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  2. Bing-Bong, Bing-Bong (IC)

    Caroline Cruz…was not sober. Saturday evening? Yes, Mr. Daniels had dropped in for a visit. But she wasn’t entirely drunk. No, that was reserved for actual night, and it was still evening. She had her feet up on the corner of desk, leaning back in her battered office chair. She…didn’t react fast, just eyeballing…@#$%, was that Clock Queen? Caroline hated, really hated, that nickname. It was fun when she was 16, less fun after her 18th birthday. And now, god. She kept her voice level. “I’d give you a nasty look, but you’ve already got one. Orange isn’t your color.” She debated having one more shot, just to deal with Anna Cline’s personality, and decided against it. Maybe jail had improved it. “I’d say it’s nice to see you, but I’d be lying. What do you want, Caballera de Melaza?” She wasn’t fluent in Spanish, but growing up she’d picked up bits and pieces. Caballera de Melaza was one of that half dozen or so she’d throw at Anna back in the day. The corner of Caroline's mouth twitched. Molasses Knight. Still funny.
  3. Road Trip!

    Facsimile'd be happy to go with him, hit up the greasy spoons along the way. as for highlights, facsimile would wanna look at everything, all those small towns with their tourist traps and attractions action wise. Might be a good oppertunity to meet some small time or more corny villains who would desire such ultimately banal items or places as thematic trophies or lairs maybe a brush with ghostworks, shady government organization that want to use metahumans for various things, they kidnapped facs in An Assimian & you and me. or even more relaxed pace maybe a particularly belligerent biker gang could hound them, like from the movie, Anyway but who.
  4. Satanus' Scratchpad

    Characters Hex Mistress (not approved yet) Ideas Black Jaguar: anthropomorphic big cat warrior. Speed. Sneakiness. Strength. Claws and Teeth. Some kind of science teacher with a secret identity. Either gadgets or the ability to confuse people with technobabble. Something heroic and hedonistic. Imagine if you gave Ke$ha superpowers and a costume. No idea for powers. A character from a fantasy world who comes to this world from time to time. Sword. Shield. Armor. Magic? Animal companion? A straight up alternate world traveler. Goes to Prime Earth to recruit heroes (and villains?) to help other worlds in peril. A bunch of devices from travels. A Claremont character so me and @John Doe can hang out when he gets some time
  5. Road Trip!

    I'm going to be moving Kimo (Kanunu) to Emerald city as his base of operations and was thinking it would be a good opportunity to have some snapshots of events and heroics across the country on his travels. So if 1-2 people are interested in road-tripping across the country with a perpetually late surfer in his van let me know and any ideas of highlights along the way that would be of particular interest.
  6. HATERS Unite

    Looking down at Alex with concern Mike shook his head softly, And we'll make sure they get to be. He assured her his touch on her thoughts a stalwart vow. He looked out across the gathered throng rapidly sorting through the hundreds of conversations listening for signs of something out of the ordinary for these events something to hint at anything more sinister than the fearful proclamations of the frightened and confused attendees. They are frightened, and easily led astray by that fear. He repeated back to her the mantra she'd told him so many times when they were younger facing adults uncertainties and fears about the burgeoning powers of their charges. We'll show them a better way and in time they will understand. His thoughts carried both the weight of the responsibility he felt for doing just that as well as the unassailable confidence that in the end the good hearted people would win out over fear and doubt.
  7. Hex Mistress

    Hex Mistress Power Level: 10 (150/150) Unspent Power Points: 0 Trade-Offs: None In Brief: A sorceress with power over life. Looks for a place to fit in in a new country. Catchphrase: "Hell awaits. Let me be your guide." Theme: "#1 Crush" by Garbage. Alternate Identity: Lilith Vauquelin (secret). Birthplace: Orléans, France. Residence: Riverside. Base of Operations: Freedom City, New Jersey. Occupation: Model. Affiliations: None. Family: None too important. Description: Date of Birth: March 1995 Apparent Age: somewhere in her early to mid twenties Gender: Female Ethnicity: Caucasian Height: 5'8" Weight: Average Eyes: Black with red pupils Hair: Black Lilith is a gothic beauty with a healthy build. Her skin is white and unblemished by marks. Her hair is long and straight. Her eyes are strange coloring due to her magical lineage. Her shape is hourglass, but with a little more on the bottom. Her wardrobe is black and red, and very fashionable. She enjoys corsets, chokers, long flowing skirts, strapped boots with some height. She uses a hood or rounded sunglasses to cover her eyes. She has several piercings over her body, ears are about the only one you can see. History: Explorers of Aztec lands and temples were met with various ailments. Death was not the only punishment. A few of the trophies they carried back were cursed. From sickness unknown to horrible afflictions. One such goddess of life, death, and fertility (there were a few) even planned to put herself in the seed of the explorers. ensuring the continuation of the god's lineage. It worked. Kind of. The resulting offspring were seen as children of the devil. They were taken by the church. The ones who were savvy though, went into hiding. Thinking they were children of the devil, they formed a pact to protect each other. The pact eventually grew into an organized cult. They spread throughout Europe and the bloodline of the Aztec gods still survives. Lilith was born with no special powers, but her mark was apparent. The eyes. Her parents and 'aunts' and 'uncles' would have inducted her into the cult even if she didn't show magical ability. But this was a sure fast track into it. They taught her a little bit about magic. When she actually manifested the powers, there were a few to help her along that journey so she wouldn't harm herself or others. After a while she learned all that she could. There were other people in the world that could teach her more, better ways to use her magic. They set up a meeting in Freedom City to meet The Master Mage. She would find her a mentor. Lilith wanted to try her magic out, so like everyone with superpowers (and some without) and a moral compass in Freedom City, she became a superhero. Personality & Motivation: Lilith is a very sensual person. She likes to be close to who she's talking with. Along with words, she speaks with touch. Light gestures and caresses, hugs and holds if she can get away with it. Not that she can't 'talk' if she can't do it. Her care for people is personal. As a whole, she couldn't care less. But the people she knows and calls friends and lovers she will protect with her dying breath. On top of doing the 'right' thing, Lilith does this as a test of her magical skills. She wants to grow in power and have fun while doing it. Powers & Tactics: Hex Mistress control the very essence of life with her magical heritage. She can use it to harm or help anyone she can perceive. Being as she's known as Hex Mistress, It's mostly to the detriment of villains. But that doesn't rul out her helping a friend or saving the life of the wicked. This is how she 'fights'. Casting spells to take villains down. If, by some unfortunate circumstance, she runs into someone who's resistant to her magic, she has a sidearm in a sword. She's not the most competent fighter, but she can wield it without maiming herself. Power Descriptions: Life Control presents itself as a rich purple energy that she manipulates as she casts the spell. The effects, however, are not subtle. Whether harmful or helpful, the purple energy will surround the target as long as it's active and will poof away once it's done. The sword isn't really a power. It's a kris, or a ritual knife. It's always near her hip. It has an obsidian blade. Complications: Dark Magic: Those with more magical knowledge than her will note her magic, while inborn, carries malefic qualities. It may color their opinion of her. New Here: She gets lost easily, not knowing the city that well. Turning down the wrong alley or going into the wrong neighborhood could get her in trouble. Not Her First Language: She doesn't speak English fluently. Also, has the thick accent. Abilities: 6 + 4 + 10 + 2 + 4 + 10 = 36PP Strength: 16 (+3) Dexterity: 14 (+2) Constitution: 20 (+5) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Attack: +4 base, +6 sword Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Initiative: +2 Grapple: +7 Knockback: -5, -2 without Protection Saving Throws: 4 + 4 + 7 = 15PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +9 (+5 Con, +4) Reflex: +6 (+2 Dex, +4) Will: +9 (+2 Wis, +7) Skills: 56R = 14PP Bluff 7 (+12, +20 attractive) Concentration 8 (+10) Diplomacy 7 (+12, +20 attractive) Intimidate 5 (+10) Knowledge (arcane lore) 4 (+5) Knowledge (life sciences) 4 (+5) Language 1 (English, French [native]) Notice 8 (+10) Search 4 (+5) Sense Motive 8 (+10) Feats: 14PP Attack Specialization (sword) 1 Attractive 2 Distract (Bluff) Dodge Focus 6 Improved Initiative Quick Change 1 Quick Draw 1 Taunt Powers: 3 + 3 + 44 + 5 = 55PP All powers are of the magic descriptor Device 1 (sword; easy to lose) [3PP] Strike 3 (Feats: Improved Critical 1 [19-20], Mighty) [5DP] Immunity 3 (stasis; aging, poison, disease) [3PP] Life Control 10 (Feats: Alternate Power 6; Drawbacks: Power Loss [must gesture], Power Loss [must speak]) [44PP] Base Power: Nauseate 10 (convulse; Extras: Range [Perception, +2]) [40/40] Alternate Power: Drain 10 (age snap; all ability scores; Extras: Range [Perception, +2]; Flaws: Action [Full, -1]) [40/40] Alternate Power: Emotion Control 10 (mass euphoria/dysphoria; Extras: Alternate Save [Fortitude, +0], Area [Burst], Selective Attack) [40/40] Alternate Power: Healing 8 (body mending; Extras: Action [Standard, +1], Restorative [+1], Total [+1]) [40/40] Alternate Power: Paralyze 10 (size change; Extras: Alternate Save [Fortitude, +0], Range [Perception, +2]) [40/40] Alternate Power: Strike 10 (assault life; Extras: Alternate Save [Fortitude, +1] Range [Perception, +2]) [40/40] Alternate Power: Transform 10 (shape body; living to living; Extras: Range [Perception, +1]; Flaws: Action [Full, -1]) [40/40] Protection 5 (strengthen body; Flaws: Duration [Sustained, +0]) [5PP] DC Block Unarmed Touch DC 18 Toughness Damage Sword Touch DC 21 Toughness Damage Convulse Perception DC 20 Fortitude Nauseate Age Snap Perception DC 20 Fortitude Drain (All Ability Scores) Mass Euphoria/Dysphoria Burst Area DC 20 Fortitude Emotion Control Size Change Perception DC 20 Fortitude Paralyze Assault Life Perception DC 25 Fortitude Damage Shape Body Perception DC 20 Fortitude Transform (Living to Living) Totals: Abilities (36) + Combat (16) + Saving Throws (15) + Skills (14) + Feats (14) + Powers (55) - Drawbacks (0) = 150/150 Power Points
  8. Veronica Danger

    Veronica Danger Power Level: 10/12 (180/180PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Globetrotting teenager from a family of explorers who picked up some magic along the way. Catchphrase: "Did I ever tell you about the time that…" Alternate Identity: Veronica Danger (Public) Birthplace: Nice, France Residence: Claremont during the school year. Danger Manor when not in school or off with her parents. Base of Operations: Claremont Occupation: Student Affiliation: Claremont; Danger International Family: Veronica is the oldest child of Rex Danger II and Jaqueline Giroux Danger. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. While Veronica's parents are normally off in some far part of the world, they regularly visited Freedom City at least a few times every year (occasionally only once if they were in some very remote location), so Veronica had plenty of interaction with her many cousins and is close with those around her age. She is also reasonably close to her Aunt Rachel (her father's sister). Janus Danger (cousin) Description: Age: 16 Apparent Age: 16 Gender: Female Ethnicity: Caucasian Height: 5' 4" Weight: 115 lbs Eyes: Brown Hair: Brown Veronica has a slim build, as might be expected of someone who has spent her life being physically active. Her brown hair comes down to about the middle of her back and is usually in a ponytail to keep it tougher and out of the way. She generally dresses in cargo shorts or pants and solid color T-shirt over which she wears a button up shirt, either long or short sleeve depending on the temperature. Her normal footwear of choice is well broken in hiking boots and thick socks. Veronica is rarely without her bronze colored amulet, which she wears on chain necklace. The amulet is covered in unusual writing and there are four empty oval sockets spaced around its surface, which could hold small gemstones. In addition, Veronica is almost never without several chains from which hang several dozen small charm like trinkets she has picked up from around the world. History: Veronica's father is the second son of Rex Danger (Ace's younger brother). Rex II took after his grand-father, travelling the world and exploring remote locals. While his aunt, and later sister, were busy handling the day to day operations of the family business, Rex was out there representing its interests in the field. It was during these travels that he met French archeologist Jaqueline Giroux on a Danger International sponsored excavation. It was not long before the two were married and began traveling the world together. After Jaqueline became pregnant with their first child, the pair settled briefly in Nice, France. It was there that Veronica was born, and after she was about a year old, her parents once again set off on their world spanning travels, taking Veronica with them. Over the years Veronica has searched for endangered gorillas in the jungles of central Africa, rode camels across the Sahara, explored lost temples in India, dove to submerged cities in the Aegean Sea, walked among the monuments of the pharaohs in Egypt, and climbed to remote villages in the Himalayas, among other adventures. From an early age, she began a habit of collecting small trinkets (like jewelry charms) from the various places she has visited. As one might expect, along the way she has learned a number of different skills and languages, in addition to being provide a more formal education by her parents. Recently, Veronica was at the Grand Bazaar in Istanbul, when she came across a small jewelry vendor on one of the back streets of the bazaar. Veronica's attention was grabbed by a small circular amulet of what appeared to be bronze. It was a bit dirty and battered, but was covered with markings in a language she did not recognize. There were also four empty sockets that once appeared to have held gemstones. Despite the amulet's poor appearing condition, Veronica bought it and took it home to add to her collection of trinkets. It was not long after this that Veronica began to realize she was able to sense magical energy in both the amulet and the other charms she had collected over her life. She was able to learn that the amulet she had purchased provided her with a variety of protective magic. She also determined that the small charms she had collected each contained a small spark of magic, which she has been able to figure out how to link together to create a number of magical effects. When Veronica went back to the Grand Bazaar to try to learn more about the amulet from the street vendor, she was unable to locate the man, finding the location she knew his stall had been at, but there was no sign of the stall's presence. After the appearance of these new abilities, her parents decided it might be best to send Veronica to Freedom City to attend Claremont Academy. They also felt it might be good for the girl to spend a bit of time among peers her own age. The fact her cousin Janus was going to be starting at Claremont as well made the decision even easier. Personality & Motivation: Veronica is pretty much what one would expect of a Danger: adventurous, inquisitive and daring. She loves exploring new places and seeing new things, and if she could be one of the first to see it, so much the better! But she also has embraced the spirit of her family’s humanitarian efforts, wanting to help those in distress and improve the lives of all. Now that she has discovered her magical abilities and her unusual amulet, she wants to learn more about them. Powers & Tactics Given her abilities have just recently manifested, Veronica is still learning to use them. Her magic sight provides her considerable details about anything magical she studies, and it is difficult for anything magical to be hidden from her sight. The amulet she recently obtained in Istanbul provides her considerable protection. Currently she believes there is magical power that resides in the small trinkets she has collected over her life and that she is able to link them together to create various effects with them. Currently, she is rather limited in what she can do with those trinkets, typically setting them for one effect at a time. Complications: What's over that hill? Like many members of her family, Veronica constantly feels the urge to explore any unknown place and solve new mysteries. Unfortunately this often results in her getting into things she probably should not and being too nosey, particularly in a place like Claremont, where many students have things they would rather keep secret, Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Veronica, but those whom she calls friends. Responsibilities: As a member of the Danger family, Veronica has not only inherited some of the considerable enemies that the family has made over the years, but she also, in addition to school, has whatever responsibilities to her family or their business that might come up. Ancient Artifact: Veronica's amulet is in fact an ancient magical artifact, reduced in power due the removal of the gemstones that once were part of it. There may be those that are searching for the amulet for their own purposes. Just fell into my lap: The amulet ended up in Veronica's possession under some mysterious circumstances. There may be more to this than just happenstance. You are late for your one o’clock meeting! As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule. Abilities 4 + 8 + 6 + 8 + 8 + 6 = 40 Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 16 (+3) Combat 12 + 10 = 22 Initiative: +8 Attack +6; +8 Ranged Defense: +10 (+5 base, +3 Enhanced, +2 Dodge Focus); +4 flat-footed Grapple: +8 Knockback: -5/-4 flat-footed Saving Throws 4 + 4 + 4 = 12 Toughness: +10 (+3 Con; +5 Protection; +2 Defensive Roll) Fortitude: +10 (4+ 3 Con +3 Enhanced) Reflex: +10 (4 + 4 Dex +2 Enhanced) Will: +12 (4 + 4 Wis +4 Enhanced) Skills 96 Ranks/ 24 pp Acrobatics 7 (+11) Climb 8 (+10) Concentration 6 (+10) Craft: Art 4 (+8) Diplomacy 5 (+8/+12 w/ Attractive) Drive 4 (+8) Kn; History 5 (+9) Kn: Arcane Lore 4 (+8) Kn: Theology and Philosophy 4 (+8) Kn: Physical Science 4 (+8) Languages 7: (English native) (French, Arabic, Hindi, Latin, Turkish, Read: Hieroglyphics, Ancient Greek) Notice 7 (+11) Pilot 1 (+5) Riding 8 (+12) Search 4 (+8) Sense Motive 6 (+10) Survival 6 (+10) Swimming 6 (+8) Feats 18 Attack Focus: Ranged 2 Attractive Artificer Beginner’s Luck Benefit (Security Clearance: Danger International; Fame; Wealth 2/Rich) [4] Defensive Roll Dodge Focus 2 Eidetic Memory Equipment 9 [From Veteran Award] Improved Initiative Jack-of-all-Trades Luck 2 Move-by Action Equipment 9 Danger-Cycle (Vehicle) [36EP] Size: Medium {0EP} Strength 20 {2EP} Speed 6 (500 mph)/ Alt: Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +10 {5EP} Features: Alarm 2 (25DC), Autopilot, Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators; Power: Communications 4 (radio, 1 mile) {16EP} First Aid Kit (+2 Medicine checks) [1 EP] Survival Kit (+2 Survival checks) [1 EP] GPS Receiver [1 EP] Multi-tool [1 EP] Survival Knife (+1 Dam; Cri 19-20; Piercing; 10’ range) [4 EP] Binoculars [1 EP] Flashlight/chem lights Powers 17 + 1 + 1 + 25 + 16 + 4 = 64 Magic Third Eye Super Senses 17: Magic Awareness/Detect (visual) [3]; Analyze [1]; Counters Concealment [2]; Counters Illusion [2]; Counters Obscure [5]; Penetrates Concealment (Power Loss; lead (-1)) [3]; Extended (100’ increments) [1] (magic) [17 pp] Speed 1 (training) [1 PP] Leaping 1 (training) [1 PP] Magic Gadgets 5 (25 PP Variable Power, Any Power, Multiple Powers at Once; Flaws: Hard to Lose; Action (Full Round); Duration: Sustained)] (magic) [25 pp] Sample “Gadgets” Blast 10 (Feats: Accurate) {21/25 PP} Healing 10 {20/25 PP} Telekinesis 10 (Feats: Accurate) {21/25 PP} Amulet Device 4 (20 active points; hard to lose) (magic) [16 pp] Protection 5 {5} Enhanced Defense 3 {6} Enhanced Save: Willpower 4 {4} Enhanced Save: Constitution 3 {3} Enhanced Save: Reflex 2 {2} Climbing Axes Device 1 (5 active points; easy to lose; extra weapons (1)) [4 pp] Enhanced Feat: Climbing 4 {1} Strike 2 (Feats: Mighty, Split Attack) {4} Stats 40 + Combat 22 + Saves 12 + Skills 24 + Feats 18 + Powers 64 = 180/180 Notes: Right now her combat caps are only met by using her variable magical gadget pool. Currently she believes that she is able to harness the magical power in the small trinkets she has collected over her life, but in reality the power truly comes from her and those trinkets are merely a focus. In time she will lean she does not need the focus, and her gadget pool will become a more traditional magical array. In addition, her amulet is an ancient artifact, which is missing four enchanted gemstones. If she can locate those stones and get them reattached, she will be able to unlock additional powers in the amulet.
  9. Sgt Shark

    Sergeant Shark Power Level: 10 (180/180) Unspent Power Points: 0 Trade-Offs: None In Brief: Special Forces Soldier turned into Shark-man Catchphrase: “Fortune Favours the Bold” Alternate Identity: Victor Tiberius Finn Birthplace: Dover, England Residence: London Base of Operations: London Occupation: Marine "Consultant" Affiliations: Vanguard, Unison Family: Lisa Drake (Surgeon, Sister) Description: Age: 37 Apparent Age: 37 Gender: Male Ethnicity: [Previously] Caucasian Height: 6’1” Weight: 120 Kgs Eyes: Black Hair: None Victor has transformed into a hairless marine hybrid, with blue-grey skin, black eyes, and sharp claws and teeth. He usually wears little but shorts (to keep it all PG rated). His feet have webbed, splayed toes. History: Victor came from a military family with a somewhat spartan upbringing. He joined the secretive British elite special forces, the Special Boat Service, and was an effective soldier specialising in tactics. An expert in diving, Victor and his team were called to dismantle a sunken experimental submarine. Unfortunately, the reactor had leaked radiation, and it was driving the marine life wild. Victors team were killed by a maddened radioactive shark. Victor though he was dead, being chomped and bitten. He did not, however. He was transformed into a hybrid shark – man, giving him remarkable amphibious abilities, super senses, and incredible strength. Personality & Motivation: Victor has a determined, almost cold, dedication to getting the job done. He is a soldier at heart, although he has other interests such as marine biology and ecology. He has become something of an "eco-warrior" in recent times, seeing the damage done to the worlds oceans. Outside of the "mission", he is still a disciplined man, not drinking or smoking. He has a fondness for the theatre and opera, liking the play of drama, although he has no particular artistic bent himself. He lets very few people into his psyche (Arguably, not even himself), but has a number of more superficial friends, including military comrades (although he is has now retired from military service). Powers & Tactics: Victor is incredibly strong and resilient, and will fight clean and effectively in hand to hand combat. He has immense tactical experience and will always wish to engage with the benefit of surprise, and on his terms. His preferred environment is the open sea / ocean where he is especially effective. As a peculiar effect of his transformation, Victor can communicate with Sharks. Aside from his powers, Victor is a highly trained soldier and has degrees in oceanology and marine biology. Complications: Blood lust: Victor’s brain has some shark like qualities. The smell of blood will make him increasingly aggressive, distracted, and hungry. In any case, he has a taste for raw fish which may give rise to unpleasant social situations. Dry Skin: Victor’s skin needs to be exposed to water twice a day or it will become dry, irritable, and painful, again distracting him or making him lose focus. Protracted periods will cause worse problems. He usually swims twice a day to compensate, but a shower would also do. Yes Sir!: Victor has a tendency to believe and trust (without thinking) senior military officers and obey orders. This tendency is also applies to a lesser degree to rank and file military men / women. Masters of psychology, deception, or disguise might easily manipulate Victor. Stone Cold: Victor is an experience professional soldier dedicated to the mission. He has killed and seen plenty of people killed. In the event of any tragedy or loss he has little or no time for sympathy, at least until the mission is completed (and even then, his empathy is blunted). This can easily cause people to view him as heartless, and alienate any victims. Colour Blind: Victors eyes are almost all rod cells, allowing him to see in very low light. But this also means he has very poor or absent colour vision. Fighter Not A Lover: Victor looks pretty ferocious and not human. Whilst he is known hero with a solid reputation, he still looks scary, and initial reactions might be startled or uncomfortable. Abilities: 20 + 6 + 20 + 2 + 1 + 2 = 56 STR: 30 (+10) DEX: 16 (+3) CON: 30 (+20) INT: 14 (+2) WIS: 12 (+1) CHA: 14 (+2) Combat: 20 + 20 = 40 Initiative: +11 Attack: +10 Defense: +10 (+5 Flat Footed) Grapple: +22 Knockback: -5 Saving Throws: 2 + 7 + 5 = 14 Toughness: +10 (+10 Con) Fortitude: +12 (+10 Con, +2) Reflex: +10 (+3 Dex, +7) Will: +6 (+1 Wis, +5) Skills: 100 Ranks = 25 PP Bluff 4 (+6) Climb 4 (+14) Drive 4 (+7) Intimidate 14 (+16) Knowledge [Earth Sciences] 8 (+10) Knowledge [Life Sciences] 8 (+10) Knowledge [Tactics] 14 (+16) Language 2 (Arabic, English [Native], French] Medicine 4 (+5) Notice 12 (+13) Sense Motive 4 (+5) Stealth 12 (+15) Survival 4 (+5) Swim 6 (+16) Feats: 20PP Accurate Attack All Out Attack Benefit: Vanguard Member Benefit 2: Use Knowledge [Tactics] for Master Plan and to avoid Ambush/Feint Blind Fight Environmental Adaptation [underwater] Favoured Environment [underwater] Favoured Opponent [marine life] Fearless Improved Grab Improved Initiative 2 Jack of All Trades Leadership Master Plan Power Attack Startle Takedown Attack 1 Uncanny Dodge (Olfactory) Powers 3 + 1 + 3 + 1 + 1 + 10 + 4 + 4 = 27 All powers have mutation and shark descriptor Strength Bonus (Applies to Unarmed: Improved Critical 2, Variable Descriptor 1 [Unarmed, Claw, Teeth]) [3 PP] Comprehend 2 (Speak to, Understand, Limited: Sharks) [1 PP] Immunity 3 (Cold, High Pressure, Suffocation [Drowning]) [3 PP] Leaping 1 (x2 Distance: Running 40’, Standing 20’, High Jump 10’) [1 PP] Speed 1 (10 Mph) [1 PP] Super Senses 10 (Accurate [Olfactory], Acute [Olfactory], Direction Sense, Extended 1 [Vision], Extended 1 [Olfactory], Low Light Vision, Tracking 3 [All out movement, Olfactory]) [10 PP] Super Strength 2 (+10 STR) [4 PP] Swimming 4 (25 mph) [4 PP] Drawbacks: -2 PP Vulnerability (Fire; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Abilities 56 + Skills 25 + Feat 20 + Powers 27 + Combat 40 + Saves 14 = 180
  10. Echohead

    Echohead Power Level: 8 (150/150) Unspent Power Points: 0 Trade-Offs: +1 Toughness / -1 Defence, +1 Attack / -1 DC In Brief: Mind stealing agent of AEGIS Alternate Identity: Umberto Velluti Birthplace: Rome Residence: Freedom City Base of Operations: Freedom City Occupation: Agent in Training… Affiliations: AEGIS Family: Lucia Velluti (Mother, Retired Hairdresser) Description: Age: 41 Apparent Age: 41 Gender: Male Ethnicity: Caucasian Height: 5’5” Weight: 50Kgs Eyes: Brown Hair: None Umberto is a short, weedy man, quite ball, with a large nose and a weak chin. He could, in truth, be called fairly ugly. He does have a certain sense of style, however, wearing expensive suits and sunglasses (he loves black) History: Umberto was always a pretty bullied kid at school, the first to get beaten up, the last to get picked at a team. He was short, weedy, and bald since birth and had a faint Italian accent (his family moved to Freedom City when he was four). This was compounded by being smart and by having a doting, overbearing mother (who, ironically, was a hairdresser). Umberto grew up always feeling like he was surpressing something. He had a knack of understanding people and their motivations which he put down to intuition. He made a reasonable business selling garden appliances in his shop, and was doing fairly well for himself. Until, one day, a retired AEGIS agent came into his shop to purchase something for his retirement home. Umberto had a flash of paranoia, and then…bang! He was inside the agent’s head. It turned out that Umberto was a psychic who had repressed his powers all his life. He had always harboured dreams of being a spy, a secret agent, or a superhero, but what with being a 5’5” weed with an overbearing mother, he had no opportunity. He was debriefed by AEGIS, but he had gleaned a lot of secret information. With a touch of slyness, he brokered a deal – he would work for them as a super powered Agent, and they would train him in his powers and skills. Welcome aboard, Echohead! Personality & Motivation: Echohead has always wanted a life of adventure and excitement and this is his primary motivation. However, he also has a lot of sympathy for the underdog, and cannot abide bullies or autocrats. He is a friendly man, by and large, but conceals a lingering sense of low self-esteem. He is particularly fond of food and has a love of plants, flowers, and gardens. He relaxes in his own garden and grows his own vegetables. Powers & Tactics: Echohead can “steal” other peoples thoughts or neurological functioning. He can make people ignore something, paralyse parts of (or all of) their body, or forget skills. As well as “deleting” such abilities (albeit transiently), he can “copy” someone into his head, getting their skills and mental abilities. The copy does linger as an “echo” which can be distracting or even (if a strong personality) dangerous. Echohead will usually try to win conflicts by selectively disabling his targets, perhaps so that a fight is not needed at all. Umberto utilises high tech AEGIS equipment to compensate for his lack of physical skills or abilities. He wears bulletproof clothing, and carries an AEGIS energy pistol if he needs to combat psychic-resistant enemies. Power Descriptions: Echoheads psychic powers are not visible or detectable. His blaster pistol fires yellow-orange energy beams of slightly different flavour according to setting. Complications: Ugly Face: Umberto is not so ugly as to be repulsive, but he is not so far from that position, either. He is not good at making first impressions. Ugly Thoughts: Any “Echo” stored in his head has the lingering will of the original. For the most part this is, at worst, distracting. However, progressively strong willed copies might limit the use of their skills at a critical time, or cause him to freeze or tic or speak inappropriately. Exceptionally strong copies might even – if Umberto was tired or drained – even take possession of him transiently! Ugly Tongue: When nervous, Umberto tends to gabble. He might reveal information, or say the wrong thing, or speak his mind completely inappropriately! Ugly Head: Umberto suffers from terrible migraines, perhaps as a side effect of his medication. Bright light and stress can set them off, and render him virtually helpless. Sunglasses help, and he takes medication to limit them, but of course he can be without sunglasses and medication…and there is plenty of stress around… Ugly Heart: At the end of the day, Umberto is a coward; or, more precisely, he has grown up being bullied and downtrodden and he can easily revert to this mindset. Skilled intimidators or psychologists could have a field day going to town on him. Abilities: -2 + 2 + 2 + 6 + 6 + 2 = 16 Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 12 = 24 Initiative: +5 Attack: +6 base, +8 Ranged, +10 Energy Pistol Defence: +6, +3 Flat Footed Grapple: +5 Knockback: -5 Saving Throws: 5 + 5 + 7 = 17 Fort +6 (+1 Con, +5) Reflex +6 (+1 Dex, +5) Will +10 (+3 Wis, +7) Tough +10 (+1 Con, +9 Protection/Device) Skills: 12 PP = 48 R Bluff 4 (+5) Diplomacy 8 (+9) Knowledge (Business) 4 (+5) Knowledge (Life Sciences) 4 (+5) Language 4 (English, French, Italian [Native], Latin, Spanish) Notice 4 (+7) Profession [Gardener] 8 (+11) Sense Motive 12 (+15) Feats: 6 PP Attack Focus [Ranged] 2 Benefit 2 (Wealth 1, AEGIS Clearance) Improved Initiative 1 Jack of All Trades Powers: 9 + 13 + 15 + 40 = 77 Device 2 (10 DP, Feats: Subtle) [9 PP] “Cool black suit” [Armour] Protection 9 (Feats: Second Chance [tough vs ballistic]) [10 DP] Device 4 (20 DP, Feats: Easily Concealed, Flaws: Easy to Lose) [13 PP] “Snub Nosed Energy Pistol” [tech, energy] Energy Array (19 PP Array, Feats: Alt Power 1) [20 DP] BP: Blast 6 (Extras: Penetrating, Feats: Accurate) [19/19 PP] “Blast!” AP: Stun 6 (Extras: Range, Feats: Accurate) [19/19 PP] “Set to Stun!” Psychic Theft Array (35 PP Array, Feats: Alt Power 5) [Psionic, Mutant] BP: Paralyze 8 (Extras: Range Perception [+2], Feats: Insidious, Precise [Can paralyse just certain parts of body], Subtle)[35/35 PP] “Remove motor function” AP: Dazzle 8 (All Senses, Extras: Alt Save – Will [+0], Range Perception [+1], Feats: Insidious, Precise [Can dazzle some senses and not others], Subtle, Flaws: Limited [Only dazzled to one object or thing]) [35/35 PP] “Remove Awareness” AP: Drain 8 (Any Skill, Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle)“Remove skill” AP: Drain 8 (Any mental attributes [INT/WIS/CHA], Extras: Alt Save – Will [+0], Range Perception [+2], Feats: Insidious, Slow Fade 1 [1 minute], Subtle) “Remove brain” AP: Mind Reading 8 (Extras: Action [Move/Standard], Duration [Sustained +1], Simultaneous Sensory Link [As sensory link but can maintain own senses at the same time, +2], Feats: Insidious, Sedation, Subtle, Flaws: Feedback) [35/35 PP] “Scrutinise thoughts” AP: Nullify 8 (All psychic or psionic powers, Extras: Effortless, Range Perception, Feats: Insidious, Selective [Nullify only some powers], Subtle) [35/35 PP] “Remove Psionics” Mimic 2 (10 PP of any attributes [note flaw], Extras: Duration Sustained [+1], Range Perception [+2], Feats: Subtle, Flaws: Limited to mental abilities [e.g: INT, WIS, CHA, Will, Skills, Some Feats, Psionic or trained powers]) [15 PP] “Echohead” [Psionic, Mutant] Drawbacks: -2 Vulnerability (Psionic; Frequency: Common; Intensity: Minor [+1]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Tough Damage Pistol Blast Range DC 21 Tough Damage Pistol Stun Range DC 21 Fort Stun Psychic Paralyse Perception DC 23 Will Paralyse Psychic Dazzle Perception DC 23 Will Dazzle Psychic Drain Perception DC 23 Will Drain 1 Psychic Nullify Perception DC 23 Will Nullify Psychic Mind Read Perception DC 23 Will Mind Read Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points
  11. Janus Danger Power Level: 10/12 (180/180PP) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness In Brief: Swashbuckling Scion with Something to Prove Catchphrase: Theme: Imagine Dragons - Thunder, Seanan McGuire - Earthquake Weather Alternate Identity: Janus Danger (Public, Prime), Prince Janus of Aruivia (Public, Freedom League Dimension Designation; Earth-O-Eldritch-2 (Allied), Local Designation: Fortuna) Birthplace: Wintershold, Capital of Aruivia. Residence: Claremont during the school year, Danger Manor when not in school or in Fortuna. Base of Operations: Claremont Occupation: Student Affiliations: Claremont, Danger Industries Family: Janus is the middle child of Queen Antigone of Aruivia and John Danger II. The Danger family tree grows more convoluted every year, especially with the predilection towards adventure that seems to run in the family. In Janus's case, it led to her father finding an entirely different dimension that he quickly found himself a destined hero in. Her immediate family remains in Fortuna but they visit the Prime-side relations at least a few times every year so she's reasonably close to her father's sister, Rachel, and the rest of the Danger diaspora. Description: Age: 16 Apparent Age: 16 Gender: biologically female, presents androgynous, uses she/her pronouns Ethnicity: Caucasian Height: 5' 10" Weight: 165 lbs Eyes: Violet Hair: White-blonde to rose-red ombre. Janus is lean and angular; fresh out being all legs and arms. She's definitely on the handsome end of the spectrum, with classic Danger good looks melding with the more exotic lines from her mother. Training and exercise has been part of her daily routine since she was old enough to toddle, so she has more balance and grace than a teenager fresh out of a growth spurt really ought to have and more muscle than might be guessed with her long, lean body. Janus dresses like something out of an early 1980s fantasy movie, a la David Bowie or perhaps like she's waiting to be called in for a Takarazuka Revue performance. It could look ridiculous but she wears it with the sort of casual confidence that kids of this world wear jeans and a cool jacket. Since migrating to Prime for schooling, Janus has pierced her ears several times, wearing silver hoops and studs to match the multitude of rings that she is rarely without. Over her right eye, Janus has a starburst shaped birthmark that has a silver-sheen. It glows along with her weapon when she draws out her soul sword. Janus dresses in high glam but masculine attire and is often wearing low heeled boots that add another couple of inches to her height. She's fond of Earth based cosmetics and often uses those to heighten and accentuate her already sharp cheekbones and striking eyes. History: During the mid 70s, Janus' father took his first trip to Fortuna, originally as a Freedom League affiliated envoy. John was already an experienced veteran of adventures but he found his true calling in helping restore Antigone to the thrown of Aruivia and, in time, they fell in love. Fortuna was significantly dissimilar from Earth. Although the magic of Fortuna fell more into the sword-and-sorcery arena than some of the more high-magic worlds, the dimension itself ran off the power of narratives. Stories have Power in Fortuna, as does belief. As the namesake and grandson of one of Prime's heroes, John brought that power with him to Fortuna, allowing him to form it into mystical weapons and armor. It was that power that he used to help Antigone and together, the two brought peace to the kingdom of Aruivia. Janus is the middle child of the couple. Her elder brother has their father's good looks and commanding presence, while he has their mother's sense of justice and compassion. As the crown prince, he's slated to take over the royal duties one day. Her younger sister embraces all that being a princess entails. Though still a child, she is kind and gracious and gifted with an emerging ability to forsee the future. Janus loves her siblings very much but as the middle, rebellious child, her place in Aruivia's story may take a darker bent as the narrative of the world presses on her to fit into expectations. It was with a heavy heart that her parents sent her to her father's relatives but it became clear that Janus's physical prowess was beginning to eclipse her older brother. They hope that free from the pressure of Fortuna, Janus can take her own path. Whether that will be the actual case, remains to be seen. Personality & Motivation: Janus is brash, bold and daring. She is both genuinely courageous and kind although she's often driven to prove herself. She thinks nothing of engaging in dramatics as its expected by the idiom of her native land. Despite often taking summers or vacations on Prime, she still retains a bit of a 'stranger in a strange land' vibe, especially as she makes little to no effort to change herself to conform. Janus' primary motivation is to be true to herself, and find the Hero within. She wholeheartedly believes that her Soul Sword is a sign of her inner potential and that it is both her responsibility and her gift to bring it to its full potential. Unfortunately, this means that she can be both stubborn and defiant when dealing with any authority trying to push her to act outside her morals. Powers & Tactics: Janus' relies on her physical prowess. Trained to defend herself with sword and fist since she was young, she's skilled at hand to hand combat although she's most comfortable with a sword in her hand. She's a flashy fighter, in part because she has fought side by side most often with her brother who, as the heir to the throne, is more important. Janus has accompanied her father and brother on ogre hunting missions and the like since she was old enough to engage in live combat. Being as she's from the Danger family, that was definitely on the younger side. She's used to making herself a target to draw attention away; a tactic her sibling is not overly fond of. She has a natural gift for witty banter, one that has only grown since spending more time with her Danger relatives. In addition to being highly skilled, Janus can draw her soul sword from her breast if she deems the threat worthy of it. Eldritch armor covers her arm from shoulder to fingertip and a glowing blade forms in her hand, drawn from her own essence, providing her additional mystical protection and weaponry. Power Descriptions: Janus' world is one of magic; where the rules are proscribed by the power of tales and legends in the minds and hearts of the people. Her soul sword and the armor fluctuates depending on her sense of self, so as long as Janus' heart is pure, the magic glows silver-white and the manifestations are solid and strong. At the moment, her power covers her shoulder down to her fingertips in armor and manifests in a single blade. It is possible that she might make different energy constructs with time and practice. Should she change or falter, the magic will manifest differently. Complications: Oh Fortuna: Janus carries with her the power of her mother's world but that is a world with its own beliefs and structure. Those are rules she has to follow. Self-doubt or despair weakens her mystical abilities and, in moments of true crisis, could render her without them entirely. Fame: Although there are a lot of perks with taking on some of the face of Danger Media, sometimes being a public figure can cause real problems not only for Janus, but for those she calls friends. Responsibilities: Not only does Janus have a title and public duties when she's home, but she's a member of the Danger family. Not only does that mean she inherits some of the considerable enemies that they have made over the years, but it means that in addition to school, she has whatever responsibilities to her family and their businesses that might come up. You are late for your one o’clock meeting! As one of the family representatives of Danger International in Freedom City, Veronica and her cousin have been assigned a personal assistant, Prudence, who has the daunting task of trying to keep the two Danger cousins on schedule. Abilities: 10 + 10 + 8 + 4 + 4 + 14 = 50PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 20 + 16 = 36PP Initiative: +5 Attack: +12 Melee, +10 Ranged Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 6 + 5 + 6 = 17PP Toughness: +8 (+4 Con, +4 [Defensive Roll]) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 88R = 22PP Acrobatics 5 (+10)Skill Mastery Bluff 13 (+20)Skill Mastery Climb 5 (+10)Skill Mastery Diplomacy 13 (+20)Skill Mastery Disable Device 5 (+7)Skill Mastery Drive 5 (+10)Skill Mastery Escape Artist 5 (+10)Skill Mastery Gather Information 8 (+15)Skill Mastery Intimidate 8 (+15)Skill Mastery Language 4 (Fortuna (native), English, French, Dakanan, Greek) Notice 13 (+15)Skill Mastery Perform(Vocal) 4 (+11)Skill Mastery Survival 8 (+10)Skill Mastery Feats: 37 PP Attack Focus (Melee) x 2 Beginner's Luck Fast Feint Fast Taunt Benefit (Security Clearance: Danger International, Fame, Wealth 2/Rich) [4] Danger Sense Defensive Roll x 2 Dodge Focus x 4 Equipment x 7 Improved Critical (Swords: 18-20) Jack of All Trades Luck x 3 Paralyzing Attack Skill Mastery x 3 Takedown Attack x 2 Taunt Equipment: 7PP = 35EP Sword (Damage 3, Feats: Precise, Mighty) [5EP] Danger-Cycle (Vehicle) [30EP] Size: Medium {0EP} Strength: 20 {2EP} Speed 6 (500 mph)/ Alt: Flight 3 (50 mph) {13EP} Defense: 10 {0EP} Toughness: +7 {2EP} Features: Alarm 2 (25DC), Autopilot, Communications(radio), Disguise, Ejector Seats, Hidden Compartments, Navigation System, Nitro Injectors, Oil Slick, Smoke Screen, Remote Control, Tire Inflators {13EP} Powers: 18 = 18PP Magic 9 (Soul Sword; Container) [18 PP] Damage 3 (The Sword; Extras: Penetrating, Affects Insubstantial; Power Feats: Mighty, Precise) {11 PP} Protection 0 (The Shield; Extras: Impervious 8; Drawback: Noticeable) {7 PP} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Totals: Abilities (50) + Combat (36) + Saving Throws (17) + Skills (22) + Feats (37) + Powers (18) - Drawbacks (0) = 180/180 Power Points
  12. Curveball

    Curveball Power Level: 7 (105/105) Unspent Power Points: 0 Trade-Offs: None In Brief: Four armed mutant baseball girl Alternate Identity: Jasmine "Jazzy" Rita Jagger Birthplace: San Francisco Residence: Freedom City Occupation: Commercial Endorsements Affiliations: None Family: Jimmy Jagger, Brother (Mutated Coast Guard), Uncle Billy "Boomer" Bootwell (Boxing Coach) Age: 21 Apparent Age: 21 Gender: Female Ethnicity: (Mainly) Caucasian Height: 5'7" Weight: 68 Kgs Eyes: Blue-Green Hair: Short Blonde History: Jazzy and her twin Brother, Jimmy were blossoming professional athletes (she liked baseball, he liked swimming). At the age of 20, just beginning to make a little headway in a highly professional field (they were on route to being professional sportsmen/women, although would fall short of Olympic elite status), they both were hit by a Darwin-X outbreak in East Berlin that claimed the lives of a few dozen, including their parents. Jazzy and Jimmy survived, their bodies adapting to their field of sports. Jimmy became aquatic, able to breathe underwater and swim incredibly fast; although his skin turned grey and he looked pretty ugly afterwards (hairless, and finned). Jazzy grew an extra pair of arms and found an ability to throw baseballs at incredible speed. Such mutations disqualified them from any professional sports career. Jimmy turned his mutation to good use, although bitter about his appearance. He has become an extremely valued coastguard, and has saved countless lives already. Unfortunately, Jazzy had a less overtly useful mutation. What good was a batting and bowling if she couldn't play sports? She managed to get a little local fame as a "freak on TV", doing advertising, and even got a little bit of a cult following (with some weird stalkers with it). She wasn't exactly happy with this, so when uncle "Boomer", a boxing coach, suggested she take up the superhero business, she jumped! Personality & Motivation: Jazzy is a competitive person (she had to be, being an ex-athlete) but doesn't trash talks, she actually really respects and admires athletes. She has a lingering bitterness that her dream career got torn away from her, and she does harness this anger from time to time. She likes physical activity and exercise, and can be a bit obsessive about it. She has developed a bit of a comradery with other freaks and weirdo's. She particularly likes campaigning for the living and dead victims of Darwin-X. Part of being a superhero is simply a job; more fame, more money, more sponsorship. But aside from all of that, she feels it is good in that it turns her condition to a positive use; and besides, it helps others when all is said and done. Powers & Tactics: Jazzy was always athletic, but her physical abilities are slightly improved, in particular she is a lot stronger than she looks (although not superhuman). An obvious mutation is the fact she has grown an extra pair of arms under her normal ones (although on close inspection her "normal" arms are an inch above normal height in placement). Her arms are no adjusted to provide incredible throwing power and speed, although only for light objects. Her eyes have equally adapted, and she is able to see at incredibly long distances (all the better for long distance throws!) Curveball arms herself with four baseball bats strapped to her costume, often holding more than one at a time. She also has a bandolier with a half-dozen baseballs ready to throw at skulls for a knockout. She fights in a straightforward, even reckless manner, charging in, throwing stuff, and swinging her bats. Complications: Pop! Whilst Curveballs mutation is generally helpful, her incredible throwing arm physiology means her arms easily pop out of their sockets. Impact or falling damage can particularly do this, but other effects, even things like punching an impervious object / target, may also do that. The other Left: Her throwing is amazing thanks to an adapted arm and brain, but as a side effect, curve ball pretty much always gets left and right mixed up, and never admits to this... Morning Stiffy: Curveball wakes up with very stiff joints in her arms. She usually needs an hour of stretching to get herself going. Physiotherapy or medical treatments can cut this down. This happens even if she gets knocked out. Reckless: Young and foolish, Curveball is impatient and reckless, and will charge in without properly assessing situations or noticing pitfalls (potential or actual). Sponsored by: Curveball doesn't have a job. She lives by making kooky commercials for sports equipment or other stuff. She doesn't really have the skills or wit to capitalise on this, so whilst not poor she is not well off either, and is often called to make strange commercials. If on TV she will often turn around and try to get sponsorship or the like. She is actually quite famous in a Z-list way. A frequent request of her is to write her signature with all four limbs at the same time. Abilities: 2 + 8 + 6 + 0 + 0 + 4 = 20 Strength: 12/20 (+5) Dexterity: 18/20 (+5) Constitution: 16/20 (+5) Intelligence: 10 Wisdom: 10 Charisma: 14 (+2) Combat: 14 + 14 = 28 Initiative: +9 Attack: +7 Defense: +7,+4 Flat Footed Grapple: +12 (+14 Using All four arms) Knockback: -3 Saving Throws: 2 + 2 + 5 = 9 Toughness: +7 (+5 Con, +2 Protective Vest) Fortitude: +7 (+5 Con, +2) Reflex: +7 (+5 Dex, +2) Will: +5 (+5) Skills: 12 PP = 44 R Acrobatics 8 (+13) Skill Mastery Bluff 4 (+6) Climb 6 (+11) Skill Mastery Intimidate 4 (+6) Knowledge [Pop Culture] 2 (+2) Knowledge [Streetwise] 2 (+2) Notice 4 (+4) Perform [Acting] 4 (+6) Sense Motive 4 (+4) Stealth 4 (+9) Skill Mastery Swim 6 (+11) Skill Mastery Feats: 12 PP Acrobatic Bluff Ambidexterity Bounce the Ball [Applies Ricochet 1 to thrown attacks with balls and similar] Equipment 2 Evasion 2 Improved Aim Improved Initiative 1 Precise Shot 2 Skill Mastery 1 (Acrobatics, Climb, Stealth, Swim) Takedown Attack 1 Equipment: 2PP = 10EP Four Baseball Bats (Strike 2, Mighty, Thrown, Multiple Weapon 3) [7 EP] Undercover Shirt (Protection 2, Subtle) [3 EP] A half dozen baseballs ready for throwing [0 EP] Powers: 2 + 14 + 1 + 3 + 3 = 23 (All powers have mutant descriptor) Additional Limbs (2 Extra Arms) [2 PP] "Four armed" Enhanced Traits 14 (Strength +8, Dexterity +2, Constitution +4) [14 PP] "Physiological boost" Speed 1 (10mph) [1 PP] Super Senses 3 (Extended Normal Vision 3 [x1000/-2 Per 2 Miles]) [3 PP] Super Strength 2 (Feats: Throwing Mastery 2, Flaws: Limited [-2], Applies only to throwing distance for objects that would have been light anyway) [3 PP] "Perfect throwing arms" Throwing Distances For Light Load (14 Kgs / 133 Lbs max) Drawbacks: None DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Tough Damage Baseball Bat Touch DC 22 Tough Damage Thrown Baseball Ranged DC 22 Tough Damage Thrown Paperclip Ranged DC 17 Tough Damage Abilities 20 + Skills 12 + Feats 13 + Powers 23 + Combat 28 + Saves 9 = 105
  13. Diamondlight

    Diamondlight Power Level: 10 (180/180) Unspent Power Points: 0 Trade-Offs: +2 Toughness / -2 Defence In Brief: Gambling Businessman infused with Daka-Energy Catchphrase: “Lighten Up!”, “How Illuminating!” Theme: Propellerheads.... Alternate Identity: Hugo "Zed" Zoss Birthplace: Switzerland Residence: Various / International Jetsetter Base of Operations: Various / International Jetsetter Occupation: Businessman, Gambler Family: Henri Zoss, Father Description: Age: 37 (DOB 8 / 8 / 1980) Apparent Age: 30-35 Gender: Male Ethnicity: Caucasian Height: 5’11” Weight: 80Kgs Eyes: Silver-Blue Hair: Blonde Hugo looks like a handsome man in good shape, with mid length blonde hair and peculiar silver blue eyes (that glow when he uses his powers). He dresses stylishly, favouring jackets and turtlenecks, or smart suits (including black tie). History: The wealthy Zoss family stretch back a couple of Centuries in Switzerland . In World War 2, Rudolf Zoss was the recipient of various Nazi Party (including the Thule Society) illegal goods, stored at the Zoss mansion. Amongst the good was a powerful Daka crystal, stolen from Dakana. Hugo Zoss made the most of his inheritance. The Zoss family may not have had the most moral of histories, but they were clever. Hugo was smart, astute, and charming. He studied psychology in Cambridge, Economics in Paris, and European Law in Brussels. He aspired to be an intellectual, but he often was a hedonist, and developed an addiction to gambling. Meanwhile, Doctor Henri Zoss (the son of Rudolf and father of Hugo) was driven to use the Daka Crystal in their vaults when his dear wife was sick, believing he could energise the human body. It did not work, and she perished. His son, however, Hugo Zoss, found out about the terrible heirloom, and tried to intercede, believing it belonged to Dakana. Ripping it from his father's laboratory he was exposed to its energies and transformed, infused with the energies designed to save his mother. Hugo was already a capable man, and turning his energies and mind to loftier goals than study and pleasure. The realisation that his family had an ignoble past, and his new powers, drove him to a new chapter in his life. He was now concerned with the power and corruption of the emerging plutocrats of the world; and he determined to use his talents to hold to account the rich and powerful who so often were accountable to nobody... Diamondlight would dearly love to return the Daka Crystal to Dakana, but for the fact that he still feels some family shame about the matter (And would prefer to do so secretly). He is however stopped by the fact that his father is now extremely ill too, and is using the energies of the crystal to stay alive... Personality & Motivation: Hugo was always a pleasant, charming, intellectual man. He had trace amounts of arrogance or narcissism, but these have disintegrated with the knowledge of his heritage. He remains much of his personality but now also is committed towards atoning for his families past. He has a complex relationship with wealth – enjoying and savouring every luxury it brings, but also being deeply concerned about its abuse and corruption. Hugo considers himself (and arguably is) a man of the world, an intellectual. He talks with a hard to trace, pan-European clear accent. That said, he maintains a darker desire – an uncomfortable addiction to risk taking and gambling that he has not, and probably never will, shake. He has therefore an additional “adventurous” streak. This is not quite the same as reckless – he prefers calculated gambles that he can carefully manipulate (but are gambles all the same). Powers & Tactics: Diamondlight can emit blue-silver coloured energy. Combined with his intelligence, and ability to sense light from every direction (thus giving him proverbial eyes in the back of his head), he can strike out with laser beams in every direction, emits bursts of blinding light around him, or most spectacularly, emit shining blades of light from his body to fight with. His Daka infused energies allow him to create a protective force field around his body (of the same colour), and actually provide him with limited sustenance and vitality. Diamondlight can also “bend” light around him, giving him a form of invisibility. If he moves too fast, the distortion becomes apparent so it is really only useful when moving very slowly. Aside from his powers, Diamondlight is an extremely smart, astute, and charming man and is an expert in psychology, law, and economics. He is a master of social skills and a world class gambler. Combined with his resources, he could be considered just as “dangerous” or powerful even without his energy powers. Tactically, Diamondlight will use his social skills (possibly augmented by invisibility and illusions) to first make sure he is “playing” on his terms. Once in a fight, he will use bursts of light and lasers against multiple foes or targets at range – but his preferred mode of combat is to use his “Laserswords” from each hand. Power Descriptions: Diamondlights' powers look like clear blue-silver-white energy constructs. His eyes glow when he uses his powers. When his force field is active, it gives him the same hue. Complications: Daka Deflection: Daka crystals “bend” his powers, causing beams of light and energy to bend away from the crystal or even, sometimes, absorbing them and causing a mighty feedback loop on Diamondlight (which could seriously injure him). This is less of a problem the nearer the crystal is to him, oddly (in other words, it affects his powers more when they are ranged) Gambling Gent: Hugo can hardly ever turn down a game of cards or dice. He is essentially addicted to gambling – if it were not for his mastery of gambling he would be quite broke. People can distract, delay, or manipulate him with this addiction (and he could always lose…) Enigmatic Energies: Hugo constantly emits very low level energy that is harmless. However, if stressed or emotional or distracted (or a combination of), these fluctuations could cause minor disruption to electronics (such as stopping his mobile phone working in a crisis). Horrible Heritage: Hugo and his father keep the family shame quite secret, and he would do anything to keep it that way. Hugo feels a need to make amends to (or at least feels indebted to) Dakana. He will be completely trusting and extremely helpful (And thus easily manipulated) by these groups (or those successfully pretending to be from those groups). As noted above, he would dearly love to return the family Daka crystal, but for the fact its energies are keeping his father alive. Heroic Hedonism: Hugo is a hedonist whose tastes are very broad rather than very gripping. He will seek out and be seduced (in the widest sense of that term) by anything that would feed his intellectual, artistic, philosophical, or sensual lusts. He would “fall” for a masterpiece of modern art, an exclusive wine tasting event in Paris, or dinner party with a revolutionary politician just as he would a pretty face. Paternal Problem: Henri, his father, is sickly and still grieving over his mother. He lives almost as a recluse in the family mansion in Switzerland, and could be a source of vulnerability for August. Abilities: 2 + 2 + 2 + 8 + 12 + 12 = 36 Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 22 (+6) Combat: 16 + 16 = 32 Initiative: +5 Attack: +8 Base, +10 Light Array Defense: +8, +4 Flat Footed Grapple: +9 Knockback: -6 Saving Throws: 5 + 7 + 6 = 18 Toughness: +12 (+1 Con, +11 Force Field) Fortitude: +6 (+1 Con, +5) Reflex: +8 (+1 Dex, +7) Will: +12 (+6 Wis, +6) Skills: 112 R = 28 PP Bluff 10 (+16) Concentration 14 (+20) Diplomacy 8 (+14) Gather Information 4 (+10) Intimidate 4 (+10) Knowledge (Art) 4 (+8) Knowledge (Behaviour Sciences) 8 (+12) Knowledge (Business) 12 (+16) Knowledge (Civics) 8 (+12) Knowledge (Current Events) 4 (+8) Language 6 (English, French / German / Italian [Native Swiss], Latin, Russian, Spanish) Notice 4 (+10) Profession [Gambler] 14 (+20) Sense Motive 12 (+18) Feats: 7 PP Attractive Benefit 2 (Wealth 2) Connected Improved Initiative 1 Jack of All Trades Uncanny Dodge (Visual) Powers: 2 + 1 + 1 + 2 + 38 + 2 + 39 + 11 + 2 = 57) All powers have (in addition to others below) “Daka Energy Crystal” descriptor Concealment 2 (Normal Visual, Flaws: Blending*) [2 PP] “Light Bending” [Light] *NB: As Diamondlight has no movement powers in this case it means he cannot move his body (or have his body moved) more than five feet a round without distortion breaking his concealment. Immunity 1 (Light based visual dazzles) [1 PP] [Light] Immunity 4 (Aging, Cold, Sleep, Starvation and Thirst, Flaws: Limited to half effect) “Sustained by energy” Light Array (34 PP Array, Feats: Alt Power 5) [39 PP] [Light descriptor] BP: Damage 10 (Extras: Area [Burst, Targeted], Selective, Feats: Accurate, Improved Critical 2, Precise) [34/34 PP] “Laser Spray” AP: Dazzle 10 (Extras: Area [Burst, General, 5-2500’ radius], Feats: Decrease Area 9, Increase Area 5) “Light Burst” [34/34 PP] AP: Create Object 10 (Extras: Impervious, Feats: Accurate, Precise, Stationary) [33/34 PP] “Hardlight” AP: Illusion 10 (Visual, Extras: Duration [Sustained +1], Feats: Area Progression 4 [100’ Radius]) [34/34 PP] AP: Damage 10 (Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack) linked with Dazzle 10 (Visual, Feats: Accurate, Extended Reach 2, Improved Critical 2, Precise, Split Attack, Flaws: Range [touch, -1]) [17 + 17 = 34 PP] “Laserblades” AP: Damage 10 (Feats: Accurate, Improved Critical 2, Increased Range 2 [5000' max], Improved Range 3 [1000' Increments], Precise, Extras: Range, Penetrating [5 Ranks Only]) [34/34 PP] "Laser Vision" Protection 11 (Extras [Sustained +0]) [11 PP] “Force Field” Super Senses 1 (Extended 1 Normal Vision [x10], Radius Normal Vision) [2 PP] “Light Sensitive” DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Laser Spray Touch/Area Targ. DC 25 Toughness Damage Light Burst Touch/Area Gen. DC 25 Reflex/Fort Dazzle Laser Sword Touch/15’ DC 25 Tough, Ref/Fort Damage, Dazzle Totals: Abilities 38 + Combat 32 + Saving Throws 18 + Skills 28 + Feats 7 + Powers 57 = 180 / 180 Power Points
  14. Snakebite

    Snakebite Power Level: 8 (150/150) Unspent Power Points: 0 Trade-Offs: +3 Attack/-3 DC, +3 Defence / -3 Toughness In Brief: Archaeologist. Adventurer. Snake. Catchphrase: “Sssss….” Theme: Chan Chan Alternate Identity: Cassandra (Cassie) Crow Birthplace: Canterbury, England Residence: London Base of Operations: World Wide Jet Setter Occupation: Archaeologist, Honorary Curator of British Museum Affiliations: British Museum, UNISON, Ministry of powers Family: Vera Crow (Grandmother, Professor of Egyptology), Diana Crow (Mother, Anthropologist), Amanda Crow (Older Sister, Mountaineer) Description: Age: 25 Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9” Weight: 70Kgs Eyes: Green Hair: Brown with Red Highlights Cassie looks like an athletic woman with a great physique and reddish brown hair of varying length (depending on her mood and activities). She wears a variety of clothes, including skirts and shirts at the library, to a more adventurous pants and jacket and boots when out in the field. No stranger to danger, Cassie objects to guns but does carry a customised revolver loaded with sedative darts. History: The Crow family stretches back centuries, shrouded in rumours of witchcraft. How much truth in these rumours is debatable, but the it is true to say that many members of the family have had some form of Eldritch sight, and have brushed with the arcane. It is perhaps due to these talents that they have amassed great wealth, with mansions, castles, and estates all over Europe and beyond (even if they are often crumbling and dusty). Cassandra Crow developed, as a teenager, the Eldritch eye – in her case, the ability to see what had transpired in the past. She was an adventurous soul, with her mothers inquisitive academic mind, and her fathers reckless spirit of adventure (he was a Brazilian ranger who protected the entrance to the Lost World). On one of her many trips to South America, the family (her mother, father, and sister) discovered an ancient temple dating back to the last days of Lemuria. And Cassie found a golden snake skull, a great find! Until she snagged her hand on a tooth and got injected with an ancient poison. She woke up a few months later. And recovered a few years later. The poison had awoken some trace Lemurian heritage (possibly the source of the Crow families Eldritch sight). She now had enhanced physical abilities and a fascination for history and archaeology that has propelled her to academic success. Two years later, her father died in Brazil, shot dead by some unknown villains trying to get access to the Lost World. This only gave more fuel to her determination. Now, with the code name Snakebite, she travels the world trying to understand the ancient past and the dread sorceries buried beneath the earth and ocean… Personality & Motivation: Snakebite is a scientist, artist, and explorer. A thrill seeker in many domains. Underneath this exterior she has the mysterious legacy of the Crow family in her blood, and feels compelled – like so many of her family – to explore the hidden worlds both mundane and eldritch. She has a complex relationship with her family and her wealth; on the one hand she enjoys the trappings and opportunity it affords her, on the other she actually admires “primitive” cultures, artists, philosophers and bohemians as opposed to the inhabitants of the Jet set. This gives her a rather conflicted personality. Powers & Tactics: Cassie has always had the magical ability to “see” the past with post cognition. Cassie was already athletic but now functions at peak human physical performance, and has superhuman acute vision and hearing. She has developed an immunity to poison and an ability to communicate with snakes. Tactically she will either fight unarmed, with her whip, or with her dart gun – although she has a sneaking preference for a hand to hand fight. She is quite at home improvising with makeshift weapons or utilising the environment. Aside from her exceptional physical abilities, Cassie is an intelligent woman who has a PhD in South American history and is well versed in many associated sciences and disciplines. She is an accomplished explorer, a skilled fighter, and is fluent in several languages. Power Descriptions: Cassie's powers are essentially invisible. When using her post cognition power, her eyes will go jet black. Complications: Curses! Whilst the Crow family have amassed immense wealth over the centuries, there seems to be some Eldritch trade off, for they also have a habit of attracting curses and dark magics. In particular, Cassie is almost irresistibly drawn to activating curses – such as reading what she should not, or defiling forbidden tombs. She is in essence a magnet to every curse and hex for miles around. Lemurian Ancestor: She doesn’t quite know how (who does?) but the Crow family have some Lemurian heritage. Whatever the cause anyone or thing opposed to Lemuria might have an itchy crawling uncomfortable feeling, and the Snake people themselves will have a feeling that she is, in some way, an abomination (even if she is in disguise or the like). Appropriator: Cassie has a type of greed. Not so much for money (she is wealthy already although of course likes more!), but for prestige. She will go to nearly any costs to acquire rare and valuable antiquities for the British Museum – as long as she gets the credit for it. Flashback: Cassie’s Postcognitive power is not 100% reliable, and – in some cases going back many years and encountering something Eldritch, has even sent her catatonic. Wealthy? Cassie is always reasonably well off. The access to the various large amounts of estates, wealth, and possessions is more complicated as they are tied up in complex and old laws that date back centuries with the Crow family. She might have issues in accessing her resources if her family do not agree or some cunning legal mind is set against her. Abilities: 10 + 12 + 10 + 6 + 6 + 6 = 50 Strength: 20 (+5) Dexterity: 22 (+6) Constitution: 20 (+5) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 22 + 22 = 44 Initiative: +10 Attack: +11 Defense: +11, +6 Flat Footed Grapple: +16 Knockback: -2 Saving Throws: 3 + 2 + 2 = 7 Toughness: +8 Fortitude: +8 (+5 Con, +3) Reflex: +8 (+6 Dex, +2) Will: +5 (+3 Wis, +2) Skills: 100 R = 24 PP Acrobatics 4 (+10) Bluff 4 (+7) Climb 4 (+7) Drive 4 (+10) Intimidate 4 (+7) Knowledge (Arcane) 8 (+11) Knowledge (Art) 8 (+11) Knowledge (Earth Sciences) 4 (+7) Knowledge (History) 12 (+15) Knowledge (Theology and Philosophy) 4 (+7) Language 8 (Arabic, Chinese [Mandarin], English [Native], French, German, Greek, Latin, Portuguese, Spanish) Notice 12 (+15) Search 4 (+7) Sense Motive 4 (+7) Stealth 4 (+10) Survival 4 (+7) Swim 4 (+9) Feats: 16 PP Attractive Benefit (Wealth 3, Honorary Curator of British Museum*) Equipment 6 Evasion 2 Improved Initiative 1 Jack of All Trades Uncanny Dodge (Auditory) *This esteemed position comes with few duties but many advantages; Cassie has full access to the museum and all its resources, and the goodwill of many academics and staff associated with the museum. The Museum itself is world class and enough to give a +2 situational bonus to knowledge rolls (of a related type such as history and some art, theology, arcane rolls). Equipment: 30 EP = 6 PP GPS Receiver [1 EP] Multi-Tool [1 EP] Rebreather [1 EP] Whip (Damage 0, Feats: Mighty, Extended Reach 2, Improved Trip, Improved Disarm) [5 EP] Dart Gun (Fatigue 5, Extras: Ranged, Poison, Feats: Improved Critical 1, Subtle) [22 EP] Powers: 1 + 1 + 3 + 4 = 9 PP (All powers have magic descriptor) Comprehend 2 (Speak to and Understand Animals, Flaws: Limited to Snakes [-2]) [1 PP] Immunity 1 (Poison) [1 PP] Super Senses 3 (Extended 1 [Visual], Extended 1 [Auditory], Low Light Vision) [3 PP] Super Senses 4 (Postcognition) [4 PP] Drawbacks: none DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness Damage Whip 15’ DC 20 Toughness Damage Dart Gun Ranged DC 15 Fort Fatigue Totals: Abilities 50 + Skills 24 + Feats 16 + Powers 9 + Combat 44 + Saves 7 = 150
  15. Character Edits 2018

    Starshot This is not actually adding or deleting or changing powers / PP, but just a tidy up. As per reward tracker, only 1 reward spent (6 Points on equipment, 9 points on minion) Could you use spare 15 PP earned to make this correct (i.e. "buy" 15 PP of equipment). This still leaves him with 3 PP spare but not spending them! Currently it looks like 2 rewards spent on the sheet (I thought I had corrected this on a previous edit). Finally he is actually PL 11/15 so could you edit that in at the top of the sheet (it currently says 10/15)
  16. (IC) Do You Have To Be An Ocean Away?

    "Hm. I had heard of your efforts." It was hard to tell her thoughts on her daughter acting as a superhero. "I am pleased to know you are free of Sin, child." She called it Zui, the original translation of the Sin patriarch's most common name. "I approve of what you have done." She folded her hands before her and studied Tsunami with a look that wasn't unfriendly but was certainly distant - this was perhaps the look Murjana would give the deserving winner of a local talent competition. Behind her armor, Monsoon hesitated before saying, "...perhaps we should continue this conversation later. I'm sure my sister had an early morning, and Giang has been teleported across the Earth this morning." - In the receiving room, the Emir was full of questions for the two siblings, all boisterous cheer and smiles as he moved from one to the other with the energy of a predator making a leap. "Ah! I love your garb, my lady!" he said with a smile as he studied the White Lioness. "I have been cloistered in my lands too long - I had no idea this was the latest fashion in my elder brother's court!"
  17. Alderwitch Phantom 3 posts = Maxed transfer to Psyche Stay Local(IC) = 1 Posts Spiraling Shape (IC) = 2 Posts Renegade 1 post = 1PP Still Standing = 1 Posts Nighthawk 2 posts = 1 PP (IC) Pop Quiz: All You Have Is Your Fire = 1 Posts Interceptors: Handclap = 1 Posts Bombshell 1 Post = 1PP + 1GPP = 2PP Interceptors: Sounds Of Silence = 1 Posts Psyche 3 posts from Phantom = 1 PP Angrydurf Savant 15 GM posts = 2PP + 1 RPP = 3PP Ouroboros 1 GM post = 1PP GM 8 posts x 2 = 16 GM posts What Made My Hamburger Disappear (IC) = 6 Posts Interceptors: Sounds Of Silence = 1 Post Interceptors: Handclap = 1 Post Ari (No post in Thread counting.) Avenger Assembled Watchdog 4 posts = 1PP (gonna assume the ref point goes here since you didn't bother posting thread for anyone else?) + 1RPP = 2PP Old Boss = 4 posts Blarghy Leviathan 13 posts + 2GM Posts = 15 Posts = 2PP + 1 GPP = 3PP Beloved Monster 1 The End of the World Job 1 Freedom of Information 4 Frogs Rush In 5 Good Company and Good Cheer 2 Puigo 6 posts = 1PP Intent = 6 posts GM 1 X 2 = 2 posts both to Leviathan The Doctor Is OUT = 1 posts Blazingcoconut SFX 102 posts * new player doubled = 204 = 5PP + 1 GPP = 6PP Observing the Mind = 8 posts Winter Wonderland = 3 posts Do you carry Asparagus Racmosus? = 11 posts Mistaken Controls = 27 posts Superpowered Babysitting = 21 posts Far From Home = 18 posts Circumference of Hi = 5 posts Weird Science = 2 posts Fire, Water, Fist and Coding = 6 Posts Rush Hour = 1 Posts Joule 5 posts + 46 GM posts = 51 posts * new player doubled = 102 posts = 5PP Bounding Dreams = 5 posts GM 23 posts x 2 = 46 GM posts to Joule Pitching In = 19 posts Do you carry Asparagus Racmosus? = 1 posts Family Ties = 3 posts Blue Rose Wayward 3 posts = 1 PP High Note = 3 posts Crimson Beguiler Jessica Witchblood 50 posts + 4 GM posts = 54 posts new player doubled = 108 posts = 5PP The Last Temptation of Coco Meowmers = 6 posts What Made My Hamburger Disappear = 11 posts The Butcher = 13 posts Do You Carry Asparagus Racemosus? = 11 posts The Devil In The Details = 1 posts Fire, Water, Fist, and Coding = 6 posts Good Place to Start = 1 posts Just Dance 2018 = 1 posts GM 2 posts x 2 = 4 GM posts to Jessica Witchblade Just Dance 2018 = 2 posts Cubismo Replica 29 posts new player doubling = 58 posts = 4PP Mistaken Controls = 27 posts Good Company and Good Cheer = 2 posts Curious Key (No post counts post) Drakka (No post counts post) Ecalsneerg Galvanic 7 posts = 1PP Far From Home = 7 posts Arrowhawk II 1 post = 1PP + 1GPP = 2PP From Beneath You It Devours = 1 post Electra (No post counts post) Eternalphoenix (No post counts post) Exaccus Facsimile 10 posts = 1PP The magic of reading = 10 posts VIgnette = 1PP Moon-Moth 13 posts + 14 Guest star posts = 27 posts = 3PP Engines of Destruction 4 posts Tides of Progress = 5 posts Praetorians: Interlude = 4 posts Guest Staring: Doctor Deoxy 14 posts go to Moon-Moth Block Head = 14 posts Fox Dragonfly 1 post to Wraith Interceptors: Sounds of Silence (1) Grim 1 post = 1PP Pop Quiz: All You Have Is Your Fire (1) Wraith 1 rollover post = 1PP + 1RPP = 2PP Gizmo (No post counts post) Granspearzx (No post counts post) Heritage Grimalkin/Shrike 3 posts rollover to ditra 55 Good Company and Good Cheer = 2 posts Retail Or Coffeeshop Experience Preferred = 1 posts Miracle Girl 5 posts = 1PP Ooooh Fashion (turn to the Left) = 2 posts The Doctor is OUT = 2 posts The End of the World Job = 1 posts Ditra Fifty-Five 2 posts + 3 rollover = 5 posts = 1PP Signal In The Darkness = 2 posts HG Morrison (No post counts post) Jack (No post counts post) John Doe Rang 7 posts * new player boost = 14 posts = 1PP Weird Science = 1 post Circumference of Hi = 6 posts Knightdisciple Raven III 3 posts rollover to Cobalt Templar Old Boss: 3 posts Judex 2 posts = 1PP From Beneath You It Devours: Are You My Mummy?: 1 post And All the Devils Here: 1 posts Gabriel 1 post goes to Cobalt Templar Strange Visitors: 1 post Cobalt Templar 3 rollover = 1PP + 1GPP = 2PP Olopi Bonfire 24 posts +1 GM post = 25 posts = 3PP Hot Shot = 23 posts The End of the World Job = 1 post Barrier 5 posts = 1PP Praetorians: The Eden Program = 5 posts Bird of Arms 3 posts = 1PP + 1RPP = 2PP Nature versus Nesting = 3 posts Sha'ir the Spellsmith 5 posts = 1PP The Spiders for Mars = 3 posts Spider on the Roof = 1post Skyjam = 1 post GM 5 posts * 2 = 10 GM posts, 1 to Bonfire Freedom of Information 5 posts Sailor Levity 2 posts = 1PP Skyjam = 2 posts Torpedo Lass 1 post = 1PP Edison vs Tesla 2k17 = 1 post Supercape Starshot 25 posts + 25 GM posts = 50 posts = 4 PP +1 GPP + Vignette + 2 Rollover Vignette= 8PP (AND MAXED) Crash on Volturnus = 25 posts Vignette Red Rat 4 posts + 46 GM posts = 50 posts = 4PP + Vignette + 2 Rollover Vignette= 7PP (AND MAXED) Hijacked = 3 posts Soviet Kitsch = 1 post Vignette Mr Murk 6 posts + 44 GM posts = 50 posts = 4PP + Vignette + 1 Rollover Vignette = 6PP Formatting Error = 1 post Codex Immortus: Voin = 5 posts Vignette Rev 53 posts = 4PP + Vignette = 5PP Superpowered Babysitters = 18 Posts Pitching in = 17 posts Far From Home = 18 posts Vignette Lord Steam 7 posts + 8 GM posts = 15 posts = 2PP + Vignette = 3PP (AND MAXED) Long Way Down = 7 posts Lament 6 posts + 44 GM posts = 50 posts = 4PP + Vignette = 5PP The Room Where It Happens = 6 posts Vignette Bloody Mess (Maxed) 2 posts go to Flintlock; Vignette to Red Rat Shaking the Branches = 2 posts Vignette Flux (Maxed) 14 posts go to Flintlock; Vignette to Red Rat Cape No More = 14 posts Vignette Rene (Maxed) Vignette to Starshot Vignette Pitch (Maxed) Vignette to Starshot Vignette Synth (Maxed) Vignette to Mr. Murk Vignette Ronin 25 GM posts = 3PP + Vignette = 4PP Vignette Flintlock 16 rollover posts + 9 GM posts = 25 posts = 3PP (AND MAXED) GM 103 posts = 206 GM posts (9 to Flintlock, 25 to Ronin, 44 to Lament, 8 to Lord Steam, 44 to Mr. Murk, 46 to Red Rat, 25 to Starshot, 5 leftover) Deeper Underground = 13 posts Block Head = 48 posts The Butcher = 14 posts Lunar London = 2 posts High Note = 3 posts Hot Shot = 23 posts TheAbsurdist Zenith 5 posts = 1PP + 1 RPP = 2PP Just Dance = 1 post Circumference of Hi = 4 posts Errant 2 posts = 1PP Nature versus Nesting = 2 posts Asad 1 post = 1PP Business Grant = 1 post Bliss 4 Gm posts = 1PP GM 2 posts = 4 GM posts (4 to Bliss) Thinking of a Place = 1 post Soviet Kitsch = 1 post Thevshi Tsunami 14 posts + 86 Gm posts = 100 posts = 5PP + 1 RPP = 6PP Observing the Mind = 8 posts Fire, Water, Fist and Coding = 4 posts Do You Have To Be An Ocean Away? = 2 posts Velocity 3 posts (maxed) Superpowerd Babysitters Wanted = 3 posts Synapse 1 posts + 99 GM posts = 100 posts = 5PP Shaking the Branches = 1 posts Paradigm 13 posts (maxed) Praetorians: Interlude= 3 posts Far From Home = 9 posts A God Among Insects = 1 posts GM 105 posts = 210 GM posts (86 to Tsunami, 99 to Synapse, 25 leftover) Crash on Volturnus = 25 posts Revanche: Engines of Destruction = 4 posts Praetorians; The Eden Program = 5 posts Suprepowered Babysitters Wanted = 18 posts Shaking the Branches = 2 posts Praetorians: Tide of Progress = 4 posts Revanche: At the Point of a Sword = 3 posts Cape No More! = 15 posts Far From Home = 21 posts Frogs Rush In = 1 posts Fire, Water, Fist and Coding = 7 posts Thogphog (No post counts post) Thunder King (No post counts post) TIff Blodeuwedd 1 post = 1PP + 1 RPP + 1 Guidebook = 3PP The End of the World Job = 1 post Emerald Spider 6 posts = 1PP Formatting Error - Act 2 = 1 post Spider on the Roof = 1 post The Spiders for Mars = 3 posts Frostbyte 2 posts = 1PP Circumference of Hi = 2 posts Miss Grue 2 posts = 1PP Ooooh Fashion (Turn to the Left) = 2 posts The Traveller 13 posts + 2 GM posts = 15 posts = 2PP A God Among Insects = 1 post Praetorians: Interlude = 5 posts Praetorians: The Eden Program = 3 posts Revanche: Engines of Destruction = 3 posts Signal in the Darkness = 1 post Voin Zhenschina 5 posts = 1PP Codex Immortus: Voin = 5 posts Dr. Thorne 1 GM post = 1PP Ms. Britannia 1 GM post = 1PP The Scarab III 1 GM post = 1PP GM 3 posts = 6 GM posts (2 to The Traveller, 1 to Dr. Thorne, 1 to Ms. Britannia, 1 to The Scarab, 1 leftover) Signal in the Darkness = 1 post The End of the World Job = 1 post The Spiders for Mars = 1 post Dakana (Guidebook) 1PP to Blodeuwedd Trollthumper (No post counts post) Vorik (No post counts post) Zeitgeist Blue Salvo 6 posts = 1PP Formatting Error -Act 2 = 1 post The Magic of Reading = 5 posts
  18. Igneus (PL 10) - NotaHoneyBadger

  19. Yesterday
  20. Hypno-Hippie (PL10) (Work in Progress)

    So, I've edit this statement a lot, because apparently, math This is what I meant to say!
  21. Hypno-Hippie (PL10) (Work in Progress)

    That's good. Should be formatted as such Combat: 12 + 20 = 32PP Attack: +6 Base Defense: +11 (+10 Base, +1 Dodge Focus) Initiative: +1 (+1 Dexterity) Grapple: +5 (+6 Base, -1 Strength) Knockback: -4, -0 without Defensive Roll (+1 Constitution, +8 Defensive Roll) Also, a suggestion. Save yourself a point. Put base defense at 9 and dodge focus at 2. It's mechanically the same as what you're doing now. Should be formatted as such Saving Throws: 7 + 7 + 10 = 24PP Toughness: +9/+1 (+1 Con, +8 Defensive Roll) Fortitude: +8 (+1 Con, +7) Reflex: +8 (+1 Dex, +7) Will: +13 (+3 Wis, +10) Another suggestion? I'd cut five points out of this. The normal character has an average of PL-2 to exotic saves. Which would be 24 for PL10. You have 29. Fascinate (Perform) needs a specialization. Like Fascinate (Perform [singing]) Why does this character have All-Out Attack? Powers: 14 + 33 + 3 = 49PP Enhanced Charisma 14 [14PP] Illusion 10 (All Senses; Flaws: Phantasms; Power Feats: Alternate Power 3) [33PP] Alternate Power: Dazzle 7 (All Senses; Power Feats: Precise) [29/30] Alternate Power: Mind Control 9 (Extras: Sensory Link; Power Feats: Precise) [28/30] Alternate Power: Stun 9 (Extras: Range 2 [Perception]; Flaws: Limited [Daze]; Power Feats: Accurate) [28/30] Immunity 5 (Dazzle Effects; Flaws: Limited [Half Effect]) [3PP] Few things here. Which Thevshi and Ari have most likely mentioned! So I'll keep it short. Illusion Power is 33 points. Precise is Precise Shot for powers. Dazzle will need it, but not Mind Control. Stun, as you have it, does not need Accurate. Perception effects don't have an attack roll. The powers should have names and descriptors. Your array powers, what do they do outside of mechanics? Immunity, what's protecting her? How is her Charisma enhanced? Mind Control and Stun, as you have them, are Perception Range.
  22. Revanche Engines of Destruction (OOC)

    I imagine its the command deck of the lead ship in the formation attackin the artifical comet.
  23. Revanche Engines of Destruction (OOC)

    Well, the problem is you do not know the destination. Without at least a general idea of where you might need to go, you cannot teleport there.
  24. Revanche Engines of Destruction (OOC)

    Stunting this last TP. Not sure of the distance required to travel so....same as last time? dropping easy and grabbing accurate to make it 40pp?
  25. Vision of Fire

    "always!" dreadnought answered, his honest heart shining through his voice "Change I champion when it is for the better, Cold stagnation i shall always oppose, that which does not change and grow, Dies, in mind and spirit if not body." the ground rumbling and whelming under his feet indicated that something massive was working its way up, "As surely as your age comes anew, so too shall it end again, it is change that preserves us from stagnation and entropy." Shifting his body weight to prepare for the emergence of whatever was coming. "but enough of this idle banter, i will see you take your leave now."
  26. Revanche: Engines of Destruction (IC)

    "Moth is good for maybes one more..." he huffed in tiredness "Afters that, Not gonna be much goodings for magics for a bit." he answered honest as he always was in such matters "Just needings to calculates pathways and of courses a location, ranging may affects the smoothness of the travels as will urgencies, as you have experiencing." he adds thoughtfully as he stands back up from resting on his knees
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