Bradley Collins (Approved)

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Bradley Collins
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Bronze Patron
Posts: 29
Joined: Tue Feb 27, 2018 12:47 pm

Bradley Collins (Approved)

Post by Bradley Collins »

Character Sheet

Player Name: Marc
Google Handle: Marc.leasure82
Bradley Collins
Rank: Novice Experience: 24 Advances Left: 0
Race: Human
Power Level: Four Color
Attributes: Agility d8, Smarts d12+2, Spirit d8, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ;
Skills:
  • Fighting d4
  • Throwing d6
  • Notice d10
  • Stealth d6
  • Lockpicking d6
  • Knowledge: Alien Invaders d6
  • Streetwise d4
  • Persuasion d4
Hindrances
  • Yellow (Major): Cowardly as he has seen the hardships Aliens and Aegis have put supers through. -2 vs fear
  • Curious (Major): Wants to know about everything
  • Documented (Minor): He has spent time in Aegis and Alien prisons
  • Amorous (Minor): Likes the ladies and suffers -2 in tricks and test of wills against them
Edges
  • Mentalist: +2 in opposed Psionics rolls
  • Luck: +1 benny per session
  • Great Luck: +1 benny per session
  • Attractive: +2 Charisma
  • Elan: +2 When using a Benny

Powers(55 Power Points)
  • Mental Mastery (15): Switchable Mind Control, Mind Reading, and Telepathy
    • Mind Control: Control up to 4 minds.
    • Mind Reading: Memory Master, Mind Rider
    • Telepathy: Selective Broadcast, Mind Rider, Switchboard
  • Telekinesis (15): Strength 1d12+4, Heavy Weapon, Range 24
  • Fast Telekinesis(2): Extra action, contingent on telekinesis
  • Mind over Matter/Healing Trance (9): Regen 1/round, Recovery, Requires activation, slow to activate
  • Super Smarts(8): +4 die to Smarts
  • Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
  • Uncanny Reflexes (4): -2 to being hit
Advances
  • Initial Advances: (From Hindrances): Super Karma
  • Initial Advances: (From Hindrances): Luck
  • Initial Advances: (From Hindrances): Great Luck
  • Free Edge (Human): Mentalist
  • Novice 1 Advance: Attractive
  • Novice 2 Advance: +1d Spirit
  • Novice 3 Advance: Elan
  • Seasoned 1 Advance: +1d Agility
  • Seasoned 2 Advance:
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Roll for Starting [dice:3oy38c35]31441:0[/dice:3oy38c35]
Credits: 4,000
Last edited by Bradley Collins on Mon Dec 31, 2018 8:20 am, edited 13 times in total.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5
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Bradley Collins
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Posts: 29
Joined: Tue Feb 27, 2018 12:47 pm

Re: Bradley Collins

Post by Bradley Collins »

At 16, Bradley spent most of his life in captivity. He was captured with his parents during the war. The aliens or lounge lizards as he called them, performed numerous tests and such on the three of them. Seeing no powers manifesting from him although both parents were super frustrated them. They began injecting him with unknown chemical concoctions trying to see how his body would react. They never noticed any physical changes. Meanwhile the lounge lizards were slowly losing the war to the super powered heroes of Earth. In response the lounge lizards began executing prisoners. Upon killing Bradley's parents, they found Bradley's powers. They were not ready and the alien science vessel was brought down. Crawling from the wreckage, Bradley was rescued by heroes. He was rescued by Aegis and taken to a facility where they would keep help keep him safe. He has been in his cage for awhile now certain that the war should have been over. The place they kept him wasn't much better than the lounge lizard's own facilities. One of the men in the facility mentioned that Bradley may be the really great grandson of some enemy of the state they have not caught yet with the name Walker. Still at the facility he waits hoping something or someone will get him out.
Bradley Collins
Attributes: Agility d8, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
Charisma: 2; Pace: 6; Parry: 4; Toughness: 5 ; 
Skills: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
Edges: Mentalist, Luck, Great Luck, Attractive

Powers(55 Power Points)
[*]Mental Mastery: Switchable Mind Control, Mind Reading, and Telepathy
[*]Telekinesis: Strength 1d12+4, Heavy Weapon, Range 24
[*]Fast Telekinesis(2): Extra action, contingent on telekinesis
[*]Danger Sense (2): Notice to detect hidden Dangers, Start on Hold
[*]Uncanny Reflexes (4): -2 to being hit

Bennies: 5/5
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: Bradley Collins [Ready for Approval]

Post by Ndreare »

Code: Select all

[OOC=Bradley Collins]
[b]Attributes[/b]: Agility d6, Smarts d12+2, Spirit d6, Strength d4, Vigor d6
[b]Charisma[/b]: 2; [b]Pace[/b]: 6; [b]Parry[/b]: 4; [b]Toughness[/b]: 5 ; 
[b]Skills[/b]: Fighting d4, Throwing d6, Notice d10, Stealth d6, Lockpicking d6, Knowledge: Alien Invaders d6, Streetwise d4, Persuasion d4
[b]Edges[/b]: Mentalist, Luck, Great Luck, Attractive

[b]Powers(55 Power Points)[/b]
[*][b]Mental Mastery[/b]: Switchable Mind Control, Mind Reading, and Telepathy
[*][b]Telekinesis[/b]: Strength 1d12+4, Heavy Weapon, Range 24
[*][b]Fast Telekinesis(2): [/b]Extra action, contingent on telekinesis
[*][b]Danger Sense (2):[/b] Notice to detect hidden Dangers, Start on Hold
[*][b]Uncanny Reflexes (4):[/b] -2 to being hit

Bennies: 4/4[/OOC]
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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