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17:47, 19th April 2024 (GMT+0)

Marvelous.

Posted by UnwrittenFor group 0
Unwritten
GM, 92 posts
Thu 5 Sep 2019
at 22:30
  • msg #1

Marvelous

RTJ

RTJ is going to be just a little different here. This game has unique requirements of it's players so I need to know you can live up to them. So, here's what I need from you.

1) How much experience do you have with D&D 5e? Both as a player and as a GM. You will need to have a reasonably deep understanding of the system and it's game balance in this game (at least for the character creation process).

2) What Marvel hero(s) are you applying to play as? You can only play one, but you can apply for multiple different heroes. Some heroes I might think are too powerful, some might have more than one person applying to play so it doesn't hurt to have more than one hero in mind.

3a) I need a combat oriented writing sample for the hero you are applying to play. One such sample for every hero you are applying to play.

3b) I need a social oriented writing sample for the hero you are applying to play. One such sample for every hero you are applying to play.

4) What is your level of interest and comfort with adult material (sex, graphic violence, foul language, etc)?

Don't forget to read the rules.
------------------------------------


As you will be playing well established characters, it's not necessary to write a description. A picture of your character (both in and out of costume) is acceptable. If you want to go the extra mile and include a description however, not just a pic for your character, think about watching your character for a few minutes and write what you see.

Include:
   - A detailed physical description.
   - A few of your most common mannerisms.
   - Your usual emotional state, or facial expression.
   - One very obvious method to how you interact with everyone.
   - Mention your most commonly worn clothing and equipment, often in a section at the end.

Do NOT include:
   - Things that should require RP to discover as that steals some of the mystery from the game and makes keeping the information OOC somewhat harder.
   - Inner Monolog.
   - Outer Monolog.
   - Conversations with intelligent beings you do not carry in your pocket.
   - LONG conversations with intelligent beings you DO carry in your pocket.
   - Anything your character attempts to conceal on his person.
   - The location of your house, even if it is written on your underwear tag.
   - Where you parked your car, again unless the parking stub is in your hat like a feather.
   - Stuff you think people may want to find out later.
This message was last edited by the GM at 22:31, Thu 05 Sept 2019.
Unwritten
GM, 93 posts
Thu 5 Sep 2019
at 22:32
  • msg #2

Marvelous

"I have basic comprehension skills."


1) How much experience do you have with D&D 5e?

I am familiar with D&D going back to 1st edition AD&D. Familiar with 5e since its inception. I have played several games over the years and DMed 5e a few times. I find it an easy system to use and easy to reference for any areas that I need to check up on or expand upon. Character creation with your hybrid system should be pretty smooth.


2) What Marvel hero(s) are you applying to play as? Henry Pym


3a) I need a combat oriented writing sample for the hero you are applying to play. One such sample for every hero you are applying to play.

The punch in the face wasn't the worst that Hank ever had happen to him. After all, he had been punched by the Hulk. And a lot more times by villains with super strength. Of course, those times Hank was usually ten feet tall or taller, and had the super powered fortitude to take it.

Hank didn't have his size changing abilities in this realm, so when the ogre decided to clock him, the best thing he could do was roll with the punch. Just because he wasn't a Pym Particle Powered Goliath didn't mean that he couldn't take a punch. And now it was his turn to return the favor. But he wasn't stupid enough to try to stand toe to toe with an ogre. Instead, Hank pivoted around on the heel of one boot, sweeping out with his other leg. If he could take the monster off his feet, Hank had a better chance of putting an end to this.

3b) I need a social oriented writing sample for the hero you are applying to play. One such sample for every hero you are applying to play.

Hank tried not to look down at his clothes, and resisted the urge to tug at them. He still wasn't sure if he had chosen the right outfit to make the right impression. Hank's social standing was a lot different on Oerth than it was back home. Here he wasn't a world famous Avenger, or considered 'one of the greatest minds of his time.' Here Hank was at best considered a hired adventurer and at worst just a common mercenary. He was hoping to change his social standing.

"I am really more of what you might consider a scholar." Hank explained to Cordell. "Some might even call me a sage. My greatest weapon is knowledge, and I use that knowledge for the greater good." Hank was afraid that he might sound arrogant, but he used his mannerisms to try and prevent that impression. It was imperative that Cordell see Hank as a force for good, and one that could help out with the local dilemma.


4) What is your level of interest and comfort with adult material (sex, graphic violence, foul language, etc)?

This is my preferred level of play because it has the fewest limitations, but I rarely post anything particularly graphic.



This message was last edited by the GM at 13:36, Fri 06 Sept 2019.
Unwritten
GM, 94 posts
Fri 6 Sep 2019
at 12:32
  • msg #3

Marvelous

The punch in the face wasn't the worst that Hank ever had happen to him. After all, he had been punched by the Hulk. And a lot more times by villains with super strength. Of course, those times Hank was usually ten feet tall or taller, and had the super powered fortitude to take it.

Hank didn't have his size changing abilities in this realm, so when the ogre decided to clock him, the best thing he could do was roll with the punch. Just because he wasn't a Pym Particle Powered Goliath didn't mean that he couldn't take a punch. And now it was his turn to return the favor. But he wasn't stupid enough to try to stand toe to toe with an ogre. Instead, Hank pivoted around on the heel of one boot, sweeping out with his other leg. If he could take the monster off his feet, Hank had a better chance of putting an end to this.
This message was last edited by the GM at 12:41, Fri 06 Sept 2019.
Unwritten
GM, 95 posts
Fri 6 Sep 2019
at 12:48
  • msg #4

Marvelous









This message was last edited by the GM at 12:54, Fri 06 Sept 2019.
Unwritten
GM, 96 posts
Fri 6 Sep 2019
at 13:09
  • msg #5

Marvelous

Hank tried not to look down at his clothes, and resisted the urge to tug at them. He still wasn't sure if he had chosen the right outfit to make the right impression. Hank's social standing was a lot different on Oerth than it was back home. Here he wasn't a world famous Avenger, or considered 'one of the greatest minds of his time.' Here Hank was at best considered a hired adventurer and at worst just a common mercenary. He was hoping to change his social standing.

"I am really more of what you might consider a scholar." Hank explained to Cordell. "Some might even call me a sage. My greatest weapon is knowledge, and I use that knowledge for the greater good." Hank was afraid that he might sound arrogant, but he used his mannerisms to try and prevent that impression. It was imperative that Cordell see Hank as a force for good, and one that could help out with the local dilemma.
This message was last edited by the GM at 13:20, Fri 06 Sept 2019.
Unwritten
GM, 97 posts
Mon 9 Sep 2019
at 01:25
  • msg #6

Marvelous

  Basic Information 

 Character Name  :
 Height          :
 Weight          :
 Age             :
 Alignment       :
 Eyes            :
 Hair            :
 Size            :
 Speed           :

  Ability Scores 

 Normal                        Conditional
 Strength     : 10 (+0)        Strength     : 10 (+0)
 Dexterity    : 10 (+0)        Dexterity    : 10 (+0)
 Constitution : 10 (+0)        Constitution : 10 (+0)
 Intelligence : 10 (+0)        Intelligence : 10 (+0)
 Wisdom       : 10 (+0)        Wisdom       : 10 (+0)
 Charisma     : 10 (+0)        Charisma     : 10 (+0)

 Carry Capacity   : XXX lbs.    Str x 15
 Lift, Drag, Push : XXX lbs.    Str x 30

  Inspiration 


 Personality Traits :
 Ideals :
 Bonds  :
 Flaws  :

  Combat Statistics 

 Hit Points    : XX         Current HP : XX
 Proficiency   : +X         Temp HP    : 0
 Initiative    : +X         Total HD   : XdX

 Death Saves
 Successes : [-],[-],[-]
 Failures  : [-],[-],[-]

 Base Melee    : +0     0 Prof + 0 Str + 0 misc
 Base Ranged   : +0     0 Prof + 0 Dex + 0 misc
 Base Spell    : +0     0 Prof + 0 Cha + 0 misc

 Armor Class   : 10     XX armor + 0 shield + 0 Dex + 0 misc
 *Disadvantage on Stealth rolls

  Senses 

 Passive Perception     : 10    10 + 0 prof + 0 Wis + 0 misc
 Passive Investigation  : 10    10 + 0 prof + 0 Int + 0 misc
 Passive Insight        : 10    10 + 0 prof + 0 Wis + 0 misc

 Other Senses: (Darkvision, Low Light, scent...)

  Saving Throws 

          Normal
 Strength     : +0    0 prof + 0 Str + 0 misc
 Dexterity    : +0    0 prof + 0 Dex + 0 misc
 Constitution : +0    0 prof + 0 Con + 0 misc
 Intelligence : +0    0 prof + 0 Int + 0 misc
 Wisdom       : +0    0 prof + 0 Wis + 0 misc
 Charisma     : +0    0 prof + 0 Cha + 0 misc

          Conditional
 Strength     : +0    0 prof + 0 Str + 0 misc
 Dexterity    : +0    0 prof + 0 Dex + 0 misc
 Constitution : +0    0 prof + 0 Con + 0 misc
 Intelligence : +0    0 prof + 0 Int + 0 misc
 Wisdom       : +0    0 prof + 0 Wis + 0 misc
 Charisma     : +0    0 prof + 0 Cha + 0 misc

  Skills and Languages 

 [A] Means a character is always proficient in this skill.
 [C] Means a character has a conditional proficiency in this skill.

 [ ] Acrobatics         : +0    0 prof + 0 Dex + 0 misc
 [ ] Animal Handling    : +0    0 prof + 0 Wis + 0 misc
 [ ] Arcana             : +0    0 prof + 0 Int + 0 misc
 [ ] Athletics          : +0    0 prof + 0 Str + 0 misc
 [ ] Deception          : +0    0 prof + 0 Cha + 0 misc
 [ ] History            : +0    0 prof + 0 Int + 0 misc
 [ ] Insight            : +0    0 prof + 0 Wis + 0 misc
 [ ] Intimidation       : +0    0 prof + 0 Cha + 0 misc
 [ ] Investigation      : +0    0 prof + 0 Int + 0 misc
 [ ] Medicine           : +0    0 prof + 0 Wis + 0 misc
 [ ] Nature             : +0    0 prof + 0 Int + 0 misc
 [ ] Perception         : +0    0 prof + 0 Wis + 0 misc
 [ ] Performance        : +0    0 prof + 0 Cha + 0 misc
 [ ] Persuasion         : +0    0 prof + 0 Cha + 0 misc
 [ ] Religion           : +0    0 prof + 0 Int + 0 misc
 [ ] Sleight of Hand ^  : +0    0 prof + 0 Dex + 0 misc
 [ ] Stealth            : +0    0 prof + 0 Dex + 0 misc (Disadv with armor)
 [ ] Survival           : +0    0 prof + 0 Wis + 0 misc

 Languages : Common,

  Training and Experience 

 Armor   :
 Weapons :


  Powers 



  Money and Equipment 

 Armor     :

 Weapon    :
 Weapon    :

 Other Equipment :

 Uncommon Magic Item:
 Uncommon Magic Item:
 Rare Magic Item:

 Money :

  Magic 

 X Spell Slots     +X Spell Attack Modifier     XX Spell Save DC

 Cantrips
    Known:

 Level 1
    Known:

 Level 2
    Known:

 Level 3
    Known:

* Means prepared

Unwritten
GM, 98 posts
Mon 9 Sep 2019
at 01:27
  • msg #7

Marvelous

STR 12 (+1)
DEX 14 (+2)
CON 14 (+2)
INT 20 (+5)
WIS 10 (+0)
CHR 12 (+1)
This message was last edited by the GM at 01:24, Wed 25 Sept 2019.
Unwritten
GM, 99 posts
Tue 10 Sep 2019
at 16:54
  • msg #8

Marvelous

Classlike Abilities -
(From Misericorde)
Find Weakness
When you select this archetype at 3rd level, you gain the ability to identify flaws in a target’s armor, combat style, or defenses. Select one enemy as your nemesis for the combat. As an action, make your choice of an opposed Wisdom (Insight) or (Perception) check against your nemesis. If you win the opposed roll, you gain advantage on your next melee attack roll against that target. You can only use this feature against a single opponent per encounter.

If your attack hits, on your next turn as an action you can select one of the following melee strike maneuvers against your nemesis. If this initial attack misses, however, you cannot use a strike maneuver until after you hit with a standard melee attack.

You must be able to see your chosen nemesis in order to identify his weaknesses.

Saving Throws. If one of your strike maneuvers requires the target to make a saving throw to resist the attack’s effects, determine the saving throw DC as follows:

Special Attack save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Strike Maneuvers
Launching a strike maneuver requires an action.

Each maneuver involves making an attack roll and rolling damage against the target on a hit, but with an added effect.


Spoiler text: (Highlight or hover over the text to view)

Blinding Strike. If you hit, your target must make a Constitution saving throw or become temporarily blinded. The creature can attempt another saving throw at the end of each of its turns to remove the blinded condition, or it can spend an action to end the effect.

Brutal Strike. If you hit your target, you score an additional weapon die of damage.

Delay Foe. If your attack hits, your target must succeed at a Wisdom saving throw or its next turn is delayed until last in the initiative order. After the creature’s next turn, it returns to its original place in the initiative order.

Demoralizing Display. If your attack hits, your nemesis must succeed at a Charisma saving throw or suffer disadvantage on its attacks until the end of its next turn.

Fatiguing Strike. If your attack hits, the target must make a Constitution saving throw or gain one level of exhaustion. If you accept disadvantage on your attack roll and hit, you can instead inflict two exhaustion levels if the target fails the save.

Flawed Defense. Your nemesis loses any Dexterity bonus to AC against your next attack.

Goading Strike. You can move your opponent 5 feet in any direction you choose. This forced movement does not provoke opportunity attacks and cannot be used to maneuver your foe into dangerous terrain.

Hobbling Attack. If you hit, the creature must make a Constitution saving throw or have its speed reduced by one-half. The creature can attempt another saving throw at the end of each of its turns to end this effect.

Painful Strike. If your attack hits, the target must make a Constitution saving throw or else it suffers disadvantage on your choice of Strength, Dexterity, or Constitution saving throws and ability checks until the end of the creature’s next turn. Creatures that do not feel pain (e.g., constructs and undead) are immune to this effect.

Vicious Wound. If your strike hits, your foe loses one weapon die’s worth of damage from bleeding at the start of each of its turns. The creature or one of its allies can staunch the bleeding as an action.

Creatures that don’t bleed, such as constructs and undead, are immune to this effect.



Sharp Eye
Starting at 7th level, you gain a bonus equal to half your proficiency bonus to your Insight and Perception skills. In a combat situation, that bonus is doubled for any ability check using either skill.

Improved Critical
At 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Devastating Assault
Starting at 15th level, as a bonus action, you can double either your Strength or Dexterity modifier to damage for every attack that round. This feature can be used once, and you regain spent uses after finishing a short or long rest.

Overwhelming Strike
Starting at 18th level, you ignore any damage resistance your nemesis has to your weapon attacks.
This message was last edited by the GM at 18:15, Tue 10 Sept 2019.
Unwritten
GM, 100 posts
Tue 10 Sep 2019
at 17:45
  • msg #9

Marvelous

Feats

Keen Intellect
Your intellect is practiced and sharp.

Prerequisite(s): Int 15+

Your Intelligence score increases by +1.
You can recall anything you’ve seen or heard within a number of weeks equal to your Intelligence modifier.
Once per long rest you can gain advantage on any Intelligence-based skill check.
By discussing a problem with your allies, you can turn any Insight or Investigation check into a group skill check.

attacks when they enter and exit your threatened area.


Power Attack [Enlarged Only]
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisite(s): Str 13+

When wielding any non-light melee weapon, you can choose to suffer a – 5 penalty to attack rolls to gain +10 points of damage.
In addition, you may reroll 1s on damage rolls when using power attack. You must use the new result.
You treat object’s ACs as if they were 3 points less.

Cleave [Enlarged Only]
You can strike many adjacent foes with a single blow.

Prerequisite(s): Str 13+, Power Attack

You can make an attack against a foe within reach that cleaves into other foes. If you hit, you deal damage normally and can make an additional attack as a bonus action against a foe that is adjacent to the previous foe and also within reach. This cleave attack only counts as one action (and your bonus action).
When you cleave, your movement is halved for your current turn.
At 5th level, and each additional five levels, you may make an additional attack against another adjacent foe that you also threaten as part of your cleave action.
This message was last edited by the GM at 18:13, Tue 10 Sept 2019.
Unwritten
GM, 101 posts
Wed 25 Sep 2019
at 01:26
  • msg #10

Marvelous

Acrobatics [Ca]
Athletics
Deception
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Persuasion
Sleight of Hand [Ca]
Stealth
Survival

Knowledge (Science) Expert
Knowledge (Technology) Expert
Feats

Keen Intellect

Your intellect is practiced and sharp.

Prerequisite(s): Int 15+

Your Intelligence score increases by +1.(N/A)
You can recall anything you’ve seen or heard within a number of weeks equal to your Intelligence modifier.
Once per long rest you can gain advantage on any Intelligence-based skill check.
By discussing a problem with your allies, you can turn any Insight or Investigation check into a group skill check.

Great Weapon Master [Enlarged Only]

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Cleave [Enlarged Only]

After hitting someone with an attack, as a bonus action Giantman can attack an additional adjacent target within reach.

Ground Pounder Slam [Enlarged Only]

Once per short rest, Giantman can perform an overhand strike bringing both fists down at the same time. This attack covers a 10ft X 10ft square and deals 3d8+Str bludgeoning damage.

Tavern Brawler [All]  +1 in Str. or Con., proficiency with improvised weapons, unarmed strike (dmg varies by size), and grapple with a bonus action.

Brutal Strike [Ca, Cp] If you hit your target, you score an additional weapon die of damage.

Ant-Man Suit: The suit can manipulate its wearer's size while simultaneously enhance both the wearer’s density and strength.

EMP Communication Device: Within the suit's helmet and in the form of earpieces developed by Hank Pym, allowing for the control of ants (and other insects). Non-sentient ants automatically fail their wisdom save vs control, sentient ants have disadvantage on their save. Other insects can resist it though with a successful save. Individual saves for giant versions, one save for a swarm.

Pym Particles Disks: About the size of a coin and shaped like a triskelion-styled shuriken, the disks are filled with specified forms of Pym Particles. Targets impacted by Red Disks shrinks to the size of an insect. Targets impacted by Blue Disks enlarges to a bigger size. Size change of targets by 3 categories limited between tiny to colossal. Duration is 10 minutes.


For going small, tiny is the smallest size category covered in the rules so that's what we're using. It'll just include a few extra perks to reflect just how tiny you get.

Giantman sizing:
Large- Strength and Con increase by 2, speed increases by 10 ft, duration limit 1 hour, no penalty upon returning to normal size.
Huge- Strength increases by 6 and Con increases by 4, speed increases by 10 ft, duration limit 10 minutes, incapacitated for 1 round upon returning to normal size.
Gargantuan- Strength increases by 10 and Con increases by 6, speed increases by 20 ft, resistance to physical attacks from medium or smaller creatures, immunity to physical damage from tiny creatures, duration limit 1 minute, stunned for 1 round then incapacitated for 1 round upon returning to normal size.
Colossal- Strength increases by 14 and Con increases by 8, speed increases by 30 ft, resistance to physical attacks from large creatures, immunity to physical attacks from medium or smaller creatures, duration limit 3 rounds, paralyzed for 1 round then stunned for 1 round then incapacitated for 1 round upon returning to normal size.

Ant Companion Mount
This message was last edited by the GM at 02:52, Wed 25 Sept 2019.
Unwritten
GM, 108 posts
Thu 14 Nov 2019
at 08:34
  • msg #11

Marvelous

Pup
Unwritten
GM, 109 posts
Thu 14 Nov 2019
at 08:34
  • msg #12

Marvelous

[floatleft][img height=200 padding=5]https://i.postimg.cc/jSBb7JKt/...jpg[/img][/floatleft]
Basic Information
Name: Henry "Hank" Pym
Alias/Nicknames: Ant-Man; (see also) Giant-Man, King Bee
Citizenship:American
Place of Birth: Lincoln, Nebraska
Role: Avengers Instructor





[hr]

Physical Description
Age: 36
Gender: Male
Ethnicity: Caucasian
Height:6’0”
Weight:185 lbs
Eye Colour: Blue
Hair Colour:Blond
General Appearance: Like other areas in his life, Hank isn't afraid to run the gamut when it comes to fashion. He is equally willing to dress according to his mood as to dress as according to the occasion. From the conservative boy next door look to the gravity bearing world renowned scientist, from the relentless superhero to the glam of celebrity, Hank is able to wear whichever identity he needs.

[center][img height=200 padding=5]https://i.postimg.cc/VNMcBLLM/009-2.jpg[/img][img height=200 padding=5]https://i.postimg.cc/dV6mRKZ4/...911592.jpg[/img][img height=200 padding=5]https://i.postimg.cc/zXBZ2kGq/...36.jpg[/img][/center]

[hr]

[center]Personality & History[/center]

Personality: At heart, Hank Pym is the consummate scientist adventurer, just like those in the pulp magazines. His mental prowess is matched by his man of action spirit. Challenges are made to be overcome whether it is in the laboratory, the Savage Lands, or above the skies of New York City. He believes deeply in the Avengers, and despite what some may think, he has given them his all. And he is willing to do the same with the new generation of Avengers at the Academy. But no matter what he maybe wearing on the outside, Hank is very much his own person on the inside and he is more than willing to keep his distance when he feels it is merited.


History:
Henry "Hank" Pym was a brilliant young biochemist who married a political refugee from a foreign country, believing that she would now be protected as an American citizen. On a trip back to the home country of his wife Maria, the two were cornered by members of the secret police. Hank was rendered unconscious, and his wife was murdered.

Grief stricken, Hank became absorbed in his scientific work. It was during this time that he discovered some unique subatomic particles the application of which could alter the size of an object or person. Hank experimented on himself, shrinking down to the size of an insect. After being chased by a group of ants, Pym restored himself to normal size. This began his work in myrmecology, the scientific study of ants.

Pym developed a cybernetic helmet that allowed him to communicate telepathically with ants and begin to enlist their aid. Intending to use the cybernetic helmet and Pym Particles together, Hank also developed a suit for his protection crafted of steel mesh and unstable molecules. At this thing time, Hank had begun work on a black operations project for the government.

When terrorist operatives attacked Pym to get at his research, he was able to defeat them through the use of his helmet, suit, and shrinking formula. This lead Pym to begin adventuring under the identity of Ant-Man, and to confront rogue scientists and villains. An alien entity killed one of Hank's colleagues and Hank revealed his identity to the man's daughter. The two hatched a plan to avenge the man.

Pym managed to avenge his colleague's death, and continued his crime fighting activities, eventually becoming a founding member of the Avengers. As an Avenger, Hank learned to manipulate Pym Particles for extended growth as well as shrinking and spent time under the adventuring identity of Giant-Man. He also crafted a second insect themed identity of King Bee for awhile.

After years of stress from being an Avenger and dealing with a series of unstable relationships with several female superhero/celebrities, and at times juggling a different hero identity with each one, Hank Pym decided to take a sabbatical. It was the formation of the Avengers Academy that brought Pym back into the foreground as he agreed to act as one of the instructors of the new academy recruits.

[hr]

[center]Superpowers[/center]


    [li]Size Shifting - Thanks to his discovery of Pym Particles, Hank Pym is able to shift his size from nearly microscopic to 100 feet tall. When he is shrunken, he retains the strength level that he has at his normal human height. When enlarged, Pym has enhanced strength, stamina, durability, and mass relative to his size.[/li]
    [li]Size Transference - Through the expulsion of Pym Particles, either from his suit or his body, Hank is able to size shift other beings and objects as well.[/li]
    [li]Bio-Energy Projection - Hank's body builds up a reserve of the bio-electric energy that normally powers the human nervous system. He can expend this energy in a form of "sting" against his opponents. Likewise , he has enabled his suit and other devices to store and expel this energy as well.[/li]
    [li]Flight - During his time as King Bee, Hank grafted a set of bio-synthetic wings to his back that emerge as he shrinks. His top flight speed is 40 mph. His flight speed can also allow him to gain a form of superhuman reflexes and agility, being able to easily evade targets and attacks.[/li]
    [li]Telepathic Communication (Ants)- Thanks to the cybernetic helmet of his costume, Hank is able to communicate with ants telepathically. He does not like to call this control, but they are always willing to assist him. He has also used the helmet to communicate with other insects as well.[/li]

[hr]

[center]Skills and Equipment[/center]

Skills:

    [li]Genius Level Intellect - Hank Pym is the world's leading authority on myrmecology, the scientific study of ants. He is also one of the world's foremost biochemists and also.possesses considerable expertise in numerous scientific fields such as subatomic physics, robotics, cybernetics, artificial intelligence, programming, emergency medicine, optics, and entomology. If it has a scientific component, Pym is well versed in it. He has been considered one of the five smartest people on the planet.[/li]
    [li]Hand to Hand Combat - Hank is a formidable hand to hand combatant, having been trained in wrestling, judo, and karate.[/li]


Equipment:

    [li]Ant-Man Helmet - In addition to allowing Hank to communicate with ants and other insects, his helmet has a number of other features. It acts as a long range communication device similar to a cell phone. It enhances his peripheral vision and allows him to make video recordings of whatever he sees, and also contains a retinal scanner and analytical sensors, including devices that analyze different kinds of energy, even magical energy. The helmet also provides protection.[/li]
    [li]Ant-Man Suit - Although Hank Pym is able size shift due to the Pym Particles that exist in his body, he created a suit of unstable molecules with the same abilities. This allows Pym to alter his size without increasing his chances of punchback. It also allows others to use its abilities when worn. The suit also acts as protection.[/li]
    [li]Toolbot - The toolbot is a small, technological, handheld multi-tool device that stores hundreds of useful such as a key, minicomputer, and energy sword which are all shrunken down to microscopic sizes with a computer programmed "smart chip" giving Pym the right, or appropriate tool in any situation.[/li]
    [li]Size Transference Disks - Upon contact, these disks cause objects to shift in size as if Pym had directly infused them with Pym Particles.[/li]
    [li]Portable Lab - Hank has infused a fully functional, state of the art scientific laboratory with Pym Particles and other Pym Technology, including power supply systems, to make it as portable as a small suitcase.[/li]



[hr]

[center]Flaws and Weaknesses[/center]

Flaws:

Self Absorbed - Hank is not the arrogant, anti-social narcissist that some people imagine. Though he can be a little arrogant and a little anti-social at times, he is much too concerned with his own flaws to ever be a narcissist. What he is, a lot of the time, whether focused on said flaws, or the wonders of science, is self absorbed. So much so at times that he can be distracted, forgetful, and sometimes brusk.

Tech Head - Hank is so used to relying on technology, even his own powers, that he often overlooks a better solution to a problem.


Weaknesses:

Human Physiology - Whether in his static or enhanced condition, Hank is susceptible to the same limitations of a human body in its current condition. He can be wounded, afflicted, or killed, although he prefers to avoid any of these possibilities.

Punchback - Before he was able to refine the process, Hank's body absorbed a number of unregulated Pym Particles that sometimes cause various types of strain on him that he refers to as punchback. Hank can suffer from bouts of physical and mental fatigue and pain in any single symptom or any combination of symptoms. Punchback can impair Hank's ability to function up to and including bouts of unconsciousness.


[center]Extras[/center]
In this reality, Hank Pym never created Ultron. He was never attacked by the Encephalo Beam. Never suffered a breakdown, and has never had any mental health issues.

Face Claim - Leif Stacey
This message was last edited by the GM at 17:39, Fri 15 Nov 2019.
Unwritten
GM, 248 posts
Tue 19 Jul 2022
at 23:45
  • msg #13

Marvelous

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