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Poison's FREE Character Drawing Contest - #1


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

 

I could put up another one, but I dunno if it would be fair to someone else since I've already got one in the race...

 

 

Ah, what the heck! I'll withdraw her if someone else comes along. :)

 

This is my character from Supreme Serpent's Thunderbolts: The Next Generation game (taking place approximately 15 years after the "current" Marvel Universe)...

 

 

BATROC ZE FIGHTAIRE!

Val Char Cost Roll Notes

20 STR 10 13- Lift 400.0kg; 4d6; [2]

24 DEX 42 14- OCV 8 DCV 8

20 CON 20 13-

13 BODY 6 12-

18 INT 8 13- PER Roll 13-

18 EGO 16 13- ECV: 6

20 PRE 10 13- PRE Attack: 4d6

20 COM 5 13-

 

8/22 PD 4 Total: 8/22 PD (0/14 rPD)

8/22 ED 4 Total: 8/22 ED (0/14 rED)

6 SPD 26 Phases: 2, 4, 6, 8, 10, 12

10 REC 4

50 END 5

40 STUN 7 Total Characteristic Cost: 167

 

Movement: Running: 9" / 18"

Swimming: 2" / 4"

Leaping: 15"

Flight: 15" / 30"

Gliding: 11" / 22"

Swinging: 20" / 40"

 

Cost Powers END

Martial Arts:

Maneuver OCV DCV Notes

4 1) Martial Block +2 +2 Block, Abort

4 2) Martial Dodge -- +5 Dodge, Affects All Attacks, Abort

4 3) Martial Strike +0 +2 8d6 Strike

5 4) Offensive Strike -2 +1 10d6 Strike

4 5) Fast Strike +2 +0 8d6 Strike

4 6) Martial Disarm -1 +1 Disarm; 40 STR to Disarm

5 7) Defensive Strike +1 +3 6d6 Strike

3 8) Legsweep +2 -1 7d6 Strike, Target Falls

Savate

1 9) Weapon Element: Clubs (Batons)

8 10) +2 HTH Damage Class(es)

11 A Great Leapaire!: Leaping +11" (15" forward, 7 1/2" upward) 1

6 A Great Runnaire!: Running +3" (9" total) 1

11 I Bounce Like ze Ball!: Knockback Resistance -10" (20 Active Points); Requires An Acrobatics Roll (-1/2), Does Not Prevent Knockback, Only Prevents Damage (-1/4) 0

10 Unlike My Père, I am Very Lucky!: Luck 2d6 0

30 I See A Vulnerable Spot, Monsieur!: Find Weakness 13- with Martial Arts 0

7 Eet Only Grazed Moi 1: Energy Damage Reduction, Resistant, 25%; Requires An Acrobatics Roll (-1/2), Costs Endurance (-1/2) 1

7 Eet Only Grazed Moi 2: Physical Damage Reduction, Resistant, 25%; Requires An Acrobatics Roll (-1/2), Costs Endurance (-1/2) 1

 

33 Where Does She Keep All Those Weapons?: Multipower, 50-point reserve, all slots OIF (-1/2)

1u 1) Collapsable Adamantium Baton: Hand-To-Hand Attack +6d6; Hand-To-Hand Attack (-1/2), OIF (-1/2) 3

2u 2) Tangle Net: Entangle 5d6, 5 DEF; 8 Charges (-1/2), OIF (-1/2) [8]

2u 3) Smoke/Chaffe Grenades: Darkness to Sight, Smell/Taste and Radio Groups 3" radius, Personal Immunity (+1/4); 8 Charges (-1/2), OIF (-1/2) [8]

2u 4) Flare Bombs: Sight Group Flash 4d6, Personal Immunity (+1/4), Area Of Effect (3" Radius; +1); 8 Charges (-1/2), OIF (-1/2) [8]

2u 5) Choking Powder: Sight and Smell/Taste Groups Flash 5 1/2d6, Area Of Effect (One Hex; +1/2); 8 Charges (-1/2), OIF (-1/2) [8]

 

Many Helpful Gadgets, all slots OIF (-1/2)

22 1) Advanced Body Armor: Armor (11 PD/11 ED); OIF (-1/2) Note: Zis armor was... 'ow you say? ...borrowed from a secret AIM facility. It is made from a ballistic weave designed to stop bullets, shrapnel, and blunt trauma equally well. It is wedded to a 'igh tech composite material zat dispates energy as well, so lasaires, flames, blastaires, and ze like just roll off. Ze most amazing zing about ze armor is 'ow light and flexible it is -- it feels like silk, but it protects like tank armor. 0

5 2) Lighter Zan Air: Gliding 11"; Restrainable (-1/2), OIF (-1/2) Note: 'YDRA was developing zis little toy for zere urban assault troops when I came upon it. Zese ultra-light glider wings are not as good as true flight, but zey come in very 'andy at times, non? 0

5 3) Polarized Lenses: Sight Group Flash Defense (8 points); OIF (-1/2) Note: Anozaire toy I borrowed from 'YDRA. Zey will 'ardly miss it, I zink. Zese lightweight goggles react instantly to changes in ze light, preventing ze wearer from being blinded. I 'ad a friend remove ze lenses and put zem into somezing a little more fashionable -- a beautiful crime-fightaire like me cannot be seen in cheap sunglasses! 0

5 4) Radio Comm-Link: Radio Perception/Transmission (Radio Group) (10 Active Points); Sense Affected As More Than One Sense Hearing and Radio (-1/2), OIF (-1/2) Note: No one in ze world is more proud of zeir communication technology zen SHIELD -- and with good reason! Zis radio is not ze top-of-ze-line model (zey are very... 'ow you say? proprietary about zese zings, and fit zem with a detonator in case zey are stolen. Can you imagine?). 0

 

70 I May Have Anozaire Gadget In Here Somewhere...: Variable Power Pool (Gadget Pool), 50 base + 20 control cost, (75 Active Points); Variable Limitations (requires -1/2 worth of Limitations; -1/4)

0 1) Rocket-Powered Surfboard: Swimming 20"; Fuel Dependent (fuel is Very Common; must refuel Once per 5 Minutes; -1 1/2), Surface Only (-1), OAF (-1), Requires A DEX Roll (-1/2), Turn Mode (-1/4) Real Cost: 4 2

0 2) Flight 15" (30 Active Points); OAF (Rocket Belt; -1), 2 Continuing Charges lasting 1 Turn each (-1) Real Cost: 10 [2 cc]

0 3) Nightvision Goggles: Nightvision; OIF (-1/2) Real Cost: 3 0

0 4) Telescopic Lenses: +6 versus Range Modifier for Sight Group (9 Active Points); OIF (-1/2) Real Cost: 6 0

0 5) Parabolic Ear: +6 versus Range Modifier for Hearing Group (9 Active Points); OIF (-1/2) Real Cost: 6 0

0 6) Listening Device: Microscopic ( x100) with Hearing Group (10 Active Points); OIF (-1/2) Real Cost: 7 0

0 7) Magnifying Device: Microscopic ( x100) with Sight Group (10 Active Points); OIF (-1/2) Real Cost: 7 0

0 8) Emergency Rebreather: Life Support (Self-Contained Breathing); 1 Continuing Charge lasting 5 Minutes (-3/4), OIF (-1/2) Real Cost: 4 [1 cc]

0 9) Swingline: Swinging 20"; OIF (-1/2) Real Cost: 13 2

0 10) Caltrops: Change Environment 2" radius, +1 Points of Damage, -4" of Running, Long-Lasting Permanent, Multiple Combat Effects; 8 Charges (-1/2), OIF (-1/2), Only Against Those On The Ground (-1/4) Real Cost: 22 [8]

0 11) Halon Grenades: Dispel Fire 9 1/2d6, any Fire power one at a time (+1/4), Area Of Effect (One Hex; +1/2) (50 Active Points); OAF (-1), 4 Charges (-1) Real Cost: 17 [4]

0 12) Anti-Psionic Helmet: Mental Defense (14 points total) (10 Active Points); OIF (-1/2) Real Cost: 7 0

0 13) Stealth Field: Invisibility to Sight Group ; Increased Endurance Cost (x2 END; -1/2), Bright Fringe (-1/4), IIF (-1/4) Real Cost: 10 4

0 14) Qwake-up Juice: Healing STUN 3d6 (30 Active Points); OAF (-1), Not vs Those With Natural rPD (-1/2), Only to Humans (-1/4) Real Cost: 11 3

 

 

Perks

5 Money: Well Off

5 Custom Perk

 

 

Talents

6 Combat Luck (3 PD/3 ED)

4 Double Jointed

9 Lightning Reflexes: +6 DEX to act first with All Actions

 

 

Skills

32 +4 with All Combat

20 +2 Overall

 

3 Acrobatics 14-

3 Acting 13-

3 Analyze: Combat 13-

3 Breakfall 14-

3 Climbing 14-

3 Combat Driving 14-

3 Combat Piloting 14-

3 Computer Programming 13-

3 Concealment 13-

3 Contortionist 14-

3 Conversation 13-

3 Criminology 13-

3 Deduction 13-

3 Disguise 13-

3 Electronics 13-

3 Gambling 13-

3 High Society 13-

3 Scholar

1 1) KS: Great Criminal Heists (2 Active Points) 11-

1 2) KS: Superheroes & Supervillains (2 Active Points) 11-

1 3) KS: The World's Wealthy & Elite (2 Active Points) 11-

3 Linguist

1 1) Language: English (fluent conversation)

0 2) Language: French (idiomatic)

1 3) Language: German (fluent conversation)

1 4) Language: Japanese (fluent conversation)

1 5) Language: Russian (fluent conversation)

1 6) Language: Spanish (fluent conversation)

3 Lockpicking 14-

3 Oratory 13-

3 Paramedics 13-

11 Power: L'Outil Droit Au Bon Temps 17-

3 Security Systems 13-

3 Seduction 13-

3 Shadowing 13-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Streetwise 13-

3 Teamwork 14-

 

 

Total Powers & Skill Cost: 460

Total Cost: 627

 

450+ Disadvantages

5 Dependent NPC: Georges Batroc (Father) 8- (Slightly Less Powerful than the PC)

5 Distinctive Features: Style: Savatiste (Not Concealable; Noticed and Recognizable; Detectable Only By Small Group)

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

20 Psychological Limitation: Thrillseeking Showoff (Very Common, Strong)

20 Psychological Limitation: Loves Humiliating her Enemies (Very Common, Strong)

20 Psychological Limitation: Code vs. Killing (Common, Total)

10 Psychological Limitation: Code of Chivalry (Common, Moderate)

10 Reputation: "The Great Batroc? Pshyeah, right!", 11-

5 Rivalry: Professional (Other Martial Artists; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

5 Rivalry: Professional (Other Cat Burglars; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

15 Social Limitation: Public Identity (Georgette Batroc) (Frequently, Major)

15 Social Limitation: Secret (Cat Burglar Wanted By the Police) (Frequently, Major)

27 Experience Points

 

Total Disadvantage Points: 627

 

Background/History: Georgette Batroc grew up her entire life listening to her father blather on about his stupid life. "I fought Captain America!" "I held up the United Nations!" "I was the greatest super-criminal who ever lived!" and so forth. But for all his talk, he never answered Georgette's one question: If you were so great, why did you never win?

 

Yes, despite the fact that her father spent years and years training her in all of his skills (as well as hiring the best tutors and instructors for her to learn the things he could not teach her), she despised him. In spite of all his big talk, he was a failure at everything he ever tried; how could she look up to this man?

 

It was unfortunate that she could never hide her feelings from him. He could see it every time he looked in her eyes -- he knew he disgusted her. He tried hard to be a good father, to help her succeed where he failed, but every moment of every day, he knew he was failing at that, too. She did not love him, and that was far worse than any beating or jail time he had ever received.

 

When Georgette turned 18, she left her home without a backward glance. She would make it on her own; she would do what her father never could – she would succeed. She would be the criminal he always dreamed of being. And she was – she was good at everything she tried. Something her father never intentionally taught her, but which she had quickly learned – a good thief steals a lot, but a great thief never gets caught.

 

And she was a great thief. She was so good, in fact, that most of her victims didn't even know they had been robbed; even those who learned of their misfortune had no idea who had stolen from them. Though wanted by the law, she was a mystery, a cipher, a ghost; unpredictable and unstoppable.

 

She became quite rich in a relatively short time. But soon enough, she grew tired of being a cat-burglar. Some part of her – perhaps some leftover chromosome from her father's genes – made her want to be out in the public spotlight, reveling in the attention of the adoring masses. But she knew that criminals who make a big show of their criminality (like her father and his many cohorts) tend to get caught and thrown in jail.

 

The answer was obvious. She created a new identity for herself and became a hero – all the glory, none of the risk! And how easy it was! Simply stop a bank robbery or capture a stupid supervillain, and the world proclaims you to be a good guy!

 

She became Batroc the Fighter, after the moniker and costume of her foolish father. She did not do so to redeem his name, or out of some sense of familial loyalty (though that's what she tells the newspapers), but rather because his reputation as an idiot and a screw-up makes her enemies underestimate her.

 

And today, when Georges Batroc looks at the television and sees his daughter's smiling face – successful, heroic, proud – he cannot help but feel the shame of a lifetime of failures cut even deeper.

 

Personality/Motivation: Daring, reckless, and bold! Georgette feels that a life without adventure is a life not worth living, and she intends to take full advantage of hers. She loves being in the spotlight, and she loves humiliating her enemies – just as her father's enemies once humiliated him.

 

She especially loves capturing thieves (it proves that she was a much better thief than they are), and beating other martial artists (which proves Savate is the superior style). But no matter what she does, she is guaranteed to do it with style.

 

Of course, as much as she may publicly deny it (and as much as she may deny it to herself), she is really, deep down, looking to redeem her family's good name; to prove to the world that "Batroc" is not synonymous with "Screw Up."

 

Quote: "Mon Dieu, I love my work!"

 

Powers/Tactics: Like her father, Georgette has no real powers, but she is highly trained and very experienced in espionage, burglary, and fisticuffs. She will use her many gadgets (where does she keep getting those from, anyway?) to give her the advantage in a fight – blinding or entangling her foe, then beating him mercilessly – taunting him with her quick wit and sharp tongue the whole time.

 

Campaign Use: Batroc is a straight-up martial artist with a whole bunch of tricks and gadgets (mostly stolen from other super criminals and underground organizations). She's a jack of many trades and a master of none, but she can easily branch out into any number of directions.

 

Appearance: Georgette is a beautiful 24-year-old woman with dark shoulder-length hair, deep green eyes, and pale skin. She is tall, slender, athletic, and very curvaceous, and she speaks with an exotic French accent. She is outgoing, friendly, and flirtatious. She dresses fashionably and doesn't mind showing a little skin. It is a pity that she must hide her good looks under her helmet, but even she understands that practicality must sometimes take precedence over vanity. She wears bronze-colored armor over a dark maroon bodysuit, much like her father (but she makes her outfit look so much better than he ever did).

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

 

Since Poison said only one each, I think that this makes 20. This was my character for Corven_Rens' Justice Squadron: TNG game on Hero Central. It didn't get very far, but I really like this character.

 

Wildcard - Charles Jean-Paul "J.P." LeBeau

 

VAL...CHA...Cost...Total...Roll......Notes

40....STR.....30...40......17-.......HTH Damage 8d6 END [4]

30....DEX.....60...30......15-.......OCV 10 DCV 10

25....CON.....30...25......14-

13....BODY....6...13......12-

23....INT.....13...23......14-.......PER Roll 14-

18....EGO.....16...18......13-.......ECV: 6

20....PRE.....10...20......13-.......PRE Attack: 4d6

20....COM.....5...20......13-

30....PD......2...30.............30 PD (30 rPD)

30....ED......7...30.............30 ED (30 rED)

6....SPD.....20...6.................Phases: 2, 4, 6, 8, 10, 12

18....REC.....10...18

54....END.....2...54

70....STUN....24...70

7....RUN......2...7"................END [1]

2....SWIM.....0...2"................END [1]

8....LEAP.....0...8"................8" forward, 4" upward

 

CHA Cost: 237

 

Cost...POWERS

38.....Kinetic Energy Charging: MP, 76-point reserve, all slots OAF (Various objects of Opportunity; -1) [Notes: Objects used are destroyed when charge detonates] - END=

3u.....1) Single Object: EB 12d6, Reduced END (1/2 END; +1/4); Range Based On STR (-1/4) - END=3

3u.....2) Multiple Objects: EB 7 1/2d6, Autofire (5 shots; +1/2), Reduced END (1/2 END; +1/2); Range Based On STR (-1/4) - END=3

45.....Mom's Flight: Flight 15", Position Shift, x8 Noncombat - END=4

75.....Mom's Toughness I: +20 PD plus +18 ED plus Damage Resistance (30 PD/30 ED), Hardened (+1/4) - END=0

10.....Mom's Toughness II: Power Defense (10 points) - END=0

11.....Parent's Strength of Will: Mental Defense (15 points total) - END=0

12.....Dad's Staff: HA +4d6, Reduced END (0 END; +1/2); OAF Unbreakable (Staff; -1), Hand-To-Hand Attack (-1/2) - END=0

6.....Justice Squadron Communicator: HRRP (Radio Group); OAF (-1) - END=0

 

POWERS Cost: 203

 

Cost...MARTIAL ARTS

......Savate / Streetfighting [Notes: +4d6 w/ staff for appropriate Maneuvers]

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

4......2) Coup de pied bas (low kick) (MS): 1/2 Phase, +0 OCV, +2 DCV, 10d6 Strike

5......3) Coup de pied chasse (side kick) (OS): 1/2 Phase, -2 OCV, +1 DCV, 12d6 Strike

4......4) Crochet (Hook) (FS): 1/2 Phase, +2 OCV, +0 DCV, 10d6 Strike

4......5) Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 50 STR to Disarm roll

5......6) Direct (Jab/Cross) (DS): 1/2 Phase, +1 OCV, +3 DCV, 8d6 Strike

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

3......8) Footsweep (LS): 1/2 Phase, +2 OCV, -1 DCV, 9d6 Strike, Target Falls

3......9) Throw: 1/2 Phase, +0 OCV, +1 DCV, 8d6 +v/5, Target Falls

1......10) Weapon Element: Staffs, Empty Hand

 

MARTIAL ARTS Cost: 37

 

Cost...SKILLS

......Everyman Skills

3......1) Acting 13-

3......2) CK: New York 14-

3......3) Climbing 15-

3......4) Concealment 14-

3......5) Conversation 13-

3......6) Deduction 14-

0......7) Language: English (idiomatic; literate)

3......8) Paramedics 14-

3......9) Persuasion 13-

3......10) PS: Law Student 14-

3......11) Shadowing 14-

3......12) Stealth 15-

0......13) TF: Cars & Trucks

3......Acrobatics 15-

3......Breakfall 15-

9......+3 with Kinetic Energy MP

5......Defense Maneuver I-II

3......Scholar

1......1) KS: Court Procedures (2 Active Points) 11-

1......2) KS: International Law 11-

2......3) KS: Judicial Law 14-

1......4) KS: Justice Squadron Foes 11-

3......Fast Draw 15-

3......Criminology 14-

2......Language: Cajun French (fluent conversation)

3......Lockpicking 15-

3......Oratory 13-

5......Power 15-

3......Security Systems 14-

3......Systems Operation 14-

3......Teamwork 15-

1......TF: Hoverjet

2......WF: Staffs, Thrown Knives, Axes, and Darts

 

SKILLS Cost: 92

 

Cost...PERKS

......Justice Squadron Package

5......1) Vehicles & Bases

3......2) Reputation: Justice Squadron Member (A large group) 14-, +1/+1d6

5......3) Fringe Benefit: International Police Powers

5......Money: Well Off

 

PERKS Cost: 18

 

Cost...TALENTS

5......Lightning Reflexes: +3 DEX to act first with All Actions

3......Bump Of Direction

 

TALENTS Cost: 8

Value..DISADVANTAGES

.....Justice Squadron Package

5.....1) Social Limitation: Must Follow Justice Squadron Rules & Bylaws (Occasionally; Minor)

15.....Social Limitation: Secret ID: Charles Jean-Paul "J.P." LeBeau (Frequently; Major)

10.....Distinctive Features: Scans as a mutant (Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)

10.....Distinctive Features: Black eyes with burning red irises (Concealable w/ Contacts; Noticed and Recognizable; Detectable By Commonly-Used Senses)

20.....DNPC: Jennifer Martin - fellow student / romantic interest 11- (Normal; Unaware of character's adventuring career/Secret ID)

20.....Hunted: Enemies of his parents (and X-Men) 8- (Mo Pow; NCI; Harshly Punish)

10.....Hunted: Mystery sniper from childhood 8- (Less Pow; NCI; Harshly Punish)

20.....Psychological Limitation: Will Not Kill (Common; Total)

15.....Psychological Limitation: Will protect innocent bystanders (Common; Strong)

15.....Psychological Limitation: Tries Hard to live up to Charles Xavier's ideals (Common; Strong)

5.....Reputation: Son of former X-Men, Gambit and Rogue, 11- (Known Only To A Small Group)

 

DISADVANTAGES Points: 145

 

Base Pts: 450

Exp Required: 0

Total Exp Available: 0

Exp Unspent: 0

Total Character Cost: 595

 

 

Background/History

 

In 1999 Remy LeBeau a.k.a. Gambit, met Ororo Munroe and was introduced to the Charles Xavier and the rest of the X-Men. Xavier offered him a place in his “family” and he gladly accepted. He’d never really had a place to belong before, and he never regretted his decision. He was attracted to Anna Marie a.k.a. Rogue almost immediately. She was a southern belle with the strength of a titan; and the ability to steal powers, memories, and hearts as well. The lived, fought, suffered, and triumphed together and eventually realized that they were soulmates. Even so, Rogue’s uncontrolled power kept them from being together the way they both wanted to be.

Four years later, in December of 2003, they would finally get the opportunity. While returning from the Shi’ar Empire and a battle with the Phalanx, their ship was attacked and crash-landed in Antarctica. The X-Men were captured by bounty hunters from Gambit’s past, and taken to Magneto’s secret base there. Gambit and Rogue were imprisoned together. Their powers were negated by an inhibitor field in their cell, so they were unable to escape. Although prisoners of their enemies, they used this opportunity to consummate their relationship, and a child was conceived. A few weeks later, after escaping and returning home to Xavier’s School, Rogue realized that she was pregnant. She and Remy decided to be married. The wedding was held at Xavier’s mansion in May of 2004.

Rogue gave birth to Charles Jean-Paul LeBeau on September 15, 2004. He was a healthy baby, and when he was examined by Prof. Xavier, it was confirmed that he had inherited his parent’s genes. He had the “x-factor”, and was a mutant like them. They remained at the school, to raise their son.

Prof. Charles Xavier passed away in the early summer of 2005. When Emma Frost, the former White Queen, took over as the headmistress of Xavier’s School for Gifted Youngsters. Gambit and Rogue knew that the mansion could no longer be a home to them. With the trust fund that Rogue’s mother Mystique had set up for them and their child, they moved to Manhattan. They bought an old 3-story warehouse and had it refurbished. They also had a basement level added as a workout area. Remy and Anna Marie all but retired from the X-Men and adventuring. Anna Marie enrolled in the Columbia School of Law, while Remy stayed home, invested their money, and occasionally worked with members of the Guilds in New Orleans.

When he turned five (fall 2009), Jean-Paul, or “J.P.” as his mother and friends called him, was sent to a private elementary school. The next 7 years were fairly uneventful for the family. Anna Marie earned a law degree while Remy used his experience as a former thief to start a small security business. Jean-Paul was an outstanding student, usually one of the top two or three in his class. He also began training in the gym with his father in Savate. During the summer before he started 7th grade (summer 2016), the first of Jean-Paul’s mutant abilities made themselves known.

He had been on the roof of their building, chasing the pigeons. When he tired of that he stood at the edge looking out at the city. A sudden retort rang out and the boy staggered forward, toppling from the roof. Anna Marie heard his scream and looked out the window in horror. As she took a first step toward the window to save him, the boy suddenly swooped upwards and hovered in front of the window, staring incredulously in at her. He could fly. He flew back up to the roof, where his mother met him, to find out what had happened. They found a flattened piece of lead on the roof where he had been standing. Someone had tried to shoot him. There was a hole in his shirt and he had a huge purple bruise on his back where the object had hit him. It hadn’t even broken the skin. He was resistant to injury, a second of his mother’s abilities.

After discussing the event with Remy, they all decided that it might be better if Jean-Paul attended Xavier’s in the fall. As time had passed, Emma Frost had proven herself to the X-Men and to Jean-Paul’s parents. Remy and Anna Marie decided that Jean-Paul would attend school at Xavier’s. They made the arrangements and the family moved back to Salem Center. Jean-Paul was at Xavier’s for the 7th through 12th grades graduating in the spring of 2022. Having decided to follow in his mother’s footsteps, Jean-Paul enrolled in the Columbia University School of Law, beginning in the fall of 2022. As of this time he is in his last year of law school. He is seeing a fellow law student named Jennifer Martin.

Jean-Paul lives in the family’s building in Manhattan. His parents are currently abroad on an extended vacation, touring the world.

 

Personality/Motivation

 

Jean-Paul was raised to be a Southern gentleman. He is polite, courteous, chivalrous, and honorable. He is a man of his word and will do his best to keep a promise. He is a quiet, focused young man; but does know how to have fun when he let’s himself. He isn’t overly outgoing, but does get along with most everyone. He is extraordinarily loyal, and when he does make friends he will go to the ends of the earth for them.

Having parents who were followers of Charles Xavier, and being a student at the Professor’s school himself, Jean-Paul is also a believer in Xavier’s ideals. He will do what he can to make the world a place that all people can live in together. He’ll stand up for those who can’t stand up for themselves, and go out of his way to protect the defenseless. He uses his mutant abilities to do these things as a super hero; following in his parent’s footsteps. That’s also why he decided to go to law school. He feels that the government and its laws need an overhaul. He’s learning what he needs to, to be able to make a difference.

 

Quote

 

In an exaggerated Cajun accent: “I t’row de cards. De cards go boom! End of bad guy. End of story.”

 

"As my father would say, 'Playin' for keeps is still playin', mon ami, so take a card... ANY CARD!' "

 

Powers/Tactics

 

Jean-Paul inherited abilities from his mother and father, as well as those that Rogue had stolen from Carol Danvers a.k.a. Ms. Marvel. Somehow, the permanency of those powers had affected Rogue at a genetic level, and they were passed on to him. He can fly at speeds ranging from approximately 33 mph to a top speed of 268 mph. He is able to deadlift an Abrams battletank. He can also withstand immense amounts of physical and energy damage.

He inherited his father's ability to convert the potential energy in objects into kinetic energy, in turn converting the object into an explosive projectile. As his body is a living generator of bio-kinetic energies, he possesses physical attributes evolved for constant motion. As a result, his mutation has increased his speed, stamina, agility, and reflexes to the peak of natural human capability. His father trained him in the mobile, acrobatic martial arts he was known for; and passed on the bo staff that was his as an X-Man.

 

Campaign Use

 

WildCard can fill almost any position on a team during a battle. He is strong and tough enough to go toe-to-toe with many bricks. His speed and MA skills allow him to take on other martial artists, while his defenses allow him to soak up the damage if he does get hit. With his flight and kinetic energy abilities he can also serve as the artillery part of the attack.

His favorite tactic is to close with an opponent; leading with a normal, brick-type punch and then surprising them by using his MA skills to finish the fight. He will also take the opportunity to use his kinetic energy attack on an unsuspecting opponent while fighting another.

 

Appearance

 

Date of Birth: September 15, 2004

Place of Birth: Salem Center, New York

Age: 24

Marital Status: Single

 

Jean-Paul (J.P. to his friends) is an attractive young man. He is the spitting image of his father, but with his mother's hair color, reddish brown with a wide streak of white on the left side. He is in excellent physical shape, and works out daily whenever he can. He is taller than average; but slender and quite muscular. He dresses well, in current styles; but he doesn't wear the most expensive fashions (even though he could if he wished to). His favorite outfit is one that, although it is street clothes, is very reminiscent of his father's costume.

His WildCard uniform is a combination of Rogue and Gambit's uniforms. It is a full bodysuit in the colors of green with yellow, similar to that which Rogue wore. It has a headpiece and fingerless gloves in black. It also has a breastplate, vambraces, and boots like Gambit's armor; these are in yellow with green.

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

 

DING DING DING.... Submissions are now closed.

 

You will see some polls pop up in the forums soon. Vote for your favorites! You may vote for your own, and convince others to vote for your character!

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