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Milanor Barrick
#1
THE MASTER



NAME: Milanor Barrick SUPERHUMAN TYPE: Somatic ORIGIN PATH: - Fixer: Became a fixer for the New Orleans underground to pay for mother's hospital bills
ASPIRATION: Milanor wants to help everyone, including himself, reach their maximum potential.ARCHETYPE: Paragon ROLE PATH: Diplomat: Milanor strives to be the arbitrator and peacemaker of most tense situations.
DEFENCE: 1 EXPERIENCE TOTAL:  457 SOCIETY PATH: - Aeon Society:
ARMOR: 4 APPROACH: Force  POWER: Base Target Number = 7
PSI TRAIT: * * * * *   *PSI POOL: 60 / 60HEALTH: (Bruised -1): 2 / 2 | (Injured -2): 2 / 2| (Maimed -4): 1 / 1 | (Taken Out): 1 / 1 | DEAD


ATTRIBUTES
Intellect: * * *Skilled Mind, well read in things that interest you.Might: * * * * *   *Epic Physical Power. Can easily lift 200 tons.Presence: * * * * *   *Pioneering Words, What you say could be remembered for generations.
Cunning: * * * *Expert Sense, Head on a SwivelDexterity: * * * * *   *Heroic AgilityManipulation: * * * * Expert at Cold Reading and What someone wants.
Resolve: * * * *Used to High-stress Concentration Stamina:  * * * * *  * Heroic Resilience Composure: * * * *Master at keeping their heads under pressure.

SKILLS
 
Aim: -
Athletics: * * * * * (Spec: Jumping and Throwing)
Close Combat: * * * * * (Spec: Martial Arts and Holds) Deadly Strike: Mixed actions use maximum enhancement pool
Command: * * -
Culture: * * *(Spec: Streetwise) 
Empathy: * * * * (Spec: Personable)
Enigmas: * * *(Spec: Gathering Information) 
Humanities:  -
Integrity: * * * * (Spec: Resisting Coercion) Strength of Conviction:  Activate to add Integrity to next Command action.
Larceny: -
Medicine: * * -
Persuasion: * * * * * (Spec: Negotiation and Intimidation) Captivating Personality: Activate to ignore Atmosphere effects on next Influence roll.
Pilot:
Science:
Survival: -
Technology: -

EDGES
Always Prepared: 1 Unaffected by losing an ambush roll
Hair Trigger Reflexes: 1 +1 Enhancement to Initiative rolls.
Forceful Martial Arts: 3 Attacks Gains Weighted tag. Gains the Brutal Tag. Gains 2 Enhancement to Defence.
Keen Senses: 3 Gains 1 Enhancement for Sight, Sound and Smell
Precise Martial Arts:Ignore 2 points of Targets armor. Increase the Difficulty of their attack by +1. Gains 2 Soft Armor or 2 Enhancement to Defense vs Grappling.
Free Running: 2 Spend 1 less success for sprinting Complications. -2 Difficulty to all Athletics rolls (min 1) or spend 2 less success for Athletics Complications.
Iron Will: 3 Gains 3 Enhancements to resist fear, torture, interrogation, mind-altering drugs, and even supernatural powers of cohesion, control and manipulation
Indomitable: 1 Requires Iron Will 3.
Hardy: 1 +1 Enhancement to resist disease, intoxicants, poisons, and radiation. Wounds and injuries heal twice as fast.
Tough Cookie: 2 +1 Soft Armor, stacks with other armor.
Waiting to Greet the Storm: 2 Counterattack Stunt: number of Success spent = Dodge for one turn. Enemies who attack and miss take 1 Injury. Cannot counter ranged attacks.


STORY POINTS
Attributes: Starting: +25 | 9/7/5 | Force: 3 | Bonus (Presence 1)
Skills: +27 | Starting: 6 | Starting Path Skills: 9 | Awarded Path Skills: 12
Edges: +14 | Starting Path Bonus: 6 | Awarded Path Edges: 8
Starting PSI: 3
Paths: 7 | Starting Path 3 / Awarded Path Levels 4

EXPERIENCE EXPENDITURE 
Attributes: +14 / Exp cost 140
Mega-Attributes: +4 / Exp cost 48
Skills:   +6 / Exp costs  30
Skill Tricks" +3 / Exp costs 9
Edges: +7 Exp cost 21 
Enhanced Edges: +1 / Exp cost 6
Path Edges: +2 Exp costs 4
Mega-Edges: +3 / Exp Cost 36
PSI: +3  / Normal Exp cost 24 / Ascended Exp Cost 24
Aptitudes: +15 / Exp Costs 90 
Advanced Aptitudes: +2 | Exp cost 24
Spent Exp: 456 Unspent: 1
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#2
MEGA-EDGES

Mega Might: *Scale is increased by an additional +1 for Throwing and Lifting Objects. Objects Gain Thrown and Pushing tags. Gains Enhancement to Strength related checks equal to rating. Reroll 9's.
Quantum Leap: 1 Jump up to Extreme Range

Mega Dexterity: * Are able to removed rank complications for dexterity rolls. Gains rating to die pool and increases the attribute's scale by 1 per rating. Re-Roll 9's.
Rapid Strike: 1 Spend 1 Quantum to add +1 Enhancement to Close Combat OR apply success from one attack to all in close range.

Mega Stamina: *Time to resolve Injury complications lowered by 1 time rank. Gain's Enhancement rating on all Stamina related checks. Reroll 9's.

Mega Presence: * Roll Presence, successes increase or decrease a targets starting attitude toward you. Re-Roll 10's. For Resisting Fear, Re-Roll 9's.




APTITUDES

 
BIOKINESIS
Biosense: Biokinetics are keenly aware of individual life forms around them. Each creature registers a unique signature to the Ascended's senses. If successful the Ascended senses all individual living beings within short range. They can even screen out microscopic life with a thought, and can spied successes to refine types of life, such as mammal, reptile, human, etc. Biosense has duration equal to Power rating.
Form Mastery: The player crafts her desired shape from the various Transmogrification powers available to them. The Ascended may choose a number of specific forms equal to their power, to always be able to shift into and stay in permanently, if they so choose. These forms take one week to craft and must be crafted using his or her existing shapeshifting Modes. Example, a Biokinetic can choose to use Adjust to move around her Attributes, then use Gross Manipulation to alter that forms eye and hair color, or facial structure, effectively creating an alternate body. This allows them to store that body and switch between it a will
Psychomorphing: * * * * *  *
Adjust:
Enhance:
Compartmentalize:
Overcome:
Perfection:
Psycho-Crafter: 
Adaptation: * * * * *
Resist:
Acclimatize:
Metabolic Control:
Adapt:
Survive:
Transmogrify: * * * * *  *
Plasticity: This allows the Biokinetic to shrink or expand the bodies in order to slip through smaller openings, build shapes such as wings that would be able to glide or make themselves complete resistant to falling damage.  This gives them the ability to add the Reach tag and the Entangle tag. It gives them 1 enhancement to per mode to escape from bonds or confinement by shrinking. Or 1 Enhancement, per mode to Close combat by growing your hands and feet, or elongating them as you strike in close combat. The biokinetics reach is increase by a number of meters equal to their Power Rating.
Gross Manipulation: Costs 1 psi points. This allows the Biokinetic to alter their bodies to gain quick offensive, defensive or utility changes, such as claws, bone knuckles, thicker skin, extra appendages, or Sensory organs. Lasts Mode dots times their duration. Gains a pool of points in Mode dots + Success to add weapon tags.




PATHS & CONTACTS
Fixer: * * * - Primary negotiator and information broker in New Orleans
New Orleans Gangs - Milanor has at least 1 person in each of the New Orleans gangs whom he can contact for information.
John Paul Manuel (Ghost) - New Leader of the Thieves guild who became a superhuman who renamed the Thieves guild, the Ghost Shadow, to honor the fallen members of the guild.
Marie Laveau - Mythical and powerful Witch who lives in New Orleans.
Diplomat: * * - Strives to make peace and settle disagreements among civilized and sometimes not so civilized people
Hades and Hel, Associated Gods of Death - Keepers of the Underworld and the transition of Mortal souls.
Bloodbreaker - Negotiated a deal with the Redcap leader who has offered Milanor a contract where he can call upon the Redcaps for services.  Details are in the contract.
Aeon Society: * *- Works with the most respected and established organization for superhuman affairs in the world.
James Black - Sevren's uncle and paranormal detective for the Aeon Society.
Reginald (Reggie) Cormier (Frostfire)  - Paranormal investigator who has been enlisted into the Aeon Society and Team Tomorrow.
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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.