Disharmony: Energy Blast 2 1/2d6, No Normal Defense (Life Support: Immortality or Long Lived; +1), Continuous (+1) (39 Active Points); OIF (-1/2) 4

25 Charger: Endurance Reserve (150 END, 15 REC) Reserve: (30 Active Points); OIF (-1/2)

22 Flying Disk: Flight 15", Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1)

25 Temporal Field: Force Field (15 PD/15 ED), Hardened (+1/4) (37 Active Points); OIF (-1/2) 4

15 Development Pool: Custom Power (15 Active Points)

 

Cost Talents

3 Temporal Backup: Eidetic Memory (5 Active Points); OIF (Temporal Gauntlet; -1/2)

2 Time Setting: Absolute Time Sense (3 Active Points); OIF (Temporal Gauntlet; -1/2)

 

Cost Skills

3 Acrobatics 13-

3 Analyze: Technology 13-

3 Breakfall 13-

3 Computer Programming 13-

5 Cramming

3 Deduction 13-

3 Electronics 13-

0 Future Everyman Skills

AK: Londinium, Gran Britain 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (Idiomatic, native accent)

[Notes: Native Language]

PS: Student 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Personal Use Spacecraft

[Notes: Custom Mod is Everyman Skill]

3 High Society 12-

3 Lockpicking 13-

3 KS: World History 13-

2 Navigation (Temporal) 13-

3 SS: Mathematics 13-

3 SS: Probabilites 13-

3 SS: Temporal Mechanics 13-

3 Security Systems 13-

3 Stealth 13-

3 Systems Operation 13-

 

150+ Disadvantages

5 Monitored: Temporal Knights 8-

20 Normal Characteristic Maxima

15 Psychological Limitation: Adventurous and Funloving

20 Psychological Limitation: Code Against Killing

15 Psychological Limitation: Youth

10 Social Limitation: Minor

15 Social Limitation: Secret Identity

0 Experience Points

 

Characteristics Cost: 66 Base Points: 150

Powers Cost: 127 Disadvantages: 100

Talents Cost: 5 Total Experience: 0

Perks Cost: 0 Spent Experience: 0

Martial Arts Cost: 0 Unspent Experience: 0

Skills Cost: 52 Total Points: 250

 

 

Background

Edward was bored. His father had grounded him. How was he to know about the dinosaurs? Now Edward, a son of the seneschal of the Temporal Knights, was forced to sit in the class room listening to 08-324 deliver what seemed to be the most boring lecturing in all Christendom. Edward did his best to phaze out the droning drone by looking out the window at Londinium. Things were more interesting out there than in here with a stuffy robot.

 

 

It was the thwack of 08-324's ruler on his desk that brought Edwards' attention back into the room.

 

 

"INQUIRY: Master Edward, were you not listening? It is important to keep the chronological data in a chronological pattern. Failure to follow the chronological pattern could cause disastrous results."

 

 

Edward stifled a groan and muttered, "Yes 08-324. I know full well the formula that you speak on." He tried to not to sound petulant about it, though petulance was lost on a robot.

 

 

Eventually the lesson was at an end. Edward would've liked to have gone to the park, but being grounded meant he lost that privilege. He trudged his was back to his room, thinking maybe he could watch the Holo-Vid for a while before vespers. Edward had just walked past his fathers' study when he heard the old man snoring within.

 

 

Peeking in he saw his father in one of his chairs fast asleep, a large book across his lap. Books were archaic, but his father enjoyed them so much that he kept a large library. A snifter of brandy sat on an end table next to him. Sitting at his masters feet, was ever faithful Einstein, an English bulldog. Einstein raised his head and gave Edward a toothy smile before going back to sleep himself.

 

 

Edward had no intentions of disturbing dog or master, until his eye fell upon what was on the desk. It was his father's Temporal Gauntlet. Edward had used the gauntlet before, and the device fascinated him. Damn dinosaurs. The lights blinking on the gauntlet seemed to call Edward to it.

 

 

On tippy toes, Edward sneaked up to the Temporal Gauntlet. Knowing he shouldn't he picked up the gauntlet. Maybe if he went back in time, he could make up for the dinosaurs. The thought pleased him, and he'd be back before his father even knew about it. Quietly as possible, Edward put the Temporal Gauntlet on his hand, and activated the device.

 

 

It didn't take Edward long to know something was wrong. Chronologically things were the way they were supposed to be. He had set the device to take him near to the end of the Cretaceous Period, but something had gone horribly wrong. Not only was not moving to the correct temporal setting, but he was moving through space as well. Normally the Temporal Gauntlet didn't do that.

 

 

Edward felt sick to his stomach when he was wrenched back into real time. He lay flat on a platform while a man stood over him.

 

 

"Most curious," said the man, "an actual Temporal Gauntlet. I have heard about them in my studies at the university at Derag. However, I never knew that one would be possessed by one so short in years."

 

 

Derag? Where had Edward heard of that name before. Sitting up fast, Edward got a sudden headache but he was right. The person talking to him was a Pi-Pol, an alien.

 

 

"It's not mine," said Edward, "It belongs to my father. I...um...am borrowing it."

 

 

"Oh," said the Pi-Pol, "I see. And might I inquire into the name you are called by? I am Doctor Topa Ga-Gan."

 

 

"Um...," said Edward, "my name is Edward Orson Newton, but everybody calls me Eon."

 

Personality

Edward is still pretty much a kid. Responsibility is something new for him. His act of borrowing his fathers' Temporal Gauntlet shows how immature he really is. Edward still has a lot of growing to do. As a kid he still sees a lot of wonder in the world.

 

 

Edward is also a boy who likes to see new things. His curiosity often gets the better of him, and this often times gets him into trouble. While Edward, is extremely bright, possibly more intelligent than most adults, his youth and his sense of adventure make him hard to be mad at him for long.

 

Quote

"That would be Aces!"

 

Powers

Edward wears the Temporal Gauntlet. With the gauntlet, Edward is able to effect the flow of time around him. He can speed up his own time, allowing him to act faster than anyone else could. Another thing that Edward can do while moving through time is to seemingly move from one spot to another in the blink of an eye. He can also slow down another person in time, making them seem almost sluggish. Or Edward can disturb a foes temporal continuity. By disturbing a foes temporal continuity it causes great pain for those who're not immune to the effects of time travel. In addition Edward can create a temporal field around his body that protects him from most of attacks. All of the powers of the Temporal Gauntlet are powered by the gauntlets charger.

 

 

There are higher settings on the Temporal Gauntlet that Edward hasn't learned to use. Also the setting that allows him to travel through time seems to not be working. Edward isn't sure if it's damaged, or being blocked. Another item that Edward brought with him from the future is his flying disk, which allows Edward to fly.

 

 

Appearance

Edward is a kid of about fourteen years of age, even though he is from the future. For a costume Edward wears a skin tight yellow and black body suit. To hide his identity, he wears a red visor. On his right hand is the Temporal Gauntlet, which looks futuristic, and probably too large for Edwards small hand. Otherwise Edward is a scrawny kid who had his blond hair long on one side, and shaved on the other side. His flying disk is made from a lightweight futuristic metal that looks remarkablely like aluminum. It's barely big enough for Edward to stand on.

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Re: Poison's FREE Character Drawing Contest - #1

 

I've posted this character before--I hope nobody minds my posting him again, as I'd really like to see him drawn up--

 

 

CAPTAIN WONDER

 

Secret ID: Ward Mitchell

Player: wcw43921

 

Characteristics:

 

20 STR 10 HTH: 4D6 LIFT: 400kg

27 DEX 51 OCV: 9 DCV: 9

20 CON 20

13 BDY 6

20 INT 10 PER: 13-

10 EGO 0 Base ECV: 3

20 PRE 10 Base PRE: 4D6

12 COM 1

10 PD 6 Resistant PD: 12 Total PD: 22

8 ED 4 Resistant ED: 12 Total ED: 20

6 SPD 23 Phases: 2, 4, 6, 8, 10, 12

9 REC 2

50 END 5

35 STN 2

 

Total CHAR: 150

 

Movement Combat Non-Combat

 

Running 6" 12"

Swimming 2" 4"

Leaping

Horizontal 4" 8"

Vertical 2" 4"

Swinging 25" 100"

 

Powers

45 Forcebeam Pistol: 8D6 EB (40 Pts Base) Double Knockback (+3/4)

32 Boostable Charges (+1/2) (90 Pts Active)

Personal OAF (-1)

 

8 Mindshield: 10 Pts Mental Defense (10 Pts Base) IIF Mesh Skullcap

(-1/4)

 

20 Grapple-Bracer: 25" Swinging (25 Pts Base)

4x Non-Combat (+5 Pts) OIF Bracer (-1/2)

 

24 Wonder-Costume: Armor 12 PD / 12 ED (36 Pts Base)

OIF Protective Fabric (-1/2)

 

13 Inviso-Screen: Invisibility To Sight Group (20 Pts Base)

IIF Device (-1/4) 1 Continuing Fuel Charge

20 minutes (-1/2)

 

Stomp 'Em Hard Martial Arts:

4 Straight Cross: Martial Strike OCV 0 DCV +2 6D6

5 Speed-Maker: Offensive Strike OCV -2 DCV +1 8D6

3 Takedown: Martial Throw OCV 0 DCV +1 4D6 + v/5,Target Falls

5 Counter-Punch: Defensive Strike OCV +1 DCV +3 4D6

4 Disarm-Move: Martial Disarm OCV -1 DCV -1 Disarm

 

Total Powers/Equipment: 131

 

Skills

 

3 Acrobatics 14-

3 Analyze Technology 13-

5 AK: Burning Hills Mall 15-

3 Breakfall 14-

3 Combat Driving 14-

5 Computer Programming 14-

7 Concealment 15-

3 Criminology 13-

3 Electronics 13-

5 Fast Draw 15-

3 Inventor 13-

2 KS: City Police 11-

5 KS: Super-Technology 15-

5 KS: Superhuman World 15-

3 Mechanics 13-

3 PS: Mall Security 13-

3 Shadowing 13-

3 Stealth 14-

2 WF: Small Arms

 

Total Skills: 69

Total Powers: 131

Total CHAR: 150

Total Points: 350

 

Disadvantages

 

25 DNPC: Janna Vasquez: Normal, Appears Frequently (14-), Is Unaware

Of Character's Secret

25 DNPCs: Various Mall Employees (8) Normals, Appear Infrequently (8-)

15 Hunter: ShockTrauma: As Powerful, Appears Frequently (11-)

15 Hunter: Dr. Spectron: More Powerful, Appears Occasionally (8-)

5 Watcher: Silver Shadow: More Powerful, Appears Occasionally (8-)

20 Psych Lim: Heroes' Code--Protects Innocents, Upholds

Justice, Fights Against All Evil

(Very Common Situation, Strong Intensity)

20 Psych Lim: Seeks Respect, Will Not Tolerate Contempt (Common

Situation, Total Intensity)

15 Social Lim: Secret Identity--Ward Mitchell; Frequent Circumstance

(11-), Major Effect

10 Rivalry: Crandall Creighton, Professional In Superior Position

 

 

Total Disadvantages: 150

Base Points: 200

Experience: 0

Total Points: 350

 

Captain Wonder--AWAAY!!!

 

(Copyright 2005, 2009 by the author)

 

Ever since Ward Mitchell was very little, he wanted only one thing in life--to be a superhero. But not just any superhero--he had his heroic ID already picked out and would use it no matter what superpowers a fortuitous scientific or cosmic accident would bestow upon him. That name was–Captain Wonder.

 

He designed a costume, and filled sketchpads with hundreds of drawings of Captain Wonder in action. He even came up with a Captain Wonder theme song. He anxiously awaited the day when he would become Captain Wonder for real, and join the ranks of the world's greatest heroes.

 

Time passed, and Ward grew up, and his aspirations grew up with him. Deciding that being a police officer was just as good as being a superhero, he went through the city's police academy and graduated near the top of his class--just as budget cuts forced a hiring freeze. The only job Ward could find that was even close to his chosen profession was a security guard at the Burning Hills Shopping Mall, a sprawling suburban monument to consumerism that was almost a city in itself. There he had to endure such taunts as "Rent-A-Cop" and "Minimum-Wage-With-A-Badge" and (his personal favorite) "Hey Barney--which pocket do you got your bullet?" usually followed by "Dude--don't you know his bullet's in his pants?" and the endless, sneering contempt from every gangsta-wannabe and pseudo-extreme-skatepunker and perfect-teenage-princess and everyone else who counted themselves better than he was, because no matter what kind of low-life no-account waste of protoplasm they were--at least they weren't mall security.

 

But at least it wasn't a complete purgatory--it took his boss, Crandall Creighton, for that. A man on a twelve-year power drunk, Creighton could find fault with everything Ward did or didn't do--even if he did it correctly. Worse, Creighton was actually good at his job. The one bright spot in the whole deal was his fellow guard Janna Vasquez, who was so obviously not a fellow to anyone who ever saw her, with her lustrous dark hair, dark sparkling eyes, and her marvelous figure that was barely contained by her uniform. She and Ward had been dating since he started at Burning Hills, and he was seriously considering proposing marriage.

 

All that changed when the electrically charged supervillain ShockTrauma came to the mall. Firing lightning bolts at anything that moved, he gloated st the sight of the fleeing mall denizens, and took what he wanted from the deserted stores. The only one to stand up to him was Ward, who attacked from behind with a wooden baseball bat from a sporting goods store and forced him into the nearest mall fountain, where all his electro-shock weapons shorted out.

 

Ward figured he might get a pay raise out of his heroism--maybe even a job with the city police. What he got instead was his choice of shifts, a small bonus, and an endless lecture from Creighton about endangering mall property and not following disaster procedures.

 

Ward couldn't take it anymore. He could live without a lot of things, but respect wasn't one of them. And if he couldn't get respect as himself, he would get it as someone else. The fact that he had defeated ShockTrauma single-handed proved he didn't need superpowers--he could still be a superhero. He could make his childhood dream come true.

 

He could be Captain Wonder.

 

Ward began researching super-technology, and used the reward money to design and build his costume and devices. He put himself on a training program to strengthen his muscles and sharpen his reflexes to their utmost. And when ShockTrauma came back to Burning Hills looking for the guard who beat him the last time, Captain Wonder was there to deliver such a pasting that ShockTrauma forgot about the guard, focusing all his hatred on this new superhero.

 

Since then, Captain Wonder has been battling criminals at the Burning Hills mall and throughout the city. He's made some more enemies in the underworld, especially the scientific mastermind Dr. Spectron, from whom Captain Wonder was able to duplicate his invisibility device. This became his Inviso-Screen, which enables him to better sneak up on small-time thugs and supervillains alike. He’s also attracted the attention of more than a few heroes, and one in particular–the teleporting heroine known as Silver Shadow–has made a point of keeping an eye on him. Just in case.

 

Ward's considered telling Janna about his secret, but he thinks he might lose her if he does--and he obviously can't let Creighton find out, or his job will be even more miserable than it already is. But for now he enjoys taking the fight to the bad guys as Captain Wonder, and he enjoys something he was rarely, if ever, able to get in his civilian identity--respect.

 

Personality/Motivation: As Captain Wonder, Ward embodies the superheroic ideal as he's come to understand it from having admired and adored superheroes all of his life. He's utterly fearless no matter what the odds or however powerful the foe, and will never back down from a fight or hesitate to put himself in danger to save innocent lives. He is unfailingly polite and helpful to people, especially senior citizens and children, and always co-operates with lawful authority--especially mall security guards.

Ward is quite a different person when the mask comes off, however. Before he became a superhero Ward felt disappointed and frustrated by his life, and was irritated by having to be polite and respectful to people who treated him with disdain at best and contempt at worst. This attitude often carries over into his Captain Wonder identity--after all, who better than against a gang of thugs or a supervillain to channel a lifetime of pent-up aggression? It also leads him to challenge more and more powerful foes, the idea being that the more victories against crime he scores, the more people will respect and admire him.

 

Although deeply respectful of other superheroes--so long as that respect is returned--Captain Wonder is secretly envious of them, especially those with genuine superpowers. He constantly seek to expand and upgrade his own weapons and devices, and would welcome the opportunity to acquire superpowers of his own--as long as he doesn't betray his own heroic principles.

 

Powers/Tactics: As Captain Wonder, Ward has no paranormal powers or talents, but has trained himself to the best of his strength, agility, and physical resilience. He has also made himself expert in his self-devised heavy-offense martial arts system, which he calls his "Stomp 'Em Hard" style.

 

To bring himself to the level of superpowered villains, he relies on an array of specialized gadgets which he refers to as his "Wonder-Devices." Foremost among these is his Forcebeam Pistol, a weapon which fires a directed concussive energy beam that can be adjusted for power and intensity. While he built the pistol himself, it is not his own design; he downloaded the schematics and circuit diagrams from a mysterious website that he only visited once before it vanished from the Internet. (His attempts to find it again have so far proved futile--according to every Internet directory and search engine, the site never existed.) In addition, the grip of the Pistol contains a smart-safety processor keyed to encoded magnetic strips in the gloves of the Wonder-Costume, ensuring that no one but Captain Wonder can fire his weapon.

The Wonder-Costume is in itself an essential device, being made of a reinforced, specially-treated fabric that provides excellent protection against most impact and penetration. Also, he wears a bracer on his left wrist that contains a high-tension grappling line which allows him to swing up, down, around, or into action.

 

The two latest additions to the Wonder-Devices are the Mindshield--a network of fine wires woven into the skullcap of the Wonder-Mask which can be mildly electrified to shield against psionic incursion--and the Inviso-Screen, which allows him to move and even fight while invisible, albeit briefly. The last was the failed creation of Dr. Spectron, a villainous light-manipulating scientist. Captain Wonder discovered the schematics for the device in Spectron's files, and constructed his own version--which worked perfectly. This earned him the undying enmity of Spectron, and he remains a persistent enemy of the Captain--although nowhere near as persistent as ShockTrauma.

 

Appearance: Ward Mitchell is a handsome man with dark hair and hazel eyes, standing six feet even and weighing in at 220 pounds. As Captain Wonder he wears the Wonder-Costume, a tight-fitting dark blue outfit underneath a bright yellow vest with flared shoulders and trunks. On the front of the vest is his emblem--a dark blue block-letter "W." He also wears bright yellow flared gloves and "buccaneer" boots, and a knee-length cape in dark blue. A large belt in bright yellow bears a holster for the Forcebeam Pistol, the Inviso-Screen device, and a few extra pouches--just in case. A dark blue hooded mask covers his head, leaving the lower part of his face exposed--but the top of the mask incoporates a blonde wig that gives the impression that the top of his head is exposed as well. This is meant to divert speculation that Ward is Captain Wonder--after all, everyone knows that Captain Wonder has blonde hair.

 

 

 

 

 

CAPTAIN WONDER--AWAAAY!!!

 

Captain Wonder--Away!

Fighting With His Might To Save The Day!

When It's All On The Line,

He'll Save Your Life And Mine,

Captain Wonder--Away!

Captain Wonder--Away!

Look Out, Bad Guys, 'Cause He's Here To Stay!

When There's A Wrong To Right,

He's There To Win The Fight,

Captain Wonder--Away!

His Fists Strike As Hard And Fast As Lightning,

Evil-Doers Fall Before Their Might,

When Other People Find The Villains Frightening,

He Will Charge On In And Win The Fight!

All The People Cheer For Captain Wonder,

They Think He's The Greatest In The Land,

And When He Tears The Villains' Plans Asunder,

They Do All Give Him A Great Big Hand!

Captain Wonder--Away!

And Evil Will Never Ever Have Its Way!

When Villains Come To Town,

He's There To Bring Them Down,

When Evil Bears Its Claws,

He's There To Win Our Cause,

When Villains Threaten Us,

He'll Fight For All Of Us,

Captain Wonder--Away!

Captain Wonder--Away!

CAPTAIN WONDER--AWAAAY!!!

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Re: Poison's FREE Character Drawing Contest - #1

 

I've posted this character before--I hope nobody minds my posting him again' date=' as I'd really like to see him drawn up-[/quote']

 

He posted the same character twice on the same forum!?! Somebody get the rope!:sneaky:

 

 

Sorry, the apology just struck me as funny...:P

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Re: Poison's FREE Character Drawing Contest - #1

 

I have a bunch of characters I'd like to see you draw. I narrowed it down to two, and decided on the one I can't think of a costume for at all. I have no input other than he's African American. Also not real fond of his name, but until I figure out something better:

 

Animax

 

Player: Checkmate

 

Val Char Cost

25 STR 15

26 DEX 48

23 CON 26

12 BODY 4

18 INT 8

14 EGO 8

15 PRE 5

12 COM 1

 

18 PD 5

18 ED 5

6 SPD 24

10 REC 0

46 END 0

40 STUN 3

 

7" RUN 2

2" SWIM 0

5" LEAP 0

Characteristics Cost: 154

 

Cost Power

16 Armored Costume: Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2)

Animal Senses

6 1) Animal Instincts: +2 PER with all Sense Groups

5 2) Animal Smell: Discriminatory with Normal Smell

5 3) Tracking Scent: Tracking with Normal Smell

5 4) Animal Eyes: Ultraviolet Perception (Sight Group)

3 5) Animal Ears: Ultrasonic Perception (Hearing Group)

2 6) Parabolic Hearing: +4 versus Range Modifier for Normal Hearing

60 Animal Shift: Multipower, 60-point reserve

3u 1) Animal Mastery: Mind Control 8d6 (Animal class of minds), Telepathic (+1/4), Reduced Endurance (1/2 END; +1/4) (60 Active Points); Limited Class Of Minds Non-Aquatic (-1/2), Does Not Provide Mental Awareness (-1/4)

1u 2) Ape's Strength: +15 STR, Reduced Endurance (0 END; +1/2) (22 Active Points); No Figured Characteristics (-1/2), Lockout (-1/2)

4u 3) Cheetah's Speed: (Total: 50 Active Cost, 44 Real Cost) +6 DEX (18 Active Points); No Figured Characteristics (-1/2) (Real Cost: 12) plus Running 16" (Real Cost: 32)

1u 4) Condor's Flight: Gliding 20" (20 Active Points); Lockout (-1/2)

2u 5) Python's Grip: +40 STR, Reduced Endurance (0 END; +1/2) (60 Active Points); Only for Grabs and Sqeeze (-1), No Figured Characteristics (-1/2)

3u 6) Lion's Pride: (Total: 42 Active Cost, 33 Real Cost) +20 PRE (20 Active Points); Lockout (-1/2) (Real Cost: 13) plus +7 Mental Defense (10 points total) (Real Cost: 7) plus Power Defense (10 points) (Real Cost: 10) plus +5 STR (5 Active Points); No Figured Characteristics (-1/2) (Real Cost: 3)

2u 7) Lizard's Healing: (Total: 44 Active Cost, 25 Real Cost) Healing 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Turn (Post-Segment 12) (-1 1/4), Lockout (-1/2) (Real Cost: 11) plus +7 REC (Real Cost: 14)

4u 8) Tiger's Limbs: (Total: 52 Active Cost, 45 Real Cost) +10 STR, Reduced Endurance (0 END; +1/2) (15 Active Points); No Figured Characteristics (-1/2) (Real Cost: 10) plus Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points) (Real Cost: 22) plus Clinging (normal STR) (10 Active Points); Cannot Resist Knockback (-1/4) (Real Cost: 8) plus Leaping 5" (Real Cost: 5)

3u 9) Rhino's Charge: (Total: 56 Active Cost, 27 Real Cost) Force Field (13 PD) (13 Active Points); Only vs Move-Through/by Damage (-1) (Real Cost: 6) plus Running 3" (Real Cost: 6) plus Hand-To-Hand Attack +6d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only for Move-By/Through Damage (-1), Hand-To-Hand Attack (-1/2) (Real Cost: 15)

2u 10) Turtle's Shell: Armor (12 PD/12 ED) (36 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Reduces DEX by 5; -1/2)

Powers Cost: 127

 

Cost Martial Arts Maneuver

Martial Arts: Jungle Fighting

5 1) Snap Kick: 1/2 Phase, +1 OCV, -2 DCV, 9d6 Strike

4 2) Punch: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike

4 3) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 4) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

3 5) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 6d6 Strike, Target Falls

3 6) Hold: 1/2 Phase, -1 OCV, -1 DCV, Grab Two Limbs, 35 STR for holding on

Martial Arts Cost: 23

 

Cost Skill

3 Acrobatics 14-

3 Breakfall 14-

3 Concealment 13-

2 KS: Environmentalist Movement 11-

3 AK: African Jungle 13-

2 Navigation (Land) 13-

3 Paramedics 13-

3 Power: Jungle Powers 14-

3 Stealth 14-

3 Survival 13-

3 Tracking 13-

3 Scientist

2 1) SS: Animal Biology 13- (3 Active Points)

2 2) SS: Biology 13- (3 Active Points)

2 3) SS: Botany 13- (3 Active Points)

2 4) SS: Chemistry 13- (3 Active Points)

2 5) SS: Pharmacology 13- (3 Active Points)

2 6) SS: Zoology 13- (3 Active Points)

 

Everyman Skills

0 1) Acting 8-

0 2) AK: United States 8-

0 3) Climbing 8-

0 4) Conversation 8-

0 5) Deduction 8-

0 6) Language: English (idiomatic) (4 Active Points)

0 7) Persuasion 8-

0 8) PS: Scientist 11-

0 9) Shadowing 8-

0 10) TF: Small Motorized Ground Vehicles

Skills Cost: 46

 

 

 

Total Character Cost: 350

 

Pts. Disadvantage

15 Psychological Limitation: Animal RIghts Activist (Common, Strong)

15 Psychological Limitation: Fear Animal Side is Taking Over (Common, Strong)

15 Psychological Limitation: Code vs Killing (Common, Strong)

10 Enraged: Takes Body (Uncommon), go 11-, recover 14-

10 Enraged: Cornered (Uncommon), go 11-, recover 14-

10 Physical Limitation: Effected as Animal and Human Class of Mind (Infrequently, Greatly Impairing)

20 Hunted: Prometheus 8- (Mo Pow, NCI, Harshly Punish)

20 Hunted: Mystery Hunted 8- (Mo Pow, NCI, Harshly Punish)

15 Social Limitation: Secret ID (Frequently, Major)

20 Vulnerability: 2 x Effect Sight and Sound Flash (Common)

Disadvantage Points: 150

Base Points: 200

 

Background/History: Jerome's parents were born in South Africa. They spent their lives fighting the oppression there. When his mother became pregnant, so immigrated to the United States to live with some relatives. His mother died giving birth to him, and Jerome was raised by his aunt and uncle. He had a relatively normal childhood, and his guardians instilled a sense of social responsibility. He decided to become a scientist and get involved with Enviornmentalism.

 

It was his activisim that brought information that a certian company may be doing unscrupulous things in South Africa. Determined to get to the bottom of it. He traveled to Africa, and during his investigation he discovered rumors that a tribe in the jungles was causing problems for the workers who were trying to illegally dump hazardous wastes and the tribe was going to be "taken care of". He rushed to find the tribe and warn them. When Jerome did find the tribe, he spoke to the medicine man, who assured him everything would be fine.

 

The mercenaries arrived, the tribes warrior were ready for them. Hiding from bushes and trees, the warriors fought with courage and skill. They easily defeated the mercenaries despite using spears and knives against guns. One of the mercenaries wasn't quite as finished as everyone had assumed. He raised a sidearm and fired at the Medicine Man. Jerome, seeing what was happening, knocked the Medicine Man out of the way and took the bullet in his place.

 

Jerome awoke a few days later, and the Medicine Man explained to him that he was the man in his dream. He was to be the protector. The Medicine Man had conducted a ritual to give Jerome the powers of the Jungle animals. The warriors trained him in their ways, and Jerome set out to protect the tribe. In a few months, he had made things very costly for the Mercenaries and the workers, so much so that the company decided to pack up and move their operations elsewhere.

 

The Medicine Man thanked Jermoe for his help, but explained to him that Jerome had his own tribe in his own villiage to protect. Jerome understood, and returned to Silverstone, where he learned the company was opening a branch...

 

Personality/Motivation: Jerome sees himself as the protector of his village. While not typically what one would think of as a village, it is the symbolism that matters. He fights to keep his village safe, even from itself. He secretly fears that the animal side in him may be taking over, and he's becoming less human and more animal.

 

Quote: You will not peddle your filth here.

 

Powers/Tactics: Jerome has the power to call on the abilities of the animals of the jungle. This makes him a versatile fighter. He can go from semi-brick to speedster. He uses this to make sure his opponents off balance so they can't prepare for him.

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Re: Poison's FREE Character Drawing Contest - #1

 

A note on the character; the original background was "kicked out of military." The GM of the campaign saw an opportunity and with my consent, but not my knowledge as it's a major mystery plot point, made up the rest. His background is way cooler than I could ever have thought of (ancient relic of a forgotton super-solider program, I mean it was genius). The campaign is on hold indefinately, which is too bad because Sam is probably my most favorite character ever to play. She's like putting pure chaos in a blender and hitting puree. [for reference the campaign takes place in the Star Frontiers setting]

 

Samantha Arken

Sam; Captain Arken; Admiral Arken

 

VAL CHA Cost Total Roll Notes

8 STR -2 8 11- HTH Damage 1 1/2d6 END [2]

18 DEX 24 18 13- OCV 6 DCV 6

15 CON 10 15 12-

10 BODY 0 10 11-

15 INT 5 15 12- PER Roll 12-

15 EGO 10 15 12- ECV: 5

17 PRE 7 17 12- PRE Attack: 3d6

18 COM 4 18 13-

3 PD 1 3 3 PD (0 rPD)

3 ED 0 3 3 ED (0 rED)

4 SPD 12 4 Phases: 3, 6, 9, 12

5 REC 0 5

30 END 0 30

22 STUN 0 22

6 RUN 0 6" END [1]

2 SWIM 0 2" END [1]

2 LEAP 0 1 1/2" 1 1/2" forward, 0 1/2" upward

Total Characteristic Cost: 71

 

Cost POWERS

10 Talented Pilot: +2 SPD (20 Active Points); Only In A Dogfight (-1)

2 Talented Pilot: +2 DEX (6 Active Points); Only In A Dogfight (-1), No Figured Characteristics (-1/2)

16 Builder DNA: Healing 1 BODY, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (70 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2), Character Must Rest For Entire Period To Regenerate (-1/2)

8 Void Sense: Mind Link , With 'The Void', Any dimension, No LOS Needed (25 Active Points); No Conscious Control (-2), Does Not Provide Mental Awareness (-1/4)

4 Psionic Null: Mental Defense (7 points total)

POWERS Cost: 40

 

Cost MARTIAL ARTS

Military Training

3 1) Legsweep: 1/2 Phase, +2 OCV, -1 DCV, 2 1/2d6 Strike, Target Falls

4 2) Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 18 STR to Disarm

4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 4) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 23 STR vs. Grabs

3 5) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, 1 1/2d6 +v/5, Target Falls

MARTIAL ARTS Cost: 18

 

Cost SKILLS

Everyman

0 1) Acting 8-

0 2) Climbing 8-

0 3) Concealment 8-

0 4) Conversation 8-

0 5) High Society 8-

0 6) Language: Pan-Galactic (idiomatic) (4 Active Points)

0 7) PS: Starship Pilot 11-

0 8) Shadowing 8-

0 9) Stealth 8-

 

Military Training

3 1) KS: Starships 12-

3 2) KS: UPF Navy 12-

2 3) AK: UPF Patrolled Space 11-

5 4) Paramedics 13-

2 5) SS: Astronomy 11-

2 6) SS: Physics 11-

5 7) Systems Operation 13-

4 8) WF: Human Advanced Small Arms, Vehicle Weapons: Fighter Weapons, Vehicle Weapons: Heavy Ships Guns

 

Fighter Pilot

5 1) Precise Sprayfire II

7 2) Combat Piloting 15-

12 3) +4 with Ships Weapons

3 4) Navigation 12-

3 5) Teamwork 13-

5 6) TF: Human Science Fiction and Space Vehicles, Combat Aircraft, Helicopters, Large Planes, Small Planes

 

Engineer

1 1) Computer Programming 8-

3 2) Electronics 12-

3 3) Mechanics 12-

4 4) PS: Engineer 13-

 

5 Deduction 13-

2 Gambling (Roulette) 12-

4 Language: French (idiomatic)

1 Lockpicking (Tumbler Locks) 8-

1 Persuasion 8-

1 Security Systems 8-

1 Trading 8-

Total Skills Cost: 87

 

Cost PERKS

3 Fringe Benefit: License to Hunt Bounties, Starship License

2 Contact: Lt. Marcus Calvin (Contact has useful Skills or resources) 8-

1 Contact: Margiar 8-

3 Contact: Captain Exeter (Contact has significant Contacts of his own) 11-

0 Contact: Taffy (Contact has significant Contacts of his own, GM Fiat Contact) 8-

Total Perks Cost: 9

 

Cost TALENTS

24 Hotshot Pilot (Star Hero)

4 Environmental Movement (no penalties in 0-G)

Total Talents Cost: 28

 

Value DISADVANTAGES

5 Distinctive Features: Squad 4-343 Death's Head Tattoo (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20 Hunted: UPF 8- (Mo Pow; NCI; Harshly Punish)

10 Hunted: Garvin Trask 8- (As Pow; Harshly Punish)

0 Normal Characteristic Maxima

15 Psychological Limitation: Hates to be on the ground (Common; Strong)

10 Psychological Limitation: Adrenaline Junky (Common; Moderate)

10 Reputation: Risk Taker, Combat and Dogfight Junky, 11-

5 Social Limitation: Burden Of Leadership (Occasionally; Minor)

Total Disadvantages Points: 75

 

Base Pts: 78

Exp Required: 100

Total Exp Available: 116

Exp Unspent: 16

Total Character Cost: 253

 

Background/History:

Sam likes to fly. As long as she can remember, it's all she wanted. All she is, Sam only feels at home in the sky. She has a half-remembered childhood somewhere. A vague dream. They may be implanted, they may be someone elses memories. It's the sky Sam realy remembers. And space. And the fighters.

 

Sam is a genetically engineered Human-Builder Hybrid, designed as part of a Super Soldier Project during the Sathar Wars. That was 250 years ago, Sam has vague memories that come in flash backs and dreams. When Samantha dies, a not uncommon occurance amongst fighter pilots, the alien Builder DNA in her rebuilds her body. But her generation of Super Pilots is imperfect and she is rebuilt with no real memories, only the hardcoded DNA: Fly, Fight.

 

This time around she joined the United Planetary Federation (UPF), ending up in one of their fighter squadrons and finally being drummed out completely. She wasn't a good fit for their command structure, being a little too willing to engage in a dog-fight, even when piloting large cruisers.

 

She has spent the last year and a half running across the Frontier looking for clues to the past. She has conned her way through the Terran Empire invasion, detonated a nuclear missile in Void Space creating a Black Hole, inspired a fleet to join her as civil war rocked the Frontier after the TE invasion collapsed, survived several assisnation attempts, unlocked secrets that were thought lost and buried, and caused a not insignificant amount of havoc in her quest. She has a vague feeling that the Builder's only worked with the human's to create a vessel of their own against an unknown enemy, Sam may be one of the keys in a war against this invisible enemy.

 

But above all, Sam just wants to fly.

 

Personality/Motivation:

Samantha always has a plan, the problem is that Sam always has at least two more plans. And sometimes it's hard to tell which one she is implementing. There is nothing (and no one) she won't sacrifice to achieve her ever shifting goals. Her enemies woud like to think they're moving the goal posts on her. The truth is Sam is playing with different rules, probably a different game completely.

 

Sam's attitudes to life can be summed up in two short sentences: Samantha likes to fly. Samantha hates planets.

 

Aside from a hardcoded need to fly, she came with a pathological hatred of planets. Putting her on one only makes her more erratic, or sometimes deeply depressed. Samantha can be insanely loyal, inspiring a similar level of loyalty amongst those that follow her. At the same time Sam only trusts Elvis - a Builder AI housed in an advanced robotic body - with her real feelings.

 

Samantha is also unaware of how to operate the "single fire mode" of any weapon handed to her.

 

Quote:

You ever look up at the sky, I mean really look? If you catch it just right you can see all the way through the stars to the other side, where there's nothing but open space. That's where I want to go.

 

Campaign Use:

Samantha is the Captain of the crew of the Gemini, she is also the Admiral of a small fleet of vessels. She is not called Admiral to her face, as she personally refuses to accept any rank above Captain. When she's not around, they have a habit of referring to her as Admiral anyways.

 

Some recent event triggered a change in how her system regenerates, when killed the Builder DNA will resurrect her and a recent test showed she comes back without a memory loss. She plans on using this to her advantage. Samantha was reckless before she learned she was immortal. Now she completely disregards personal safety in favor of getting whatever mission she has concocted finished. This makes her dangerous, to pretty much everyone around her.

 

Appearance:

Samantha stands at five feet four inches (just barely four inches), with black hair cut short. She left her bangs long and has dyed them red, with the front most lock dyed blonde. She has green eyes that are almost always staring up at the sky, out at space, or off into the horizon. She wears a flight suit when "in uniform" and a pair of jeans a tank top when not. If she's going outside she'll done a full EVA. On her left shoulder is a tattoo of the fighter squad she was a part of in the UPF, a Squad 4-343 Death's Head tattoo.

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Re: Poison's FREE Character Drawing Contest - #1

 

do we have to type in/copy all the details of the character if we want one from the published books? for example if i asked for a sketch of LILI WINCHESTER of randals raiders would i have to printALL THE info from the write up in PULP HERO?

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Re: Poison's FREE Character Drawing Contest - #1

 

Samantha is the Captain of the crew of the Gemini, she is also the Admiral of a small fleet of vessels. She is not called Admiral to her face, as she personally refuses to accept any rank above Captain. When she's not around, they have a habit of referring to her as Admiral anyways.

She'd actually be a Commodore then. Captain of more than one vessel.

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Re: Poison's FREE Character Drawing Contest - #1

 

do we have to type in/copy all the details of the character if we want one from the published books? for example if i asked for a sketch of LILI WINCHESTER of randals raiders would i have to printALL THE info from the write up in PULP HERO?

 

Yes. People will need it for reference to vote on. :)

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Re: Poison's FREE Character Drawing Contest - #1

 

She'd actually be a Commodore then. Captain of more than one vessel.

 

She would. you're right. But she's technically the head of an independent fleet of vessels in a civil war situation. And she really doesn't want to be in charge. So she refuses a rank above Captain, at least in title and name.

 

She understands she actually is a fleet Admiral. She just doesn't have to be happy about it and as long as she's in charge can lay down the rules anyways. And the rules say "Captain Samantha Arken." It's her own personal psychotic way of avoiding the responsibility without actually avoiding the responsibility.

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Re: Poison's FREE Character Drawing Contest - #1

 

She'd actually be a Commodore then. Captain of more than one vessel.

 

You know who else is a Commodore? Lionel Ritchie... He must be the Captain of more than one vessel too!!!

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Re: Poison's FREE Character Drawing Contest - #1

 

I'm not sure how to post the character sheet like the others have done. I attached to the post, but I'm not sure if that is good enough.

 

I'm trying to include the one and only Tomfoolery into the contest.

 

We'll see how this works.

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Re: Poison's FREE Character Drawing Contest - #1

 

I figured it out :)

 

Tomfoolery

Val  	Char   	Cost
13  	STR	3
30  	DEX	60
15  	CON	10
16  	BODY	12
18  	INT	8
20  	EGO	20
15  	PRE	5
10  	COM	0

13  	PD	10
13  	ED	10
7  	SPD	30
8  	REC	4
30  	END	0
42  	STUN	11

14"  	RUN	-4
2"  	SWIM	0
2 1/2"  	LEAP	0
Characteristics Cost: 179

Cost   	Power 	END
13   	Damage Resistance (13 PD/13 ED)  	0
5   	Mental Defense (14 points total)  	0
36   	Shape Shift (Sight, Hearing and Touch Groups, any shape), Reduced Endurance (0 END; +1/2) (54 Active Points); Limited Power Power loses about a fourth of its effectiveness (Does not work in magnetic fields; -1/4), Limited Power Power loses about a fourth of its effectiveness (Does not work in water; -1/4)  	0
11   	Healies: Running +10" (14" total), x4 Noncombat (25 Active Points); Limited Power Power loses about a third of its effectiveness (Only on hard surfaces; -1/2), OIF (-1/2), Limited Power Power loses about a fourth of its effectiveness (does not work on steps; -1/4)  	2
11   	Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 632 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Reduced Endurance (0 END; +1/2) (22 Active Points); Linked (Shape Shift; -1/2), Limited Power Power loses about a fourth of its effectiveness (does not work in water; -1/4), Limited Power Power loses about a fourth of its effectiveness (does not work in magnetic fields; -1/4)  	0
15   	Shrinking (0.4525 m tall, 1.2344 kg mass, -4 PER Rolls to perceive character, +4 DCV, takes +6" KB), Reduced Endurance (0 END; +1/2) (30 Active Points); Linked (Shape Shift; -1/2), Limited Power Power loses about a fourth of its effectiveness (does not work in water; -1/4), Limited Power Power loses about a fourth of its effectiveness (does not work in water; -1/4)  	0
10   	Power Defense (10 points)  	0
5   	+5 Mental Defense (14 points total)  	0
14   	Hallucination Spray: Mental Illusions 12d6 (Human class of minds) (60 Active Points); Based on CON (Defense: PD; PD applies; -1), No Conscious Control (Only Effects cannot be controlled; -1), 6 Charges (-3/4), IIF (-1/4), Limited Range (normal 3"; -1/4)  	[6]
16   	Change Environment 4" radius, -4 DCV, Reduced Endurance (0 END; +1/2), Uncontrolled (removed by someone with appropriate powers or tools with full phase to sweep up; +1/2) (60 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On Strength (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only affects targets moving on ground; -1/4)  	[1 rc]
40   	Toy Weapons: Multipower, 60-point reserve, (60 Active Points); all slots OIF (-1/2)  	
2u   	1) Not so silly string: Entangle 6d6, 6 DEF (60 Active Points); OAF (-1), 8 Charges (-1/2), Limited Range (20"; -1/4)  	[8]
1u   	2) Sharpened Jacks: Killing Attack - Ranged 1d6, Limited Power Power loses less than a fourth of its effectiveness (Automatically Targets Hit Location 18-; +0), Area Of Effect (One Hex; +1/2), Uncontrolled (removable by spending a full phase to sweep them aside; +1/2), Continuous (+1) (45 Active Points); OAF (-1), 2 Recoverable Charges (-1), No Knockback (-1/4), Limited Power Power loses about a fourth of its effectiveness (Only Affects Characters moving on the ground; -1/4), Limited Range (10"; -1/4), Limited Power Power loses about a fourth of its effectiveness (DEX roll cancels effect; -1/4)  	[2 rc]
2u   	3) Caustic Confetti: Sight Group Flash 12d6 (60 Active Points); OAF (-1), 8 Charges (-1/2), Limited Power Power loses about a fourth of its effectiveness (DOes not work vs. Desolid; -1/4), Limited Range (2"; -1/4)  	[8]
1u   	4) Bouncy Ball: Energy Blast 8d6 (40 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Range Based On Strength (-1/4)  	[1 rc]
1u   	5) Jack-in-the-Box: Energy Blast 8d6 (40 Active Points); 1 Recoverable Charge (-1 1/4), OAF (-1), Extra Time (Full Phase, -1/2), Gestures (must turn crank; -1/4), Limited Range (6"; -1/4)  	[1 rc]
Powers Cost: 183

Cost   	Skill
9   	Acting 15- 
3   	Oratory 12- 
3   	Mimicry 13- 
3   	Disguise 13- 
3   	Ventriloquism 13- 
3   	Acrobatics 15- 
3   	Concealment 13- 
3   	Conversation 12- 
3   	Custom Skill  
10   	Custom Skill [Notes: KS-Theatre KS-Mime Techniques KS-Hollywood Movies & Films KS-Academy Awards KS- Television history KS- TV programs KS- Circus & freaks shows KS- Independent films KS- Movie Musicals KS- Hollywood Myths and Legends] 
3   	Climbing 15- 
Skills Cost: 46

Total Character Cost: 408

Val   	Disadvantages
20   	Vulnerability: 2 x STUN Fire (Common) 
15   	Psychological Limitation: Schizophrenia (Common, Strong) 
15   	Reputation: as the Costume Killer, 11- (Extreme) 
15   	Psychological Limitation: Guilt over killing father (Common, Strong) 
20   	Dependent NPC: Maggie Lipton 8- (Incompetent; Unaware of character's adventuring career/Secret ID) 
10   	Distinctive Features: costume (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses) 
10   	Watched: Psychaitric Institute 11- (Mo Pow, Watching) 
15   	Psychological Limitation: Thrillseeker (Common, Strong) 
15   	Social Limitation: Public Identity (Frequently, Major) 
15   	Social Limitation: serial killer (Occasionally, Severe) 

Disadvantage Points: 150
Base Points: 250
Experience Required: 8
Total Experience Available: 9
Experience Unspent: 1 

 

Background/History: Young Thomas was a withdrawn boy, who was always entralled by the movies. Thomas would look at the mirror and act out his favorite scenes from each film he would see. Amazed by the fantasy, Thomas decided that would be his life's goal. Problem was, he and his loving mother were trapped. They were trapped in an abusive relationship with his father. Thomas's father would beat both of them whenever he had had too much to drink. Escape to his room and the world of movies was one of the only ways Thomas could save himself.

 

Sixteen year old Thomas, star of his high school's drama department, would spend every chance he had to hide from his problems despite the guilt he felt for leaving his mom. Then, Thomas's life changed. One night staying late at school, Thomas discovered a passageway hidden in the auditorium. It lead beneath the school to an underground cavern. In the cavern, Thomas was engulfed by a strange red mist. Thomas, in horrible pain as his body changed and shifted, he screamed and collapsed. The mist seeped into each pour of his being.

 

Thomas awoke backstage in the auditorium, and he just assumed that he had fallen asleep and dreamt the strange mist. The passageway was gone, which only reinforced his dream theory. However, he felt different. Stronger. Quicker.

 

Later that night after seeing his favorite movie of all time once again, Star Wars, Thomas was reacting one of the scenes from the film in the mirror when suddenly, he saw Harrison Ford's face looking back. Thomas realized he had developed the ability to shape shift.

 

Filled with power, Thomas confronted his father. After years of abuse, Thomas reveled in the tables turning, but it was short lived. As he was fighting his father, he knocked him down a flight of stairs. His father's neck broke and he died instantly. Horrified, Thomas covered his crime and hid what he had done from his mother. Thomas took his father's body and buried it at the hospital, in wet concrete of a construction of a new wing. His life took a major downswing after this. Thomas dropped out of school to take care of his mother and they struggled together for awhile. Thomas found going out at night to help people made him feel less guilty. His father, believed to have deserted them, was never found. Thomas, trying to hide his true guilt, began wearing clown face paint. This new identity made Thomas feel good. He would put his life on the line, with no regards for his own safety to try to help people. Called himself Tomfoolery one night and suddenly he was being seen as a super hero, though he didn't feel too heroic.

 

Tomfoolery continued his drive to make amends for his mistake. Thomas's mother had to be hospitalized because of Alzheimer's disease, and she has been slipping slowly. This was the final straw. Already desperately guilty over the death of his father, Tom blamed himself for his mother's condition, and that blame manifested itself by an all-consuming hatred for paranormals... especially the one who killed his father.

 

Tomfoolery began a crusade of killing paranormals, and was dubbed "The Costume Killer" by the media. Tom would taunt the police with letters and with clues, knowing with his shape-shifting abilities, he had no chance of being caught. Tom returned to his hometown of Randolph Glenn to be near his mother, and was recruited into the Champions of Justice, a team of heroes forming together to carry on for the world's greatest hero, the Champion, who had just been murdered. The Champions of Justice were looking into the Costume Killer, and Tom had used this opportunity to stay one step ahead of them. But something surprising happened. Tom began to have feeling for the Champions and to feel like a hero. This added to his guilt and his belief that he was not a hero. His mental state deteriorated and was captured by his friends after he had attempted to kill himself. Tom aided the team in stopping the Champion's killer and was pardoned by the President. Tom entered a psychiatric institution to deal with his multiple problems.

 

Personality/Motivation: Tomfoolery wanted to punish paranormals for his father's death and his mother's illness, because he blamed himself and, since he was a paranormal, this was the easiest way for him to do it. He became close with the Champions of Justice, confusing him all the more.

 

However, if you did not know Tom's secret, you would never guess he had such a tragic background. Tom hid his pain with jokes and almost over-the-top humor. Tom would shape shift repeatedly between movie and television stars, depending on the situation, cracking jokes and wise cracks. Considering himself a consumate actor, Tom was constantly playing a character.

 

Quote: "Frankly my dear, I don't give a damn"

"Yippie-ki-ay..."

"Do or do not. There is no try"

or any other number of movie quotes

 

Powers/Tactics: Tom's main ability was his shape shifting ability, which he would use constantly. He morphed from movie stars to movie stars. An expert in films, Tom's shape shifting was near perfect, though his scent remained the same, giving teammates an opportunity to know who he is.

 

Campaign Use:

 

Appearance: Tom wore a fedora hat with a white face mask similar to the drama/comedy masks of the theatre. He would typically wear a trenchcoat, like a pulp era detective. Of course, Tom's appearance was consistantly changing due to his schizophrenia and his shape shifting power.

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Re: Poison's FREE Character Drawing Contest - #1

 

You'd think with the number of people who post characters' date=' and the chance at some free art you'd have way more than 20 entries by now...[/quote']

 

I was surprised it took more than 2 days to hit tat number, much less 2 weeks.

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Re: Poison's FREE Character Drawing Contest - #1

 

What the heck...

 

ЗлЪф (Zl'f)

 

Val Characteristic Base Cost Total

15 Strength 10 5 15

23 Dexterity 10 39 23/43

18 Constitution 10 16 18

12 Body 10 4 12

13 Intelligence 10 3 13

15 Ego 10 10 15

15 Presence 10 5 15

20 Comeliness 10 5 20

 

6 Physical Defense 3 3 12

6 Energy Defense 4 2 12

4 Speed 3.3 7 4/9

12 Recovery 7 10 12

36 Endurance 36 0 36

29 Stun 29 0 29

 

6 Running 6 0 30"

2 Swimming 2 0 8"

3 Leaping 3 0 12"

 

Pts. Skill/Perk/Talent

11 Acrobatics 18- (22-)

3 Breakfall 14- (18-)

3 Contortionist 14- (18-)

3 Dexterity Tricks 14- (18-)

3 Stealth 14- (18-)

3 Teamwork 14- (18-)

10 Defense Maneuver I-IV

5 Rapid Attack (HTH)

3 WF: Blades, Chain & Rope Weapons, Empty Hand, Fist-Loads, Staffs, Sticks

 

3 PS: Executive Assistant 12-

3 Bureaucratics 12-

2 Computer Programming (Personal Computers) 12-

3 High Society 12-

 

0 Language: Russian (Native)

4 Language: Norwegian (Idiomatic)

0 Language: Danish (Fluent conversation)

0 Language: Swedish (Fluent conversation)

3 Language: English (Completely Fluent, w/Accent)

 

3 Riding (Horses) 14- (18-)

2 Animal Handler (Equines) 12-

3 Combat Piloting 14- (18-)

3 Combat Driving: Snow Skis 14- (18-)

3 TF: Automobiles, Equines, Miniature Submarines, Mjölnir & Small Spacecraft, Skiing (snow), Small Aircraft, Snowboarding

2 PS: Chess Grandmaster 13-

0 KS: Chess 8-

 

Powers:

27 Enhanced Reflexes: Multipower, 40-point reserve, all slots OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

2u 1) Superspeed Strikes: Hand-To-Hand Attack +4d6, Do not add to martial maneuvers (+0), Variable Advantage (+1/2 Advantages; +1) (40 Active Points); Hand-To-Hand Attack (-1/2), OIHID (-1/4)

1u 2) Catching Bullets: Missile Reflection (Bullets & Shrapnel) (35 Active Points); Restrainable (-1/2), Will Not Work Against Heavy Missiles (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

1u 3) Blink of an Eye: Teleportation 11", No Relative Velocity, Position Shift (37 Active Points); Restrainable (-1/2), Must Pass Through Intervening Space (-1/4), No Noncombat Movement (-1/4), OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

1u 4) Superhuman Legs: Leaping +9" (12" forward, 6" upward) (Accurate), (0 END; +1/2) (22 Active Points); OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

2u 5) Superhuman Legs: Running +10" (30" total), (0 END; +1/2) (36 Active Points); OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

1u 6) Superhuman Musculature: Swimming +6" (8" total), Combat Acceleration/Deceleration (+1/4), Rapid Noncombat Movement (+1/4), (0 END; +1/2), Noncombat Acceleration/Deceleration (+1) (18 Active Points); OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

 

40 Phenomenal Coordination: +20 DEX; OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

20 Amazing Speed: +3 SPD; OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

23 Superfast Muscles: Running +14" (30" total), (1/2 END; +1/4); OIHID (-1/4), Affected by SPD or DEX Drains (-1/4)

2 Vibrational Field: Damage Resistance (2 PD/2 ED)

11 Phenomenal Eyesight: +4 PER with Sight Group and Rapid (x10): +1

5 Ultraviolet Vision: Ultraviolet Perception (Sight Group)

1 Ultrasonic Hearing: Ultrasonic Perception (Hearing Group) (3 Active Points); High Frequencies Only (-1)

9 Super-Efficient Metabolism: Life Support (Extended Breathing 1 END per Turn; Longevity Immortal; Reduced Sleep Only needs 2 hours/night; Safe in Extreme Cold)

5 Enhanced Metabolism: Healing 1 BODY, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)

1 Disciplined Mind: Mental Defense (4 points total)

 

Pts. Disadvantages

15 Social Limitation: Secret ID: Pavla Sergetov Frequently (11-), Major

10 Social Limitation: Small, looks like and often taken for a minor Frequently (11-), Minor

15 DNPC: Gräfeldr Family (Hrolf, Gyda, Inge, Eirik) 8- (Infrequently), Normal, Useful noncombat position or skills, Group DNPC (x4 DNPCs)

10 Physical Limitation: Small and light: (4'9" tall, 108 lbs., +3" KB) (Infrequently, Greatly Impairing)

10 Physical Limitation: Colorblind (Sees only UV color): Infrequently, Greatly Impairing

25 Susceptibility: Desolidified Objects 2d6 damage per Segment Uncommon

15 Hunted: Radical Russian Nationalists: 8- (Occasionally), As Powerful, NCI, Harshly Punish

20 Psychological Limitation: Code vs. Killing Common, Total

15 Psychological Limitation: Overconfident Common, Strong

15 Psychological Limitation: Protect Innocents Common, Strong

 

 

Background: Born in Leningrad (Petrograd), Russia in March 1983, Elena Alekseyeva won 2 Bronze Medals at the 1996 Summer Olympic Games in gymnastics (Uneven Bars, Balance Beam) at age 13; well before her superhuman powers developed and were ultimately discovered more than 2 years later. Once discovered, Elena adamantly refused to go to work as a super-agent for her country's government, although they brought considerable pressure to bear. After the (apparent) death of her father in February of 2000 she was forced to flee Russia, and at this time resides in Olso, Norway, where she became a founding member of the world's premier superhero team, MidGuard. She is the Deputy (currently Acting) Team Leader of MidGuard. She now goes by the nom de guerre of Zl'f (ЗлЪф), which is the Russian word for 'pixie' or 'sprite'.

 

Personality/Motivation: Elena is friendly, effervescent, and slightly naive. She makes friends easily and is quite popular both at work and school; she is one of those people that everyone likes. She has an innocent way about her that most people find very appealing. She is never too busy to help out a friend, and always has a warm smile and a kind word for everyone. She is a devout Russian Orthodox Church member and attends mass regularly whenever possible. Although she is proud of her Russian heritage, due to her negative experiences with the Russian government she is somewhat mistrustful of governments in general even though she has finally been cleared of the phony murder charges against her. Her pride is perhaps her greatest shortcoming; Elena detests being discounted because of her beauty, diminutive size, or apparent youth. Her years of strict training, (perceived) loss of both parents, and self-imposed exile have given her great strength of character. (In 2001 MidGuard discovered Yurii Alekseyev alive in a secret Russian facility near Novgorod, apparently a prisoner. They rescued him and he now lives in a small apartment on the Europa 2000 campus. Due to injuries received in the crash of his plane when it was shot down he is now confined to a wheelchair; and Elena visits him as often as he'll permit.) She loves animals, and often visits Ian McTavish, the Europa 2000 groundskeeper (Actually a former SAS Sergeant Major and the real head of Europa 2000 security) to play with his attack-trained mastiffs. Elena has no idea how dangerous they actually are, although each dog outmasses her by a factor of two she is the only person besides McTavish that can handle them. Her very innocence is her defense. Elena's hobbies include riding her Appaloosa stallion Comanche, downhill skiing (particularly hot-dogging), chess, and reading classic American novels, Ernest Hemingway and Mark Twain being her favorite authors. She also loves to swim, often diving into the chilly waters of the fjord 35 meters below the mansion. She also enjoys watching dramatic films; particularly ones which feature horses (Flicka, Seabiscuit, and Hidalgo are some of her favorites). She has learned to expertly pilot small aircraft, minisubs, and MidGuard’s starship Mjölnir. She enjoys flying enough she recently acquired a private pilot's license. She speaks Russian and Norwegian idiomatically, English fluently, and can get by in Danish and Swedish (although she speaks both with a pronounced Norwegian accent).

 

While she originally regarded superheroing as almost a lark, she has come to take her responsibilities more seriously and as a result has evolved into a much more effective heroine. She is only twenty-five, but has been a superheroine now for more than eight years. Deeply religious, for Elena superheroing is a method both to help others and to challenge herself in a way she no longer can with gymnastics. A classic overachiever, Elena is never satisfied with being "just good enough" at anything. As a superheroine she tends to adopt a very somber demeanor, since it is often difficult to be taken seriously when you're smaller than the average twelve-year-old. On the other hand, people are often struck by how much poise Elena has for someone who seems so young.

Quote: "What's wrong? I thought you said you were the best hand-to-hand fighter in your regiment? Was it a regiment of old women?"

 

Powers/Tactics: Probably the most agile human being who has ever lived; Elena can perform with ease acrobatic maneuvers most gymnasts would tell you were literally impossible. Combined with her jaw-dropping speed and extraordinary strength Elena is without question one of the top two or three martial artists in the world. Her eclectic fighting style is an acrobatic whirlwind of leaps, cartwheels, tumbles, somersaults, jumps, back flips, bounces, spinning kicks, high speed punches, precision strikes, backhand blows and leg sweeps performed in three dimensions and at a pace that leaves most fighters dizzy. She would defeat a half dozen high-caliber black belts in mere seconds. Her reflexes are so fast she can literally dodge bullets or, if she is so inclined, even redirect them. Although she is light on defenses, Zl'f is an aggressive combatant who typically takes the fight to her opponents, depending on her incredible reflexes to avoid injury. While she is easily stunned if hit, her high recovery generally gets her back into the fight quickly. Her phenomenal running and leaping generally make her the fastest combatant on the battlefield, and she is quick to come to a comrade's aid if needed.

 

Appearance: A tiny yet beautiful girl who physically appears to be about fourteen years old, Elena is 145 cm tall and weighs 49 kg; most people would describe her as elfin. She has a lithe and obviously athletic figure with the broad shoulders and sleek musculature characteristic of world-class gymnasts. Elena has the full lips, triangular face and high cheekbones common to many ethnic Russians. She has gray eyes and a fair and flawless complexion with light freckles; she sunburns very easily. Although when she was competing she cut her thick blond hair very short, it is now a full meter long and hangs to mid-thigh. While adventuring she keeps her hair in a ponytail, in normal guise she generally wears her hair coiled up or in a French braid. Her costume is a strapless one-piece white spandex bodysuit cut high on the hips, an off-the-shoulder woven white cotton tunic belted over it. She wears no jewelry (except a small gold Russian Orthodox crucifix), mask, gloves or footwear. At work she wears business suits with long skirts; In civilian guise she prefers floor length skirts or dresses, sweaters and jeans and wears blue-tinted wire-rimmed glasses.

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