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  1. Player Name: KnightDisciple Character Name: Sun Walker, Exceedingly Prime Savant-Warrior Power Level: 10/11 (150/161PP) Trade-Offs: +5 Attack / -5 Damage (Unarmed); +2 Defense / -2 Toughness Unspent Power Points: 11 In Brief: A Chinese-American man imbued with a fragment of power from Sun Wukong, the Monkey King, Sun Walker now walks the Earth and travels the cosmos, championing the defenseless and often causing trouble for those uptight villainous sorts! Theme: Thunderball, Johnny Cash Catchphrase: "Pardon me." Alternate Identity: Daniel Jeremiah Lee Identity: Secret (On Earth); Semi-Secret (In Space) Birthplace: Seattle, Washington, USA Occupation: Electrical Power and Energy Engineer at Diablo Canyon Power Plant (Earth/Terra); Wandering Adventurer and Hero, Occasional Electrician (Galaxy Beyond Terra) Residence: San Luis Obispo, California, USA (Earth/Terra); *To Be Determined* Base of Operations: *To Be Determined* Affiliations: California Polytechnic State University (alma mater); Diablo Canyon Power Plant (employer); Institute of Electrical and Electronic Engineers (IEEE) Power and Energy Society (member); IEEE Power Electronics Society (member); Association of Energy Engineers (member); *To Be Determined* Family: Brian Lee (Father; Deceased); Alison Lee (Mother, Deceased); Heng Lee (Paternal Grandfather; Deceased); Bao Lee (Paternal Grandmother; Deceased); Chun Zhang (Maternal Grandfather; Deceased); Mei Zhang (Maternal Grandmother; Deceased); Sun Wukong (Distant Ancestor) Description: Age: 34 (DoB: August 21, 1980) Apparent Age: Late 20s to Early 30's Gender: Male Ethnicity: Chinese Height: 5'8" (normal); 6'3" (transformed) Weight: 160lbs (normal); 200lbs (transformed) Eyes: Brown (normal); Gold (transformed) Hair: Dark Brown (normal); Black (transformed) Daniel Jeremiah Lee is a man of fairly average, if athletic, height and build. His brown hair is kept in a simple and fairly short haircut of no real distinction. When working at Diablo Canyon, he is typically found in one of the rugged blue work jumpsuits all the technicians, electricians, and engineers seem to sport. On occasion he dons a suit (primarily for important meetings), but more commonly he wears well-kept jeans and a nicer shirt. This same style tends to blend over into his (self-admittedly limited) social life. When at martial arts practice he wears a fairly traditional black-with-white-accents outfit. When off in space, Daniel tends to wear more casual clothing, with jeans and a t-shirt being his most "formal" in most cases, and often wearing worn, rugged work pants, or some iteration of sport-style clothing, when living and working on the ship. Sometimes he is seen wearing his martial arts practice outfit. When in the form of Sun Walker, he is a radically different person, at least as far as looks go. His overall body grows several inches and gains several pounds of pure muscle. His build is still lean and favors speed and flexibility over raw power, but it's undeniably the physique of a warrior. His hair turns black, becomes rather spiky and wild, and grows to the point it gains some volume and reaches almost to the bottom of his shoulder blades. It also includes sideburns that blend into modest mutton chops; this stretch of his hair is even more pronounced, having a definite bristly texture to it. His brow becomes ever-so-slightly more pronounced, in a way that gives him a primal look without detracting from the sharp intelligence that shines in his eyes. His jaw and cheeks seem to gain thicker, harsher lines as well, giving a faintly simian air to his appearance. His canines become a bit longer and more pronounced. Much of his body becomes covered in a fine dark red fur, though his fingers, neck, and face are left bare. From the base of his spine sprouts a tail (just like a monkey) that he normally keeps wrapped snugly around his waist, though it can quickly and easily extend to surprising lengths. His outfit in this form is just as unique and flashy as his general appearance. His feet bear open-toe leather sandals that look to be quite sturdy. He wears pants that are a dark golden color, with a sash at the waist of a matching fabric and shade, the two ends sitting on the left side of his waist, hanging down about a foot or so. Over his torso is only a vest, bearing patterns depicting monkeys and apes frolicking about. At his wrists and ankles he bears bronze circlets, each about an inch wide overall. Recessed just a bit and held firmly in place by the raised "lip" of the circlet is a blue ribbon about 3/4" wide. This ribbon seems to be made of glossy silk. Power Descriptions: Daniel has been imbued with a fragment of the power of Sun Wukong, the Monkey King. However, at this time his mortal body cannot handle that power around the clock, and so it will lie "dormant" unless he calls upon it. When he does call up his power, it takes him a few moments of meditative concentration. Once transformed, Daniel, or Sun Walker as he prefers to be called in that guise, is a specimen of physical power. While certainly not as strong and tough as some of the true powerhouses of Earth (and beyond), he is more than capable of holding his own, with his bare hands, against any number of foes. The supernatural level of skill in martial arts he seems to possess certainly contributes to this. Of course, this strength is coupled with a body that is also much hardier and agile, as well. And with that agility comes a superhuman speed, one that lets him match a high-performance car. Coupled with his natural ability to crawl and move about on most surfaces, and the three-dimensional movement options his incredibly strong tail brings, and while Sun Walker cannot fly, he can come quite close to it in most circumstances. His skin is tough enough he can often shrug off small arms fire, and his system actually needs very little in the way of oxygen input. In effect, he can "hold his breath" for huge amounts of time, surviving in hostile enough conditions that he might as well not need to breath at all. Further, the same power and vigor that lets him move and fight long and survive more lets him laugh off extreme pressures, either high or low. In effect, he could walk on the floor of an ocean or the surface of an airless rock and not really care that much. It might chap his lips a bit. History: All of Daniel's grandparents immigrated to the United States with their families at a young age. Circumstances and coincidence (Heng often called it "fate") meant that even as they all worked hard to make it in the "Land of Opportunity", they ended up finding each other. The two couples were, at first, separated quite a bit, but time and children meant they all ended up in the same town. Then Brian and Alison met, and the rest, as they often say, is history. While Daniel's grandparents all worked blue-collar jobs of one stripe or another (with Chun doing a bit of teaching in a local martial arts dojo for a long time on the side), Brian was an accountant, and Alison an up-and-comer in the rapidly-growing Silicon Valley industry. While neither of them became truly rich, they were both quite comfortable, and more than able to provide for their only child, Daniel, who ended up pursuing an engineering degree, which certainly has never been cheap. Daniel found himself excelling in the engineering program at California Polytechnic State University. In particular, he found that he had a strong knack for working with electrical systems; he noted more than once that it just came naturally to him. His excellence in academics meant it wasn't overly trying for him to find work once he graduated. His first job was a fairly minor one at a power plant not far from CPSU, but between his outstanding performance and his membership in multiple professional societies, it wasn't too long before he began working at a nearby nuclear power plant. However, things inevitably weren't perfect. While he certainly wasn't anti-social, Daniel had trouble creating deeper connections with most people, coworkers or otherwise. Some part of himself always felt a bit restless, but he could never pin down over what. So he settled for just being the friendly, helpful guy at work who was really, really good at his job. But just a few years ago, Brian Lee was involved in a car accident that left him partially crippled and in ill health. Daniel helped pay for his parents to move in with him, and he did what he could to help both his father and his mother (who was partially retired, but was herself having some health problems). Unfortunately, the damage from the accident took its toll, and within a year, Brian passed away. Daniel coped, barely, but his mother wasn't quite the same afterwards. She tried, and for a while things were going better, but she contracted a bad case of the flu that morphed into a case of pneumonia. Just under two years after Brian passed away, so did Alison, leaving Daniel with no living family in the country. His second cousins and more distant uncles and other family all lived in China, with many of them in Hong Kong. Daniel took an extended trip (he had quite a bit of vacation saved up) to see them and try to connect, but ultimately felt more comfortable back home in the States. He and his family continued to exchange the occasional letter, but it was definitely a case of "living in different worlds". Of course, sometimes it’s the more distant relations that bring the most interesting times to your life. Daniel learned that all too well the night he laid down for sleep like normal, and awoke to meet his distant ancestor. It was about a month after his mother passed away that he “woke up†one evening sitting in the lotus position on a rock in a clearing in the midst of a beautiful forest. It took him a few moments to realize there was another person sitting across from him. A person who seemed an odd blend of monkey and human. Before Daniel could connect the dots himself, the “visitor†introduced himself: Sun Wukong, the Monkey King, the Great Sage Equal To Heaven. And Daniel’s many-times-removed grandfather. Sun had apparently taken an interest not only in Daniel himself, but just as importantly in the things Daniel would be doing with his life soon enough. So Sun had decided to grant Daniel a small fragment of his own mighty power, an infusion that would latch onto Daniel’s blood relation to the King to make him powerful in his own right. Daniel had to take a bit of time to consider, but he ultimately accepted. Sun Wukong leveled no charge or demands on how Daniel would use his power, but the ancient being’s eyes glittered with amusement (and perhaps a touch of pride?) when Daniel stated his intent to use this offered power to help others. Though the belly laugh Sun gave when Daniel said he would protect the people in “his area†was a bit unnerving. Daniel awoke from that dream feeling mostly the same. For about a week. And then, somehow, he knew just how to change his form to the more powerful one granted to him. And more than that, he knew, at least in general, the limits of this new form. Still, he took the soonest opportunity to go out to the forest and test his abilities. He found a new thrill in them, and took a couple of months to not only grow familiar with his powers, but also to try and sharpen his personal fighting skills. His ancestor’s gifts certainly gave him a boost to his skills, but he wanted to ensure that as much as possible was his own. Finally, not that long ago, Sun Walker debuted on the scene in California as an up-and-coming superhero. Though he has denied actually joining the Champions, he did make sure to maintain friendly contact with them. Sun Walker has been showing up all over, his flashy style and unique appearance a bit at odds with his calm and quiet demeanor. Still, he’s the sort of sight to inspire hope in anyone not committing a major crime. Now if only Daniel could shake that sense of needing to still be on the move without a solid sense of where to move to... Personality & Motivation: Daniel is a fairly quiet, humble sort of guy. He likes his job as an electrical engineer, takes joy in it. He’s friendly enough with coworkers and friends, but isn’t really close to anyone since his parents passed away. If left to his own devices, Daniel might read a book, tinker with an electronics board or some other electrical knick-knack, or perhaps watch a movie. He tends to be a man of few words, but when he does speak, it carries a bit of gravity, as if each word is carefully weighed and measured before being offered up. That’s not to say he never engages in small talk or friendly chats; rather, in work-related meetings or other more serious contexts, Daniel isn’t always talking, but if he is, he’s doing so for a reason beyond hearing his own voice. When out and about as Sun Walker, Daniel is...actually still pretty quiet. He’s learned that this can unintentionally unnerve some criminals. After all, a lot of heroes tend to be pretty talkative, even in a fight. When Sun Walker wades in with fist, foot, and tail, a slight smile on his face but barely more than a short call for surrender or a few words with the authorities, it makes them wonder what’s going on in that head of his. That’s not to say he purposefully sets out to scare criminals in the same way some heroes do; instead, it’s a byproduct of his naturally quiet and friendly personality that has an unexpected result. With that said, Daniel can be as serious as any other hero if innocents are placed under mortal threat. On a less serious vector, he can prove to be something of a “neat freakâ€, and tends to “zone out†others if he’s working on an engaging electrical problem or project. He isn’t quite a perfectionist, but he’s close enough that all those tendencies combined make him a bit testy if there’s a lot of overtime going into a huge deadline project at the Plant. Or if something else is going wrong that gets dumped in his lap. He’s the sort who simply has to finish a project, so he can get a bit touchy if he thinks others are shirking duty altogether. On the flip side, he has a tendency to apologize even when he doesn't need to, or politely excuse himself as he wades through the midst of a metahuman brawl. Powers & Tactics: When stripped down to basics, Daniel’s powers ultimately make him really, really good at two things at this time: fighting with his bare hands, and moving around. With the former, his general physical fitness, finesse, and strength are boosted to the high end of peak human, and he is able to comfortably survive any pressure conditions, breath any atmospheric condition, and even walk unaided in the vacuum of space. His skin is superhumanly tough, though compared to many heroes some might consider him rather vulnerable. Of course, just landing a hit on him can be a trying thing; the infusion of power from Sun Wukong also brought with it an infusion of skills, leaving him not only much better at a related forms of fighting. In particular, he possesses notable skills in Xingzhemen, Nanhouquan, Da Sheng Pi Gua Men, and Ng Ga Kuen styles. He is not at the level of a true Master yet, but he has more skill than even his years of practice with his grandfather could have given him. Combined with this potent increase in skill in attacking an opponent is an increase in the ability to avoid even being struck in combat; Sun Walker proves himself a canny opponent and slippery target to all but the most skilled of foes. More obviously supernatural is his incredible speed, sufficient to match the fastest cars in the world, but on foot! Further, he can call up enough of the supernatural cloud-walking that his progenitor possessed to keep himself from falling easily to his death. That same inheritance makes it easy for him to clamber on all but the slickest of surfaces. Of course, the extendable prehensile tail he sprouts at the base of his spine makes it even easier to get around. It is deft enough to aid him in combat, either as an additional striking limb, or a way to disturb an opponent’s footing. Yet it is strong enough to carry his body weight, such that he can easily move about many environments as if swinging on the grapnel of a darker, more brooding hero. Combined with the tail itself is his ability to morph the appearance and structure of his body to show a different, more “royal†look. Not only does it mark him as the get of the Monkey King, and as an appointed champion of that mischievous demigod, it also changes his appearance enough that anyone who knows Daniel Lee would have a great deal of trouble figuring out that he was also Sun Walker. A less combat-oriented gift is his ability to speak to any being whose biology/nature/essence is that of stone and rock, owing to the Monkey King’s origins as a statue of rock. As well, that same heritage allows him to naturally speak to monkeys, apes, and other beings of similar nature (but not extending quite so far as to speak any humanoid or hominid languages). His most subtle power is that of fortune. In particular, misfortune visited upon his foes, causing them to suffer mishaps at critical moments. It’s not as potent or as powerful as some who wield the winds of fate and chance, but in a critical moment of a fight it might be just the thing someone needs to survive. As for tactics in a fight, thus far Sun Walker has found that “move around a lot and punch guys really hard in the face or other appropriately vulnerable point†is a pretty solid tactic. Other than his mastery over the whims of luck, Sun Walker doesn’t have any “fancy tricksâ€. He’s just really good at moving around and fighting unarmed, and thus he tends to do a multitude of variations on that particular theme. Complications: That's A Bit Slick: While many surfaces are able to be scaled by Sun Walker's power, surfaces that are sufficiently smooth and seamless may prove difficult or impossible for him to properly scale. This may vary depending on the situation, and should be up to the discretion of the GM whether it's impossible, or imposes a penalty to his climbing speed and ability, and thus merit the award of a Hero Point. Not Much Of A Swimmer: Sun Walker can breathe under water just fine, and could conceivably move and run about on the floor of a river, lake, or ocean. And technically he's got positive buoyancy. But he's just not very good at moving and fighting under the waves, a legacy of his ancestor's stony nature and even more severe weakness to water-based combat. A GM might award a Hero Point for applying penalties to Sun and his combat while moving about under water, even if he wears a diving suit or the like (as the issue is something less tangible than just "I can't float" or "I can't breath"). Shady Heritage: Sun Wukong was a bit of a scamp while he walked the Earth, and his ascension meant he could, on occasion, spread that wanton delight in jokes and pranks to other places in the cosmos. Sun Walker might be recognized, in one way or another, as related to the Monkey King, and thus the GM might award a Hero Point if social situations or the like are complicated by the rather mixed reputation of Sun's fore-bearer. He's a Damn Dirty Ape: Some folks might find Sun Walker's nature as a (seeming) human-ape hybrid objectionable, and thus be disinclined to acquiesce to his requests or otherwise prove even minutely helpful. Whether on Earth or abroad among the stars. A GM might provide a Hero Point if Sun's simian nature provides trouble in one way or another for himself and/or his companions. Lots of Nits to Pick: Sun Wukong was generally a good-ish guy while he walked the Earth, but he certainly stirred up trouble. More than that, he laid low quite a few rather nefarious sorts who didn't quite go all the way to "dead", or have nasty habits of reversing that condition. Even the intervening champions between the King and Sun Walker who fought some of those folks couldn't get them all put down. So it's quite possible various demons, sorcerers, and other ill-doers of all manner of stripes might crop up in Sun Walker's life. A GM might award a Hero Point if one or more of these old foes of the Great Sage try to take down Sun Walker in lieu of striking down his ancestor, and thus bring trouble (and probably a fight) to the door of Sun and his friends and allies. Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 20/14 (+5/+2) Dexterity: 22/14 (+6/+2) Constitution: 20/14 (+5/+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +6 Attack: +15 Unarmed, +9 Melee, +7 Ranged (+3 Base, +4 Enhanced) Grapple: +24 Defense: +12 (+3 Base, +3 Enhanced, +6 Dodge Focus), +3 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +8/+2 (+5/+2 Con, +3 Protection) Fortitude: +8/+5 (+5/+2 Con, +3) Reflex: +10/+6 (+6/+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+10/+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+10/+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) 2 (1) Attack Specialization (Unarmed) 3 (1) Defensive Attack Dodge Focus 6 (3) Improved Block Improved Critical (Unarmed, 19-20) Luck 5 Power Attack (Italics indicated a feat with 1 or more ranks purchased as a power or part of a power. The cost is reflected under "Powers," below.) Powers: 22 (8+6+8) + 5 (2+3) + 8 + 10 (6[1+1+2+2]+4) + 10 (4+6) + 35 (6+8+6+4+3+8) = 90PP Fighting Buddha 4.4 (22PP Container [Passive, Permanent]) [22PP] (Celestial) Enhanced Attack 4 [8PP] Enhanced Defense 3 [6PP] Enhanced Feats 8 (Attack Focus (Melee) 1; Attack Specialization (Unarmed) 2; Dodge Focus 3; Improved Block; Improved Critical (Unarmed, 19-20)) [8PP] Gifted Tongue 1 (5PP Container [Passive, Permanent]) [5PP] (Celestial) Comprehend 2 (Speak to and Understand Animals; Flaws: Limited [Monkeys and Apes]) [2PP] Comprehend 3 (Speak and Understand All Languages at Once; Flaws: Limited [Languages of Stone/Rock-Based Life-Forms]) [3PP] Luck Control 1 (Force Re-Roll [Take Worse Result; Hero Point or GM Fiat to Cancel]; Feats: Luck 5) [8PP] ("Monkey's Paw") Royal Countenance 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Additional Limbs 1 (Prehensile Tail; Extras: Linked [Elongation, Enhanced Feats, Super-Movement]) [1PP] + Elongation 2 (10 feet; Extras: Linked [Additional Limbs, Enhanced Feats, Super-Movement]; Flaws: Limited [Prehensile Tail]) [1PP] + Enhanced Feats 2 (Improved Trip 2 (+8 Bonus to Trip); Extras: Linked [Additional Limbs, Elongation, Super-Movement]) [2PP] + Super-Movement 1 (Swinging; Extras: Linked [Additional Limbs, Elongation, Enhanced Feats]) [2PP] Morph 4 (Single Form; Disguise Bonus +20) [4PP] (Celestial) Swift As A Horse 2 (10PP Container [Passive, Permanent]) [10PP] (Celestial) Speed 4 (100mph/1,000 feet per Move Action) [4PP] Super-Movement 3 (Slow Fall, Wall Crawling 2) [6PP] Vigor of the Sage 7 (35PP Container [Passive, Permanent]) [35PP] (Celestial) Enhanced Constitution 6 [6PP] Enhanced Dexterity 8 [8PP] Enhanced Strength 6 [6PP] Immunity 4 (All Suffocation, High Pressure, Vacuum) [4PP] Protection 3 [3PP] Super-Strength 4 (Lifting Strength 40 [Heavy Load 3 tons]) [8PP] Drawbacks: Normal Identity [Full Round Action] (-4) = -4PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) + Powers (90) - Drawbacks (-4) = 150/161 Power Points Normal Identity: Daniel Jeremiah Lee Power Level: 4 Tradeoffs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Power Points: 64 Abilities: 4 + 4 + 4 + 2 + 6 + 0 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 6 + 6 = 12PP Initiative: +2 Attack: +6 Unarmed, +4 Melee, +3 Ranged Grapple: +6 Defense: +6 (+3 Base, +3 Dodge Focus), +1 Flat-Footed Knockback: -1/-4 Saving Throws: 3 + 4 + 5 = 12PP Toughness: +2 (+2 Con) Fortitude: +5 (+2 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +8 (+3 Wis, +5) Skills: 52R = 13PP Acrobatics 4 (+6) Computers 6 (+7) Craft (Electronics) 9 (+10) Disable Device 6 (+7) Escape Artist 4 (+6) Knowledge (Physical Sciences) 6 (+7) Knowledge (Technology) 6 (+7) Language 3 (English [Native], Cantonese Chinese, Mandarin Chinese, Galstandard) Notice 8 (+11) Feats: 7PP Attack Focus (Melee) Attack Specialization (Unarmed) Defensive Attack Dodge Focus 3 Power Attack DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (20) + Combat (12) + Saving Throws (12) + Skills (13) + Feats (7) = 64/64 Power Points
  2. Player Name: RobRXCharacter Name: KharagPower Level: 10 (167/167 PP)Unspent PP: 0Progress To Bronze Status: 17/30 In Brief: Immortal alien god, barbarian, one-time conqueror and member of the Praetorians. Alternate Identity: Many alternate names as well as titles, including: Veskren, K'ralg, 'Son of the Gods', 'The Golden King', 'The Deific Emperor', 'The Scourge of Za'ak', 'Conqueror Of A Thousands, 'The Immortal, 'The Destroyer' etc. Identity: PublicBirthplace: Za’akOccupation: Praetorian, King (Formerly), DeityAffiliations: Ancient Delaztri EmpireFamily: UnknownDescription:Age: UnknownApparent Age: UnknownGender: MaleEthnicity: AlienHeight: 6'0"Weight: 188lbEyes: YellowHair: None Travel clothesAs Emperor of Za'akKharag’s appearance is typical of a Za’akis; humanoid with hardened, callous hairless greenish-blue skin, with little to no body fat, only muscles and bony ridges. His face is human-like, with sharp, pointed features and bony ridges on the brow and forehead that go down his neck and spine. Eyes are sunken and yellow. He has no ears, only slits on the side of his head.Kharag’s clothes are nearly entirely of made of natural material; leather, bone, chitin and animal fur. The brightly colored and patterned scales of Kl’kran beasts (a creature of his planet) adorn his clothes. Power Descriptions:Kharag has been created by the gods of the Za'akis and such is immortal and gifted with psychic powers beyond what is usually seen in his species. Beside such gifts, he is also trained to use his own body as a deadly weapon. History:According to Za’akis legends, written on the walls of the cyclopean Cave of Nakazah, the gods made Za’ak to be a monument to savagery. For untold eons, the Za’ak lived on their world, a world they never named, hence why it was named after it’s inhabitants. That planet could easily be classified a ‘death world’, a world so dangerous just about every life form on it would attempt to kill anything it came across. This all changed when Kharag appeared. No one knows for certain where Kharag come from; legends says he was born from the hands the gods, in a distant land. Kharag had many adventures all across Za’ak, slaying beasts, saving villages, toppling entire kingdoms and so forth. He spoke of the realms beyond the stars and was eager to advance his people beyond their limited technology. However, he never managed to find anything that would allow him and others to leave his planet or at least in any way that would be feasible to manufacture in mass. He obtained his wish when the Delaztri Empire found Za’ak. Thus, they became part of the Empire and served as shock troopers. Personality & Motivation:Glory dominate Kharag’s mind. In his mind, he is the one and only rightful ruler to his people, the Za’akis (a claim without much validity to the modern Za’akis, however). Once he ruled a single small kingdom on his planet but soon he conquered the entirety of his planet. Contact with the Delzatri have somewhat softened him, however. Nevertheless, while he is not the bloodthirsty conqueror he used to be, he has remained arrogant on the simple basis that for all intent and purposes he IS a god to the Za’akis. As expected from someone born on a planet where your breakfast can kill you, Kharag often act in very simple terms. Life is to be enjoyed. Enemies are meant to be crushed and driven before you. After losing a battle, Kharag has sworn to serve the Delaztri empire and has since remained a loyal member of the Praetorians despise a bruise to his ego. Since his species joined the empire, he has no reason to part with them. While Kharag is certainly not fitting the typical superhero mindset, that isn't to say he would sit idle at innocents being endangered. Working for the Delaztri Empire has certainly instilled in him the idea of protecting what you own and while he may no longer own anything, the remnants of the Delaztri empire and his scattered people are things he will protect. And if those aren't involved, he is likely to oppose any threat on the simple basis of looking for something to overcome and defeat. Powers & Tactics:Kharag’s divine body, in addition to the usual physiology of his species, is ageless and immortal. Even when slain, it will repair itself and return him to life in perfect condition. No scars mar his skin. Trained in a nameless martial art of his people, he can utilize this immortal body as a weapon as good as any vibro sword or powered mace. In addition to his physical enhancements, Kharag is gifted with psychic powers, something generally unseen amongst his people.Complications: Honor: Kharag cannot allow his honor to be sullied.Egocentric: While he was and still is a visionary for his people, it is clear that Kharag can sometimes be lacking in maturity and humility.Underestimation: Kharag often underestimate ennemies, especially in one on one battles.Keeper of the Za'akis: Kharag was born (or created?) for the purpose of leading his people toward the stars and the future. As such, the safety, well-being and sucess of his people remain a primary imperative to him. This imperative can and will clash with his own personality, however.Never A True Leader: Kharag was never truly a wise leader. He ruled at first by inspiration and feats of power alone. When that did not work, he applied force. When the Za'akis joined the Delzatri, his influenced waned as lacked the knowledge to manage a socially and technologically advanced society. As such Kharag is prone to make terrible misjudgments should he ever lead a group.The Betrayer: Some Za’akis and people aware of the Delaztri remember Kharag as a cruel warlord who pushed his people to spread into space where they became decadent and lost their way. As such anyone who knows who he is could see him in a rather negative light.Tragic Fate: Kharag's life is a story much like a larger-than-life epic. For all his accomplishments and skill, he is often subject to truly cruel and tragic twists of fate.Abilities: 8 + 4 + 8 + 4 + 6 + 4 = 34 PP Strength 18 (+4) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 12 = 24 PP Attack: +6 (+10 Melee) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +2 Grapple: +23/+14 Knockback: -10/-5/-2 Saving Throws: 3 + 5 + 7 = 13 PP Toughness: +10/+4 (+4 CON, +6) Fortitude: +7 (+4 CON, +3) Reflex: +7 (+2 DEX, +5) Will: +8 (+3 WIS, +5) Skills: 56r = 14 PP Acrobatics 4 (+6) Craft - Structural 8 (+10) Handle Animal 6 (+8) Intimidate 8 (+10) Knowledge - Tactics 4 (+6) Language 4 (Za'Ak (native), Delaz, English, Galstandard, Khanate) Notice 4 (+7) Sense Motive 4 (+7) Stealth 8 (+10) Survival 6 (+9) Feats: 22 PP Attack Focus (Melee) 4 Animal Empathy Dodge Focus 4 Equipment 1 (EP to Praetorian spaceship and HQ) Elusive Target Evasion 2 Fearless Jack Of All Trades Luck 1 Move-By Action Power Attack Startle Takedown Attack Trance Uncanny Dodge (mental) Powers: 21 + 6 + 15 + 8 + 4 + 3 + 3 = 60 PP Alien Martial Arts, 18 PP Array (Power Feats: Alternate Power 3) [21 PP] Base: Strike 6 (Extras: Penetrating 3, Power Feats: Dazzling Attack, Improved Critical 2, Improved Disarm, Incurable, Mighty, Split Attack, Stunning Attack, Weapon Break) [18 PP] Alternate Power: Impervious Toughness 10 [10 PP] + Strike 6 (Power Feats: Improved Critical, Mighty) [18 PP] Alternate Power: Strike 6 (Extras: Alternate Save [Will, 10], Power Feats: Improved Critical, Mighty) [18 PP] Alternate Power: Enhanced Grapple 10 (Power Feats: Improved Grab, Improved Pin, Improved Throw) [13 PP] + Immunity 5(entrapment, Extras: Duration [sustained]) [5 PP] Protection 6 [6 PP] Psionic Abilities, 10 PP Array (Power Feats: Alternate Power 4) [15 PP] Base: Mind Reading 10 [10 PP] Alternate Power: Communication 6 (20 miles, Power Feats: Rapid 2 [x100], Selective, Subtle) [10 PP] Alternate Power: Immunity 10 (mental effects, Extras: Duration [sustained]) [10 PP] Alternate Power: Mind Control 10 (Flaws: Action [Full-Round]) [10 PP] Alternate Power: Mental Transform 10 (memories; Flaws: Action [Full-Round]) [10 PP] Alternate Power: Super Strength 10 (Flaws; Limited:Lifting capacity only) [10 PP] Super-Senses 8 (Infravision, Tracking, Mental Sense Accurate Acute Radius Ranged) [8 PP] Immunity 4 (Cold, Disease, Heat, Poison) [4PP] Power Movement 1 (2PP Array; Feats: Alternate Power) [3PP] Base Power: Speed 2 (25mph/250ft per Move Action) [2PP] Alternate Power: Leaping 2 (x5 per Move Action, 200ft Running Long Jump, 100ft Standing Long Jump, 50ft High Jump) [2PP] Divine Existence (3 PP Container) [3PP] Immunity 1 (Aging) [1PP] Regeneration 1 (Resurrection/1 Week, Regrowth) [2PP] Abilities (34) + Combat (24) + Saving Throws (13) + Skills (14) + Feats (22) + Powers (60) - Disadvantages (0) = 167 PP
  3. Player Name: ShaenTheBrainCharacter Name: The Newt Power Level: 10 (150/150PP) Tradeoffs: None Power Points Unspent: 0 Progress To Gold Status: 0/90 (Silver Status earned with >The Scarab) In Brief: Johnny Storm got stretching instead of fire powers. Alternate Identity: Keahi Kekoa Identity: Public Birthplace: Honolulu, Hawaii, USA Residence: Riverside Base of Operations: Freedom City, New Jersey, USA Occupation: Superhero Affiliations: The Newt, LLC; University of Hawaii at Monoa (former student athlete) Family: Haunani Kekoa (Mother), Akamu Kekoa (Father), Leilani Kekoa (Younger Sister) Catchphrase: “FIIISSST!!!†Description: Age: 21 (DoB: 1993) Apparent Age: N/A Gender: Male Ethnicity: Polynesian Height: 6ft 2in Weight: 185 lbs. Eyes: Green Hair: None Out of costume, Keahi usually wears a bandana or durag over his bare scalp, which he is still somewhat self-conscious about. He favors a casual but mainstream style, involving a lot of polo shirts and cargo pants. While "on the job," he wears a dark skintight jumpsuit with yellow splotches, vaguely reminiscent of a fire salamander, made from morphic molecules which stretch and bend with his body. He hasn't let his physical fitness dip since his athletic career ended, so his muscles are still lean, rock-hard and well-defined. Power Descriptions: The Newt can stretch, compress, or bend any part of his body, as if it were made of rubber. When his body strikes a solid surface, it bounces. The tensile strength and malleable nature of his flesh makes him virtually immune to physical harm. He is, however, vulnerable to sudden temperature changes, exposure to corrosive acidic and alkaline substances, and electrical discharge, as though his body were made of unvulcanized rubber. History: Keahi Kekoa grew up in Kalihi, a working-class industrial neighborhood in Honolulu. His family scraped by on his father’s salary as a schoolteacher while his mother stayed at home until he and his sister were old enough to become latch-key kids, after which she got a job at one of the resort hotels. Keahi was never better than an average student, but he was a “class clown†with plenty of natural athletic talent, so he was popular despite being a bit of a “weirdo.†Having a younger sibling forced him to learn a little empathy, so he managed to be popular without being a bully. Keahi’s family wouldn’t have been able to afford to send him to college on their own, but luckily, the University of Hawaii at Manoa offered him a “full-ride†basketball scholarship. As one of their Rainbow Warriors, he proved to be one of the most promising young point guards in the NCAA. Unfortunately, he drew the attention of a Yakuza fixer, who tried to convince him and several of his teammates to participate in a point-shaving scheme, and to use a new version of the designer-drug "Max" as a performance-enhancer. Keahi adamantly refused, and thought he’d convinced his teammates to do likewise. But behind his back, some of them accepted the fixer’s bribes, and his "help." The fixer decided to make an example of Keahi, hoping the rest of the chosen players would then fall in line. Unbeknownst to Keahi, some of the Manaka residue from the Yakuza's new Max strain that he'd handled the previous day had been absorbed through his skin, and reacted unpredictably with his physiology. The next morning, Keahi awoke to find his bed full of hair. He ran his hand over his scalp, and it felt smooth. What didn’t fall out overnight sloughed off in the shower. His friends and fellow students complimented “his new look,†but he was terrified. He showed up to his favorite coffee shop that evening as usual, just as one of his teammates had told the fixer he would. Subdued and distracted by his sudden hair loss, Keahi didn’t notice the Yakuza hitman’s car until his partner started firing. The hitman emptied the clip of his submachinegun into Keahi. The bullets pressed a few inches into Keahi’s flesh without breaking his skin. A second later, the slugs bounced back and clattered onto the sidewalk. The hitmen idled in front of the coffee shop for a few moments while Keahi stood there, all of them staring dumbfounded at the bullets. Then the Yakuza wheelman slammed on the gas pedal and laid a strip of burned rubber down onto the pavement. Without thinking, Keahi angrily ran after the hitmen, and, to his surprise, kept pace with their car. It took him a few more moments to notice that his arms and legs grew longer with every step, and that his feet weren’t so much striking the asphalt as they were bouncing off of it. He reached out toward the car, and his arms stretched forward until his fingers grasped it. Then the rest of his body snapped forward like a rubber band, launching him up onto the moving car. A frantic brawl erupted between Keahi and the two hitmen. Their struggle caused the car to crash into a nearby lamp post. The police arrived to find Keahi sitting on the curb, without a scratch on him, with his elongated arms wrapped around the hitmen like coils of rope. The failed assassination attempt kicked off an investigation that went higher and farther than anyone involved would have suspected. The low-level gangster bribing athletes and coaches and betting on fixed games was the tip of the iceberg. His operating funds came from money that the Yakuza had embezzled from the dues of one of the largest labor unions in the country, a union which included workers from all over the Pacific Rim and the American West Coast. Dozens of people were arrested and indicted. Layer after layer of gangsters and corrupt officials testified against those above them. The failed hit against Keahi turned out to be the one loose thread that unraveled an entire international crime syndicate. Unfortunately for Keahi, no good deed goes unpunished. He swore that his powers had first manifested on that day, but with no way to conclusively prove it, UH Manoa was forced to forfeit the entire season. And since he was barred from any future athletic competitions, Keahi lost his scholarship and had to leave the university. He went from big man on campus to pariah and pauper. He felt like he needed a fresh start, so he decided to move as far away as possible, all the way to Freedom City. He hoped that, if any of the people he helped put in prison ever came back for revenge, this would also move their target away from his family. He spent three months working a minimum-wage part-time job while attending classes at a community college before quitting both in frustration. He doubted he would have been able to keep up the balancing act even if he wasn’t also superheroing on the side. And with his newfound powers, his studies seemed pointless. What career was he going to achieve that would compare to being a superhero? (The idea that he might lose his powers, or that they might fade, did not occur to him.) One of the few college friends who would still acknowledge his existence was an economics major who had interned for a venture capital firm the previous summer. He managed to get Keahi in to see them, and helped him put together his proposal: The V.C. puts up some seed money in exchange for a partial stake in Keahi's new "brand," his superhero identity, and when profits from merchandise sales, endorsements, and public appearances start rolling in, they take a cut. Everyone involved gets to make money by making the world a better place. The pitch swayed the investors. They hired an advertising/marketing professional to come up with a family-friendly, non-threatening name and look. The initial seed money was enough to set Keahi up with an apartment, basic living expenses, and even a couple of employees for The Newt, LLC, who manage his website, social media accounts (which those in need can use to ask for his help), and print-on-demand online merchandise store. The Newt took to the streets looking for some wrongs to right, and some cameras to watch him do it. Personality & Motivation: Keahi is a basically good person who wants to use his newfound gifts to help people. But since his efforts at work/life balance have failed so far, he wants to make "being a superhero" his career instead of his hobby. That depends upon public adoration, so he is acutely aware that fame and image are of paramount importance. But he would be lying if he tried to claim that his striving for the limelight was entirely pragmatic. On the contrary, he is quite comfortable being the center of attention. He is young, immature, brash, cocky, impulsive, and sarcastic, which is potentially a recipe for thorough unpleasantness. But he tempers it with a calm confidence and natural panache which usually manages to make him charming instead of obnoxious. He isn't anything close to a deep thinker, and he has no head for strategy. But he won't hesitate to throw himself into harm's way to help a total stranger, and he won't leave until he's managed to put a smile back on their face. Complications: All About The Benjamins: The Newt is an investment, and Keahi's backers expect to make a profit on it. If his actions in public damage his brand, and thus, his profitability, then his investors could make his life more complicated. Cursed With Bald of Awesome: When his powers started manifesting, all of Keahi's body hair fell out, including his eyebrows, eyelashes, nosehairs, fingernails and toenails. A GM can give him a penalty to checks which require tactile sensitivity or dexterity, or to saving throws against effects which target his eyes or nose (especially if they involve the invasion of foreign matter). Additionally, while he is handsome overall, his condition may appear unsettling enough to some to warrant a penalty on certain social interaction checks. Family: Because of his public identity (see below), a villain may decide to hurt Keahi through his parents or his sister. Because they live on the other side of the planet, he would be unable to respond quickly. Glory Hound: The GM can demand that Keahi take a foolhardy course of action for the sake of his public image, or impose a penalty on a check or saving throw to resist or recognize a foolhardy course of action which could yield public adoration. Public Identity: Keahi's identity is not secret. He wears a mask as a nod to superhero tradition, and to reduce the chance that he’ll be recognized out of costume. But his real name is easy to find (it’s on his website), which makes other information about him (like his home address) accessible to those with the right skills and/or resources. This also makes him an easy target for lawsuits. Sucker For A Pretty Face: Keahi's libido has a tendency to override his rational brain. The GM can give him a penalty to checks and saving throws which involve resisting the allure of the opposite sex. The GM can also demand that he take a foolhardy course of action which may result in female attention. Abilities: 4 + 8 + 8 + 0 + 0 + 10 = 30PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 30/18 (+10/+4) Constitution: 20/18 (+5/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +10/+4 Attack: +4 Base, +10 Melee Grapple: +20/+14, +30 with Elongation Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: 5/2, 10/2 vs Physical Damage Saving Throws: 5PP Toughness: +10/+4, Impervious 10/0 vs Physical Damage Fortitude: +5/+4 [0PP] Reflex: +10/+4 [0PP]Evasion Will: +5 [5PP] Skills: 28R = 7PP Acrobat 2 (+20/+6) Bluff 15 (+20) Escape 0 (+10/+4, +20 with Elongation, Automatic with Insubstantial) Knowledge (Pop Culture) 4 (+4) Notice 5 (+5) Stealth 2 (+20/+6) Feats: 17PP Acrobatic Bluff Attack Focus (Melee) 6 Benefit (Wealth) Connected Distract (Bluff) Dodge Focus 6 Elusive Target Evasion Grapple Finesse Hide In Plain Sight Improved Grapple Interpose Move-By Action Takedown Attack Powers: 10 + 28 + 2 + 12 + 7 + 4 + 1 + 10 + 5 + 5 + 1 = 85PP Bouncing 9 (x1,000, Max Distance 12,000ft [2.4 miles], Flaws: Limited [No Protection Effect], Feats: Ricochet) [10PP] Elasticity 14 (28PP Array) [28PP] Base Power: [9 + 12 + 5 + 2 = 28PP] Damage 8 (Feats: Mighty) [9PP] (Spring-Loaded Strikes) Elongation 10 (5,000ft [1 mile] Max, 500ft per Move Action, Feats: Improved Range 2 [500ft Range Increments for Melee Attacks) [12PP] (Stretching) Insubstantial 1 [5PP] (Human Clay) Super-Movement 1 (Wall-Crawling) [2PP] (Human Cling-Wrap/Silly-Putty) Enhanced Constitution 2 [2PP] (Elasticity) Enhanced Dexterity 12 [12PP] (Elasticity) Enhanced Feats 7 (Elusive Target, Evasion, Hide In Plain Sight, Improved Grapple, Interpose, Move-By Action, Takedown Attack) [7PP] (Elasticity) Enhanced Skills 16 (Acrobat 8, Stealth 8) [4PP] (Elasticity) Immunity 2 (Critical Hits, Flaws: Limited [Physical Damage]) [1PP] (Homogenous Elasticity) Immunity 10 (Impact Damage [Falls, Knockback, Slams]) [10PP] (Bouncing, Elasticity) Impervious Toughness 10 (Flaws: Limited [Physical Damage]) [5PP] (Elasticity) Protection 5 [5PP] (Elasticity) Super-Senses 1 (Extended Vision [100ft Notice Increments]) [1PP] (Stretched Eyeballs) Drawbacks: (-3) + (-1) + (-3) + (-3) = -10PP Vulnerability (Cold, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Vulnerability (Corrosion/Disintegrate, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Electricity, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Vulnerability (Fire, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (16) + Saving Throws (5) + Skills (7) + Feats (17) + Powers (85) - Drawbacks (10) = 150/150 Power Points
  4. Miracle Girl In costume Power Level: 10/14 (225/250PP) Tradeoffs: +2 Toughness/-2 Defense Unspent PP: 27 In Brief: Super-strong teen with the gift of flight. Alternate Identity: Casey Blankenship Identity: Secret Birthplace: Colorado Springs, CO Occupation: College student Affiliations: Claremont Academy (alumni), FCU, Pi Epsilon Delta, Terrifi Family: Margaret Blankenship (mother), Col. Steve Blankenship (father), Josh Blankenship (older brother) Description: DoB: December 27, 1997 Gender: Female Height: 5'8" Weight: 145 lbs. Eyes: Green Hair: Honey-blonde Casey is a good-looking, athletic young woman with green eyes and long blonde hair. In her civilian identity, she typically wears her hair up and out of the way, and favors cotton or flannel shirts, loose-cut jeans and light hiking boots year round. An oversize shoulder bag made from natural hemp holds her whole life, including her MG costume. Casey still wears her old glasses, even though she no longer needs them; she feels they help to maintain her 'ordinary girl' cover, plus she just really likes the way they look on her! Casey's bio-energetic field is always active, but it is usually barely visible to the naked eye, manifesting as more of a healthy glow to her skin and golden luster to her hair. However if she uses her powers for more challenging tasks, the glow becomes far more visible and radiant. When she's active as Miracle Girl, Casey loses the glasses and lets her hair down, which tends to billow around her face when she flies, and she literally glows; yes, she knows it's a bit much, but it actually helps her maintain her secret identity! She also wears a form-fitting costume of red, white and blue with a gold belt with several pouches for gear. History: Casey's family lives in Colorado Springs not far from Peterson Air Force Base, and until recently she attended Air Academy High School. She's been an active Girl Scout since she was little, and she recently earned her Gold Award for building a wooden footbridge at a National Park near her home. Up until recently, Casey only knew her dad as US Air Force Colonel Steve Blankenship; she had no idea that her father actually worked for AEGIS as Vigilant ('America's First Line of Defense!') and would probably have never found out, due to concerns over national security. Casey has been around aircraft her entire life; her father began taking her up in his Cessna before she could ride a bike. It was during a weekend training flight that a bizarre accident occurred; a summer storm suddenly came upon the tiny aircraft, which was was struck by lightening as Casey hurried to get back to the airfield. The bolt passed right through both her and her father, somehow transferring some of his powers to her. After the incident, Casey was taken to a secure location where it was explained who her father was and how important it was that his identity be kept a secret, and she swore an oath that she would. When it was discovered she now shared some of her father's gifts, AEGIS contacted Headmistress Summers and asked if she could accept a new student. After graduating with honors from Claremont Academy, Casey enrolled in the journalism program at Freedom City University. She is also a member of the Pi Epsilon Delta sorority. She has also worked closely with the super-detective Terrifica, and considers her a friend and mentor. Personality & Motivation: Casey is thoughtful and outgoing, and makes friends easily, though sometimes she comes off as a bit of a goody two-shoes. She is passionate about volunteer work, and sees heroism as merely an extension of what she's done most of her life. She also loves the romantic notion of being a newspaper reporter like her grandfather who worked for the Miami Herald for thirty years, even though she knows in modern times it means less and less. Casey tries to tell the truth at all times, but understands that a secret identity does require the occasional 'white lie', as much as it pains her. Outside of journalism, her interests include almost any sort of outdoor activity (hiking, camping, skiing and white-water rafting are among her favorites), as well as reading, playing board games and shopping with friends. Casey has also loved aviation since she was a little girl, something her pilot father instilled in her; even though she can now fly under her own power, achieving her student pilot certificate is still one of her proudest achievements. Powers & Tactics: Casey is getting more comfortable with her powers, but is still working on her tactics; so far, Miracle Girl is a fairly straightforward fighter, primarily relying on her impressive strength and speed to get the job done. She can take a lot of punishment, so she's happy to draw fire away from less physical heroes or to protect innocents. Her super-breath offers her a good option to take out a lot of mooks at one time, her heatvision is very precise, and her keen eyesight and ability to monitor emergency frequencies give a heads up when danger is near. Miracle Girl's body isn't actually any stronger, faster or tougher than any normal human's; a strange golden bio-energy field, channeled through Casey's own brain, allows her to accomplish these feats. Psionic energy is capable of disrupting that field, meaning Casey is more vulnerable to mental attacks. She has come to appreciate the value of stealth and occasional trickery when fighting crime; though she tries hard to be a 'good girl', these minor deceptions give her a little secret thrill. Complications: "Yeah, he's my dad..." - Casey's father is Col. Steve Blankenship, aka Vigilant, 'America's First Line of Defense'. It's not quite as cool as it sounds. "I know he just wants me to be safe." If any of Vigilant's enemy's figure out who Casey is, they might try to get to him through her. "No, I really am a Girl Scout." Scouting has been a major part of Casey's life since she was five years old; she takes her pledge to the Scouts and their values very seriously. "There might be a story here." Casey is both naturally curious and has a reporter's instincts; if she thinks there's a wrong that needs to come to light, she will do everything in her power to expose it. "Are you going to finish that?" Casey needs to eat about twice as much as a normal girl her size to keep herself going. Abilities: 4 + 4 + 4 + 6 + 2 + 10 = 30 PP Strength: 30/14 (+10/+2) Dexterity: 14 (+2) Constitution: 30/14 (+10/+2) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 20 (+5) Combat: 12 + 12 = 24PP Initiative: +9 Attack: 6, Melee +6, Ranged +6, Unarmed +10, Heatvision +14 Grapple: +20 (+10 Str, Attack 6, Super-Str 4) Defense: 8 (+6 Defense, +2 Dodge Focus), 3 Flat-footed Knockback: -9 Saving Throws: 0 + 0 + 8 + 9 = 17PP Toughness: +12 (+2 Con, +8 Enhanced Con, +2 Protection) Fortitude +10 (+2 Con, +8 Enhanced Con) Reflex +10 (+2 Dex, +8) Will +10 (+1 Wis, +9) Skills: 128 Ranks = 32PP Bluff 5 (+10/+14 Attractive/+16 Mimicry/+20 Attractive + Mimicry) Craft: Structural 2 (+5) Diplomacy 15 (+17/+21 Attractive) Skill Mastery Disable Device 7 (+10) Disguise 5 (+10) Drive 2 (+5) Gather Information 5 (+10) Investigate 2 (+5) Intimidate 10 (+15) Skill Mastery Knowledge (Behavioral Science) 2 (+5) Knowledge (Current Events) 2 (+5) Knowledge (Earth Science) 2 (+5) Knowledge (Pop Culture) 2 (+5) Knowledge (Streetwise) 2 (+5) Knowledge (Technology) 2 (+5) Languages 4 (Arabic, ASL, Japanese, Spanish) Medicine 4 (+5) Notice 14 (+15) Skill Mastery Perform (Dance) 2 (+7) Pilot 3 (+5) Ride 3 (+5) Search 7 (+10) Skill Mastery Sense Motive 9 (+10) Stealth 8 (+10) Survival 4 (+5) Swim 5 (+7/+15) Feats: 20PP Attack Specialization 1 (Heatvision) Attack Specialization 2 (Unarmed) Attractive Dodge Focus 2 Equipment 1 Improved Initiative 2 Improved Sunder Inspire 3 Interpose Leadership Luck 1 Precise Shot Skill Mastery (Diplomacy, Intimidate, Notice, Search) Takedown Attack Ultimate Toughness Equipment: 1PP = 5EP 'Bug-Out Belt' contains: First Aid Kit 1EP Flashlight (headlamp) 1EP GPS Receiver 1EP Multi-tool 1EP Rebreather 1EP Powers: 4 + 16 + 18 + 1 + 9 + 8 + 2 + 18 + 13 + 15 = 104PP Communication 4 (Radio, 1 mile range) [4PP] Enhanced Constitution 16 [16PP] Enhanced Strength 16 (Power Feats: Alternate Power 2) [18PP] AP: Damage 8 (Freezing Breath, 80' length; Extras: Area [General, Cone], Selective, Flaw: Action [Full-Round Action]) {16/16} AP: Damage 6 (Heatvision; Extras: Ranged, Feats: Accurate 3, Precise) {16/16} Feature: Mimicry [1PP] Immunity 9 (Life Support) [9PP] Impervious Toughness 8 [8PP] Protection 2 [2PP] Super-Senses 18 (Extended Hearing 3 [10,000 ft], Ultra-Hearing, Extended Vision 3 [10,000 ft], Infravision, Microscopic Vision 1 [Dust-Size], Radar, Radio, X-Ray Vision [Resisted by Lead, +4]) [18PP] Super-Strength 6 (Strength 60, Heavy Load: 50 Tons, Feat: Super-Breath) [13PP] Swift as the Wind 7 (14PP Array, Feats: Alternate Powers 1) [15PP] Base: Flight 7 (1000 mph) {14/14} AP: Quickness 14 (x50,000) {14/14} Drawbacks: (-3) = -3PP Vulnerability (Psionic Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Freezing Breath 80' Cone DC 23 Toughness Damage Heatvision Ranged DC 21 Toughness Damage Super-Breath Ranged DC 20 Reflex Trip TOTALS: Abilities 24 + Combat 20 + Saving Throws 17 + Skills 32 + Feats 20 + Powers 104 - Drawbacks 3 = 225/250 Power Points
  5. Nightingale Power Level: 8 / 13 (180/215PP) Trade-Offs: None Unspent PP: 35 In Brief: A thief turned religious sister turned vampire turned thief turned hero. Alternate Identities: Nicola "Nick" Cervenka Identity: Secret Birthplace: Prague, Czech Republic Occupation: Nurse Affiliations: None Family: None Age: 21 Gender: Female Ethnicity: Caucasian Height: 5'10" Weight: 135 Eyes: Grey Hair: Dark Brown, often dyed. Even before she was transformed into a vampire Nicola was a pale skinned brunette whose height, gray eyes and slender build would have turned more than a few heads. She carries herself with unshakable calm and moves with a preternatural--and almost predatory--grace that carries over as an uncanny stillness, though in manner she is warm and inviting. Nicola doesn't confine herself to one particular fashion or style, wearing what she feels like, and sometimes dying her hair to match (or as the mood takes her.) The one ubiquitous accessory that is nearly always in her possession is the rosary she held from her all-too-brief service to the church. Heroics, on the other hand, call for a certain look. Wearing dark clothing shrouded in a black long coat, Nightingale seeks to invoke the intimidating style of the eighties and early nineties, while also giving a nod to the fashions of private detectives. Sometimes she even wears sunglasses at night. History: My name is Nicola, and despite appearances to the contrary, I am not a monster. "Willful," the school administrators called me, which was a polite way of saying stubborn and opinionated, and though I wasn't fully aware of it at the time I knew it caused no end of frustration for my parents. That being said the first thirteen years of my life were fairly ordinary, and that chapter of my life closed with a fairly ordinary car accident. There isn't much to say about the time between the car accident to the time I felt I could do better or my own. That "willfulness" again I suppose, but by the age of 16 I was eking out a living on the streets of Prague doing an odd job here or there but mainly I was a thief. There were some hard lessons to learn, and the first I learned was that it was "safer" (relatively speaking) to be a boy, and with my frame it was certainly easy to disguise myself as one which worked well for a time. Then I met Kveta. She was a little older than me, a few years I think, and had been at the game longer than I was. She was also quick, smart, charming, and one hell of a thief and I found myself pulled into her orbit. She taught me a lot and, gradually I came to love her. In hindsight, that's probably not what it was, but I was young and convinced and, well, love is a weird thing--the one you love is either completely incapable of wrong and you don't dwell too much on their actions or you do the complete opposite. Writing that down, that sounds more like obsession. Which, yeah, fits. I never really thought about the other girls, and some boys, Kveta recruited. I didn't really think of it as recruiting, but sure enough there was soon a small gang of us. And some of the things we were doing changed and instead of being on our own we took jobs for the Bratva, petty theft started to give way to higher and higher stakes; picking pockets gave way to cracking safes and.. well.. I ended up in prison. My stay was comparatively short, most of the evidence against me turned up missing, but I started to have doubts about the direction of my life. I started talking to a Catholic deacon, and as terribly cliché as this sounds, I found a new path to follow. When I was released, with the help and recommendation of Deacon Anatoli I joined a local convent as a novice sister. The work was good, my life was in general looking better, and the other sisters did not judge me for my past. I say was, because one night a stranger came to our door seeking shelter from a storm. Something seemed off about the man, and my old instincts warned against allowing him in, but before I could say anything the man identifying himself as "МаÑтер," was invited in. Then all hell broke loose as he tore the throat out of the sister that invited him in. The other sisters scattered, terrified but I was, perhaps, a bit stupid. I kicked him, I punched him, I grabbed him and slammed his face against the brick wall and... and he laughed at me. Moving faster than I could follow, I felt a sudden impact before my vision went black. The state of the convent when I woke was the stuff of nightmares, and I'll spare you the details of the grisly scene and the discovery of my own changes, suffice to say that I still pray that God will one day reveal why he allows creatures such as I. I've had to resort to theft again, to eat, to live. The alternative is not an option I want to take. I'm not sure why I was spared (if you can call it that,) but I will find this "Master" and put an end to him. I've caught a trace of him in Freedom City, in America, which is in a way to my benefit. I might be able to find allies, even friends, and it is a city where I can do some good. Personality & Motivation: Nicola is... complicated. She is determined to find--and possibly unmake--the person who made her what she is, not for her sake but so that it doesn't happen to others. Though she hides it behind an aloof--sometimes cold--exterior, a strong altruistic streak runs through Nightingale; she doesn't have much but what she has she'll give to others if their need is great. Nicola isn't suicidal, in the eyes of the faith she still clings to such a thing is a sin, though she's prone to bouts of melancholy when she stops to consider what she has become which tends to make her a little eager to be the martyr. She still clings to her faith, if only by the fingertips, but she wonders why God would even allow creatures such as she. Powers & Tactics: As both a vampire and a blood mage, Nicola has a number of physical or magical means to track, subdue or otherwise function as a hero. She has a limited focus in her blood magic on manipulating the blood directly, preferring to concentrate on the more on the familial and social relationships of blood magic, and the breakdown of those relationships. Complications: I Never Drink... Wine: Nightingale can only survive off of blood, normal foods do nothing for her and in some cases make her ill! However if blood is mixed in with the foods she can eat them without being sick. She still gains no nourishment from it, though in the case of alcohol it'd at least allow her to feel the effects. Tarnished: Before she was a religious sister Nicola was a thief. Not a particularly good thief, nor a particularly bad one, but one that didn't quite respect international borders--and would occasionally work for those of dubious character, like the Russian mob for instance. Interpol has a file on her, and watches her movements. Literally A Monster: Vampire Blood Mage; not a combination of attributes that has the best of reputations. Sun Sensitive: While the sun isn't deadly to Nicola, she does find prolonged exposure to be uncomfortable and sufficiently long periods are painful with the headaches they produce. Sudden exposure to bright sunlight can also be particularly distracting though the effect can be mitigated somewhat with eye protection. Abilities: Strength: 26 (+8) Dexterity: 28 (+9) Constitution: - (-5) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 24 PP Initiative: +9 Attack: +8 Grapple: +16 Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 0 + 0 + 7 = 7PP Toughness: +8 (+8 Protection) Fortitude: Immune Reflex: +9 (+9 Dex, +0) Will: +8 (+1 Will, +7) Skills: 108 Ranks/27 PP Acrobatics 6 (+15) Bluff 9 (+12, +16 Attractive) Diplomacy 9 (+12, +16 Attractive) Disable Device 11 (+15) Drive 1 (+10) Gather Information 2 (+5) Investigate 6 (+10) Knowledge: Arcane Lore 6 (+10) Knowledge: Streetwise 3 (+7) Knowledge: Theology 3 (+7) Language 2 (Czech [Native], English, Russian) Medicine 4 (+5) Notice 9 (+10) Perform: Percussion 4 (+7) Search 6 (+10) Sense Motive 9 (+10) Sleight of Hand 6 (+15) Stealth 12 (+21) Feats: 14 PP All-Out Attack Attractive Dodge Focus 4 Evasion 2 Fascinate: Diplomacy Fearless Power Attack Ritualist Takedown Attack 1 Uncanny Dodge: Olfactory Equipment: None Powers: 68 PP Blood Magic 5 (10PP Array, Feats: Alternate Power 4) [14 PP] BP: Damage 8 (Extras: Alternate Save [Fortitude], Flaws: Distracting, Requires Grapple, Feats: Insidious, Subtle) linked Boost 12 (Single Trait [Regeneration], Extras: Affects Objects [Only], Flaws: Personal, Source [blood]) [10 PP] AP: Healing 8 (Flaws: Tiring, Feats: Persistent, Regrowth) [10 PP] AP: Move Object 8 (Strength 40 [Heavy Load: 3.2 tons], Extras: Range [Perception], Flaws: Limited [Objects/Individuals with Blood], Extra Save [Fortitude], Feats: Precise) [9 PP] AP: Sensory Link 8 (2000 Miles, Flaws: Distracting, Feats: Subtle 2) [10 PP] AP: Super-Senses 4 (Postcognition, Flaws: Source [blood]) and Mind Reading 8 (Extras: Action [Move/Standard], Flaws: Duration [instant/Lasting], Range 2 [Touch], Source [blood], Feats: Subtle 2) [6 PP] Immunity 30 (Fortitude Save) [30 PP] Protection 8 (+8 Toughness) [8 PP] Regeneration 6 (Recovery Bonus +5 [+0 Total], Resurrection 1 [week], Flaws: Unreliable [5 Uses, Blood Recharges]) [3 PP] Super-Senses 2 (Darkvision) [2 PP] Super-Senses 6 (Blood Awareness [Olfactory, Very Common Descriptor], Acute, Tracking 2 [Normal Speed]) [6 PP] Enhanced Physiology 1 (5PP Container [Passive, Permanent]) [5 PP] Leaping 1 (x2 [Running Long Jump: 30 ft.]) Speed 2 (25 MPH, 250 ft./rnd) Super-Movement 1 (Slow Fall) Drawbacks: -0PP None DC Block: [table]ATTACK RANGE SAVE EFFECTUnarmed Touch DC 23 Toughness (Staged) Damage Damage 8 Touch DC 23 Toughness (Staged) Damage Healing 8 Touch DC 18 Fortitude (Harmless) Healing Mind Reading 8 Touch DC 18 Willpower Mind Reading Move Object 8 Perception DC 18 Fortitude Move Object Sensory Link 8 2000 Miles DC 18 Willpower ESP [/table] Totals: Abilities (40) + Combat (24) + Saving Throws (7) + Skills (27) + Feats (14) + Powers (68) - Drawbacks (0) = 180/215 Power Points
  6. Elite Power Level: 10 (150/156 PP) Trade-Offs: Variable Offensive, +0 Defense/+0 Toughness Unspent Power Points: 6 In-Brief: Delaztri noble and officer, who has now outlived her society. Alternate Identity: Lady Tatiana Gaius Libera Identity: Public Birthplace: Muras Occupation: Praetorian Affiliations: Ancient Delaztri Empire Family: None Living Description: Age: 37 Gender: Female Ethnicity: Murian Height: 5'7" Weight: 160 lbs Eyes: Gray Hair: Blonde Tatiana is a powerfully built, human-looking women with weathered features and a commanding presence. Her wavy blonde hair is usually worn down, and on the job, she is most often seen in the uniform of an officer of the ancient Praetorian Empire. She bears a jagged scar along her eye, and her left arm has been replaced by a sleek, mechanical replacement, the most glaring costs of her military life. In addition, she keeps the Sword of the Elite at her back, A compact weapon which erupts into a golden sword of light, and at her shoulders, the Wings of Muras, an armor of sorts, which projects a shimmering energy field to protect its wearer. History: The Sword of the Elite. A mighty relic of the ancient Delaztri Empire, forged by a mad genius of a swordsmith. Entrusted to a series of the empire's mightiest leaders, the weapon was enough to allow one warrior to single-handedly take on a legion. It turned great generals into unstoppable conquerors. And they liked it. The Elites- successors to the sword- earned great glory for their conquests, but also great infamy for their slow descent into brutality and bloodlust. An acceptable cost, by Delaztri standards. Until Elite Ragnus Carn Ferox, after tearing his way through a Vishnari garrison, and continued fighting until he realized his opponents were armed with small arms, sticks, and their bare hands in defense of their children and elderly. The true battle won, he left. Left the world, and for a time, left the empire. On official pretext, of course. There were many worlds an races marked for conquest, but Elite Ragnus chose one in particular. Muras. A peaceful planet, whose culture valued communication, arts, and learning, and according to Delaztri intelligence, their military upheld a rigid form of martial pacifism. Functional and defensive, and a respectable code of honor. Upon reaching the planet, he made himself known to the planet's leadership. A terrifying announcement, but the locals met it with admirable stoicism and resolve. He challenged the Murian high commander, General Valora Lumina, to a duel, with conventional arms. The pair fought to a draw, and Ragnus deemed Muras adequate. So, he negotiated peaceful integration of the Murian people into the Delaztri Empire, one of the cornerstones of the agreement was declaring General Valora his successor as the Elite, and declaring the Murian people as the keepers of the sword, as their society could be trusted to wield it without letting its power consume them. And so, life went on for generations, with the Elite serving as stalwart defender of the Empire. This is the world to which Lady Tatiana Gaius was born, heir apparent to one of the great military houses of Muras. Groomed from birth for leadership, for command, and for war. Upon graduating the Murian military academy, she was stationed to her first command, and began climbing up the ranks through honorable service, all the way up to becoming a general, as was her birthright. In their expansion, the Delaztri came into conflict with the Qi'tar, who formed one of the few alliances capable of giving the empire a true challenge. In the war, they seized Cena V, a major Murian agricultural outpost, and a strong potential staging ground for an assault on Muras itself. At the time, there were four Murian generals, including their Elite, She Whose Name Was Purged From History, the leader among the four. Despite all protests, the Elite received orders to deploy Murian forces in defense of more 'vital' targets. This was deemed unacceptable. So, she did the unthinkable to the piously honest Murian people. She falsified orders for the other three generals to liberate Cena V, while she and her strike group held the line personally. It was a bloody conflict. The Elite's defense held, and Cena V was wrested from Qi'tar control, but of the three generals sent to liberate the world, she was the only one to survive. In the aftermath, the Elite was forced to retire for her deception, outcast from her world, and simply for being involved, Tatiana received equal parts praise and contempt. She received the title Tatiana Gaius Libera, yet lost her commission. However, the queen, respecting her honor and strength as a warrior declared her successor as the new Elite, and nominated her for membership in the Praetorian guard, once she had trained the next generation of generals, continue her service in defense of the Empire, even if politics necessitated an end to her military career. Powers & Tactics: Tatiana herself is not a powered individual. Though highly trained and capable both mentally and physically, she is not, in fact, superhuman. However, she is armed with superior alien technology. The lesser of the two, the Wings of Muras, is a protective shield, both from attacks and environment, which can also enable flight and serve as a power supply. The greater is the Sword of the Elite. While disabled, it looks like a particularly clunky short sword in a bulky sheath. Active, it is a sword of light, varying in quality from a tightly focused golden blade to a raging pillar of energy to a fine cord, or even changing in substance to fire or electricity or a kinetic field. [br] Complications: As Good as Your Word: Among Murians, you are as good as your word. The higher your station, the higher the expectations of honesty from you. Honesty is deeply ingrained in the culture, and as a highborn, Tatiana strives to be infallibly honest, as a matter of basic self-respect and honor. She understands the concepts of deception, tries not to judge other races for it, and knows how to spot a lie more often than not, but she does not, herself, lie. Rules of Engagement: As the Elite, Tatiana holds herself to some unreasonable standards of what does and does not constitute honorable combat. She will not attack an opponent unawares (though planting an explosive charge on them to detonate should they attack is fair game), she will not decline a duel, and will generally conduct herself at the highest standards of honor in combat even if it puts her at a disadvantage or her opponent does not extend the same courtesy. A Sword To Protect: The Sword of the Elite was once a tool of indiscriminate slaughter, its raw power corroding the honor and basic humanity of its wielders. High-ranking Murian officials were educated in the standards required if they were ever called upon to take up the blade. The most sacred among them is that the sword exists to protect, not destroy, and it exists in service to others, not to self. She will never draw the sword except to defend another, not even to defend herself. If her motivations would be impure, if drawing the sword would mean drawing it in anger or revenge, then she won't draw the sword. Incoming: It is generally frowned upon to go about daily life carrying an ancient super weapon, and wearing the equivalent of power armor on your back. As such, she spends more time without her equipment than with. While she can call them by remote, it can take some time for them to arrive. How she holds out until then is another matter. Stupid Batteries: The Wings of Muras are a tremendously powerful source of energy, but without it, she only has so much to work with. Her sword can only operate so long on internal power, and even her arm can run dry without a power source. Mechanical Arm: Tatiana's left arm is not flesh and blood. Instead, it's very obviously robotic, making disguises rather difficult, but also having its own drawbacks, such as requiring power, not being able to recover naturally, and being susceptible to EMPs and the like. Abilities: 8 + 8 + 8 + 14 + 10 + 10 = 58PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 24 (+7) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 8 = 16PP Initiative: +4 (+4 Dex) Attack: +8 Melee, +4 Ranged (+4 Base, +4 Attack Focus: Melee) Grapple: +12 (+18 with Sword of the Justicar) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 (-3 flat-footed) Saving Throws: 3 + 1 + 3 = 7PP Toughness: +10 (+4 Con, +4 Defensive Roll, +2 Protection) Fortitude: +7 (+4 Con, +3) Reflex: +5 (+4 Dex, +1) Will: +8 (+5 Wis, +3) Skills: 92R=23PP Acrobatics 1 (+5) Computers 3 (+10) Diplomacy 5 (+10) Escape Artist 1 (+5) Gather Information 5 (+10) Intimidate 5 (+10) Investigate 1 (+8) Knowledge: Tactics 13 (+20) Knowledge: Galactic Lore 3 (+10) Language 2: Delaztri (Native), Galstandard, English Notice 15 (+20) Pilot 6 (+10) Ride 1 (+5) Search 1 (+8) Sense Motive 15 (+20) Craft: Artistic 3 (+10) Perform: Stringed 5 (+10) Perform: Dance 5 (+10) Knowledge: History 1 (+8) Knowledge: Art 1 (+8) Feats: 15PP Attack Focus: Melee 4 Defensive Roll 2 Dodge Focus 6 Eidetic Memory Master Plan 2 Powers: 16 + 15 = 31PP Device 4 (Wings of Muras; 20PP Container, Flaws: Hard-to-lose) [16 PP] Feature 3 (Communicator, Power Supply, Remote Control) [3PP] (Standard Equipment, Tech) Flight 3 (50 MPH/500 fpm) [6PP] (Hover, Tech) Immunity 9 (Life Support) [9PP] (Environment Field, Tech) Protection 2 [2PP] (Energy Shield, Tech) Device 5 (Sword of the Elite; 25PP Container, Flaws: Easy-to-lose) [15 PP] Sword of the Elite (Tech, Laser; 20PP Array Feats: Alternate Power 5) [25PP] Base Power: Damage 10 (Extra: Area [100' Cone]) {20/20PP} (Sword of the Conqueror, Laser, Tech) Alternate Power: Damage 2 (Extra: Autofire [6], Penetrating [6]; Feats: Accurate 3, Homing 2, Mighty) {20/20PP} (Sword of the Legion, Laser, Tech) Alternate Power: Damage 6 (Feats: Accurate, Extended Reach 5, Knockback 5, Mighty, Subtle, Triggered: Target Attacks) {20/20PP} (Sword of the Diplomat, Tech, Kinetic) Alternate Power: Damage 6 (Feats: Accurate, Improved Range, Mighty; Linked: Elongation 4 [Extra: Projection; Flaw: Limited: Sword], Super-Strength 2 [Flaw: Limited: Sword]) {15/20PP} (Sword of the Justicar, Tech, Laser) Alternate Power: Damage 8 (Feats: Affects Insubstantial 2, Improved Critical 2, Mighty, Variable Descriptor 2) {15/20PP} (Sword of the Master, Tech, Variable) Alternate Power: Drain Strength 12 (Feats: Slow Fade 4 (1 hour)) {16/20PP} (Sword of the Merciful, Tech, Electric) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +8 Touch DC19 Toughness (Staged) Damage (Physical) Sword of the Conqueror 100' Cone DC20 Reflex/DC25 Toughness (Staged) Damage (Laser) Sword of the Legion +14 Touch DC21 Toughness (Staged) Damage (Laser) Sword of the Diplomat +10 Touch DC25 Toughness (Staged) Damage (Kinetic) Sword of the Justicar +10 Touch DC25 Toughness (Staged) Damage (Laser) Sword of the Master +8 Touch DC27 Toughness (Staged) Damage (Variable) Sword of the Merciful +8 Touch DC22 Fortitude (Staged) Drain Strength (Electric) Totals: Abilities (58) + Combat (16) + Saving Throws (7) + Skills (23) + Feats (15) + Powers (31) - Drawbacks (0) = 150/156 Power Points
  7. Player Name: HG Morrison Character Name: Roulette Power Level: 11/12 (181/186PP) Trade-Offs: -4 Attack / +4 Damage, +2 Defense / -2 Toughness Unspent Power Points: 5 In Brief: Conman who shoots optic blasts Alternate Identity: Stahnze Turk Identity: Public Birthplace: Zultas Occupation: Bounty Hunter Affiliations: The Voidrunners (Ruby Voxx and Bliss) Family: Leorio Turk (Father, Deceased), Sattara (Mother, Deceased) Description: Age: 28 (DoB: 1986 [April 22nd]) Gender: Male Ethnicity: Zultasian Height: 6'1 Weight: 205 lbs. Eyes: Blue Hair: Silver and Black Roulette is an purple skinned male with an athletic build. His short spiky silver hair is kept spiked owing to some dedicated time with hair care products. His typical clothing tends to favor exposing his arms to take in light better directly on the skin. On the job, Stahnze wears a custom made white jumpsuit that looks almost like militarized gear. He is known to wear a silver visor with a ruby lens. The visor an attachment system for Stahnze to add a portable rebreather. When either the rebreather or the environmental seal of the space suit are in use it appears much like a jade green transparent layer over his face. Power Descriptions: His Optic Blasts appear as if they were violet colored beams of coherent light. Appearing a bright red for those whom can see the infrared spectrum. And a dark blue for those who see under the ultraviolet spectrum. History: Stahnze Turk was born the son of a Star Knight and a lounge singer. The pair met while Leori (his father) was in the midst of an investigation and Sattara (his mother) was working in a bar in the seediest bit of Khanate claimed space. Leori was a rarity in that not many citizens of the Stellar Khanate were chosen as Star Knights. Few having deemed worthy by Mentor of having the strength of character required. Leori served his time as a Star Knight honorably, earning him about as many fans as could be expected in Kinan Kahn's empire. Which was to say none, at least none that could actively express much support publicly. At least until the Stellar Khanate went to war with the Lor. When Leori left to participate in the war, dying branded a traitor against the Khanate. When Stahnze was fourteen years old, his mother passed away from an untreatable coronary disease. Leaving him with no one left to care for him. Stahnze chose to spend his teenage years traversing the stars. Unfortunately living as a spacer required some sort of financial backing. Lacking a proper source of income he learned to rely on the kindness of strangers. Or rather manipulating said kindness to his own ends. Stahnze became an interstellar confidence man. Funding his travels by tricking others out of their hard earned gains. Stahnze actually began to get a taste for the luxurious as he began to accrue wealth. In response to his burgeoning craving of the high life his crimes began to get more extravagant attracting more unwanted attention his way. Such attention lead to Stahnze being captured by members of the Stellar Khanate crime syndicate as retribution for scamming one of their members out of a substantial sum. The crime syndicate handed Stahne over over to an underground military research team that worked directly for Star Kahn. Their research seeking to create living weapons for the glory of the Khanate. The researchers thoroughly modified and experimented on Stahnze. With tremendous results as Stahnze became able to metabolize photons around him into coherent beams of concussive force fired out of his eyes. Before any further research could be conducted on the full capability of his powers, Stahnze used his new ability to blast his way out of the facility. Leaving the entire location in shambles, with the research data fully destroyed. As a free man again, Stahnze resumed pulling off massive confidence jobs. Tricking criminal and lawman alike out of many a profit. For as good as he was at acquiring money with his scams, Stahnze was equally lacking in business savvy. Accruing a massive debt with some bad investments through various criminal contacts. His face became a common sight on many a bounty poster soon after. Bounty hunters were usually caught off guard by proper misdirection or a well placed optic blast. To Stahnze's credit, he never harmed a civilian while on the run. There was definite amounts of collateral damage as he destroyed the environment all willy nilly to escape capture. But, Stahnze kept enough control to avoid catching anyone he wasn't targeting in the crossfire. It became so costly to chase after him that Bounty hunters began to actively avoid going after Stahnze's bounty. With the notable exception of a bounty hunter by the name of Ruby Voxx. Stahnze considered her the most relentless bounty hunter to chase him down. If he lingered for too long, she would be hot on his heels soon after. Keeping the conman looking over his shoulder everywhere he went. This dichotomy continued on for years. Everything changing when Stahnze went to the planet Un-Sabnur. Stahnze lost a card game in a small bar and had to rely on his charm to avoid being bifurcated after admitting he did not have the money to pay the amount he owed. Ranark the winner of the game agreed not to kill Stahnze. Stahnze just had to return the payment in triplicate. With Ranark having already chosen the means for Stahnze to gain the money. Ranark was a former gladiator in the planet's famed coliseum. After retiring he became the cruel overseer of the current crop of gladiators on the planet. Seeking to earn a big pay day, he wanted Stahnze to drug the current gladiatorial champion's latest challenger. In all betting pools Bliss, the current champion, was the massive underdog going into the fight. So a bet in support of Bliss would have paid substantially had she won the fight. Rather than leave things up to chance, Ranark wanted Stahnze to provide him a guarantee. Before Stahnze could accomplish the poisoning he was caught in the act by Bliss. Barely managing to escape capture he made a run for it in the process alerting more of the gladiators of the commotion. Bliss was accused as Stahnze's co-conspirator by Ranark who spun the story around to cover himself. Disgraced gladiator Bliss sought to clear her name, escaping in the heat of night rather than face an undeserved punishment. Her plan to catch Stahnze and beat a confession out of him. While Bliss was chasing Stahnze through Space, so too was Ruby Voxx in hot pursuit of the two "partners in crime." A pursuit which ended with all of them crash landing on a remote planet called Slogth in the rim of Lor and Stellar Khanate territory. Though Voxx had technically caught her quarry upon landing, it left the three stranded on a planet they knew nothing about. The locals had actually intended on hiring a trio of famed warriors for hire named the Voidwalkers to defend them against the Nebula crime syndicate whom wanted to invade the village for its herbs that could be used to manufacture a new drug. Unbeknownst to the locals the Voidwalkers were merely characters in an old Earth sci fi show that had somehow streamed on to their planet. When Ruby Voxx informed them that her ship was called the Voidrunner, the locals jumped to the conclusion that these three were apart of the Voidwalkers. It didn't hurt that Stahnze looked like one of the cast members from the show whose character was known as Roulette. Compounded further by his willingness to propagate the lie. All three of them found it prudent to not get slaughtered by the invading force, so they played along. Bliss, Roulette, and Ruby Voxx worked together actually managing to fend off the criminal syndicate's invasion. Surviving with some parts ingenuity and more parts luck. Roulette actually rather enjoyed doing the right thing for once, and conceded with Bliss's request (threatening glare) that they refuse the payment for protecting the village. Voxx then put forward the idea that they not let the teamwork end there, and officially take upon the Voidwalkers banner. With Voxx agreeing to "handle" the issue of their prior crimes and bounties, so long as they didn't betray her in the future. And thus the Voidwalkers were formed Personality & Motivation: Roulette has spent most his life as an arrogant self-serving jerk. The only thing that has really changed is he's a bit less self serving. Roulette abhors violence, claiming it makes him look unprofessional and will always attempt to talk his way out of a fight if he can. A consummate liar preferring to use his silver tongue rather than a weapon. His more negative qualities are hidden behind a thin veneer of politeness. But, Roulette consciously chooses proper etiquette solely when it suits whatever his current needs. Preferring to rudely unnerve those around him. However, Roulette is not without his positive traits. He enjoys the feeling that comes from helping people, even if he'll never admit it. He has a massive soft spot for children. To the point that all one needs to do is tell them a child would be in danger and he's willing to be a hand. Despite his willingness to manipulate even his own teammates, there is a burgeoning sense of loyalty growing towards them. Powers & Tactics: Roulette's body is able to metabolize ambient energy from photons found in the environment around him. He is then able to release that energy in a coherent beam of light. The beam has no apparent heat or recoil to it relying on concussive force instead. The more power put into a beam the more concentration it takes to sustain, making more powerful blasts difficult to aim. Roulette prefers to avoid combat whenever possible. Relying on his wits and sharp tongue to manipulate foes. Feeling that a good con never need raise his hands. Acting as support for his teammates on the defensive instead. If pushed to the offensive Roulette eschews finesse for fire superiority to end things as quickly as possible. His Optic Blasts operate on principles similar to lasers. Making it possible for Roulette to refract the beam, fire it off with blinding speed, as well as taking advantage of reflective surfaces to hit multiple foes or attack from unexpected angles. Complications: Body Heat: While not running any hotter than normal, his body emits a far larger heat signature than normal. This can lead to issues in hiding from those able to track or distinguish heat signatures. Or worse heat seeking weaponry. Enemies: In Roulette's less than stellar days he accrued a large number of enemies. Even with his debts settled by Ruby Voxx, many of them still feel as if they have a reason to come after his head. Look where you're pointing that thing: Prolonged use of his powers has begun to erode Roulette's vision. If a GM feels like temporarily blinding him or sticking the Uncontrolled flaw on his optic blasts during a "blind" episode it would make sense. Mirror, Mirror on the Wall: Roulette's optic blasts take on many of the properties of lasers. Including being able to bounce of reflective surfaces. Unfortunately, this can be used against him with his own blasts being refracted or reflected in a direction he doesn't want if an opponent is prepared to deal with him. Power Loss: When away from a light source for too long, Roulette can use up his reserves of solar and ambient energy with repeated firings of his optic blasts. Leaving him with a lack available access to his energy source for a recharge. Furthermore, being low on his energy reserves can also make those last few shots an exhausting affair. Rose Tinted Glasses: Roulette is color blind. He sees everything only in shades of red. Although he has naturally adapted over time this still provides ample opportunity for the GM to be devious Abilities: 0 + 6 + 8 + 10 + 10 + 10 = 44PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 20 (+5) Combat: 8 + 10 = 18PP Initiative: +3 Attack: +4 Base, +7 Ranged Grapple: +4 Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Knockback: -4 Saving Throws: 3 + 4 + 2 = 9PP Toughness: +9 (+4 Con, +5 Space Suit) Fortitude: +7 (+4 Con, +3) Reflex: +7 (+3 Dex, +4) Will: +7 (+5 Wis, +2) Skills: 80R = 20PP Bluff 14 (+19) Concentration 4 (+9) Diplomacy 5 (+10) Disable Device 5 (+10) Knowledge (Behavioral Sciences) 8 (+13) Knowledge (Galactic Lore) 4 (+9) Knowledge (Tactics) 10 (+15) Language 4 ( Galstandard, Grue, Jerreid, Khanate [Native], Lor ) Notice 5 (+10) Pilot 6 (+9) Sense Motive 10 (+15) Sleight of Hand 5 (+8) Feats: 37PP Accurate Attack Attack Focus (Ranged) 3 Beginner's Luck Benefit 2 (Use Tactics to Set up a Surprise Attack, or to Detect Ambush/Avoid Feint) Distract (Bluff) Dodge Focus 8 Equipment 5 Fascinate (Bluff) Improved Aim Inspire 5 Leadership Luck 3 Master Plan 2 Power Attack Set-Up Taunt Equipment: 5PP = 23/25 EP Lock Release Gun [1EP] Multi-Tool [1EP] Space Pod The ORPod [21EP]Size: Huge [2EP]Strength 30Toughness 9Defense -2Features: Alarm 1 (DC 20) , Communications, Computer, Living Space, Navigation System 1 (+5 Nav)Powers: [14] Flight 5 ( 250 mph ) [10EP]Super Movement 2 (Space Travel 2) [4EP] Powers: 12 + 1 + 37 + 1 + 2 = 53PP Device 3 (15PP, Hard to Lose]) [12PP] (Lor Spacesuit) Immunity 9 ( Life Support ) [9PP] Protection 5 [5PP] Super-Senses 1 ( Infravsision ) [1PP] Immunity 1 ( Own Powers ) [1PP] Optic Blast Array ( 34PP Array Feat: Alternate Power 3 ) [37PP] Base Power: Damage 15 ( Extra: Range [Ranged]; Feats: Improved Critical 2, Precise, Ricochet 1 [1 Bounce] ) (Optic Blast) {34/34} Alternate Power: Damage 11 ( Extras: Area [General, 60-110-220' Cone]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Wide Angle Optic Blast) {28/34} Alternate Power: Damage 11 ( Extras: Area [General, 5x275' Line]; Feat: Progression, Decrease Area 5, Progression, Increase Area 1 )(Optic Beam) {22/34} Alternate Power: Damage 11 ( Extras: Area [General, 55-110' Burst], Range [Ranged], Selective Attack; Feat: Progression, Increase Area 1; Flaw: Action [Action] )(Optic Bank Shot) {34/34} Quickness 3 ( Perform Routine Tasks at x10 Speed; Flaw: Limited to Trigonometry [-2] ) [1PP] Super-Movement 1 ( Slow-Fall ) [2PP] (Optic Blast Landing) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE DC EFFECT Unarmed Touch DC15 Toughness Damage (Physical) Optic Beam 5x275’ Line DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Optic Blast Ranged DC30 Toughness Damage (Bludgeon/Light) Optic Bank Shot 55-100’ Burst DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Wide Angle Optic Blast 60-110-220’ Cone DC21 Reflex DC26 Toughness Damage (Bludgeon/Light) Totals: Abilities (44) + Combat (18) + Saving Throws (9) + Skills (20) + Feats (37) + Powers (53) - Drawbacks (0) = 181/186 Power Points
  8. Queenie Player Name: Eternal Phoenix Character Name: Queenie Power Level: 11 (173/189 PP) Trade-Offs: +3 Toughness, -3 Defense Unspent PP: 16 In Brief: World’s finest chef also has a power ring. Alternate Identites: Maybelle McQueen Identity: Open secret/semi-public Birthplace: Charleston, South Carolina Occupation: Head Chef at the Southern Queen Affliations: None Family: Maynard and Ellen (parents), Simon and Carlyle(brothers), Rose (sister), various extended family members Age: 30 Apparent Age: early 20s Gender: Female Ethnicity: Caucasian Height: 5’ 6” Weight: 125 lbs. Eyes: Blue Hair: Dirty blonde Description: Maybelle is an attractive woman that appears to college age, although she’s a bit older. She dresses most often in jeans, sneakers, a button down, and a vest. That said, she is not averse to dresses, skirts, and most other articles of clothing. She doesn’t bother with a costume or mask, preferring to just start throwing down in whatever she’s wearing at the time. It’s…a little hard on her wardrobe. History: Maybelle McQueen never intended to be a hero. Her passion was and is cooking. Specifically, making the fruits of world class culinary skills affordable to the masses. She was a culinary student, and a gifted one at that. Then, one day, a silver ring appeared on her dresser as if it had always been there. Thinking it was a gift from her fiancé, Steven (make your jokes now), she picked it up. The virtual intelligence inside started to explain what it and the ring were. Another woman might have panicked at the sudden voice in her head, but Maybelle listened, curious. She listened as it explain about it’s master, the future’s heroine Aura. About how the ring’s power depended on her heroic spirit. And about how there were two other rings somewhere in the world. Again, another woman might have jumped (or adamantly refused) the call to heroism. Maybelle’s answer was a dull “Meh.” Totally uninterested in anything but her dream, she put the ring in her dresser drawer and promptly forgot about it. Unbeknownst to her, the Ring of Aura is part of a stable time loop. History says Aura made three rings and a staff and sent them back in time. Between the four items and her amulet, the world shattering power the maniac known as Auric once had remains sealed away. Aura, a member of the Freedom Legion, knows that if she deviates from history in the slightest, Auric will have access to his full power and thus be able to destroy entire star systems just to spite her. Auric himself was once a man. Somehow (repeated time travel has fuzzed out the details) he became magic incarnate and utterly insane. Aura, with her amulet and its do anything Anti-Magic energy, was the only one in the universe able to stand against him. But with every battle, his power grew until Aura’s amulet hit its limit defeating him again. The battle was…catastrophic. Entire star sectors lay in ruins, testament to Auric’s power and Aura’s failing ability to stop him. There was one chance. Just one. While he recovered, his power was dispersed. If it could be collected and sealed away, he would pose much less threat. Taking some of the unique material from her amulet, Aura made the rings and staff. Together with her amulet, she sealed the power he had not yet regathered away. Even hobbled, Auric would be a potent threat. He had called upon allies before, and there were lunatics who thrived on destruction other than he. Not to mention the ones who might think they could claim his power. She had to get them away. Other dimensions were too dangerous. With a heavy heart, she prepared to cast them back in time. She did take precautions, in the form of the VI. It would attempt to keep the items away from the selfish and greedy and push them towards the noble and heroic. They would have a portion of her power as well, just in case Auric or someone else went chasing after them. Her history wouldn’t change. New timelines would be born. Some would be good, and some would be bad. She knew all of that. But…the next time, Auric would kill her. The Freedom Legion would fall. There was no choice left. The time loop began. A different Aura learned what the original had done, and figured out why it must continue to be done. Steven and Maybelle set a wedding date. Shortly after their graduation. He was training to be a pastry chef at the same school, and that was how they had met. Graduation loomed. Then Auric appeared. He sought to destroy Aura’s legacy and free his power. He knew the ring was in that certain city. He knew the kind of person it would find to wield it. So he started blasting things. Somebody had to stop him. People were going to die. Maybelle balked. She wanted to be a chef, not a hero. The cops were helpless before him. She could help everyone. Just put on the ring and go. But her dream! Maybe if she gave him the ring, he’d leave. It wouldn’t be right. Back and forth, she wrestled against her own nature, the nature the ring had sought out in the first place. Eventually, ring in hand (but not on finger), Maybelle confronted Auric. He could feel the ring on her, and the kind of person she was. Noble. Compassionate. Heroic. It turned his stomach. She had to die, RIGHT NOW. Wait. Who was that who shoved her aside? Why is she screaming that one word? …did she just put on the ring? It wasn’t anger Maybelle was feeling. It was guilt. She had been selfish for once in her life, and now the city was damaged. People were hurt. And Steven…oh God, Steven. If she’d just taken up the responsibility when it had come to her, none of this would’ve happened. It was all her fault, but she refused to let it go one step further. Auric was going down. Except for the small part where she barely knew what she was doing and he very much did know what he was doing. After getting smacked silly, she flew away (God in Heaven, she was flying), knowing Auric would follow her out of the city. After getting to an abandoned area, she turned and fought. He nearly killed her before the thought of her classmates and everyone else at his nonexistent mercy fueled a power surge that broke through his defenses. Critically (but nowhere near fatally) injured, Auric teleported away. Maybelle collapsed into a heap. It should go without saying, but Maybelle finished culinary school. Graduated at the top of her class. She’s had a few adventures since them, but purposefully has no friends and minimal contact with family. Hero work is dangerous, and she’s never losing anyone again. Kind of hard to lose someone important to you if there isn’t anyone like that, you know? A few years after moving to Freedom, and Maybelle’s recovered from the trauma, mostly. She’s still a bit guarded with her personal life, but friends are no longer verboten. In fact, she’s started to look forward to making a few true pals. Or BFFs, as they apparently call them now. …oh, god. She’s getting old. Personality & Motivation: Maybelle is a gregarious type. She’s talkative, smiles easily and often, and is generally very pleasant to be around. She’s also one of the most paragon-y people on earth. She’ll defend others like the proverbial Mama Bear. She’ll stand and fight when all seems lost. She’ll never give up as long as there’s breath in her. Her integrity is unquestionable. Her courage undeniable. Her compassion unmistakable. Even her chef’s work is to make other people happy with impressively excellent food at an affordable price. She’s also a hardcore foodie. Sort of. She doesn’t have much patience with the fancy stuff. Sure, it’s delicious sometimes, but the pretentiousness of it all drives her nuts. It’s food. You eat it. Swear to Jeebus. Power Descriptions: Maybelle wields the Ring of Aura. It can do just about anything the wearer wants it to do…as long as the wearer knows it can do it. The color of all of them is a silvery gray. It has a virtual intelligence that will answer any direct question about the ring and will not sanction lethal force against living targets. Maybelle uses it for a force field, hard energy constructs, moving things, and blasting stuff. She can fly and communicate with any medium (as long as she knows which one it is). Passive effects include life support (barring food and drink-she’d die of despair without good food and wine), increased dodging abilities, and an increase in her awareness of her surroundings. As mentioned before, Aura power is literally Anti-Magic energy. As Maybelle does not yet know this, the effect on mages in her general vicinity presents as minor interference, and generally not noticed amidst the various other things that can cause such interference. However, Aura had powerful magic nullification at her disposal, to the point where weaker magic simply couldn’t function and it is not impossible that Maybelle could one day wield something similar. The two forces, should they be equal, will simply cancel each other out. If not, the stronger one “wins”. Additionally, Impervious of any variety is ineffective, not matter which force is attacking the other. Powers & Tactics: Maybelle’s a protector first. She’ll shield the defenseless, even if the bad guys get away this time or it’ll get her hurt. Property damage is also a thing she strives to prevent, although with less vehemence. Actually fighting? Blasts of energy or physical force. She’s been known to whip out various pots and pans, made with her constructs, to trap her enemies. Complications: Arch-iest of Enemies: Auric promised he’d come back. He despises Aura, maker of the ring, for sealing away the lion’s share of his power and for everything she stood for. Which just so happens to be everything Maybelle is. When he comes back, it’ll be a war. Maybelle hopes it’ll be a loooooong wait. He is ridiculously powerful compared to what she was. Somewhat less so now, but all the same. Not looking forward to the rematch. No So Secret Identity: Maybelle does use a codename, but she’s never worn a costume or a mask. Never saw much of a point in it, given how much footage there is on the internet of Auric kicking her butt across campus. Sooner or later, this one’s gonna bite her in the butt. She just hopes she can handle that when it happens. Chronic Hero Syndrome: Maybelle is completely incapable of leaving someone who needs help…unhelped. She stood aside once. Once. And a lot of people paid the price for it. So, if someone needs help, or just wants some, she’s all over it. To the detriment of her job, her social life (pitiful as it is), eating, sleeping, and everything else. She is fully capable of pushing herself to collapse, should the situation be dire enough. There are limits, obviously. She’s doesn’t intervene in non life threatening situations unless asked to, and she can prioritize. Taking down the bank robbers is a mite more important than getting that cat out of the tree, after all. Though…she will be back for that cat. Just A Chef From South Carolina: In the kitchen, Maybelle is a goddess. She’s assertive, confident, bold, and fully aware of just how good she is at cooking. Out of the kitchen, it’s like night and day. She’s humble and self-effacing to a fault. As aware as she is of her cooking talents, she is just as aware that she isn’t anyone in any other sphere and never thinks she will be. This includes the superheroic sphere. She will deflect any and all praise not related to her cooking skills in polite but firm fashion, and always refrains from even (in her mind) presenting the appearance of being better or knowing more than anyone else. Award ceremonies are skipped. Rewards are politely refused. She just happened to be in the right place at the right time. It’s no big deal. The ring did all the work, anyway. Etcetera. It’s not humility. She truly believes it. Fueled By Heroism: The Ring of Aura requires an exceptionally heroic and noble spirit to function. If Maybelle should for some reason partially or entirely stop being heroic, the ring may become weakened or unreliable. It may even cease to function entirely. If the situation persists, the ring could even seek a new wielder. Additionally, should the ring decide she is behaving heroically enough, it can temporarily give her more power. This manifests as GM-controlled extra effort, with all the costs implied therein. Food, Food, Food. Gotta Cook Some Food: Maybelle runs the kitchen at the Southern Queen, one of Freedom City’s hottest restaurants. They can make the place work without her, but she’s the star of the show. It’s her culinary mastery and budding star presence that have made the Queen’s name. So, she does have to be there sometimes. She does love the place, but life can…get in the way, sometimes. Cooking Is Art, Cooking Is Life: Maybelle loves cooking. Put simply, cooking is her religion. The kitchen, her church. The stove and oven, her altars. She does not know how to shut up about it either, to the eternal annoyance of whoever triggered her. She’s passionate enough when it comes to food that she will often lose all sense and take over a kitchen that served her a poor dish, just to prevent it from happening to anyone ever again. Wasted food is a tragic event. If she’s the one who cooked it, there will be a need for an irresponsible amount of wine. ABILITIES: 0+4+4+6+6+8=28 Strength 10 (+0) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 18 (+4) COMBAT:10+10=20 Initiative: +2 (+2 Dex) Attack: +5, +11 w/ Aura Force Array Grapple: +5 Defense: +8 (+5 Base, +3 Dodge Focus), +3 Flat Footed Knockback: -11 (w/ force field), -1 (w/out FF) SAVING THROWS: 7+2+8=17 Toughness: +14/+2 (+2 Con, + 12 Force Field [Imp 8]) Fortitude: +9 (+2 Con, +7) Reflex: +7/+4 (+2 Dex, +2; +3 Enhanced Reflex) Will: +11 (+3 Wis, +8) SKILLS: 48 SP= 12PP Bluff 0 (+4, +8 Attractive) Computers 0 (+3, +15 w/ Comprehend/Datalink) Concentration 8 (+11) Craft (Chemical) 12 (+15)Skill Mastery Diplomacy 7 (+11, +16 Attractive)Skill Mastery Gather Information 1 (+5) Knowledge (Physical Science) 12 (+15)Skill Mastery Notice 4 (+7, +15 w/ Aura Detection) Sense Motive 4 (+7, +15 w/ Aura Detection)Skill Mastery FEATS: 11PP Accurate Attack Attractive Dodge Focus 3 Interpose Luck Power Attack Precise Shot Skill Mastery (Craft [Chemical], Diplomacy, Knowledge [Physical Science], Sense Motive) Uncanny Dodge (Auditory) POWERS: 85PP Device 21 ("Ring of Aura", 105PP Container, Power Feat: Restricted [Those of exceptionally noble and heroic spirit]; Flaw: Hard to Lose) [85PP] 105DP Total Aura Force 12 [24 point Array; Power Feats: Accurate 3, Alternate Power 3] [30DP] Base Power: Blast 11 ("aura blast"; Power Feats: Variable Descriptor 2 [Bludgeoning/Energy]) {24/24} Alternate Power: Create Object 11 ("aura constructs"; Power Feats: Precise, Selective) {24/24} Alternate Power: Snare 11 ("aura bonds"; Power Feat: Indirect 2 [any point, directed away]) {24/24} Alternate Power: Comprehend 3 (Languages; Speak One At A Time, Understand All, Read All) {6} + Datalink 4 (Radio, 1 mile range; Power Feat: Rapid [x10]) {5} + Enhanced Skills 12 (Computers +12) {3} + Environmental Control 5 (Bright Light in 100 ft radius from target point) {10} {6+5+3+10=24/24} Aura Thrust 11 (22 point Array; Power Feats: Dynamic, Dynamic Alternate Power) [25DP] DBE: Flight 1-11 ("aura flight," 10-25,000mph) {2-22/22} DAP: Move Object 1-11 ("aura might," STR 5-55) {2-22/22} Communication 4 ("aura comms," Radio, 1 mile; Power Feat: Variable Descriptor 2 [Any Tech]) [6DP] Enhanced Reflex 3 ("Aura Avoidance") [3DP] Enhanced Skills 16 ("aura detection"; Notice +8, Sense Motive +8) [4DP] Features 1 (Aura VI -- Answers direct questions about the ring’s powers and selects new bearer if necessary, otherwise useless.) [1DP] Force Field 12 ("aura field"; Extra: Impervious 8 ) [20DP] Immunity 9 ("aura life support"; Life Support) [9DP] Super-Movement 2 (Space Travel 2 [Interstellar]) [4DP] Super Senses 3 ("aura compass"; Direction Sense, Distance Sense, Time Sense) [3DP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Aura Blast Ranged (1,100 ft. max) DC 26 Toughness (Staged) Damage (Energy or Physical) Aura Bonds Ranged (1,100 ft. max) DC 21 Reflex (Staged) Entangled/Bound Aura Constructs, Dropped Ranged (1,100 ft. max) DC 21 Reflex Avoided Ranged (1,100 ft. max) DC 26 Toughness (Staged) Damage (Physical) Aura Constructs, Trap Ranged (1,100 ft. max) DC 21 Reflex Trapped inside object Aura Might, Grappling Ranged (100-1,100 ft. max) Grapple vs. +6 - +16 Pinned/Bound Aura Might/Throwing Throwing (STR 5-55) DC 16-26 Toughness (Staged) Damage (Physical) TOTALS Abilities 28 + Combat 20 + Saving Throws 17 + Skills 12 + Feats 11 + Powers 85– Drawbacks 0= 173/189
  9. Player Name: Heritage Character Name: Deep Freeze Power Level: 9/11 (150/169PP) Tradeoffs: None Unspent PP: 19 In Brief: Cryokinetic engineer wearing an armored suit of her own design. Alternate Identity: Ana Kristina Plonsky Identity: Public Birthplace: Flint, MI Occupation: Engineer Affiliations: Ship's mechanic aboard the Xeno. Family: Caroline Plonsky (mother), Jurek 'Jack' Plonsky (father) Description: Age: 28 (DoB: July 14, 1986) Gender: Female Height: 5'5" Weight: 128 lbs. Eyes: Ice blue Hair: White-blonde Ana is an attractive young woman with a number of unusual physical attributes; her skin is extremely pale and noticeably cool to the touch, her blonde hair is so light that it's practically translucent, and she's typically surrounded by an aura of cold, at least when she's outside her 'snowsuit'. Normally she dresses in dark colors and shades, such as black, charcoal gray, eggplant and deep maroon or burgundy. She's very self-conscious about her pale skin, so she tries to cover it up with sleeveless coveralls and long-sleeved tops; she has to be very comfortable with a person to wear a T-shirt or halter top in front of them. Normally she wears lightweight, non-slip steel-toed boots. Her white and black 'snowsuit' is an armored protective garment of her own design, a modification of the one she developed for NASA; Ana's custom suit is lighter, more durable and built from the ground up to work with her cryokinetic powers. The full head helmet is constructed so that it can automatically fold up into a storage area between the shoulder blades. History: Ana grew up in the economically depressed town of Flint, Michigan; her father was a former employee of General Motors, who currently works as a car mechanic, and her mother is a grade school teacher. From a very early age she was fascinated by how things worked; she loved to visit her father at work, where he would explain what he was working on to her. He also brought home pieces of junk that he found, like old toasters and VCRs, that she would take apart and put back together again. Both her parents encouraged young Ana in her studies and she did very well in school, though she was shy and didn't make friends easily. With money in short supply, her family did a lot of shopping at Goodwill or the dollar store to make ends meet. Once in high school, Ana threw herself into her studies, intent on getting an academic scholarship to MIT or Cal-Tech; though her grades were excellent, she was still unable to gain admissions to either school, so she settled on Kettering University in Flint, where she obtained dual B.S. degrees in industrial and mechanical engineering. By the time she graduated, her academic performance allowed her to apply for and receive a full scholarship to Cal-Tech's graduate program. While there, Ana's designs for lightweight, impact-resistant protective gear caught NASA's eye, and by the time she received her Master's she was working for the space agency full time. She even had the privilege of being selected to go up to the International Space Station as a mission specialist to monitor field trials; Ana trained vigorously for two years for her mission and was very excited for her first Soyuz flight. However tragedy struck aboard the ISS; due to a mathematical error and a series of unforeseen events, Ana and two crewmen became trapped in a damaged airlock after an EVA. Realizing the mistake had been her own, the young engineer advised her fellow astronauts on how to escape while she stayed behind to fix the problem, which endangered everyone in their section of the station. After several hours of work which was tensely monitored by Mission Control, Ana discovered there was no way safe out; in a final radio message, she calmly explained what she'd done wrong and how to avoid such disasters in the future. She praised the crew for all their hard work and professionalism, and was in the middle of saying good-bye to her parents when the airlock explosively decompressed, hurling Ana and her experimental suit out into the depth of space. The crew believed her to be dead, but while several portions of the suit were destroyed, including the communications and biometric systems, most of the suit remained intact. Knocked unconscious by the force of the blast, Ana drifted further and further from Earth as her suit gradually lost power and grew ever colder... But she did not die; instead Ana slipped into a deep cryogenic sleep, sustained in a near-death state by the suit's damaged power cells operating at a mere 1% efficiency. Ana would have died for sure if she hadn't been picked up several months later by the Xeno, a space yacht operated by Oskar Otto, better known as 'Starshot'; he used the ship's infirmary to slowly revive her, which took several days. He quickly discovered her mutated body needed to stay below freezing or she would soon die! By the time she was conscious, it had been almost a year since the accident. Back on Earth, Ana was hailed as a hero; her junior high school is now named after her, Kettering now offers the Ana Plonsky Engineering Scholarship, and her parents are starting a new life thanks to the generous donations of the American people. On some level, Ana feels she's done more good dead than alive, at least back home. But now she has a new life in space; just think what she can accomplish out here! Personality & Motivation: Prior to her transformation, Anna was a fairly normal young woman, if a bit guarded; nowadays, the walls are definitely up. She doesn't make friends easily, but is fiercely devoted to them once the bond is created. Her sense of humor is fairly dark and sarcastic, and she's more likely to tease someone she likes than say it outright. She enjoys reading (mostly books on scientific subjects), tinkering, watching old movies and a spirited game of ping-pong. Powers & Tactics: Physically Ana is not very imposing, which is why she typically wears her snowsuit if she thinks there's going to be trouble; it allows her to take some fairly solid hits without fear of injury so she can focus on taking down her enemies. Her cryokinesis gives her several ways to drop a foe, trapping them in ice or striking them with icy blasts being the two most common. She can also whip up a localized ice storm to blind and confuse large groups of assailants. If Ana is forced fight outside her armor, she often creates cover with her cryokinesis to offer some protection while she continues with her ranged attacks or unleashes her arctic fury as a storm. She also uses her durable ice to create objects for casual use, such as furniture or backup tools; since cold has no affect on her, using these items is not a problem. Complications: "I thought you were dead!": As far as everyone on Earth is concerned, Ana died during the ISS accident; she has done little to challenge this version of events. The Big Chill: Her altered physiology doesn't make close personal relationships impossible, but it does make them much more challenging. "I'll have the salad.": Ana can no longer consume hot food or beverages; she does, however, get very creative with salads, sandwiches and cold soups, and eats lots and lots of leftovers. Low Battery Warning: While her snowsuit can function independently for days of moderate use, the internal batteries do not last forever; a poorly-timed power outage could be deadly. Abilities: 0 + 4 + 0 + 10 + 4 + 0 = 18PP Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 6 + 16 = 22PP Initiative: +2 Attack: 3, Melee +3, Ranged +5, Cryokinesis +9 Grapple: +4 Defense: 8, 4 Flat-footed Knockback: -8 (-0 without Suit) Saving Throws: 6 + 6 + 6 = 18PP Toughness: +10 (+0 Con, +10 Protection), +0 without suit (+0 Con) Fortitude +6 (+0 Con, +6) Reflex +8 (+2 Dex, +6) Will +8 (+2 Wis, +6) Skills: 92R = 23PP Bluff 0 (+0, +4 w/Attractive) Computers 10 (+15) Craft (Electrical) 14 (+19) Craft (Mechanical) 14 (+19) Craft (Structural) 10 (+15) Diplomacy 0 (+0, +4 w/Attractive) Disable Device 5 (+10) Drive 3 (+5) Investigate 5 (+10) Knowledge (Eidetic Memory) 0 (+5) Knowledge (Galactic Lore) 5 (+10) Knowledge (Physical Sciences) 5 (+10) Knowledge (Technology) 10 (+15) Languages 2 (Galstandard, Polish) Medicine 3 (+5) Notice 3 (+5) Pilot 3 (+5) Feats: 6PP Attack Specialization 2 (Cryokinesis) Attractive Eidetic Memory Improvised Tools Inventor Powers: 31 + 6 + 36 = 72PP Cryokinesis 14 (28PP Array, Feats: Alternate Powers 3) Base Power: Create Object 8 (8 10-foot cubes, Toughness +8, Lifting Strength 40 [Heavy Load: 3 tons], Extras: Duration [Continuous], Feats: Precise, Progression 2, Subtle) [28PP] AP: Blast 9 (Extras: Penetrating 6, PF: Improved Critical 2, Precise) [1PP] AP: Environment Control 6 (Cold 2, Hamper Movement 2, 250 foot radius, Extra: Selective Attack, PF: Precise, Flaws: Range [Touch]) [1PP] AP: Snare 9 (PF: Obscure Sense 5 [All Senses], Reversible) [1PP] Immunity 6 (Cold Damage, Cold Environment)[6PP] 'Snowsuit' (Device 9 [45PP], Removable) [36PP] Feature 5 (Buys off Weakness) [5PP] Flight 3 (50 mph) [6PP] Immunity 9 (Life Support) [9PP] Protection 10 (Impervious 6)[16PP] Radio Communication 4 (Range: 1 mile) [4PP] Super-Movement 1 (Wall-Crawling) [Limited: In Zero-G only ][1PP] Super-Senses 3 (Direction Sense, Distance Sense, Radio, Time Sense) [4PP] Drawbacks: (-4) + (-5) = -9PP Vulnerability (Heat, Frequency: Common, Intensity: Major [+100% DC]) [-4PP] Weakness (Heat, Frequency: Common, Intensity: Major, -1 drain all abilities per 5 minutes [50 rounds]) [-5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Tough Damage Blast Ranged DC 24 Tough Damage Snare Ranged DC 24 Reflex Snare Abilities 18 + Combat 22 + Saving Throws 18 + Skills 23 + Feats 6 + Powers 72 - Drawbacks 9 = 150/169 Power Points
  10. Player Name: ca_lazerdwarf Character Name: Coiled Lightning Power Level: 8 (116/119PP) Trade-Offs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Unspent Power Points: 3 Progress To Bronze Status: 13/30 In Brief: Retired soldier with an alien-tech energy whip. Coiled Lightning uses his whip to swing around town, shocking and entangling his opponents. Alternate Identity: Charlie Stevens Identity: Secret Birthplace: Freedom City Occupation: Mechanic / Self-defense teacher Affiliations: Family: Reed and Donna Stevens (Parents), Amanda Day (Older sister, Nurse at Freedom Medical Center), Jane Palmer (Girlfriend, coworker) Description: Age: 23 (DoB: 1991) Gender: Male Ethnicity: Caucasian Height: 6' 0" Weight: 190 pounds Eyes: Blue Hair: Short-clipped Brown Charlie is a tall, fit young men with short clipped brown hair. As Coiled Lightning, he wears a close fitting suit of dark blue, with electric blue lightning bolts running up his legs. A blue mask covers his face and hair from the nose up, and he usually wears a leather fedora. He is almost always seen wielding his signature energy whip, an 18 inch metal handle that when activated lets out a sparking cord of blue electrical power that can strike out his enemies or extend to grasp on to buildings to swing around town. Outside of his costume, Charlie tends to either his blue coveralls and white shirt while at work, or casual jeans and t-shirt. His right shoulder has a tatoo from his army days. Power Descriptions: The energy whip lets out a blue cord of energy. Usually Charlie just snaps it, flicking the energy cord out to strike his enemies. But he can charge up the electrical power so the tip delivers a series of tazer-like shocks to his enemy. Or he can wrap the ends around an enemy to wrap them up and subdue them. A flicker of energy courses over his body while he holds the whip as an electrical dampening field protects him from electrical powers, including the whip itself. History: Charlie grew up in Southside in a blue-collar family barely making ends meet. He worked a variety of odd jobs through high school to help support his family, finally being taken in by a local auto mechanic who gave him a lot of hands on training. After High School he served a tour in the army, excelling at close quarters fighting and earning medals for bravery and selfless acts. When he returned, his parents had moved in to a small studio apartment, so he briefly moved in with his sister Amanda and her husband until he got on his feat working at a local auto-garage. Things changed when he discovered a mysterious futuristic crate laying on the side of the road. Inside was a metal cylinder. Perhaps foolishly, he picked it up and immediately like the way it felt in his hand. When he got home he looked more closely at it, and tinkered a bit till he was surprised to find it emit a streak of electricity across the room. Further experimentation allowed him to use it as a whip, and then as a swingline. He spent some time experimenting with the device around the outskirts of Freedom, until he came upon mugging. He used the whip to handily capture the mugger and deliver him to the police. The profuse thanks of the victim somewhat went to his head, he'd always tried to help his neighbors out, his new ability to help out on a whole new level filled him with pride and excitement. Personality & Motivation: Charlie was raised believing you should always help out your community when you can. As well as his work as Coiled Lightning he's taken time teaching a self-defense class to students at his local high school. The technology in the whip fascinates him and he really wants to know all it can do. While he skilled with practical work with modern technology, comfortable with both the mechanical and electronic parts of automobiles and trucks, he's taking a few classes at an online college to get more theoretical backing to his knowledge. While he feels responsibility to help people, his current stint as a new super-hero is largely motivated by adrenaline and a love of the gratitude and fame he's received from the people he's saved. Powers & Tactics: Coiled Lightning's main attack is striking with the energy whip, but he can also use it like a taser to try to stun his opponents. If he uses his whip to snare his opponents, the whip must remain in contact with the enemy, preventing him from using the whip to do more than maintain the snare. When not in combat, Charlie can use the whip as a swingline to get around town, and can use it as a glorified flashlight, showering the area with glowing sparks. The whip is considerably more powerful and versatile than Charlie knows. With practice and experimentation he will be able to unlock other abilities and powers, and the whip will continue to alter Charlie for its own goals, whatever those are. Complications: Exotic Tech: Charlie doesn't really know how the whip works, or what it can do. Sometimes it doesn't do what he wants to dangerous effect, or stops working altogether. Where did he get that wonderful toy?: Charlie doesn't know where the whip came from or who it's real owner is. Someday, somebody is going to come looking for it. Glory Hound: Charlie loves to hear how much he's helped people, to the point that he'll make sure people know it was he who saved the day, even if keeping quiet might be wiser. Please don't tell my girlfriend: Charlie's current girlfriend, Jane Palmer, doesn't know about his hero life and she's criticizes Freedom City's Super Hero population for being just the sort of Glory Hound that Charlie is. Abilities: 2 + 4 + 6 + 2 + 4 + 2 = 20PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 14 = 22PP Initiative: +6 Attack: +9 Melee, +4 Ranged Grapple: +9 Defense: +9 (+7 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -3 Saving Throws: 5 + 5 + 3 = 13PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +7 (+2 Dex, +5) Will: +5 (+2 Wis, +3) Skills: 76R = 19PP Acrobatics 4 (+6) Climb 4 (+5) Computers 4 (+5) Craft(electronic) 8 (+9) Craft(mechanical) 8 (+9) Drive 8 (+10) Escape Artist 4 (+6) Gather Information 4 (+5) Intimidate 8 (+9) Knowledge (tactics) 4 (+5) Notice 4 (+6) Search 4 (+5) Sense Motive 4 (+6) Survival 8 (+10) Feats: 27PP All-Out Attack Attack Focus (Melee) 5 Defensive Attack Defensive Roll 2 Distract (Intimidate) Dodge Focus 2 Improved Defense Improved Disarm Improved Grab Improved Initiative 1 Improved Pin Improved Sunder Improved Throw Improved Trip Power Attack Quick Draw Startle Takedown Attack 1 Teamwork 1 Weapon Bind Weapon Break Powers:15 = 15PP Device 5 (Energy Whip; 25PP Container; Flaws: Easy-To-Lose) [15PP] Whip Attack Array (10pp arrayl Feats: Alternate Power 4) [14pp]Base Power Damage 7 (Electric Whip, Electricity; Feats: Extended Reach 3) {10/10} Alternate Power Stun 7 (Tazer Whip, Electricity; Flaws: Action(full); Feats: Extended Reach 3) {10/10} Alternate Power Snare 7 (Entangling Whip, Electricity; Feats: Extended Reach 3, Reversible, Tether; Flaws: Range(touch), Lockout: Whip cannot be used for other attacks while target is snared. Array remains locked on Snare.) {9/10}Alternate Power Damage 5 (Whirling Whip, Electricity; Extras: Area (Burst), Radius 25') {10/10} Alternate Power Super Movement 2 (Swinging, Wall Crawling; Extras: Linked) {4/10} + Speed 3 ( 50mph; Extras: Linked) {3/10} Environment Control 3 ( Brilliant Sparks, Light (Bright), Radius 25'; Flaws: Range(touch) ) [3pp] Immunity 10 (Electrical Dampening Field, Electricity (common); Flaws: Limited - Half Effect ) [5pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Electric Whip 15 ft DC22 Toughness (Staged) Damage (Electric) Entangling Whip 15 ft DC17 Reflex (Staged) Snare (Electric) Whirling Whip 25 ft Burst DC20 Toughness (Staged) Damage (Electric) Tazer Whip 15 ft DC16 Fortitude (Staged) Stun (Electric) Totals: Abilities (20) + Combat (22) + Saving Throws (13) + Skills (19) + Feats (27) + Powers (15) - Drawbacks (0) = 116/119 Power Points
  11. Player Name Thievish Character Name: Paradigm Power Level: 15 (244/250PP) [254] Trade-Offs: -3 Def/+3 Toughness; -3 Atk/+3 Damage (+3 Atk/-3 Damage for Heat Vision) Unspent Power Points: 6 In Brief: An alien paragon who defended an ancient space empire, recently revived after two millennium in suspended animation. Alternate Identity: Amara Val-Ren Identity: Public Birthplace: Naram Prime Occupation: Former Praetorian of the Delaztri Empire; Current Imperatrix of the Praetorians Affiliations: Praetorians Family: Daar Val-Ren (brother - deceased) Age: 49 (DOB: over 2,000 years ago, was 40 when taken out of stasis in 2014) Apparent Age: 20 Gender: Female Height: 5’ 8” Weight: 3,000 lbs Eyes: Yellow Hair: Dark Purple/Black Paradigm, like others of her race, has skin that is a dark orange in color. Her hair, which she wears down past her shoulders, is black mixed with dark purple and her eyes are a dark yellow. Slightly taller than average, she has a lithe build, which disguises her true strength. Paradigm's costume is a full length white bodysuit, with black diamonds on the shoulders, upper chest and back, which were surrounded by golden yellow trim. Black gloves go up almost the length of each forearms, and her black boots go halfway up her calves, both also having golden yellow trim. A long, black cape completes the outfit. Power Descriptions: Paradigm's already alien physiology was radically altered by the enhancement treatment she underwent over two thousand years ago. Her body's density was greatly increased, making her far stronger and tougher than the normal members of her species, but without any visible change to her appearance. History: Over two thousand years ago, the Delaztri Empire ruled an area of space encompassing hundreds of worlds. After more expansive conquests centuries earlier, the Empire’s growth had greatly slowed, the Empire turning away from aggressive expansion and instead focusing on governing the diverse races within its borders. What little growth that continued to occur was mainly the result of diplomacy, and planets choosing to peacefully integrate into the Empire, looking to gain the benefits of Delaztri rule. During this time, the greatest defenders of the Delaztri Empire were the Praetorians (the closest English/Lor translation of the original title), an organization consisting of hundreds of individuals of incredible power, recruited among the many different races within the Empire’s boarders. Amara Val-Ren was born on Naram, a planet long under the rule of the Delaztri. Amara's people were genetically stronger and tougher than many other humanoid species, with members of the species chosen to undergo genetic and radiation treatments to produce powerful members of the Praetorians. The numbers of Naram subjected to such treatments were usually kept low by the Delaztri, for fear of creating a force of superpowered Naram that might choose to depose them. Amara's older brother, Daar, had been selected to join the Praetorians when she was still a young girl, eventually rising to be one of the leading members of the organization. Inspired by her brother, Amara dedicated herself to trying to earn the right to undergo the enhancement treatments and become a member of the Praetorians as well. When Amara had reached her thirty-fifth cycle (roughly about eighteen for a human), she competed in a contest with other Naram for the honor of being selected for the enhancement treatment and membership in the Praetorians. Although the various trials were grueling, Amara managed to finish ahead of the other competitors, earning herself the chance to follow in her older brother's footsteps. Amara left Naram behind, traveling to the seat of the empire to undergo the enhancement treatment. The process was painful, but resulted in the young Naram's body density vastly increasing, with no outward change to her appearance. Her natural strength and durability were vastly increased, with Amara also developing the ability to fly, even through the cold expanse of space, and to survive unharmed in almost any environment. It was not long after that Amara was inducted as a member of the Praetorians, joining her older brother in defending the empire. For the next five years, she served loyally, facing numerous dangers as a Praetorian. Then, a new enemy appeared at the boarders of the empire, pushing quickly into Delzatri space, and swatting aside the initial responses from the Delzatri Navy and the Praetorians. Ultimately, the entire might of the Praetorians was thrown at this threat and following several climatic battles, the enemy was defeated and driven from Delzatri space. But the victory came at a high price. Just over three quarters of the Praetorians were dead before the enemy was finally repulsed, including Daar Val-Ren. As the few dozen weary and battered survivors made their way back from the front, the damaged Delzatri Naval ships they were aboard were intercepted by one of the Curator's museum ships. The ancient Preserver created AI had decided that the surviving Praetorians needed to be collected and preserved by him. The surviving Praetorians naturally resisted, but were overwhelmed by the Curator's drones and placed in suspended animation and brought back to his vast ringworld. The Delzatri Empire collapsed not long after, while Amara and the others have sat in suspended animation for millennia. When the Communion recently returned, overrunning parts of the Stellar Khanate and destroying Lor-Van, the Curator reviewed Amara and the other surviving Praetorians. Although initially shocked by how much time had passed and the fact the empire they had sworn to protect was no more, the Praetorians realized that the galaxy still needed protecting from the Communion. By the decision of her fellow Praetorians, Amara was made the new Imperatrix to lead them, taking the role her brother had once held along with a small group of others. Making contact with the Lor, the Grue and other galactic powers that were trying to resist the Communion, the Praetorians helped in organizing the Coalition and fighting against the Communion. As the leader of the Praetorians, Amara was not only involved in the fighting, but also attended meetings of the Coalition leaders, helping to provide a neutral viewpoint that was not clouded by allegiance or bias to any of the existing factions in space. Once the Communion had been defeated, Amara continued to lead the majority of her fellow Praetorians in serving as defenders for those Coalition governments that wished to accept their aid. The Praetorians came to work in concert with the Star Knights, who were working to rebuild their numbers following the Incursion, and added one of the interstellar protectors to their ranks as a representative from the group. Several other Coalition governments sent representatives to be members of the Praetorians, including the Lor. Personality & Motivation: A large portion of Amara’s life was spent in preparation for and then as a defender of the Delzatri Empire. She was driven to live up to the example of service set by other members of her race, including her older brother. Her powers tended to lead her to be confident and forceful, not relying on subtlety. Although Amara was just as shocked to learn that the Delzatri Empire had ceased to be, she quickly shouldered the responsibility of leading her fellow Praetorians against the returned thread of the Communion. Along with most of her fellow Praetorians, Amara has found new purpose in offering assistance and protection to those parts of the galaxy that request it. Having been thrown into working with leaders from the Coalition, the young Naram learned to hone her diplomatic skills, along with some guidance from Elite. Amara has settled into her role as the leader of the Praetorians, although part of her wishes she could share the burden as her bother had with several others two thousand years ago. While decisions may ultimately rest with her, she does not hesitate to seek counsel and advice from her teammates and even puts matters to a vote by the team when appropriate. Powers & Tactics: Paradigm’s powers make her very strong and durable, but she also spent years as part of a larger organization, so her tactics tend to reflect both these influences. Her natural instinct is too quickly to close with threats, relying on her durability to protect her. But years working with her fellow Praetorians has made Paradigm realize the importance of teamwork and understand the roles that all of her fellow teammates can play. Complications: Stuff of Legends Although the Delaztri Empire has long since ceased to be, there are still parts of the galaxy where the Empire and its Praetorians are legends. On some worlds, the Praetorians are recalled as legendary heroes, but on other worlds, history has come to paint them as oppressors and conquers. Abilities: 2 + 4 + 12 + 4 + 6 + 10 = 38PP Strength: 12/36/46 (+1/+13/+18) Dexterity: 14 (+2) Constitution: 22/34 (+6/+12) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 20 (+5) Combat: 16 + 14 = 30PP Initiative: +10 Attack: +8; +12 Melee; +18 Heat Vision Grapple: +30/+35/+46 Defense: +7 base, +12 with Dodge Focus (+3 flat-footed) Knockback: -20 Saving Throws: 7 + 8 + 11 = 26 PP Toughness: +18 (+15 Impervious) Fortitude: +13/+19 (+6/+12 Con, +7) Reflex: +10 (+2 Dex, +8) Will: +14 (+3 Wis, +11) Skills: 60R = 15PP Diplomacy 14 (+19) Kn: Galactic Lore 10 (+12) Language 4 (Delaztri (native); Lor, Grue, Galstandard, English) Medicine 3 (+6) Notice 10 (+13) Pilot 1 (+3) Sense Motive 18 (+21) Feats: 19PP Attack Focus: Melee 4 Dodge Focus 5 Environmental Adaption 3 (Zero G, Low G, High G) Equipment 39 (free from Veteran Awards, for Praetorian spaceships and HQ) Grappling Finesse Improved Initiative 2 Interpose Luck 2 Move-by-Action Powers: 2 +39 + 11 + 8 + 5 + 6 + 9 + 1 + 38 + 3 = 122 PP Flight 1 (10 MPH) [2PP] Density 12 (+24 Str; Impervious Protection 6; Immovable 4; Super Strength 4; x25 Mass; Feats: Subtle 2; Buoyant; Extra: Permanent (+0)) [39PP] Enhanced Constitution 12 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [11 PP] Impervious Toughness 9 (Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [8 PP] Super Strength 1 (5 ranks total, up to 21; Effective Str: 61 to 141; Heavy Load: 60 tons to 3.84M tons; Feat: Shockwave; Counter Punch; Super Breath) [5 PP] Super Movement (Space Travel) 3 [6PP] Immunity 9 (Life Support: disease, poison, suffocation, cold, heat, high pressure, radiation and vacuum) [9PP] Immunity 2 (Aging, Sleep; Flaw: Limited [half]) [1PP] Paragon Array 16 (32 pp Feats: Dynamic; 3 Dynamic Alt Powers; Drawback: Power Loss when exposed to Delaztri Crystals (-1)) [38 pp] BP: Enhanced Str 10 (Feats: Takedown Attack; Improved Crit 2 [18-20]) {0 to 13 pp} DAP: Super Strength 16 {0 to 32 pp} DAP: Flight 12 {0 to 24 pp} DAP: Blast (Heat Vision) 12 (Feats:Accurate 5; Improved Range 2 (600’ range increment); Progression: Range (3,000’ max range)) {0 to 32 pp} Super Senses 3 (Extended: Vision (100' increments); Extended: Hearing (100' increments); Ultrasonic Hearing) [3PP] Drawbacks: Weakness (Delaztri Crystals, Frequency: Uncommon [-1], Intensity: Major, cumulative -1 to all stats [-2 Plus -1 as effects CON], Time: every minute [-2]) [-6 PP] Totals: Abilities (38) + Combat (30) + Saving Throws (26) + Skills (15) + Feats (19) + Powers (122) - Drawbacks (6) = 244/250 Power Points Note: While the Delaztri Empire is no more, their artifacts are still present in various parts of the galaxy, allowing for Delaztri Crystals to turn up from time to time.
  12. The Traveller Power Level: 11 [15] (200/250PP) Trade-Offs: None Unspent Power Points: 50 In Brief: A warrior-scholar who has spent millennia wandering the galaxy helping people. Residence: A citizen of the Universe Base of Operations: Space Catchphrase: "In all mine time wandering the Universe.." Alternate Identity: Sitara Shashikala Identity: Public Birthplace: Indus Valley, Earth Occupation: Soldier, Scholar and Explorer Affiliations: Praetorians Family: Long dead Description: Age: 5,000 Apparent Age: 30 Gender: Female Ethnicity: South Asian. Height: 5'8" Weight: 119 lbs. Eyes: Brown Hair: Black Though her biology has been massively altered by her masters on the outside she appears much as she did when she left Earth all those Millennia ago. She tend to go for simple comfortable clothing normally the jump suit she wears inside her armour. The armour itself if a thing of beauty appearing to be ceramic of some kind. It's a sparkling white with fine intricate engraving on its surface in Aztec or even Celtic style abstract forms, only the faceplate is unformatted just appearing as a black surface, which Sitara can cause to become opaque as needed. Underneath the armoured plates there seems to be a number of fine interlocking cog-like meshes that seems to move and shift as the armour moves about. The power pike that she carries is similarly designed with the intricate patterning on it's surface. The weapon is designed to be split into two parts but the join is so fine that it's almost impossible to tell. Power Descriptions: Sitara has had her biochemistry radically altered to such an extent that she's not technically human any more. Thanks to these alteration she is effectively immortal and can fight off any infections in the environment. Her biorhythmic field has also been altered, which synchs up with the armour and pike's own power systems, meaning that only she can use the equipment. History: Over four thousand years ago there existed a peaceful race of aliens, the mArttik Avata, who gave their time to peaceful pursuits to expand there knowledge of the universe. Unfortunately in their travels they came across another race, the Amitra, as advanced as themselves but with an interest in only violence and conquest. Unable to even consider committing violence against another creature the mArttik Avata could not bring themselves to fight the Amitra directly, but they knew that if they did not challenge the Amitra they would conquer and enslave, if not destroy, all the other fledgling races that inhabited the galaxy. So they decided that they would form a army from some of the more primitive races who would fight this vital battle for the future of the galaxy for them. One of the planets they choose was Earth. Sitara who lived among the flowering Indus valley civilization had always been curious, travelling many miles from her home city to see what was beyond the next hill. When the strangers from the stars came it was not long before she had travelled to visit these strange creatures from beyond. When they asked for volunteers to journey with them to fight among the stars she didn't hesitate, even though she had never raised even her voice in anger; she would do almost anything to explore the stars above her. They must have seen something in the young woman for she was one of the few chosen to serve these aliens. The mArttik Avata took her, along with many others, to their home planet where they radically altered the volunteers' biochemistry and began to teach them all that they knew. Not only did they train them to fight effectively with all the weapons available to them they also taught them about the sciences and the universe around them. Then they were set loose to fight in one of the most brutal wars of that era which took a massive toll on their forces, but they knew that they needed to fight on or all would be lost. Sitara doesn't know how the war was final ended, gravely injured in a battle she was placed in a healing pod. When she awoke thousands of years had passed and there was no sign of either the mArttik Avata her or the Amitra that they fought. After awaking she wandered the universe helping those in trouble where she could learning what she could about the galaxy she was now in, trying to find out what had happened to those she fought alongside. Eventually she fell into another group that was trying to protect the universe from threats and once again she was placed on suspension, from which she has only recently awoken. Personality & Motivation: Even after the millennia of wandering the universe Sitara's curiosity hasn't been sated, she still has a strong desire to explore and discover new things. There is always the next planet where something new can be found. Seeing the worst that the universe can offer has left Sitara a little jaded and slow to full trust others but she had also seen the best of the universe and has a guarded optimism about how things will pan out. She tend to hide her true feeling behind a confident bluster with a thick veil of humour, she lives her life hard as if all those centuries of travel could come to an end tomorrow. Powers & Tactics: Sitara was trained as a soldier and tend to try and break things down into an military encounter always looking for the best tactical advantage before striking. That said she can in the heat of battle become a little gun-ho. Complications: It was here last time... : Sitara has gained vast knowledge about the people and places of the universe. Unfortunately some of her information can be centuries, if not millennia out of date. We have plenty of time : After millennia of existence, plus a push towards perfection, means that Sitara finds difficult to rush things. Even if she has only seconds to disarm a bomb she will stay until the very last second. Distracted by the shiny: Sitara was taught by the raise that recruited her to find the beauty in the universe around her, sometimes she can get carried away and focus on the beauty, be it a sunrise or an intricate device, to the detriment of more important things going on around her. I am Legend: Those that Sitara fought for, both four thousand and a thousand years ago, have become legends among modern races. In some they are revered as heros, lifted up to god like presence, other however remember them as cruel conquerors or even evil destroying demons. Abilities: 4 + 4 + 6 + 10 + 6 + 2 = 32PP Strength: 14/20 (+2/+5) Dexterity: 14 (+2) Constitution: 16/24 (+3/+7) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +6 Attack: +6 Base, +10 Combat Pike Grapple: +8/+11 Defense: +10 (+5 Base, +5 Dodge Focus), +2 Flat-Footed Knockback: -7 Saving Throws: 1 + 8 + 7 = 16PP Toughness: +7/+10 (+3/+7 Con, +3 Protection [impervious 4]) Fortitude: +4/+8 (+3/+7 Con, +1) Reflex: +10 (+2 Dex, +8) Will: +10 (+3 Wis, +7) Skills: 136R = 34PP Bluff 9 (+10) Computers 10 (+15) Craft (Electronic) 10 (+15) Skill Mastery Craft (Mechnaical) 10 (+15) Skill Mastery Diplomacy 9 (+10) Gather Information 14 (+15) Intimidate 9 (+10) Knowledge (Galactic Lore) 10 (+15) Knowledge (Tactics) 10 (+15) Skill Mastery Knowledge (Technology) 10 (+15) Skill Mastery Language 4 (Delaztri, English, Sanskrit [Native], Galstandard, Lor) Medicine 2 (+5) Notice 7 (+10) Pilot 13 (+15) Sense Motive 7 (+10) Survival 2 (+5) Feats: 17PP Ambidexterity Attack Specialization (Combat Pike) 2 Dodge Focus 5 Equipment 2 (10 EP to Praetorian spaceships and HQ) Improved Initiative 1 Improvised Tools Inventor Jack-of-all-Trades Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Tactics], Knowledge [Technology]) Uncanny Dodge (Auditory) Well-Informed Powers: 2 + 54 + 23 = 79PP Immunity 2 (Aging, Disease) [2PP] Power Armour 13 (65 PP Device, Hard to Lose, Feats: Restricted 2 [biorhythmic Field]) [54PP] Communication 2 (Radio 100 ft Extra: Area) [4PP] Comprehend 3 ( Read All, Speak All [One at a time], Understand All ) [6PP] Enhanced Constitution 10 [10PP] Enhanced Strength 6 [6PP] Flight 6 ( 500 mph, 5000 ft/rnd) [12PP] Immunity 10 (Life Support, Starvation & Thirst) [10PP] Impervious Toughness 5 [5PP] Protection 3 [3PP] Space Travel 1 (Interplanetary) [2PP] Super-Senses 3 (Darkvision, Direction Sense) [3PP] Super-Strength 2 (Effective Strength 30, Heavy Load: 1,600lbs) [4PP] Power Pike 7 (35PP Device, Easy to Lose, Feats: Restricted 2 [biorhythmic Field]) [23PP] Weapon Modes 12 (27PP Array, Alternative Power 8 ) [35PP] Base Power: Blast 12 (160ft increments; Feats: Improved Critical; Improved Range; Precise)) [27PP] Alternate Power: Blast 8 (160ft increments; Extra: Autofire; Feats: Improved Critical, Improved Range 1) [26PP] Alternate Power: Blast 8 (160ft increments; 40ft Bust Area; Extra: Area - General (Burst), Feat: Improved Range 1) [25PP] Alternate Power: Dazzle 9 (Visual Senses, 90ft range, 45ft Burst Area; Extra: Area - General (Burst)) [27PP] Alternate Power: Drain Toughness 8 (80ft increments; Extra: Affects Objects, Ranged, Feats: Precise, Reversible) [26PP] Alternate Power: Paralyze 8 + Strike 7 (Feats: Improved Critical, Improved Trip, Mighty) [26PP] Alternate Power: Stun 12 [24PP] Alternate Power: Stun 6 (Extras: Autofire, Ranged [60ft increments]) [24PP] Alternate Power: Stun 6 (Extra: Area - General (Burst), Ranged [60ft increments]) [20PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Blast 11 Ranged DC 26 Toughness (Staged) Damage (Physical) Blast 6 Ranged DC 21 Toughness (Staged) Damage (Physical) Blast 7 Ranged DC 22 Toughness (Staged) Damage (Physical) Dazzle 7 Ranged DC 17 Fort Dazzle Drain Toughness Ranged DC 16 Fort (Staged) Drained Toughness Paralyze+Stun Touch DC 16 Fort (Staged) Paralyze DC 22 Toughness (Staged) Damage (Physical) Stun Touch DC 21 Fort (Staged) Stun Stun Touch DC 15 Fort (Staged) Stun Stun Ranged DC 15 Fort (Staged) Stun Totals: Abilities (32) + Combat (22) + Saving Throws (16) + Skills (34) + Feats (17) + Powers (79) - Drawbacks (0) = 200/250 Power Points
  13. Rock Power Level: 12/13 (199/217 PP) Trade-Offs: -5 Attack / +5 Damage; -5 Defence / +5 Toughness Unspent Power Points: 18 Theme: Rock and Roll Band by Boston In Brief: Rock. Birthplace: Some Rock Residence: The Horizon Occupation: Rock for Hire Affiliations: Captain Eclipse, Nae-Dae Family: Rocks Description: Age: Old as Rocks Gender: Rock Ethnicity: Rock Height: 8'7" of Rock Weight: 1.5 Tons of Rock Eyes: Molten Rock Hair: Rocks At first glance Rock appears to be a crude humanoid statue pieced together from ill-fitting stones, a towering stack of grey and brown punctuated by patches of faded green moss and veins of ferrous ore. Two spots of glowing molten rock set in cavernous eye sockets are the first signs of life, followed by an uneven though surprisingly expressive maw similarly lit from within. Although he has little need for clothing Rock does wear a broad sash across his chest which supports a saddlebag, a concession to the practical need to carry various items and woven from green fibers with the texture of reptilian scales. All of his movements are accompanied by the scraping grate of stone against stone, even changes in expression. Power Descriptions: Rock is every bit the pile of stones that he appears. An internal core of molten rock provides him with noticeable body heat and functions similarly to connective tissue. He does not have any internal organs as such, brain included, animated instead by some diffuse intelligence. This allows him to daily reattach severed limbs or even rebuild his entire body provided raw materials. Unbeknownst to Rock himself, he is in fact the juvenile stage of an intelligent living planet with a life cycle billions upon billions of years long. Given enough time he will continue to accrue mass, likely spending millennia as an island then continent on a more mundane world or perhaps as an self-propelled asteroid before reaching maturity. History: Rock doesn't entirely remember from where he came. He doesn't consider himself particularly old on the rare occasions he's inclined to consider the matter. He does know that he's outlived every friend and every enemy he’s ever had, that he's seen great powers have risen and fallen only to be replaced by someone or something else often enough to have stopped counting. In all that time he's never encountered another being like himself. Non-carbon based life, certainly, even symbiotic stone creatures of a sort. They still were not whatever he was, nor he one of them. That uniqueness seemed to bother the occasional scientist or law enforcement agent who took an interest in him more than it did Rock himself but searching for answers was as good a reason as any to continue rolling from world to world. Currency is the axis upon which the galaxy spins, as they say, and while Rock has few material needs the adage still holds true. For the past few decades at least he's been finding work as hired muscle, or whatever passes for sinew in his imposing frame. Some of those jobs have been upstanding, many of them have not been but Rock maintains the same philosophical perspective on legality as most other topics. His dealings with the galaxy's criminal underworld introduced him to many for whom the day to day struggle for survival was a more dire affair. He watched time and time again as those with power took advantage of those without, surprisingly often with the law on their side. Relaxed as he was about his own concerns the fiery temper unleashed by harm done to others coupled with an inability to adequately explain himself earned him a lengthy record and a reputation as less than reliable. Things reached a turning point when Rock was recruited for a job by Talisyn Alar, better known as Captain Eclipse. The stony titan's strength was instrumental in getting past the security of the private art collection Eclipse had been hired to invade. When the crew reached their target, the final piece in a collection of ancient artifacts sought by their employer, a moment of clumsiness on Rock's part accidentally revealed it as a component of an alien weapon capable of creating a black hole. Agreeing that it was too destructive a power for anyone to possess, Rock and Eclipse destroyed the artifact, earning the wrath of their employer and the rest of the crew. Partnering up first out of necessity and then because of how well they found they worked together, the pair adopted a new policy. There was no reason doing the right thing couldn't also be profitable, after all, not when so many of the beings deserving of comeuppance had so much to steal. And if it also felt pretty good, well. Only a fool would accuse the battle-hardened cyborg and the towering pile of rocks of being sentimental. Personality & Motivation: Rock is generally happy to go with the flow, leaving most of the decision making to more vivacious allies such as Eclipse. He is rarely shy about making his opinions known, however, and his calm demeanour belies a fiery temper that is not easily cooled once roused. He feels generally protective of those smaller than him, which is a broad category, and strives to be helpful without expecting much in return. He is far more easily motivated by the mistreatment of others than slights against himself. Powers & Tactics: Rock is well versed in throwing his considerably weight around. In battle he charges into the fray with little regard for his own durable form, grappling or knocking about multiple opponents at once. He tends to target the most physically imposing target first given the choice, glad for the opportunity to let loose without needing to hold back. When fighting alongside allies, however, his priorities shift and Rock uses himself as mobile cover, attempting to place himself between his friends and the worst danger. If things do not appear to be going well he is not too proud to scoop them up bodily and beat a hasty retreat. When suitably enraged, Rock's molten core can erupt through any of his body's surfaces, usually either his mouth or the palms of his hands. The wave of liquid stone is scalding and indiscriminate and takes Rock a moment to recover from as he rebuilds his internal reservoir. Complications: Faulty Hardware: Galactic civilization just isn't designed with giant rock people in mind. From squeezing through doors to trying to use tools intended for smaller, fleshy digits, his difficulties are multitude. Rock tends to leave a lot of shattered monitors and bent chairs in his wake. Geological Record: Not all of Rock's exploits have been strictly legal by local - or universal - standards. He has more outstanding warrants for destruction of property, disturbing the peace and more than he can reasonably keep track of and it's tough to remember where he might not be welcome. Making a Mountain: Rock is generally calm and contemplative by nature but when his ire is raised his temper is literally fiery. Tending to extremes, any perceived threat to his friends or a similar trigger will unleash a juggernaut with the strength and inexorable momentum of an avalanche. Rock and a Hard Place: Rock's willingness to use his body as a living bulwark for his friends often outweighs his awareness of his own limits. While he can take a staggering amount of punishment by most standards, he is not invulnerable and can easily overestimate his own durability. Taken for Granite: Between his appearance and limited vocabulary many beings underestimate Rock's intellect and insight. Apart from his Eclipse and Nae-Dae he has difficulty making others take his opinions seriously or even convincing some that he is a legitimately sentient creature. Abilities: - 10 - 4 - 10 + 4 + 8 + 4 = - 8PP Strength: 44/20/- (+17) Dexterity: 6 (-2) Constitution: - Intelligence: 14 (+2) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 16 + 16 = 32PP Initiative: -2 Attack: +7 (+8 Base, -1 Growth) Grapple: +32 (+7 Attack, +17 Strength, +2 Density, +4 Growth, +2 Super-Strength) Defense: +7 (+8 Base, -1 Growth), +3 Flat-Footed Knockback: -16 Saving Throws: 0 + 5 + 8 = 13PP Toughness: +17 (+12 Protection, +3 Density, +2 Growth; Impervious 3) Fortitude: - (Immune) Reflex: +3 (-2 Dex, +5) Will: +12 (+4 Wis, +8) Skills: 64R = 16PP Bluff 3 (+5) Computers 3 (+5) Intimidate 11 (+15) Knowledge (Galactic Lore) 8 (+10) Knowledge (Physical Sciences) 3 (+5) Knowledge (Technology) 3 (+5) Language 1 (Galstandard, Phaesti [Native]) Medicine 1 (+5) Notice 6 (+10) Pilot 12 (+10) Sense Motive 11 (+15) Survival 2 (+6) Feats: 33PP Improved Grab Improved Pin Interpose Equipment 2 Sidekick 24 Startle Stunning Attack Takedown Attack 2 Equipment: 10EP = 2PP Binoculars; Super-Senses 4 (Visual; Extended 2 [1000' Range Increment], Infravision, Tracking) [4EP] Ship Communicator; Communications 5 (Radio, 5 miles; Extras: Area, Flaws: Limited [Other Crew Communicators]) + Super-Senses 1 (Communication Link [ship, Radio]) [6EP] Powers: 91 + 25 = 116PP Rock Person Physiology 18 (90PP Container [Passive, Permanent]; Power Feats: Innate) [91PP] Density 6 (+12 Strength, +3 Toughness [impervious], +2 Immovable, +2 Super-Strength, x5 Mass; Extras: Duration [Permanent, +0]) [18PP] Immunity 32 (Critical Hits, Fortitude Effects) [30PP] Immunity 10 (Electricity Damage, Fire/Heat Damage; Flaws: Limited [Half]) [5PP] Growth 4 (Large, +8 Strength, +2 Toughness; Extras: Duration [Permanent, +0]) [12PP] Protection 12 [12PP] Regeneration 10 (Recovery Bonus 5 [+0], Resurrection 1 [1 Week]; Flaws: Source [Rocks], Power Feats: Persistent, Regrowth) [5PP] Super-Strength 2 (Effective Strength 69, Heavy Load ~200 tons; Power Feats: Bracing, Countering Punch) [6PP] Molten Core 12 (24PP Array; Power Feats: Alternate Power 1) [25PP] Base: Enhanced Strength 24 [24PP] AP: Damage 12 (Extras: Area [General, Cone], Secondary Effect, Flaws: Action [Full]) [24PP] (eruption) Drawbacks: -3PP Geologuistics (Can Only Vocalize 'Rock' in Galstandard, DC 15 Sense Motive Check to Discern Meaning; Frequency: Very Common; Intensity: Minor) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC32 Toughness Damage Eruption Area [General, Cone] DC22 Reflex Half Damage DC27 Toughness Damage [Secondary Effect] Totals: Abilities (-8) + Combat (32) + Saving Throws (13) + Skills (16) + Feats (33) + Powers (116) - Drawbacks (3) = 199/217 Power Points
  14. CoronaPower Level: 10 [12] (168/182PP)Trade-Offs: +2 Tou/-2 DefUnspent Power Points: 14 In Brief: A Lor security officer empowered by weird cosmic experiments. She is assigned to work alongside ancient aliens and proven allies. Alternate Identity: Aya K'zan Identity: Public Birthplace: Firstdown, Hala Occupation: Agent of ALIENS Affiliations: Lor Republic, Allied Liaison/Intelligence Extra-National Service, the Praetorians Family: Genus K'zan (father, deceased), Mar'as K'zan (mother, deceased). Description Age: 32 Gender: Female Ethnicity: Lor, appears Hispanic Height: 5' 4" Weight: 135 lbs. Eyes: Brown/Gold Hair: Black Aya K'zan is a woman of average height but with a stocky, muscular frame. Her skin is brown and smooth, her dark hair is styled up in a faux hawk, and her eyes are deep and liquid. She moves with a confident, almost angry gait, and her round face is usually fixed in a scowl at whatever her latest problem is. She prefers to wear anonymous, sturdy clothes, usually a jumpsuit or trousers and a blouse. In a formal setting, she may instead wear rank-free set of Lor Navy dress blues. When acting as an official agent of the Lor Republic or when she expects a situation to be dangerous, she wears a Lor combat spacesuit. The suit is all hard angles and reinforced sections, painted a bright gold with a crimson starburst on her chest. The suit's paint is usually chipped, though, showing a neutral cream base. Power Descriptions: Corona can manifest a golden-tinged cosmic energy, which she can put to any number of applications. She naturally projects a forcefield micrometers above her skin, which offers better protection than any mortal suit of armor. She can use the energy to supercharge her muscles or focus it into a damaging ray of energy. She can even blast that energy behind herself to fly. Even her biology has been affected by these cosmic energies, as she longer has to breath or eat to sustain herself. She still possess a Lor-designed combat spacesuit, designed to withstand the rigors of combat while keeping one safe from the dangers of hard vacuum. It can preserve her life in any number of hostile environments, and after receiving modifications from Miss Americana it can safely channel Aya's cosmic energies. History: Aya K'zan was born on Hala, an old world of the Lor Republic, near the center of their galactic expanse. Her father was one of the Republic's top scientists and so she was raised as part of the upper class of the Republic, learning duty and loyalty and pride from a young age. When she came of age, instead of going into the Lor-Van Science Academy she joined the Republic Naval Academy. Her grades drew attention from higher-ups and upon graduation she was invited to join the Republic Investigative Patrol. The RIP is an investigation and enforcement group with extensive powers within the boundaries of the Republic. As an agent, Aya traveled to the outskirts of the Republic and the spires of powers, searching out corruption and treason. She took her job seriously, perhaps too much so; no matter was too small for her attention, and she pushed her authority to the limit pursuing her ideals of justice without regard to rank or connection. It was only a matter of time before she came up against someone powerful. It was a missing persons case -- a case of missing children, disappearing off the streets of a planetary capital. Aya took charge of the investigation and tracked the disappearances down to a particular corporate lab; she lead local law enforcement in raiding the structure. Inside were the children and other people, missing vagrants and adolescents written off as runaways. And there were mercenaries. Aya lead from the front, freeing the civilians and driving the hired guns back. Her zeal caused her to push too far ahead, and her group was ambushed; the local law enforcement agents with her were killed, but she survived. She found her way to the heart of the complex, where she discovered a Senator, hastily destroying the evidence of his involvement! Aya tried to arrest him, but the Senator hit her with a blast of weird cosmic energy from a laboratory projector. She came to in a hospital. There was no evidence of the Senator's involvement, but she reported it anyway and insisted on pressing the case. There was a brief trial, one word against another, and the Senator walked off a free man. Aya, having burned the last of her favors, was kicked out of RIP. After the destruction of Lor-Van and the battle against the Communion, Aya was tapped to form part of a new branch of the Lor government. The Allied Liaison/Intelligence Extra-National Service was designed to work with all militarily-significant, non-Republican forces in the galaxy, and in recognition of the service the Praetorians were assigned one of the first agents. Personality & Motivation: Aya K'zan is a direct, even forceful woman. She dislikes lies or even elaborate plans, preferring to live her life as a straight line between two point. Some people would claim that she's as graceless as a mad bull, but she prefers to think of herself as cutting through superfluous nonsense. She tends to come off as rather rough and she's not inclined to take less than 100%, but she can be surprisingly gentle to people who are genuinely out of her depth. Aya's greatest concern is justice, the simple notion that the rules apply to everyone and that everyone will get what they deserve. Trying to shirk your responsibilities or a just punishment is about the worst thing she can imagine. Powers & Tactics: Aya can talk about escalation backwards and forwards, and she follows it to a tee. She'll start by playing nice, then trying to scare opponents into surrendering, and only if that fails will she start fighting. Against baseline enemies she'll stick with grapples and Nauseate to get them to stand down, but against superpowered enemies she'll use every power she has. Once combat starts, though, she focuses on protecting civilians over and above everything else. Complications: For Great Justice! Whether it's the rule of the law, karma, or comeuppance, Aya has always been focused on balancing the scales. Responsibilities Aya is first and foremost an agent of the Lor Republic. It will take something extraordinary to get her to abandon her duty. Superior Lor Et Cetera Aya is loyal to the Republic through and through, and tends to trust Lor technology and Lor opinions above anything else. Like Pulling Teeth As a RIP agent Aya clashed several times with the Maw, a nasty group of smugglers and mercenaries without a moral between them. If they ran into her, it would inevitably descend into combat. Like a Shining Star Corona's powers all involve her glowing like a flashlight. Whenever she's actively using her powers, stealth is all but impossible for her. Prejudice Aya has worked for the Lor Republic all her life, and is extremely loyal to it. She will have a very negative reaction to any of the traditional enemies of the Lor, such as the Grue or members of the Khanate. Hatred Corona will go out of her way to fight, denigrate, or inconvenience the Communion any way she can. Neuvo Bureaucrats ALIENS is a new branch of the Lor government, and formed during a time of great uncertainty in the Republic. That means the exact extent of their responsibilities are unclear. That can be a boon and a burden Abilities: 8 + 6 + 8 + 2 + 0 + 6 = 30PP Strength: 30/18 (+10/+4) Dexterity: 16 (+3) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 16 (+3) Combat: 12 + 16 = 28PP Initiative: +7 Attack: +6 Melee, +6 Ranged, +10 Unarmed, +10 Blast Grapple: +10/+21 Defense: +8 (+8 Base), +4 Flat-Footed Knockback: -6/-24 Saving Throws: 4 + 5 + 8 = 17PP Toughness: +12 (+4 Con, +8 Protection, 0/10 Impervious) Fortitude: +8 (+4 Con, +4) Reflex: +8 (+3 Dex, +5) Will: +8 (+0 Wis, +8) Skills: 108R = 27PP Diplomacy 7 (+10) Gather Information 7 (+10) Intimidate 11 (+14) Investigate 11 (+13) Knowledge (Civics) 9 (+10) Knowledge (Galactic Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Physical Sciences) 4 (+5) Knowledge (Streetwise) 9 (+10) Knowledge (Technology) 4 (+5) Language 4 (English, Galstandard, Grue, Lor [N], Mandarin) Notice 11 (+11) Pilot 7 (+10) Sense Motive 11 (+11) Feats: 7PP Accurate Attack Attack Specialization (Unarmed) Benefit (Native [Lor Space]) Improved Initiative Interpose Power Attack Startle Powers: 2 + 26 + 9 + 14 + 8 = 59PP Flight 1 (10 MPH) (Self-Propelled Flight) (Cosmic, Radiation) [2PP] Cosmic Empowerment Array 11.5 (23PP, Feats: Accurate, Alternate Power 2) (Cosmic) [26PP] BE: Immovable 13 (Extra: Linked [+0] [impervious Protection]) + Impervious Protection 10 (Extra: Linked [+0] [immovable]) (Shall Not Be Moved) (Cosmic, Mutation) [23/23PP] AP: Blast 10 (Feats: Accurate, Affects Insubstantial 2 [DAM 10]) (Cosmic Blast) (Cosmic, Radiation) [23/23PP] AP: Enhanced Strength 12 (Extra: Linked [+0] [Super-Strength]) + Super-Strength 5 (Str 55, Extra: Linked [+0] [Enhanced Strength], Thunderclap) (Strength of the Cosmos) (Cosmic, Mutation, Radiation) [23/23PP] Immunity 9 (Life Support) (Cosmic Genetics) (Cosmic, Mutation) [9PP] Lor Combat Spacesuit 3 (15PP, Hard to Lose, Feat: Restricted 2 [DNA Check]) (Alien, Technology) [14PP] Enhanced Feat 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero-Gee]) (Blood Flow Regulators) [3PP] Enhanced Feat 2 (Alternate Power 2 [On Cosmic Empowerment Array]) (Archetech Modifications) [2PP] AP: Damage 10 (Extra: Area/Cone [General], Extras: Progression 2 [Area] [50 ft per rank]) (Flat-Hand Blast) [22/22PP] AP: Flight 9 (Stacks with Flight 1 for Flight 10 (25 000 MPH), Extra: Linked [+0] [Super-Movement]) + Super-Movement 2 (Space Travel 2 [Interstellar],Extra: Linked [+0] [Flight]) (Cosmic Thrusters) [22/22PP] Communication 6 (Radio, 20 miles, Feat: Subtle) (Suit Comms) [7PP] Super-Senses 2 (Radio) (Radio Receiver) [2PP] Protection 8 (Skin-tight Forcefield) (Cosmic, Mutation, Radiation) [8PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage (Physical) Strength of the Cosmos Touch DC DC25 Toughness (Staged) Damage Physical)/(Cosmic, Mutation) Cosmic Blast Ranged DC 25 Toughness (Staged) Damage (Cosmic, Radiation) Thunderclap Touch/Cone DC 20 Reflex/DC 20 Fort Deafened (Cosmic, Mutation) Flat-Hand Blast Touch/Cone DC 20 Reflex/DC 25 Toughness Damage (Cosmic, Mutation) Totals: Abilities (30) + Combat (28) + Saving Throws (17) + Skills (27) + Feats (7) + Powers (59) - Drawbacks (0) = 168/182 Power Points
  15. Player Name: Eternal Phoenix Character Name: Samaritan Power Level: 7 (105/112 PP) Trade-Offs: None Unspent PP: 7 Progress towards Bronze: 7/30 In Brief: Inexplicable Human Totem, capable of amazing physical feats and aware of every physical object around him. Alternate Identites: Vonnie Murray Identity: Secret Birthplace: New York City Occupation: Freelance Journalist Affliations: None, barring Claremont Academy in general Family: Vina Murray (sister), Elena Veracruz (mother, deceased), Laquiesha Janine Parker Age: 16 Apparent Age: 16 Gender: Male Ethnicity: Half African-American, Half Puerto Rican Height: 5’ 9†Weight: 170 Eyes: Dark Brown Hair: Dark Brown Description: Vonnie is dark skinned and a little skinny. He shows zero outward sign of being anything other than a normal mixed race teenager. However, to those with mystic senses, his soul shines brighter than the sun. His costume, such as it is, is a white T-shirt with a cross in the center and a blindfold style mask. History: Vonnie Murray was an ordinary teenager in the Bronx who had brains to spare and a slight gadgeteering bent. One day, when he was 14, one of his inventions went haywire, spraying both him and his sister with unknown energies. He soon found he was stronger, faster, and tougher than everyone on the block. Like most kids his age, he idealized super heroes. Now that he had super powers, what better idea than to give it a go? It was a smashing success. He saved people. Punched out thugs. Street level stuff, but Bronx, Brooklyn, Queens, and Manhattan began to take notice of his presence. Meanwhile, his personal life had begun to improve. Gail Verner, one of his classmate and just about the most idolized girl in school (not that she catered to that impression, mind), started hanging out with him and his small circle. Small meaning Vonnie and a rotating cast of neighborhood kids. Most notable were Darrell (moderately wealthy), Tonio (meathead with a good heart), Carmen (fulfilling that tough Latina stereotype unironically), and Laquiesha Janine AKA LJ (fulfilling that airheaded party girl stereotype apparently unironically). As time went on, Vonnie and Gail even started dating. Young love is a beautiful thing. That said, The Labyrinth has a vested interest in new super heroes, as some of them can be…useful. However, Vonnie (now being called Samaritan by the media because of his cross t-shirt and borderline reckless devotion to getting people out of harm’s way), had no detectible super powers or special training, despite his tremendous physical gifts. A lesser DNA Ascendant was sent to capture him. It…didn’t go well. The man was an idiot, and a thug. Not to mention somehow his combat programming didn’t take, so he couldn’t fight any better than the thug he started out as. He went smashing through Vonnie’s home, and managed to murder his mother and Gail (who happened to be visiting) before Vonnie arrived. Vina was on the floor, clearly next. Seeing two of the three people he loved most in the worst broken like dolls, and the same about to happen to the third…something in the back of Vonnie’s mind broke loose. His vision grayed, and he attacked the monster who’d stolen almost everything from him. They almost killed each other in a savage brawl across what seemed like half the Bronx. The thug was strong, but for every hit he got on Vonnie, Vonnie hit with two or three. They fought until neither could stand up. Doctors still aren’t sure if the thug will ever walk again, but Vonnie recovered with remarkable speed. A neighbor (LJ’s dad, as it happened) took the devastated siblings in afterward. As it turned out, LJ was not an airhead. It was just a phase, and the shock of seeing her friend in physical and emotional agony shook her out of it pretty hard. As Darnell, Tonio, Carmen and the rest drifted away, she drifted closer. Gail was a good person, no doubt about it, but LJ possessed a decidedly larger heart. Vonnie slowly rebuilt his life. The NYC press blaming Samaritan for the whole affair didn’t help, but he refused to quit hero work. His mother and Gail, had they known he was Samaritan in the first place, would not approve. His reputation was ruined. So what? He didn’t do this for praise. Eventually his friends drifted back to him. By that time he and LJ had been going out for a month already. The press moved on. 10th grade was wrapping up. It had been an entire year. The memories still hurt, but on the whole...life was good again. He even felt confident enough to confide his life as Samaritan to LJ. She took it well, all things considered. And then another DNA Ascendant attacked. This one was smarter and could actually fight, but there was something wrong with her. She was a bird analogue with razor feathers, only she seemed very, very sick. There was an air of desperation about her as she launched an assault on Vonnie as he was swinging home. The combination made her sloppy, not that Vonnie noticed. The collateral damage added up, but he couldn’t do anything more to take her down than he already was. He couldn’t do anything but watch as people were injured. His people. And then he saw LJ, holding her fallen father. He was going to meet them at the corner store. Something in the back of his mind broke loose, and his vision grayed out. He was stronger, faster. The bird woman couldn’t dream of stopping him. He hit her again. And again. And again. Her razor feathers dug into his flesh, but he didn’t feel it. It was when he hadn’t been hit back in a while that he backed off. Blood loss abruptly caught up to him, but before he passed out he saw her. Broken, like a doll. Vonnie was horrified, but something in the back of his mind was well satisfied. The bird woman’s still in a coma. This time, Duncan Summers took a personal interest in the young man who’d garnered so much interest from a unknown party. However, Vonnie flatly refused to go alone. For one, his sister was starting to demonstrate powers similar to his own and that quite frankly scared him to death. Second, there wasn’t a way on this earth that he’d leave her or his orphaned girlfriend behind. That said…LJ told him off HARD. The language was both colorful, vicious, and tinged with just enough grief to hit what her anger couldn’t. Vonnie just took it. Meekly. It was, after all, all his fault. His fault for having the arrogance to think he could just put on a mask and save people. His fault for the accident that triggered his powers. His fault for being born in the first place. All the death and all the pain around him were all his fault. She finally ran out of steam. He nodded. Said one thing. And walked away. LJ watched him go, emotions warring. He wanted to return the favor from a year ago? When she’d been there for him when he’d lost his only parent? Who did he think he was? But…he could’ve asked for anything or even nothing at all. He didn’t even have to come see her again. But he did. He knew she’d be mad, but he took the verbal beating without a word in his own defense. All he did was ask if he could help her. Stupid @#$%^&. She ran to him. @#$% straight he’d return the favor. Thus, Vonnie, Vina, and LJ came to Freedom City, and Samaritan joined the student body at Claremont Academy. Personality & Motivation: Vonnie is a good kid. He was idealistic starting out, but reality has tempered that some. That said, he’s a hero. He firmly believes that because he has power, he should use it to help people. He’s no boy scout, though. He remains very much a teenage boy, and he’s definitely got that rebellious, angry loner thing down pat. However, he’s more often just earnest and caring. It’s just that great loss can take a toll on even the strongest of psyches. Power Descriptions: Neither Vonnie nor anyone else knows it, but his powers are mystic in nature. He’s a animal totem, but his animal is the human animal. At the moment, that means he has peak physical strength, agility, and stamina. He’s faster than the fastest of sprinters. However, the thing that sets him apart is his Spatial Awareness. He can sense anything with a physical presense around him. Neither walls, doors, or any kind of concealment short of magical can block it. As such, he’s rarely surprised. Powers & Tactics: Samaritan only has one tactic. Get the civilians out of harm’s way, then hit the bad guy in the face. He’s quite predicable in that regard, actually. What helps with this is his Wrist Mounted Grapples. They’re essentially wrist mounted grapple guns that he uses to swing through the city. He does require a fairly ready supply of hooks to put on the ends of the cables so that they’ll stick. He’s also been known to use them as a tether to pull or swing things around. Complications: Your Powers, How Do They Work?: As Samaritan’s powers can’t be detected by ordinary methods, The Labyrinth wants him badly. So they can dissect and study his physiology and learn how exactly his powers work. Got People Depending On Me, Man: Vonnie’s sister Vina and his girlfriend LJ are the most important people in his life. He’ll defend them more viciously than anyone else. Toeing The Line: When pushed hard enough, Samaritan can and has abandon heroic combat mores and start fighting with a vicious and savage bent. He regrets it later, but descending into savagery when stressed seems to be a part of his powers. Honestly? It scares the crap out of him. .I Can Handle It: Vonnie’s been in a lot of fights. Some of them went badly for him, but he’s never truly lost a fight. This, and being a teenager has led to a feeling of nigh invincibility that will come back to bite him someday. The Price Of Fame: Samaritan’s two brawls with the DNA Ascendants (flawed as they were), along with a few assorted other battles, have made him somewhat famous in super villain circles. Someone could try to take the kid out to make a name for himself. It’s not like Vonnie’s about to turn down a fight against a villain, after all. Abilities: 0+0+0+8+2+2=12 Strength 24 (+7) [10 (+0)] (Enhanced Statistic) Dexterity 24 (+7) [10 (+0)] (Enhanced Statistic) Constitution 24 (+7) [10 (+0)] (Enhanced Statistic) Intelligence 18 (+4) Wisdom 12 (+1) Charisma 12 (+1) Combat: 6+6=12 Initiative: +7 (+7 Dex) Attack: +3 (+7 Unarmed) Grapple: +10 Defense: +7 (+3 Base, + 4 Dodge Focus, +1 Flat Footed) Knockback: -3 Saving Throws: Toughness: +0/+7 (+7 Con) Fortitude: +0/+7 (+7 Con) Reflex: +0/+7 (+7 Dex) Will: +7 (+1 Wis, +6) Skills: 28 SP= 7PP Acrobatics 2 (+2/+9) Bluff 6 (+7) Craft (mechanical) 1 (+5) Knowledge (physical sciences) 1 (+5) Knowledge (streetwise) 1 (+5) Knowledge (technology) 1 (+5) Notice 9 (+10) Sense Motive 7 (+8) Feats: 9PP Attack Specialization (Unarmed) 2 Dodge Focus 4 Inventor Last Stand (use extra effort to ignore damage penalties for one round) Uncanny Dodge (mental) Powers: 14+14+14+1+3+6+8=59 Enhanced CON 14 [14PP] Enhanced DEX 14 [14PP] Enhanced STR 14 [14PP] Leaping 1 (running jump 34 ft., standing jump 17 ft., high jump 8 ft.) [1PP] Speed 3 [3PP] Super Senses 5 (Spatial Awareness [accurate, acute, radius, ranged mental sense]) [5PP] Device 2 ( 10 PP Container; Flaws: Hard-to-Lose ) [8PP] (Wrist Mounted Grapples) Snare 1 (Power Feats: Improved Range 2[50 ft incr], Reversible, Tether [100 ft.] [6DP] Super Movement 2 (Slow Fall, Swinging) [4DP] DC Block: Unarmed (+7 Hit, DC 22) Abilities 12 + Combat 12 + Saving Throws 6 + Skills 7 + Feats 9 + Powers 59– Drawbacks 0= 105/112
  16. Player Name: Avorez Character Name: The Huntsman Power Level: 7 (105/105PP) Trade-Offs: +2 Attack /-2 Damage, -2 Defense / +2 Toughness (or "None") Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: British archer-hero come to America. Alternate Identity: Jonathan Ulster Identity: Secret Birthplace: Liverpool, England Occupation: Mechanical Engineer Affiliations: ASTRO Labs Family: Eric Ulster (Father, Deceased), Theodora Ulster (Mother, Alive), Henry Ulster (Older Brother, Alive), Jeanette Ulster (Younger Sister, Alive) Residence: Jonathan lives in an apartment out in the North End. Base of Operations: Southside/Lincoln Catchphrase: “The Hunt has begun!†Description: Age: 28 (April 15th, 1986) Apparent Age: N/A Gender: Male Ethnicity: Caucasian Height: 5’10 Weight: 157 lbs. Eyes: Green Hair: Black Jonathan is a quite lean, tall man, being quite lithe from years of acrobatics back home. He is light-skinned and sports a dashing goatee, his face and arms are pockmarked with scars due to the consistent trial and error process of crossbow work, as well as fighting crime. His black hair is short, staying above the ears, though it does have quite the thickness. In costume, he resembles the picture of a highway man, wearing a brown padded leather coat. Strapped around his torso is the quiver for his crossbow bolts as well as his general utility belt. Finally, he wears leather hunting boots and a domino mask, until he can…upgrade. Power Descriptions: Lacking really any powers of his own, Jonathan has had to sort of improvise, creating the persona of The Huntsman. As opposed to really any overt display of any real power, he utilizes a custom designed crossbow and specialty bolts to fight crime in the Greater Freedom City area. History: Born on April 15th, 1986 in Liverpool, the son of a lawyer and a nurse. He grew up practically living on the coast of the Liverpool Bay and the Waterfront area of the city. Jonathan had a relatively normal childhood, attending public primary and secondary schools, having the typical upper-middle class idea of life, vacationing in the cold winter months, travelling etc. Life was relatively easy, though; he did have some issues with authority, and had a few spats with other kids…the occasional fight here and there. As they typically do, stories tend to have some degree of tragedy in them. If they didn’t, no one would put on costumes and fight crime as a normal human being. Thusly, the cliché became a reality and Jonathan’s father died in a mugging during Jonathan’s second year at university in Birmingham. Being an industrious engineering student, Jonathan decided to get to work. His father had always loved the long-gone archers of days gone by. Of course, archery took a degree of training that Jonathan just didn’t have so, he did the next best thing: He built a crossbow. That first year was a bit…difficult, to say the least. He was a guy without much training, fighting crime with a crossbow and little else. The first year, and a good portion of the second year, was mostly trial and error, working on reflexes and on the continued development of his crossbow, of course, he did take some hits; the occasional baseball bat hit, brass knuckles, broken bones and bruises. It was fun, if more than a little bit difficult. Also, it was quite gratifying. Since those days, Jonathan has moved to America, going from Birmingham to Freedom City, and now he works for ASTRO Labs, being one of their researchers. With the well-paying job, and the access to oodles of free time, Jonathan takes to the streets of Freedom as The Huntsman once more, fighting crime the only way he knows how: With a crossbow. Personality & Motivation: Jonathan is a highly analytical individual, maintaining a relatively isolated personal bubble. He has issues with others, probably stemming from the fact that both of his parents were in jobs that really forced them to not be around as much. His general way of coping was to absorb himself in books and such. He does put on a pretty good front, now and again, though. Jonathan fights because he feels some degree of obligation to his father, seeing as how he wasn’t around when he died. Though, now that his father’s death is little more than a bitter memory, he merely continues to do his vigilante because it just feels right. Powers & Tactics: Given how he isn’t exactly the most powerful of the superhero scene, Jonathan has to compensate in battle utilizing his crossbow and trying to maintain the tactical advantage. Jonathan prefers to set up ambushes from a vantage point, however, it’s not like he exactly has the ability to predict the ebb and flow of combat, and so as a last resort he utilizes melee combat. When it comes to melee combat, Jonathan utilizes his crossbow in a manner not too dissimilarly to a mace, though he utilizes his quickness and agility to avoid being wounded in combat. Complications: Secret: Identity Family First: Jonathan, though unpowered, will come after anyone who threatens people that he views as family. Unresolved Daddy Issues: Jonathan and his dad always had problems with one another, and they never really had the chance to work things out before he died. Abilities: 4 + 6 + 2 + 8 + 6 + 4 = 30PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 8 = 18PP Initiative: +3 Attack: +5 Base, +5 Ranged, +9 Crossbows Grapple: +7 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3 / -0 Flat-Footed Saving Throws: 3 + 1 + 2 = 6PP Toughness: +7 (+1 Con, +6) Fortitude: +4 (+1 Con, +3) Reflex: +4 (+3 Dex, +1) Will: +5 (+3 Wis, +2) Skills: 72R = 18PP Acrobatics 5 (+8) Craft (Mechanical) 8 (+12) Craft (Electrical) 8 (+12) Climb 3 (+5) Escape Artist 4 (+7) Gather Information 3 (+5) Intimidate 6 (+8) Investigate 3 (+7) Knowledge (Physical Sciences) 6 (+10) Knowledge (Technology) 6 (+10) Notice 4 (+7) Search 4 (+8) Sleight of Hand 4 (+7) Stealth 8 (+11) Feats: 21PP Acrobatic Bluff Assessment Attack Specialization (Crossbows) 2 Defensive Roll 3 Dodge Focus 3 Elusive Target Equipment 5 (25 EP) Improved Aim Improved Pin Inventor Precise Shot 1 Ranged Pin Equipment: 5PP = 25EP Headquarters (Isolated Cabin, The Huntsman's Lodge)Toughness: +5 (0 EP) Size: Small (0 EP) Features: Computer, Garage, Infirmary, Isolated, Library, Living Space, Power System (Geothermal), Security System, Workshop (9 EP) Vehicle [Motorcycle, 0 EP] Huntsman's Mask (Night Vision Goggles, Flash Goggles), [2 EP] Utility Belt (14 EP) Bolos (Snare 4) [8 EP]Torch (Damage 1 + Drain Tou 1) [1 EP] Multi-Tool [1 EP] Power Knuckles (Strike 4 + Mighty) [1 EP] Smoke Pellets (Obscure 2 (Visual)) [1 EP] Throwing Blades (Blast 2) [1 EP] Concealable Microphone [1 EP] Powers: 12PP = 12PP Device 4 (20 PP Container, Crossbow, Flaws: Easy-to-Lose, 12 PP) Specialty Bolts (10 PP Array, Power Feats: Alternate Power 5) [15 DP] Base Power: Blast 5 [10/10PP] "Basic Bolts"Alternate Power: Dazzle 3 (Visual, Hearing) [9/10 PP] "Flash Bang Bolts" Alternate Power: Super-Movement 3 (Swinging, Wall-Crawling, Slow-fall) [6/10 PP] "Line Bolts" Alternate Power: Snare 5 [10/10PP] "Net Bolts" Alternate Power: Stun 4 (Extras: Sleep (+0), Feats: Sedation) [9/10 PP] "Knockout Poison Bolts" Alternate Power: Obscure 5 (100' Radius, Visual, Extras: Independent [+0]) [10/10PP] Super-Senses 5 (Scope; Low-Light Vision, Extended 2, Distance Sense, Ultravision 5 PP) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Basic Bolt Ranged DC20 Toughness (Staged) Damage (Physical) Dazzle Ranged DC13 Reflex Blind, Deaf DC13 Fortitude Recover Power Knuckles Touch DC21 Toughness (Staged) Damage (Physical) Snare (Bolo) Ranged DC14 Reflex (Staged) Entangled/Bound Snare (Bolt) Ranged DC15 Reflex (Staged) Entangled/Bound Stun Touch DC14 Fortitude (Staged) Dazed/Stunned/Unconscious DC14 Fortitude Recover Throwing Blades Ranged DC17 Toughness (Staged) Damage (Physical) Totals: Abilities (30) + Combat (18) + Saving Throws (6) + Skills (18) + Feats (21) + Powers (12) - Drawbacks (0) = 105/105 Power Points
  17. Change to Non Canon and Retired PC post counts. Aka "Special Edition / Guest Starring..." By default, using a retired PC, or being involved in a non-canon post (such as "What if" or "Alternative Versions of...") means that posts are worth 1/2 of normal. The reason for this has been to stop over-use of such threads. Unfortunately, despite them being a comic book staple, the effect has been to effectively completely stop them. Therefore, each month, you are allowed to nominate one, and only one of your threads as either a "Special Edition" (For a non-canon thread), or "Guest starring..." (when featuring a retired PC) and have it counted for full. This can be a different thread every month. If you have more than one thread that is non-canon or features a retired PC, you can still have these posts counted, as previously, and they will be worth 1/2 of normal. For "What if" or non-canon special edition threads, posts should be allocated to the PC (or alternative version) you are using for that thread. When using a retired PC in a Guest Edition thread, nominate one PC that all the posts are transferred to as a block. For GM posts in a special edition thread, posts are added to the total GM count (Which can be split and divided as you wish)
  18. Player Name: Fox Character Name: Dragonfly Power Level: 12 (15) (234/250pp) [261] Trade-Offs: +2 Defense / -2 Toughness Unspent PP: 18 In Brief: Bitter young genius out to apply her mind on her terms, and no one else's. Alternate Identity: Mara Hallomen Identity: Secret Birthplace: France (Dual-Citizenship, French/American) Occupation: Full-Time Inventor/Superhero Affiliations: Ironclad, Jill O'Cure, The Lab Family: Alexander "Hollow Man" Hallomen (Father) Age: 22 (DoB: December 1991) Gender: Female Ethnicity: Caucasian Height: 5'5" Weight: ~110lbs, ~160lbs in armor Eyes: Dark Blue Hair: Dirty-Blonde Description: On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, quiet blues and dark purples being runners-up). Make-up is practically a foreign concept and generally not worth her time. Her powersuit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are bulkier, relative to the rest of the suit, and have plating that can shift and rearrange for the task at hand - including deploying a number of small tools. The back of the suit carries a smooth backpack-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience. When not in use the suit is exchanged with a heavy, flexible metal choker that rests at the base of the user's neck; it has no visible clasp and, while clearly well-made and tasteful, does not appear to be especially valuable. Power Descriptions: When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even through her helmet's lenses, which are otherwise not outwardly transparent). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts. Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial to the touch, if tingly, and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control). She can call up a number of small drones for a variety of purposes; each is a bit smaller than a football, with one end flattened into a 'face' dominated entirely by a single large eye capable of projecting images and high-energy lasers. Though they lack grasping limbs, they can carry light loads by way of the same gravity manipulators that let them fly. History: In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to disposal or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty rooms. What customers only very rarely know is where most of the new and custom items came from. Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was beginning to show superhuman traits – signs of high intelligence and her mother's ability to communicate with electronics. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care. Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough for the Hollow Man – no, anything good can be made better, results could be obtained faster. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist. Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of an insect, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was - to escape and feel the wind under her metaphorical wings. Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms. Personality & Motivation: Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and distrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate...though continuing social exposure and her ongoing relationship are alleviating many of these problems. Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. Powers & Tactics: Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation. When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage. Complications: Drones: Powers with the 'drone' descriptor only function when Dragonfly can deploy and command her drones. She has a decent but not inexhaustible stock to call up, and if her radio communication to them is cut off they are left with only their most recent instructions and a dog-like AI - which only tells them to finish their current task (to the best of their now-reduced ability) and then return to safety. Enemy: The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items hasn't vanished the more and more flexible he gets as long as she's alive and her head's in one piece. Hatred: People taking advantage of or endangering children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers. HUD: The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc). Legacy: Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her. Relationship: With >Jill O'Cure. Responsibility: Mara now owns and runs Hallomen Advanced Experts (HAX), and is responsible for being the boss and keeping the place going and its people employed, not to mention protecting the rather valuable projects and secrets therein. Secret: Identity. Side-Effects: Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her. Suit Lite: Dragonfly's suit, while in choker form, is severely limited in what it can do - generally speaking, it's capable only of the Dimensional Pocket, Force Field, Shield, and Teleport powers. The device is, of course, only Subtle when in choker form and not actively being used. Abilities: 2 + 4 + 2 + 18 + 2 + 4 = 32PP Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 28 (+9) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +10 Attack: +6, +12 Suit Offense Grapple: +7 / +11 Super-Strength Defense: +14/+6 (+6 Base, +8 Shield), +3 Flat-Footed Knockback: -7/-2/-0 (full defense / force field only / base) Saving Throws: 8 + 7 + 11 = 26PP Toughness: +10/+1 (+1 Con, +5 Protection [impervious 5], +4 Force Field) Fortitude: +9 (+1 Con, +8) Reflex: +9 (+2 Dex, +7) Will: +12 (+1 Wis, +11) Skills: 100R = 25PP Computers 11 (+20)SM Concentration 4 (+5) Craft (Electronic) 15 (+24)SM Craft (Mechanical) 15 (+24)SM Disable Device 8 (+17) Knowledge (Business) 1 (+10) Knowledge (Physical Sciences) 11 (+20) Knowledge (Technology) 8 (+17) Languages 4 (English [Native], French, Japanese, Russian, Spanish) Notice 4 (+5)SM Perform (Stringed Instruments) 10 (+11, +13 Masterwork Instruments) Sense Motive 9 (+10) Feats: 15PP Ambidexterity Benefit (Wealth) 1 Eidetic Memory Equipment 4 (20EP) Fearless Inventor Luck 2 Master Plan Online Research Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice) Speed of Thought Equipment: 5PP = 25EP 1 + 1 + 1 + 16 + 1 = 20EP Masterwork Double Bass [1EP] Masterwork Violin [1EP] Multitool [1EP] The Warehouse (PL10 HQ) [1 + 1 + 14 = 16EP] An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that.... Size: Medium [1EP] Toughness: +10 [1EP] Features: [14EP] Concealed (+10 DC) Computer Defense System (Blast 12) Fire Prevention System Garage Laboratory Library Living Space Power (Communication Link [Dragonfly's suit]) Power System Security System 3 (DC30) Workshop Alternate HQ [1EP] Hallomen Advanced Experts [2 + 1 + 13 = 16EP] A solid, simple lab building in the North End that houses one of Freedom City's newest up-and-coming technology consultant groups, with a little something extra hidden in a sub-basement that's not on the building plans.... Size: Huge [2EP] Toughness: +10 [1EP] Features: [13EP] Concealed (+10 DC) Computer Cover Facility Defense System (Blast 12) Fire Prevention System Laboratory Library Personnel Power System Security System 3 (DC30) Workshop Powers: 9 + 2 + 2 + 98 = 111PP Altered Brain 1.6 (8PP Container [Passive, Permanent], Feats: Innate) [9PP] Immunity 10 (Psionic Effects; Flaws: Limited [1/2 Effect]) [5PP] Quickness 6 (x100, Flaws: Limited [Mental Tasks]) [3PP] Comprehend 1 (Electronics) [2PP] (mutation) Datalink 2 (Mental, 100ft) [2PP] (mutation) Device 24 (120PP Container, Flaws: Hard-To-Lose, Feats: Restricted [Datalink], Subtle) [98PP] (powersuit) A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted. When not in use it exchanges (via spatial technology and Quick Change) with a solid-looking metal choker that rests at the base of the wearer's neck. Auxiliary Power Array 5 (10PP Array; Feats: Dynamic Base Power, Dynamic Alternate Power) [13PP] BP (Dynamic): Flight 5 (250mph / 1,000ft per Move Action) [8PP] AP (Dynamic): Super-Strength 5 (STR 35 [Heavy Load: 1.5 tons]) [8PP] Communication 5 (radio, 5 mile range; Extras: Area; Flaws: One-Way; Feats: Selective, Subtle) [7PP] Features 1 (Improvised Tools) [1PP] Force Field 4 (Feats: Selective) [5PP] (spatial control) Illusion 1 (Auditory, Visual, 5' radius; Extras: Duration [sustained, free action to maintain]) [4PP] (drone projection) Immunity 9 (Life Support) [9PP] Primary Array 20 (40pp array; Feats: Accurate 3, Alternate Power 6, Precise) [50PP] BP: Blast 12 (Extras: Secondary Effect) [36/40PP] (spatial blast) AP: Blast 12 (Extras: Autofire 1; Feats: Homing, Indirect 2, Split Attack) [40/40PP] (drone beamspam) AP: Dazzle 12 (Visual; Extras: Linked [Nauseate]) + Nauseate 12 (Extras: Linked [Dazzle], Range [Ranged]; Flaws: Sense-Dependent [Visual], Limited [sicken]) [24+12= 36/40PP] (drone strobe) AP: Dimensional Pocket 12 (1250 tons; Feats: Progression [Cargo] 2, Quick Change) [27/40PP] AP: Drain Toughness 12 (Extras: Linked ) + Strike 12 (Extras: Linked [Drain], Penetrating 12 [DMG 24]) [12+24= 36/40PP] (spatial blade) AP: ESP 6 (Auditory, Visual, 20 mile range; Extras: Simultaneous, Action [Free]; Flaws: Limited [reachable by air drone]; Feats: Rapid 1 [10x search speed], Subtle [cloaking; DC26]) Communication 6 (Auditory, 20 mile range; Extras: Area; Flaws: Limited [reachable by air drone], One-Way; Feats: Selective, Subtle) Move Object 2 (STR 10; Extras: Action [Move], Range [Perception]) [26+5+8= 39/40PP] (drone search & rescue) AP: Stun 12 [24/40PP] (taser hand) Protection 5 (Extras: Impervious) [10PP] (armor plating) Shield 8 (Feats: Evasion 2) [10PP] (spatial control) Super-Senses 8 (Analytical Visual Senses, Communication Link [warehouse HQ], Direction Sense, Infravision, Radio Sense, Spatial Awareness [visual], Uncanny Dodge [radio]) [8PP] Teleport 1 (100ft per Move Action, Feats: Turnabout) [3PP] (spatial control) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Dimensional Pocket Touch DC22 Reflex Trapped DC20 Will (+1 per round) (escape) Drone Blast Ranged DC27+autofire Toughness (Staged) Damaged (Energy) Drone Strobe Ranged DC22 Reflex Blind +DC22 Fortitude Sickened DC22 Fortitude (recover) Spatial Blade Touch DC22 Fortitude (Staged) Drain Toughness (22 - roll pp) DC27 Toughness (Staged) Damage (Energy) Spatial Blast Ranged DC27 Toughness (Staged) Damage (Energy) Taser Hand Touch DC22 Fortitude (Staged) Dazed/Stunned/Unconscious Abilities (32) + Combat (24) + Saving Throws (26) + Skills (25) + Feats (15) + Powers (111) - Drawbacks (0) = 233/250 Power Points
  19. Wayward Power Level: 10/11 (161/165 PP) Trade-Offs: +2 Attack/-2 Damage, -2 Toughness/+2 Defense Unspent Power Points: 4 In-Brief: Psychic rock star buttkicker. Now fighting crime on prime time! Alternate Identity: Valerie Cain (celebrity name), Margaret Carter Jr. (birth name), Emily Walker (civilian disguise) Identity: Stage: Public, Birth: Secret, Civilian disguise: Secret Birthplace: Yonkers, NY Occupation: Rock star Affiliations: Excelsior Records, Super-Vision Family: Margaret Carter Sr. (Mother), Walter Carter (Father), Catherine Carter (Younger Sister) Description: Age: 22 (September 13th, 1991) Gender: Female Ethnicity: Caucasian Height: 5'9" Weight: 145 lbs Eyes: Green Hair: Black (naturally brown) Val is a tall, lean woman as lithe as they come, with shaggy black hair mostly concealing her green eyes, and an athletic build most would have to work their tails off to get. It turns out, when you become a mask professionally, you don't need to wear one on the heroing job. In terms of crimefighting attire, Wayward sports nothing more than her celebrity persona, fighting crime in street clothes, favoring things that are dark, spiky, and show plenty of skin, in support of her rough stage presence. History: Margaret Carter Jr. was born to a middle class family in Yonkers, New York. Her mother was a police officer, and her father was a stage magician. She had everything she really needed, and went to a safe public school. It was a decent life. And boring as Hell. She wanted more. She wanted to shine, to be great, and she knew her old hand-me-down guitar was her ticket to fame. Her parents didn't see it that way, when she started neglecting her studies in favor of her music. There was a lot of yelling. When her parents decided grounding her would include taking away her guitar, it got worse. At fifteen, she ran away. She stole enough money to buy a top-of-the-line guitar, plus cab fair to the city proper, and made her own. Lucky for her, she was as good as she thought, and managed to keep herself fed and housed by performing on the street in Central Park under a new name, Valerie Cain; she could work a crowd like nobody's business, and rock like the best of them. In time, she got picked up by an agent, quickly going through the ranks, first as a backup guitarist, then an opening act, before exploding as a star in her own right, going on her first national tour at twenty. But when she got back, a nagging guilt for the way she ran out grew in the back of her mind. She took some time off decided to go home to Yonkers. While wandering her old home, trying to decide how to say hello after being away for five years. The question was answered for her, when she came on a mugging. The police became involved, and it turned into a shootout. An officer went down. One Officer Margaret Carter. That moment was the first time Valerie's powers became undeniable. There had been subtle, suspicious things before, but when her mother was shot in the leg, she could see it, feel it in every vivid detail as the flurry of emotion in that alley forced itself on her mind as the thug escaped. She was reunited with her family at the hospital. An awkward event, but the circumstances set grudges aside. Yet the scene kept haunting her; Val couldn't just let the situation lie. Stress, fear, bad judgment, and a heaping spoonful of fury sent her into action. A few sly questions here and there to some members of the force who knew her as a kid, and she has as much information as the cops do. Plus, a head start and a speed advantage in the form of a lack of forward thinking. The man, Caleb Donnel, was part of a small gang with a hangout in the back of some rundown bar. A little charm, and she was invited right in, where she took every last one of them down with a pool cue. The police weren't exactly happy about her methods, nor the risk she took, but they thanked her all the same. When she got back to her life as a musician, however, the experience put a bug in her ear. She had powers. And she could fight. And her new label was based out of Freedom City. And she never wanted to let something like what happened in that alley again. She could be a hero. At first, her agent hated the idea, but with some insistence, and a little training with some professionals, an idea was born. A new image; not Valerie Cain, but Wayward. Guitarist. Superhero. TV star. With a co-op with Super-Vision and an advanced hovercam rig, they could catch her crimefighting on camera, and make a mint. Powers & Tactics: Wayward is one of the world's weaker psychics, with only limited control over more limited powers. A subconscious rapport with those around her has benefited her career greatly, and she can makes some conscious contact, but her mental powers are at their most extensive when turned inward. Subconscious manipulation of her own biochemistry has allowed her to maximize benefit from training and nutrition, gaining an Olympian-level body with limited training in bursts far more intense than she would normally manage, an almost-natural array of physical gifts she only suspects might be linked to her powers. letting her focus her real efforts on her music. Likewise, her fighting style relies more on instinct, intuition, luck, and brashness rather than any form of polish, favoring a collapsible staff as her weapon of choice. And given the limits of her mental powers, her work as a hero tends to come down to the physicality and creativity available to mere mortals. Complications: Smile for the Camera: As it turns out, hovercams filming your every move and transmitting them wirelessly can have an effect on delicate crime-fighting situations. Especially when trying to be sneaky. And sometimes, a hovercam getting in the way isn't an accident. Gotta get the ratings, after all, so if things start getting boring beyond the magic of editing? Time for an 'accident.' And if the cameras lose our lovely heroine? Well, there's a bad day right there. Sensitive: Untrained latent telepathy is not necessarily all sunshine and roses. Intense emotion and sensation can influence Wayward as much as the person experiencing them, and sometimes even lingering psychic impressions are enough to get to her. What's more, due to her lac of training, her psychic abilities leave her more open to mental influence, rather than less. Only Human: Through a form of self-hypnosis, Wayward can go well beyond her body's normal physical abilities, but this doesn't change her body's limits, and if she pushes herself like that for too long, she will find the point where her body simply says no. Vertigo: Sharing the senses of another is a disorienting experience, especially when Wayward jumps from one body to the next. She's barely aware of herself when doing it, and when she returns to herself, be it by choice or by force, she needs time to recover. In the Limelight: Fame has a price. As much as she loves her fans, crime fighting is a sensitive business, and it can be a dangerous time for an audience. What's more, she has an image to protect. Tarnishing her reputation can hurt her career. Sucker for a Pretty Face: Looks can be deceiving. A lesson Wayward learned when she was still a kid. However, everyone has their soft spots, and a pretty face playing innocent can find it easy to get past Wayward's better judgment. Mindwarp: Wayward has learned the hard way that her powers make a long-term intimate relationship impossible. The last time she tried, her powers started reaching out more and more for her partner's mind without her willing it until the mental disturbance wouldn't let either of them sleep. Ever. no matter how far apart they were, until they were both hospitalized for exhaustion. With time apart, the effect eventually faded, but it made a continued relationship impossible. Ever since, she's had many relationships, quite a few promising, but all cut short before long. She doesn't give the real explanation, and not all of her many exes are entirely understanding. Amateur Psychic: Though technically a psychic, Wayward's powers are weak and inherently unstable. There are a few things she can use them for reliably, but when she tries to push her abilities in new ways, it rarely goes smoothly. Right to the Head: While a psychically optimized metabolism keeps her in peak physical conditions, it is not without its drawbacks. The perk is a subconscious manifestation of Wayward's own desires. However, this is not without drawback, particularly when it comes to alcohol. When she drinks, she wants to get where she's going, so her body does everything it can to accommodate, making a little alcohol go a long way. Entourage: A rock star is never alone. Whether she's giving a reporter some time, she's giving her input on a project, or she's showing a fan a good time out on the town, when things go south, there's usually someone around that Wayward has to look out for on top of dealing with the crime. Open Channel: The first thing many a budding young psychic learns is how to filter out which thoughts and sensations one sends over telepathic communication. Wayward never learned to do this. When she makes a mental connection with someone, she broadcasts everything she thinks and feels, and the openness of her connection makes it difficult for even seasoned psychics to filter her out. Abilities: 6 + 14 + 12 + 0 + 4 + 14 = 50PP Strength: 16/22 (+3/+6) Dexterity: 24 (+7) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 24/34 (+7/+12) Combat: 16 + 8 = 24PP Initiative: +11 (+7 Dex, +4 Improved Initiative) Attack: +8 Base, +12 Melee Grapple: +15/+19 Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback: -4 (-3 flat-footed) Saving Throws: 0 + 0 + 5 = 5PP Toughness: +8 (+6 Con, +2 Defensive Roll) Fortitude: +6 (+6 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +7 (+2 Wis, +5) Skills: 100R = 25PP Acrobatics 3 (+10) Bluff 7 (+14, +19EC, +22A, +27Total) Skill Mastery Climb 2 (+5, +8ES) Diplomacy 7 (+14, +19EC, +22A, +27Total) Skill Mastery, Ultimate Effort Disguise 1 (+8, +13EC) Escape Artist 3 (+10) Gather Information 3 (+10, +15EC) Intimidate 1 (+8, +13EC) Investigate 5 (+5) Knowledge (Art) 5 (+5) Knowledge (Popular Culture) 5 (+5) Knowledge (Streetwise) 4 (+4) Languages 1 (English [Native], French) Notice 12 (+14) Perform (Dance) 3 (+10, +15EC) Perform (Strings) 13 (+20, +22M, +25EC, +27Total) Skill Mastery, Ultimate Effort Perform (Singing) 3 (+10, +15EC) Perform (Theater of the Mind) 3 (+10, +15EC) Search 5 (+5) Sense Motive 8 (+10) Skill Mastery Sleight of Hand 3 (+10) Stealth 3 (+10) A - Attractive, EC - Enhanced Charisma, ES - Enhanced Strength, M - Marianne (Masterwork Guitar) Feats: 38PP Acrobatic Bluff Attack Focus: Melee 4 Attractive 2 Benefit 3: Status (Celebrity), Wealth 2 Connected Defensive Roll Dodge Focus 8 Elusive Target Equipment 1 Evasion Fascinate 2: Diplomacy, Perform Grappling Finesse Improved Initiative Luck 3 Skill Mastery: Bluff, Diplomacy, Perform (Strings), Sense Motive Takedown Attack Teamwork 3 Ultimate Effort 2: Diplomacy, Perform (Strings) Well-Informed Equipment: 4EP = 1PP Collapsible Staff (Damage 2 [Feats: Mighty, Subtle]) [4EP] Marianne (Masterwork Guitar) [1EP] Powers: 1 + 4 + 14 = 19PP Immunity 1 (Aging) [1PP] (Psychic) Burst Motion Array (3PP; Power Feats: Alternate Power 1) [4PP] Base Power: Speed 3 {3/3PP} (Psychic) Alternate Power: Leaping 3 {3/3PP} (Psychic) Psychic Array (11PP; Power Feats: Alternate Power 3) [14PP] Base Power: Enhanced Charisma 10 {10/11 PP} (Rapport, Psychic) Alternate Power: Mind Reading 10 (Power Feat: Subtle, Extra: Sensory Link, Flaw: Limited to Sensory Link) {11/11 PP} (Sense Hop, Psychic) Alternate Power: Communication 3, Linked: Comprehend 3 (Languages, Objects) {10/11 PP} (Telepathy, Psychic) Alternate Power Enhanced Strength 6 {6/6 PP} (Adrenal Burst, Psychic) DC Block: ATTACK RANGE SAVE EFFECT Unarmed +12 Touch DC18/21 Toughness (Staged) Damage (Physical) Staff +12 Touch DC20/23 Toughness (Staged) Damage (Physical) Mind Reading Perception DC20 Will Sensory Link Totals: Abilities (50) + Combat (24) + Saving Throws (5) + Skills (25) + Feats (38) + Powers (19) - Drawbacks (0) = 161/165 Power Points
  20. Red Rat Power Level: (8/12) (150/200PP) Trade-Offs: +4 Attack, -4 Damage (With pistol, +5 / -5) Unspent Power Points: 50 In Brief: Mutant Spy with a Soviet computer in her head. Alternate Identity: Noemi Von Neumann Alias: Noemi Newman Identity: Secret Birthplace: Budapest, Hungary Occupation: Taxi Driver Affiliations: None Family: None (Alive) Residence: Riverside (Apartment), Greenbank (HQ) Description: Age: 70 (But cryogenically frozen for most ) Apparent Age: 25 Gender: Female Ethnicity: Caucasian Height: 5’9†Weight: 73 Kgs Eyes: Green Hair: Blonde Noemi has a Slavic look, with chiselled features. It is not immediately apparent, but her body is in phenomenal shape. Her musculature is well developed. She usually wears glasses and has her hair up, and somehow nobody recognises her as the Red Rat...? The Red Rat wears close fitting spandex and a short Brown-Red Jacket with a Bright Red “Rat†Motif on the back. She carries a small silenced pistol. Power Descriptions: The Red Rats powers are largely unseen. However, when she makes her body adapt to hostile environments, this can be visible – for instance, growing fur, or gills. Her devolved form looks like a primitive Neanderthal, with a large muscular hairy frame and small forehead, whilst her evolved form looks the opposite: a feeble shrunken body and massively enlarged head. History: Noemi Von Neumann was born into a poor family in Budapest at the height of communist power. As a young woman, she was politically active, and soon joined the underground movement of artists, philosophers, and anarchists who wanted change. She studied a little, read a little, and shouted a lot. And she was caught. A few dozen radicals, including her, were used as human guinea pigs for the Soviets “Super†Programme. They were exposed to the virus Darwin-X, a highly unstable and dangerous pathogen. Only Noemi survived. The virus had triggered off something in her, making her body evolve and adapt. Darwin-X was in almost all cases lethal, and if not, then dangerous. Only a few candidates were any good. The Red Rat only knows of herself, but there may have been others. Nicknamed the “Red Rat†(After being a “Laboratory Ratâ€), she was brainwashed. A soviet computer system was installed in her skull, nicknamed “Slaveâ€, complete with cybernetic eyes that replaced her own. The Slave System is advanced, but normal humans are unable to tolerate it. The Red Rat, with her adaptive genetics, was able to bond with it. Now an agent of the Soviet Union, she was put on cryo-stasis until she was needed for certain missions in Europe Over the years she had been awakened a few dozen times, sometimes to upgrade Slave, sometimes to spy. When the Wall came crashing down, the unit “handling†her disbanded, and she was left for years, untended, unwatched, and asleep in a Berlin Cryo-unit deep underground, until a UNISON team found the old site and awakened her. Playing ball initially, the Red Rat soon went on the run. She had no wish to be anyone’s puppet anymore, and wanted to be her own person. What better place to run to for a freedom lover than freedom city? It was here that Slave guided her to an abandoned underground Soviet Safe House, and here that she started forging her identity, both as Noemi Von Neumann, and the Red Rat. The “Safehouse†is actually an underground headquarters than was constructed under a long-since abandoned and condemned building (A Russian depot called “Grin and Bear itâ€) in Greenbank, amongst the old railways and empty warehouses. Only Noemi (and Slave) know of its existence. Once inside, it looks like cutting edge Sci-Fi from the sixties. Personality & Motivation: Noemi is an easy go lucky personality, who usually talks to her passengers when working, and loves hearing stories. She hits bars, coffee shops, and galleries in her free time, and hangs out with Artists, Poets, and Bohemians. She is basically a woman who likes standing up for, and helping people. However, she is also a militant believer in “freedomâ€, and not just in an abstract way. She may not be Patriotic, or Pro-American, but she will defend liberty with a real passion. When Devolved, the Red Rat becomes crude, unmannered, and simple, almost a feral thing. The Devolved Red Rat can be more caring and emotional, and believes itself to be a “Pure†spiritual thing, unfettered by modernity. It views Slave as a super smart God like figure in its head. Slave views it as an intolerable primitive. When Evolved, the Red Rat becomes egocentric and arrogant, believing itself to be the nest stage of human evolution. It has a paternalistic but condescending view on “primitive homo sapiensâ€. It does its best to outwit Slave and is nasty to the system. Slave takes on an almost worshipful, sycophantic relationship to the Evolved Form. It is not clear if Slave is actually self aware or just a very well programmed computer system. When the Red Rat is in her normal human form, it speaks to her obediently and mechanically, and keeps interjecting communist propaganda, almost like an information station. Given her cloning resources, the Red Rat can be a little cavalier about her life. She is not reckless, but is more than willing to meet danger! She carries a pack of playing cards in her jacket, all with a "Red Rat" motif, which she sometimes leaves as a calling card Powers & Tactics: The Red Rats powers come mainly from her mutant abilities. Her body is in excellent, near superhuman condition, and is able to adapt to different environments. She can also make herself devolve into a Neandertal form, becoming dull of wit but stronger and larger, or an evolved form, with superhuman intellect but feeble body. She is also augmented by Soviet Era technology, that only she (with her mutant abilities) was able to tolerate. Her eyes are cybernetic, granting increased visual abilities, and she has a computer system wired to her head called, ironically “Slaveâ€. If it is not entirely clear if Slave is sentient, but it is certainly well programmed, and able to give incredibly advanced tactical information to Red. Slave is also able to hack into computer systems, under Red’s guidance and direction, in the immediate vicinity. The Red Rat prefers stealth, intrigue, and guile, using her abilities to ambush or surprise foes. She is adept at all forms of combat, either using weapons or unarmed combat. Complications: The Big C: Red’s curious DNA also means she often gets cancer. Her body is pretty quick to reject the Cancer, but it can lead to all sorts of strange, transient medical problems. The Big E: Noemi works at “EZ Cabsâ€, as a taxi driver, often taking the night shifts. EZ Cabs is also home to Big "Easy" Earl, the owner who gave her a break, shouts a lot, is not easy at all, and makes a lot of enemies, and Charley Chalks, the radio operator and Noemi’s friend, the only person who knows Noemi is the Red Rat. Charley has a knack of getting her nose into trouble and loves to “Help outâ€. Both can get Noemi into trouble and turn up at the wrong time. The Big R: Radiation sends her powers crazy. Aside from the loss of her mutant powers she can have all sorts of other problems, such as breaking out in green boils, or her mouth sealing over. Outlaw: Technically, Noemi Von Neuman is an ex-Soviet Spy and wanted by UNISON for questioning. She gets by on a number of false I.D passports and papers that she has requisitioned from the Soviet Safehouse. Slave? The Soviet Computer, in her head, may be called Slave, and may be under her control. Or it may not. Slave is programmed never to harm Russian / Soviet agents or government, and also to filter out (via her eyes), any capitalist propaganda (and replace it with Soviet style propaganda). Things might be invisible to her, or changed. If really pressed, Slave can completely blind Red. It might also be distracting, spouting communist propaganda at her at critical times. Slave could potentially be controlled by Soviet technology, or even hackers. Split Personality: In her devolved form, Red is crude, aggressive, and unsubtle. In her Evolved Form, Red is arrogant and aloof. Of course, both forms feel that “their†personality is best, and may be reluctant to change back to her normal form. She cannot sustain her evolved or devolved form indefinitely, fortunately, Abilities: 8 +16 + 16 + 4 + 2 + 0 = 46PP Strength: 18 (+4) [22 (+6) Devolved, 6 (-2) Evolved] Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 14/16 (+2/+3) [6/8 (-2/-1) Devolved, 26 +8) Evolved] Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 24 + 16 = 40PP Initiative: +8 Attack: +12 base [+10 Devolved] Grapple: +16 [+10 Evolved] Defense: +8 , +4 Flat-Footed Knockback: -4 Saving Throws: 0 + 0 + 5 = 5PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con) Reflex: +8 (+8 Dex) Will: +6 (+1 Wis, +5) Skills: 52R = 13PP Bluff 8 (+8) Climb 0 (+4) [8 (+14) Devolved, 0 (-2) Evolved] Diplomacy 4 (+4) Disguise 4 (+4) [+20 For Evolved/Devolved Forms] Drive 4 (+12) Handle Animal 0 (+0) [8(+8) in Devolved Form] Intimidate 4 (+4) Knowledge (Behaviour Sciences) 2 (+5) [+1 Devolved, +10 Evolved] Knowledge (Philosophy and Theology) 2 (+5) [+1 Devolved, +10 Evolved] Knowledge (Streetwise) 2 (+5) [+1 Devolved, +10 Evolved] Language 4 (English, French, German, Hungarian [Native], Russian) Notice 8 (+9) Sense Motive 8 (+9) Stealth 2 (+10) Survival 0 (+1) [8(+9) in Devolved Form] Enhanced Skills: Computers 12 (+15) [+11 Devolved, +21 Evolved] Knowledge (Tactics) 12 (+15) [+11 Devolved, +21 Evolved] Feats: 4PP [Animal Empathy, in Devolved Form Only] Attractive [Absent in Evolved Form, Changed to Attractive to Animals in Devolved Form] Benefit (A number of soviet produced false passports and fake I.D) Blind Fight Equipment 6 (Free from Platinum Rewards) Jack of All Trades Track [in Devolved Form Only] Enhanced Feats: Benefit 3 (Use Tactics for Master Plan, To Set up Surprise Attack, or to Detect Ambush/Avoid Feint) Master Plan Equipment: Light Handgun (Blast 3, Masterwork, Silencer, Stun Ammo) [9 EP] Concealable Microphone [1 EP] Mini Tracer [1 EP] Headquarters: “The Safehouse†Toughness 10, Size: Large, Features: Communication Link (The Red Rat / Slave), Communications, Computer, Cloning Station*, Concealed 3 [DC 30], Cryogenic Storage*, Garage, Gym, Hangar, Infirmary, Library, Living Space, Power System, Security System 1 [DC 20] [19 EP] Powers: 6 + 12 + 7 + 1 + 1 + 2 + 0 + 7 + 8 = 44 PP Adaptation 1 (5 PP Variable Array, Extras: Action 2 [Move], Drawbacks: Noticible, Power Loss [Radiation]) [6 PP] (mutant) Enhanced Traits (INT +2, Computers +12, Knowledge [Tactics] +12, Feats 4 [benefit 3, Masterplan]) [12 PP] [No enhanced INT in evolved form] (cybernetic) Evolutionary Shift Array (7 PP Array, Feats: Alternate Feat 1, Power Loss [Radiation]) (7 PP) (mutant) Base Power: Morph 4 (Devolved Form, Extras: Continuous, Feats: >Metamorph, Drawbacks: Action 2 [standard]) [7/7] Alternate Power: Morph 4 (Evolved Form, Extras: Continuous, Feats: >Metamorph, Drawbacks: Action 2 [standard]) (7/7) Feature 1 (Appearance: Somehow, when she puts on glasses, her secret I.D. is completely safe…) Feature 1 (Clones) Immunity 6 (Aging, Fatigue Effects, Flaws: Limited [1/2 Effect], Drawbacks: Power Loss [Radiation]) ]2 PP] (mutant) Quickness 0 (In Evolved Form Quickness 6, x100, Limited to Mental) [0 PP] (mutant) Radiowave Array (6 PP Array, Feats: Alternate power 1) [7PP] (cybernetic) Base Power: Communication 4 (1 mile, Extras: Omni-Directional, Feats: Selective, Subtle, Flaws: One Way Only) [6/6 PP] Alternate Power: Datalink 2 (100 feet, Feats: Cyberspace, Subtle 1, Rapid 1 [x10]) [5/6 PP] linked with Quickness 3 (x10 Speed, Flaws: One task only [computers]) [1/6PP] Super Senses 9 (Artificial Eyes; Communication Link [The Safehouse], Direction Sense, Infravision, Radio, Ultravision, X Ray Vision, Drawbacks: Power loss [Lead or similar] for X Ray Vision) [8 PP] (cybernetic) Drawbacks: -2 = -2PP Drawback (Vulnerability to Radiation, +1 DC; Frequency: Common]; Intensity: Minor) [-2PP] DC Block ATTACK RANGE SAV EFFECT Unarmed Touch DC19 Toughness Damage (Physical) Pistol Touch DC18 Toughness Damage (Physical) Totals: Abilities (46) + Combat (40) + Saving Throws (6) + Skills (14) + Feats (3) + Powers (42) - Drawbacks (-2) = 150/200 Power Points
  21. Titan Power Level: 10 (150/155PP) Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness Unspent Power Points: 5 In Brief: A clone of the original Human Tank. Alternate Identity: Henry Thompson Identity: Secret Birthplace: Fort Riley, Kansas Occupation: US Army Captain, AEGIS liaison Affiliations: AEGIS, US Army Family: Through the Original Human Tank, Henry has two children, though he really has no connection to them, these two being Avril and Troy Griffin, who are supers in the United Kingdom. It is, however, unknown as to whether or not they have children of their own, but it is highly likely that there is another generation or two of Griffins living in the United Kingdom. Though, it is worth it to mention that the Original Human Tank’s children are in their sixties, if they are alive at all. He also has a deceased brother, Thomas Griffin, also known as the hero Gunner. Description: Age: May 17th, 2001 Apparent Age: 24 Gender: Male Ethnicity: Caucasian Height: 6’3, 8' when transformed Weight: 187 lbs, 2500 lbs. when transformed. Eyes: Grey, White with no pupils when transformed Hair: Brown, Dark Silver when transformed Henry is the poster-boy of a military man, tall, broad, and muscle-bound. His brown hair is usually kept in the ‘high-and-tight’ haircut, and he is usually dressed in his ACU when both on and off base, keeping himself to the Dress Regulation. It is rare to find him out of uniform, though on occasion he does go for an outing in ‘day clothes’ at the clubs Hot Licks and Fourth World. When transformed, however, Henry does not really resemble himself, becoming slightly taller, and, well, a hell of a lot heavier. Henry resembles a chrome covered man when transformed, though he isn’t the kind of transformation as Bruce Banner. Henry’s transformations really only make him a little taller and add on weight. Power Descriptions Henry’s powers allow him to lift up to 44 tons of weight, as well as being virtually impervious to damage that the average street thug can throw around. He has low-levels of being practically immovable, and when transformed has a highly dense body structure. He also has a minor ability to sense radio frequencies when transformed, his metallic body resonating when near radio systems. History: Many know the story of the Human Tank, a war hero from the United States who was one of the first American superheroes to fight in the European Theater, marrying and having children with the British superhero Lady Celtic, prior to her death fighting Nacht-Krieger. He was later transferred to the Pacific Theater, where he, along with his brother Tommy, was killed by the first Crimson Katana, Asano Ranaga. This is where the story is said to have ended, among the rumors of Hank’s vengeful spirit still calling the Earth home. Of course, things are never that easy. During the 1990s, cloning tech on a wide-scale wasn’t exactly an idea that passed through the mind of scientists in the US Army. In fact, it would be eleven years before the program showed any relevant progress. The idea was simple: Create a man who could bear the brunt of a full-on assault to clear the way for other soldiers. The next logical step to that was, why create when you can re-make? Thus, Project Rebirth was born, the rebirth of whom, you might ask. That man was, of course, the Human Tank. Burglarizing the tomb of Henry Griffin, bone samples were used to clone the Human Tank, his clone spending eleven years in a tank of his own before, in 2001, the eleven year old Henry Thompson set foot on Earth for the first time. Henry was raised in the military, being trained in the usage of his powers from a relatively young age, being 13 when he was able to transform at will. He was adopted by a military family when he was 14, spending the remainder of his teenage years with them, going through the US Military Academy, earning a commission at the age of 23. Following his commission, he was reassigned to be an AEGIS liaison, staying in Freedom City. Personality & Motivation: Henry is a relatively chilled-out man, though he does have a penchant for being a hard-nosed man at times. He has some sort of bleed-through due to the spirit of the original Henry still being around, causing him to have some strange habits, such as enjoying the music of the 1940s, or having a particular rage against the Neo-Nazi movement. That isn’t to say, however, that Henry doesn’t have his own personality. He is a staunch patriot, serving his country regardless of whether or not it is right or wrong, and one of the ways he does this is by fighting various forms of crime in Freedom City. Powers & Tactics: Henry utilizes his abilities in a very ‘hammer-and-anvil’-esque way, with Henry being the Anvil. He usually focuses on the idea of being the forefront of a melee assault, his super-strength and nigh-invulnerability to most street thug damage allowing him to move through most enemies with relative ease. He’s a lot like a sledgehammer, when he hits he hits hard. He fights more like a boxer, except without the idea of a well-rounded defense to balance out the offensive. Complications: A Life Unlived: Henry, due to being the clone of the Human Tank, has the occasional bleed through of memories the original Human Tank, particularly when he comes into contact with others that the old Human Tank had a connection to, examples being Comrade Frost or Crimson Katana. Secret Identity: Henry has made it a point to keep his identity hidden, though that has caused issues in the past. Serve Thy Country Before Thyself: Henry holds an obligation to the US government through his military service, for better or worse. Clone: Henry does not know that he is a clone, nor does he know of the original Human Tank’s family. Odds are, they might not get along if they encountered one another. Abilities: 8 + 4 + 8 + 2 + 4 + 2 = 28PP Strength: 38/18 (+14/+4), 53/18 Lifting (Heavy Load: 19 tons 400 lbs. / 300 lbs.) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 10 + 14 = 24PP Initiative: +2 Attack:+5 Base, +7 Melee/+7 Improvised Thrown Weapons, +4 (+6 Melee/Improvised Thrown Weapons) Grapple: +26/+11 Defense: +6/+7, +3 Flat-Footed Knockback: 16/2, 18/2 at normal speed (Immovable 2) Saving Throws: 0 + 0 + 4 + 8 = 12PP Toughness: +14/+4 (Impervious 10/0) Fortitude: +10/+4 [0PP] Reflex: +6 [4PP] Will: +10 [8PP] Skills: 44R = 11PP Climb 2 (+6) Drive 3 (+5) Intimidate 10 (+11, +13 Growth) Knowledge (Tactics) 4 (+5) Knowledge (Streetwise) 4 (+5) Languages 1 (English [Native], Spanish) Notice 5 (+7) Sense Motive 5 (+7) Stealth 4 (+8, -2 Growth) Swim 4 (+8, N/A Density) Feats: 9PP Accurate Attack Attack Focus (Melee) 2 Attack Specialization (Improvised Thrown Weapons) Benefit (Security Clearance) Interpose Power Attack Startle Takedown Attack Powers: 66PP Metal Form 11 (55PP Container [Active, Free Action, Sustained Duration], Extras: Duration [Continuous]) [66PP] Density 6 (Mass x5, Extras: Duration [Continuous], Flaws: Permanent) [18PP] Strength +12 Immovable 2 Protection 3 (Extras: Impervious) Super-Strength 2 Enhanced Constitution 12 [12PP] Growth 4 (Large, Extras: Duration [Continuous], Flaws: Permanent) [12PP] Constitution +4 Strength +8 Grapple +4 Knockback Resist +4 Lifting STR +5 Attack -1 Defense -1 Intimidate +2 Stealth -4 Immunity 9 (Life Support) [9PP] Protection 1 (4, Extras: Impervious 7 [10]) [8PP] Super-Senses 1 (Radio) [1PP] Vulnerability (Electricity Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Vulnerability (Magnetism Effects, Frequency: Uncommon, Intensity: Moderate [+50%]) [-2PP] Drawbacks: -0PP None Abilities (28) + Combat (24) + Saving Throws (12) + Skills (11) + Feats (9) + Powers (66) - Drawbacks (0) = 150/155 Power Points
  22. Player Name: Avorez Character Name: The Human Tank II Power Level: 10 (150/150PP) Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A clone of the original Human Tank. Alternate Identity: Henry Thompson Identity: Secret Birthplace: Fort Riley, Kansas Occupation: US Army Captain, AEGIS liaison Affiliations: AEGIS, US Army Family: Through the Original Human Tank, Henry has two children, though he really has no connection to them, these two being Avril and Troy Griffin, who are supers in the United Kingdom. It is, however, unknown as to whether or not they have children of their own, but it is highly likely that there is another generation or two of Griffins living in the United Kingdom. Though, it is worth it to mention that the Original Human Tank’s children are in their sixties, if they are alive at all. He also has a deceased brother, Thomas Griffin, also known as the hero Gunner. Description: Age: May 17th, 2001 Apparent Age: 24 Gender: Male Ethnicity: Caucasian Height: 6’3 Weight: 187 lbs, 350 lbs. when transformed Eyes: Grey, White with no pupils when transformed Hair: Brown, Dark Silver when transformed Henry is the poster-boy of a military man, tall, broad, and muscle-bound. His brown hair is usually kept in the ‘high-and-tight’ haircut, and he is usually dressed in his ACU when both on and off base, keeping himself to the Dress Regulation. It is rare to find him out of uniform, though on occasion he does go for an outing in ‘day clothes’ at the clubs Hot Licks and Fourth World. When transformed, however, Henry does not really resemble himself, becoming slightly taller, and, well, a hell of a lot heavier. Henry resembles a chrome covered man when transformed, though he isn’t the kind of transformation as Bruce Banner. Henry’s transformations really only make him a little taller and add on weight. Power Descriptions Henry’s powers allow him to lift up to 44 tons of weight, as well as being virtually impervious to damage that the average street thug can throw around. He has low-levels of being practically immovable, and when transformed has a highly dense body structure. He also has a minor ability to sense radio frequencies when transformed, his metallic body resonating when near radio systems. History: Many know the story of the Human Tank, a war hero from the United States who was one of the first American superheroes to fight in the European Theater, marrying and having children with the British superhero Lady Celtic, prior to her death fighting Nacht-Krieger. He was later transferred to the Pacific Theater, where he, along with his brother Tommy, was killed by the first Crimson Katana, Asano Ranaga. This is where the story is said to have ended, among the rumors of Hank’s vengeful spirit still calling the Earth home. Of course, things are never that easy. During the 1990s, cloning tech on a wide-scale wasn’t exactly an idea that passed through the mind of scientists in the US Army. In fact, it would be eleven years before the program showed any relevant progress. The idea was simple: Create a man who could bear the brunt of a full-on assault to clear the way for other soldiers. The next logical step to that was, why create when you can re-make? Thus, Project Rebirth was born, the rebirth of whom, you might ask. That man was, of course, the Human Tank. Burglarizing the tomb of Henry Griffin, bone samples were used to clone the Human Tank, his clone spending eleven years in a tank of his own before, in 2001, the eleven year old Henry Griffin II set foot on Earth for the first time. Henry was raised in the military, being trained in the usage of his powers from a relatively young age, being 13 when he was able to transform at will. He was adopted by a military family when he was 14, spending the remainder of his teenage years with them, going through the US Military Academy, earning a commission at the age of 23. Following his commission, he was reassigned to be an AEGIS liaison, staying in Freedom City. Personality & Motivation: Henry is a relatively chilled-out man, though he does have a penchant for being a hard-nosed man at times. He has some sort of bleed-through due to the spirit of the original Henry still being around, causing him to have some strange habits, such as enjoying the music of the 1940s, or having a particular rage against the Neo-Nazi movement. That isn’t to say, however, that Henry doesn’t have his own personality. He is a staunch patriot, serving his country regardless of whether or not it is right or wrong, and one of the ways he does this is by fighting various forms of crime in Freedom City. Powers & Tactics: Henry utilizes his abilities in a very ‘hammer-and-anvil’-esque way, with Henry being the Anvil. He usually focuses on the idea of being the forefront of a melee assault, his super-strength and nigh-invulnerability to most street thug damage allowing him to move through most enemies with relative ease. He’s a lot like a sledgehammer, when he hits he hits hard. He fights more like a boxer, except without the idea of a well-rounded defense to balance out the offensive. Complications: A Life Unlived: Henry, due to being the clone of the Human Tank, has the occasional bleed through of memories the original Human Tank, particularly when he comes into contact with others that the old Human Tank had a connection to, examples being Comrade Frost or Crimson Katana. Secret Identity: Henry has made it a point to keep his identity hidden, though that has caused issues in the past. Serve Thy Country Before Thyself: Henry holds an obligation to the US government through his military service, for better or worse. Clone: Henry does not know that he is a clone, nor does he know of the original Human Tank’s family. Odds are, they might not get along if they encountered one another. Abilities: 8 + 4 + 8 + 2 + 4 + 2 = 28PP Strength: 38/18 (+14/+4), 53/18 Lifting (Heavy Load: 19 tons 400 lbs. / 300 lbs.) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 10 + 14 = 24PP Initiative: +2 Attack: +4/+5 Ranged, +6/+7 Melee, +6/+7 Improvised Thrown Weapons Grapple: +26/+11 Defense: +6/+7, +3 Flat-Footed Knockback: 16/2, 18/2 at normal speed (Immovable 2) Saving Throws: 0 + 0 + 4 + 8 = 12PP Toughness: +14/+4 (Impervious 10/0) Fortitude: +10/+4 [0PP] Reflex: +6 [4PP] Will: +10 [8PP] Skills: 40R = 10PP Climb 0 (+4) Drive 3 (+5) Intimidate 15 (+16, +18 Growth) Knowledge (Tactics) 4 (+5) Knowledge (Streetwise) 4 (+5) Languages 1 (English [Native], Spanish) Notice 5 (+7) Profession (Soldier) 3 (+5) Sense Motive 5 (+7) Stealth 0 (+2, -2 Growth) Swim 0 (+4, N/A Density) Feats: 10PP Accurate Attack Attack Focus (Melee) 2 Attack Specialization (Improvised Thrown Weapons) Benefit 2 (Security Clearance, Status) Interpose Power Attack Startle Takedown Attack Powers: 66PP Metal Form 11 (55PP Container [Active, Free Action, Sustained Duration], Extras: Duration [Continuous]) [66PP] Density 6 (Mass x5, Extras: Duration [Continuous], Flaws: Permanent) [18PP] Strength +12 Immovable 2 Protection 3 (Extras: Impervious) Super-Strength 2 Enhanced Constitution 12 [12PP] Growth 4 (Large, Extras: Duration [Continuous], Flaws: Permanent) [12PP] Constitution +4 Strength +8 Grapple +4 Knockback Resist +4 Lifting STR +5 Attack -1 Defense -1 Intimidate +2 Stealth -4 Immunity 9 (Life Support) [9PP] Protection 1 (4, Extras: Impervious 7 [10]) [8PP] Super-Senses 1 (Radio) [1PP] Vulnerability (Electricity Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Vulnerability (Magnetism Effects, Frequency: Uncommon, Intensity: Moderate [+50%]) [-2PP] Drawbacks: -0PP None Abilities (28) + Combat (24) + Saving Throws (12) + Skills (10) + Feats (10) + Powers (66) - Drawbacks (0) = 150/150 Power Points
  23. Player Name: Supercape Character Name: Pitch Power Level: (11/15) (250/250P) [257] Trade-Offs: None Unspent Power Points: 0 Progress To Gold Status: 77/90 In Brief: Daughter to a famous Black Magician and Hells Angel, with the power to bind the infernal. Residence: Freedom City (Various Rents) Base of Operations: Anywhere (Sort of HQ in Greenbank) Catchphrase: "Fire me up!" Alternate Identity: Secret Identity: Carmen Canto Birthplace: Mexico City Occupation: Rock Music Journalist Affiliations: Rock Report magazine, some biker clubs (particularly the Blacksmokers) Family: None (Known) Description: Age: 27 (DoB: 6/6/1986) Apparent Age: 20-25 Gender: Female Ethnicity: Caucasian/Hispanic Height: 5’6†Weight: 55Kgs Eyes: Brown Hair: Brown (usually dyed to dark blonde, occasionally red) Carmen looks like a slightly scruffy but sexy rock musician / biker. She is good looking, and has curves in the right places. She wears a variety of clothes but tends to favour rock styled ones, such as leather trousers, buckled belt, etc. She almost always wears clothes that some part of her spinal tattoo (that reaches from the base of her neck to the sacrum) is visible. One particular piece of clothing she almost always wears is boots of some sort, so that she can wear a titanium brace around her right foot (easing her mobility problems). She walks with a quite visible limp because of this. When she commands the demon living inside her, Tazel to “fire her upâ€, her body becomes wrapped in smoke and wisps of flame. Her eyes glow a fiery red, and there is a furnace bubbling away down her mouth. Her clothes will change, become studded, leathery, black and red. The combined effect is enough to conceal her appearance (and thus identity). Power Descriptions: Carmen’s own power is a type of black magic that revolves around control of metal, smoke, and fire. Her power comes from a magical plane called “The Infernal Forge†which she can draw on. She can summon chains to bind people, or hurl fire or metal (or burning metal) at her enemies. She is able to control fire, and hurl balls of smoke that suffocate people. These powers tend towards the visible – with fire and smoke being hurled around, and the sound of a “forgeâ€, metal on metal. This is particularly so when she uses her hands to hit metal, changing its shape. She also is almost always in possession of her fathers “devil stickâ€, which looks like a blackened wood cudgel with a brass head in the shape of a goat. Apart from its functions as a club and (for her) a walking stick, it can also bind devils, grants mastery over animals associated with the devil, and grants the holder the ability to “see†devils. The stick is relatively innocuous at rest, but emits an unearthly screeching when its primary powers are being used. Tazel, the demon bound to her, normally resides “within†her and can grant her increased physical power as above. The demon, whilst malign, is totally under her control. She can eject him and command him to act independently. Tazel then appears as a small whispering fire, about a foot high. Pitch (or Carmen) is able to pour some of the Infernal Forge energy into machines or mechanical devices, supercharging them for a few minutes. The object will change appearance, emitting a sulphur smelling smoke, and looking like a heavy metal artist has painted it. This “infernal oil†power can be set to be dormant until the object is exposed to flame, when it will become supercharged. Pitch might use this power to soup up her motorcycle (the most common application), giving it incredible speed. She could also use it on her shotgun, on other vehicles, firearms, or even building equipment. Whilst Carmen has plenty of metaphysical power, she is not averse to using mundane equipment in her persona as a cool, tough, biker / rock chick. She drives a modified motorcycle (adapted for her disability), which has a shotgun and a weighted metal chain stored in it. Of course, she loses these weapons in more polite society or when police are around. She might carry these weapons as a hard ass biker, Carmen Cantos, but usually does not as Pitch. She is the owner of the Cantos Diaries, written by her father, a tome of sorcery and infernal knowledge. Whilst it appears to be a large leather and rather battered regular diary, its inside are a mess of scrawls and diagrams. It is largely incomprehensible, and one is left with the uneasy feeling that the messages inside change from day to day. Whilst it is painful to read and understand, it contains much hidden and black knowledge. The twisted scrawls of the Cantos Diaries can be used for plot device, inspiration use of HP, or even complications (by deceptive or misleading information). History: Carmen’s story starts with her father, Carlos Canto. He was a skilled sorcerer in a biker gang, not renowned for being a good guy, nor a particularly bad one. He did, however, possess an uncanny knack for black magic – in particularly dealing with demons. His luck and cunning held out for many years, as he rode with his gang, gaining fame and notoriety, and a long list of crimes including (at its height) armed bank robbery. Carlos’ luck would not hold forever, and ran out when he fell in love and had a child. At this point, the infernal creatures he had bound and tormented took their revenge through his family. They propelled the Feds into busting him in a messy fire-fight. Carlos knew his time was up, but he wasn’t going to let his newborn daughter suffer for his sins. As the guns blazed, he took his baby daughter and tattooed his most powerful signs down her spine. This hasty and reckless action damaged his daughter – leaving her disabled, but protected. No demon could touch her. The creatures he had bound took him and his wife, but could not lay a hand in revenge against his babe. Carmen grew up an orphan, and not in the best of company. She was fostered, and didn’t have a bad life, but struggled with it. She fell in with bad boys, and bad crowds, and given the fame of her father it was not long before she was hanging out with bikers, rock stars, and tattoo artists. As she became – or rather fell – into becoming a rock music journalist – she started to peel back the history of her father. She eventually found an old haunt of his just outside San Antonia. There, she found a dusty shack lived an old biker friend of her father, Axel ‘Grease’ Robinson, who showed her Carlos’ leather bound diary and his fabled devil stick. Tough as his biker friends were, nobody had dared to read the diary or take up his stick. (Un)fortunately, as she read his diary, she unleashed Tazel, the fiery spirit that Carlos had bound many years ago, and who was now bound to her. Carmen bound him tightly indeed, by swallowing him whole! Through her fathers’ Diary Carmen learned the ways of her fathers’ sorcery. It came, if anything, easier for her. No demon could harm her, and she could delve deeply into the anger and resentment that had built up in her to summon “the infernal forgeâ€, the ways of hammer, steel, smoke and fire. But there was more in the diary. It seemed that Carlos, ever the cunning, had left a back door to get out of whatever strife he was in. His daughter, immune to any infernal power, would be even stronger than him, and his key to escape… Personality & Motivation: Carmen is a wild child, and has an inability to settle. She is quite “passionateâ€, in good and bad ways, able to love and hate quickly. Perhaps her most striking feature is loyalty – if somebody helps her or is her friend, she will always come to their aide. She has an anarchic streak – and has broken the law on numerous occasions with petty offences. So why be a hero? Carmen, although driven to free her father, is deeply angry at him. His legacy is a disability from her spinal tattoos, an undesirable upbringing, her mother’s death, and a whole heap of legacy problems with demons. She wants to be everything her father was not. She wants to be a hero. Powers & Tactics: Pitch’s main problem is mobility. Her only way of travelling fast is to “Forge walkâ€; hot metal (such as in engines or drum fires) is all, at some level, connected to the Infernal Forge, and if she touches such hot metal she can teleport to another piece of hot metal. Usually when fighting she will hurl metal, smoke, and fire at her enemies. If fighting infernal creatures and she has the opportunity, she may use her devil stick to banish them or to command them. If for some reason she needs to come into physical contact (e.g. to use the devil stick) she might hurl a chain at an enemy and then pull them to her. If she is deprived her powers or they are ineffective, she is still a skilled fighter. Although not trained in any specific technique, she has been around and in brawls most of her life, and would not be adverse to using firearms or other weapons. Empowered by Tazel, she is ferociously (but not superhumanly) strong, and is able to let rage and anger empower her further. Whilst she is a wild fighter, and reckless at times, she is not averse to gaining the upper hand through more subtle approaches. She has, for instance, bound certain animals to her will in order to spy through them. With Tazel inside her, she can speak and understand any language. However, it is Tazel that speaks, not her. Whilst his ability to speak in any tongue or voice is handy, he will try to twist the meaning of translations if he can. He must obey (via a mental link), but translations can be subjective... Complications: Twisted Tounges: Tazel, her pet demon, whilst technically fanatical (and who must obey her) actually hates her and would do anything to get her into trouble. He is bound to tell the truth, but of course he may tell it selectively or get her into all sorts of trouble by doing so, using deceit and manipulation. Given he is the source of her comprehend power, that would be one way of doing so (giving interpretations that are correct but misleading). Note: Tazel can be played by the GM as a totally malign and deceptive entity. He is, after all, a demon. As he mechanically is bound to obey Pitch he is built as a sidekick. He is somewhat mysterious and mercurial, meaning different GMs may take a different angle on him. Disability: Carmen walks with a noticeable limp. This makes things like acrobatics and so on very hard or impossible for her, and she cannot run far. She would not be able to operate normal vehicles. Should she be without a cane or her callipers for her right lower leg, she would be very unsteady, unable to run. Kiss Goodbye: Her Infernal Forge magic is based on passions like anger and fury, emotions she can easily summon up. But if she is kissed (by anybody, anywhere), she loses this power until she can expose herself to a flame. On a similar note, she can also not use her powers if particularly calm or at rest. Rolling Stone: Whilst she generally has a reasonable amount of money from her work, she has no permanent abode, and her resources and money do fluctuate. She can’t settle. No Exorcisms Please: Tazel, her bound demon (who normally lives in her belly) cannot abide holy grounds, or religious artefacts placed on Carmen. In such cases, he will be forcibly ejected from her. Plume of Smoke: Aside from the normal visibility of powers, the smoke and flames from her powers could lead her to be particularly noticeable – such as spotting a plume of smoke outdoors from miles away, or the fire making her noticeable in the darkness. Burnt Out: If Tazel is ejected and somehow cannot make a beeline back to Carmen's mouth (which he could do at very high speed, more than his regular flight) - for instance, if he was unconscious, or mind controlled, or there was some magical or energy barrier blocking or ensnaring him, she cannot deactivate the summon. Essentially deactivating the summon to change the array to the "Tazel within" alternate power means she must reingest him. Big Daddy Cane: The Cantos devil stick allows the holder to summon the essence of Carlos Cantos (its creator and Carmen's father) and look like him, although it costs. It is possible that the essence of Cantos may flare and overcome the holders will. It might cause jerk, blurting out, or plain possess the holder. In essence, the Carlos devil stick is a dangerous device. Greased: Pitch’s “Headquarters†are not really hers, but her friend Axel “Grease Robinsonâ€. Whilst he is normally more than happy for her to hang out there and use the digs, “the Greaser†is also a working garage with people going in and out, and Axel may not approve of all black magic and sorcery going on in there… Abilities: 2 + 4 + 4 + 2 + 4 + 8 = 24PP Strength: 12/22 (+1/+7) [with Rage: 18/28 (+3/+9)] Dexterity: 14 (+2) Constitution: 14/26 (+2/+8) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 22 + 20 = 42PP Initiative: +6 Attack: +11 Grapple: +12/+17[+15/+20 with Rage] Defense: +11 (+10 Base, +1 Dodge Focus, +5 Flat-Footed) [-2 with Rage] Knockback: -5 Saving Throws: 4 + 4 + 10 = 18PP Toughness: +4/+11 (+2/+8 Con, +3 Protection) Fortitude: +6/+12 (+2/+8 Con, +4) [+9/15 with Rage] Reflex: +6 (+2 Dex, +4) Will: +12 (+2 Wis, +10) [+15 with Rage] Skills: 84R = 21PP Bluff 8 (+12) Concentration 4 (+6) Craft (Artistic) 2 (+3) Craft (Mechanical) 2 (+3) Craft (Writing) 6 (+7) Diplomacy 4 (+8) Drive 6 (+8) Gather Information 4 (+8) Intimidate 8 (+12) Knowledge (Arcane Lore) 4 (+5) Knowledge (Philosophy and Theology) 2 (+3) Knowledge (Popular Culture) 9 (+10) Knowledge (Streetwise) 4 (+5) Language 1 (English [Native], Spanish) Notice 4 (+6) Perform (Singing) 4 (+8) Perform (Stringed Instruments) 4 (+8) Sense Motive 8 (+10) Feats: 8PP Attractive (Street cred / cool) Benefit: Owns the Cantos Diaries (Reference book adds +4 to any Knowledge rolls re: Infernal) Dodge Focus Equipment 9 (Free from Orichalum Award) Minion 6 (Free from Orichalum Award)>Axel "Grease" Robinson Favoured Enemy (Infernal Creatures) Rage 3 (+6 Strength, +3 Fort, +3 Will, -2 Def, 10 Rounds) Ultimate Effort (Will Save) Equipment: 9PP = 45EP Chain [6 EP] Multi-tool [1EP] Shotgun + Stun Ammo (Salt Rock) [14EP] Vehicle: Supercharged Motorcycle Size: Medium; Strength 20; Toughness 10; Features: Hidden Compartments 2 [DC 25], Smoke Screen; Powers: Speed 5 (250mph) [16EP] HQ: “the Greaser†Garage. Size: Small, Toughness +10, Communications, Fire Prevention System, Garage, Living Space, Power System, Security System (DC 20), Workshop [8 EP] Powers: 6 + 17 + 1 + 9 + 45 + 2 + 1 + 56 = 137PP All powers have the infernal and magic descriptors unless otherwise specified. Boost 2 (Any one mechanical Trait, Extras: Affects Objects Only (+0), Total Fade (+1) Feats: Slow Fade 2 [10 minutes total], Triggered 1 [Object exposed to flame]), Flaws: Affects Others Only (-1) Drawbacks: Power loss 1 [Not on religious or sacred objects]) [6P] “Infernal Oil†Example uses Device 5 (Cantos Devil Stick, 25 PP Container, Flaws: Easy to Lose, Feats: Indestructible, Changes Appearance [From Carmen's cane to Pitch's Devil Stick]) [17PP] Comprehend 2 (Speak to, Understand Animals Flaws: Limited to animals or objects associated with devilry) [2PP] (E.g: Goats, Rats, Pigs, Snakes, Black dogs / cats / birds) Morph 4 (+20 disguise, One form, Carlos Cantos [Father], Drawbacks: Move Action [-1 PP], Requires user to look at own reflection [-1 PP]) [2 PP] Devil Binding Array (12PP Array, Feats: Alternative Power 3) [15PP] Base: Mind Control 11 (Bind Devil; Extras: Conscious, Duration (Sustained); Flaws: Limited (Infernal Creatures), Range 2 (Touch); Feats: Mental Link ) {12 DP} "Bind Demon" AP: Animal Control 11 (Extras: Conscious, Sensory Link, Flaws: Limited to animals associated with devilry, Range 2 (Touch); Feats: Mental Link) {12 DP} "Bind Beast" AP: Nullify 11 (Exorcism, All Infernal Powers; Flaws: Range 1 (Touch), Feats: Selective) {12PP} AP: Confusion 11 (Extras: Contagious, Flaws: Range 2 (Touch), Feats: Reversible) {12 DP} "Possessed by a demon" Strike 2 (Feats: Mighty, Affect Insubstantial 2) [5PP] (No infernal descriptor) Supersenses 1 (Visual Infernal Awareness) [1PP] Immunity 1 (Aging) [1PP] Immunity 10 (All Infernal Effects; All Celestial Effects Drawbacks: Power Loss [entirety of spinal tattoo is covered]) [9PP] "Spinal Tattoos" Infernal Forge Magic Array (35 PP Array, Feats: Alternative Power 10) [45PP] Base: Snare 11 (Extras: Constricting, Feats: Chokehold, Custom (Turn on/off constriction as a free action), Reversible, Tether, Drawbacks: Reduced Range 2 [Max 275' Range] ) [35PP] “Infernal Chains†AP: Damage 11 (Extras: Cone Area, Flaws: Range (Touch), Feats: Decrease Area 10 [10-110foot cone], Affects Insubstantial 1, Increase Area 2 [to 550' cone] ) [35PP] “Breathe Fire†AP: Damage 11 (Extras: Autofire, Ranged Feats: Improved Critical 1, Variable Descriptor 1 [Metal] ) [35PP] “Metal Shards†AP: Deflect 7 (Slow and Fast Projectiles; Extras: Range 2 [Perception] Reflection, Redirection, Flaws: Limited to Metals) [35PP] AP: Damage 11 (Extras: Duration [Concentration], Feats: Affects Insubstantial 1, Incurable) [35 PP] "Ignite" AP: Element Control 11 (Fire; Extras: Damaging, Feats: Affects Insubstantial 1, Precise) [35PP] "Control Fire" AP: Move Object 11 (Extras: Damaging, Range [Perception], Flaws: Limited to metals, Feats: Affects Insubstantial 1, Precise) [35 PP] "Control Metal" AP: Transform 8 (250lbs, Narrow to Narrow [shaping Metal], Extras: Affects Objects Only (+0), Duration (Continuous), Flaws: Range [Touch], Feats: Innate) [35 PP] "Forge Metal" AP: Obscure 5 (100' Radius, Visual plus Olfactory, Extras: Range [Perception]) linked with Environmental Control 5 (100' Radius, Extreme Heat, Extras: Range [Perception]) [20 + 15PP = 35PP] "Hot Smoke" AP: Teleport 10 (1000’ as Move Action, 200,000 miles as full action; Extras: Accurate, Affects Others, Flaws: Medium (Hot Metal), Feats: Change Direction, Easy, Progression 3 [1000lbs]) [35PP] “Forgewalking†AP: Suffocate 11 (Extras: Range, Feats: Affects Insubstantial 1) [34PP] “Choking Smoke†Protection 3 (Drawbacks: Power Loss [entirety of spinal tattoo is covered]) [2PP] Regeneration 1 (Resurrection 1 / week) [1PP] Tazel the Demon Array (55 PP Array; Feats: Alternate Power 1) [56PP] Base: Alternate Form 8 (40PP Container; Extras: Continuous) [48PP] "Demon rumbling in the belly" Comprehend 3 (Speak, Understand, Read All Languages) [6PP] Feature 1 (Mimicry: +10 on Bluff checks to imitate voices) [1 PP] AP: Summon 11 (165 PP; Extras: Fanatical, Heroic, Duration [Continuous]; Feats: Mental Link; Drawbacks: Full Round to Summon/Expel [-1]) (55PP) >"Tazel expelled" DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16/21 Toughness* Damage (Physical) Metal Shards Ranged DC 26 Toughness Damage (Physical) Ignite Ranged DC 26 Toughness Damage (Energy) Breathe Fire Cone DC 26 Toughness Damage (Energy) Infernal Chain Ranged DC 21 Reflex Snare Smoke Ranged DC 21 Fortitude Suffocation Devil Stick Touch DC 18/23 Strike* Damage (Physical) Possession Touch DC 21 Will Confusion Bind Devil Touch DC 21 Will Mind Control Bind Animal Touch DC 21 Will Mind Control Exorcism Touch DC 21 Will Nullify * +3 DC if rage active. Totals: Abilities (24) + Combat (42) + Saving Throws (18) + Skills (21) + Feats (8) + Powers (137) - Drawbacks (0) = 250/250 Power Points
  24. Player Name: Heritage Character Name: Grimalkin Power Level: 12 (250/250PP) [271] Tradeoffs: +2 Defense/-2 Toughness (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form) Unspent PP: 0 Progress To Orichalcum Status: 151/180 (32PP earned pre-bump, 109PP earned post-bump) In Brief: Shapeshifting faerie with a human soul, recently returned to Freedom after a three-year absence. Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: Apparent Age: Mid-twenties Actual Age: 108 Gender: Female Height: 5'3" Weight: 121 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Unless she is going undercover, she always wears a leather lanyard around her neck, from which dangles a dark black ring with a row of diamonds set along the top; she frequently fiddles with the ring while deep in thought. Her ears are pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William ‘Colt’ Reynolds. Three years ago she married Reynolds and retired from active crime-fighting, and she had not been seen in Freedom City since. Upon her return, Lynn reopened Silberman’s Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She recently revealed to her former teammates that time moved differently on Colt's world, where she'd been for the last three years, and she's now closer to one hundred and eight. Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture; a favorite form is that of a pixie, just under one foot tall with a two pairs of gossamer wings for flight She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement; she has now found a way to maintain a connection with these objects, and can use this link for surveillance purposes. In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. Complications: Cannot Eat Normal Food: Though she can still consume mundane liquids, Grim's faerie body can no longer process mundane foodstuffs; her body violently rejects any human food. Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. She’s the Boss: Lynn employs a small number of employees at her recently-reopened bookstore; sometimes they are overly curious or manage to get into trouble. Abilities: 2 + 16 + 8 + 4 + 4 + 16 = 50PP Strength: 22/12 (+6/+1), 4 (-3) in Pixie Form (Heavy Load: 520/130 lbs., 20 lbs. in Pixie Form) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 12 = 36PP Initiative: +12 Attack: +12 Ranged (+14 in Pixie Form), +12 Melee (+14 in Pixie Form) Grapple: +20, +12 in Pixie Form Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed. +12 Enraged (+6 Base, +8 Dodge Focus, -2 Rage), +3 Flat-Footed. +16 in Pixie Form (+6 Base, +8 Dodge Focus, +2 Size), +4 Flat-Footed Knockback: -5, -4 in Pixie Form Saving Throws: 6 + 8 + 8 = 22PP Toughness: +10 (+4 Con, +6 Defensive Roll), +8 in Pixie Form (+4 Con, +6 Defensive Roll, -2 Size) Fortitude +10 (+4 Con, +6), +15 Enraged (+4 Con, +5 Rage, +6) Reflex +16 (+8 Dex, +8) Will +10 (+2 Wis, +8), +15 Enraged (+2 Wis, +5 Rage, +8) Skills: 152R = 38PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 0 (+8, +38 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10, +6 in Pixie Form) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 1 (+3) Language 1 (Hebrew) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 14 (+22, +30 in Pixie Form) Survival 3 (+5) Swim 4 (+5) Feats: 36PP Acrobatic Bluff All-Out Attack Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 2 (10EP) Evasion 2 Grapple Finesse Improved Initiative Move-By Action Power Attack Rage 4 Setup Sneak Attack Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 2PP = 10EP Silberman's Books (PL12 HQ) [10EP] Size: Small [0EP] Toughness: +10 [1EP] Features: [9EP] Communications Computer Fire Prevention System Garage Gym Library Living Space Security System (DC20) Workshop Powers: 4 + 18 + 3 + 21 + 7 + 12 + 11 = 76PP Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] Glamour Creation 8 (16PP Array, Feats: Alternate Power 2) [18PP] Base Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] Alternate Power: ESP 7 (Range: 200 miles. Auditory, Visual, Flaws: Medium [Created Objects], Feats: Subtle) [1PP] Alternate Power: Teleport 7 (Range: 200 miles. Extras: Accurate, Feats: Change Direction, Change Velocity, Disadvantage: No Extra Weight, Flaws: Medium [Created Objects]) [1PP] Dimensional Pocket 3 (Flaw: Range [Touch], 500 lbs.) [3PP] Glamour Body 9 (18PP Array, Feats: Alternate Power 3) [21PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] Alternate Power: Emotion Control 9 (Extras: Action 2 [Free], Area [Perception/Visual], Flaws: Limited to Fear, Range 2 [Touch]) [18PP] Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP] Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] Strike 6 (Extras: Penetrating [2] [DMG 7, 12 with Rage], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Senses 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory [11PP] Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 50 + Combat 36 + Saving Throws 22 + Skills 38 + Feats 36 + Powers 76 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness (Staged) Damage (Physical) Medium DC16(18*) Medium w/ Rage DC21 Tiny DC12(14*) Claws Touch Toughness (Staged) Damage (Physical) Medium DC22(24*) Medium w/ Rage DC27 Tiny DC18(20*) Create Object Touch DC16 Reflex Trapped Fear Perception/Area DC22 Reflex No Effect DC22 Will Shaken/Frightened/Panicked *Sneak Attack
  25. Player Name: ShaenTheBrain Character Name: Thrude ("ThrOOD") Power Level: 11 (170/171PP) Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness Unspent Power Points: 1 Progress To Gold Status: 21/90 (Silver Status earned with ?do=embed' frameborder='0' data-embedContent>>The Scarab) Bronze Reward: 2nd PC at PL10/150PP (This one) Silver Reward: 7PP of Equipment for ?do=embed' frameborder='0' data-embedContent>>The Scarab, 4PP of Equipment for Thrude, 4PP of Equipment/Minion/Sidekick unclaimed In Brief: Dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon. Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, and they are not in universal agreement regarding Thrude's status as an actual goddess. Birthplace: Thrude: Valhalla, Asgard. Astrid: Freedom City, New Jersey, USA. Residence: Thrude: Valhalla, Asgard. Astrid: Freedom City, New Jersey, USA. Base of Operations: Thrude: Milky Way Galaxy. Astrid: Freedom City, New Jersey, USA. Occupation: Thrude: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Astrid: Former Soldier collecting disability payments, part-time Uber Driver. Affiliations: Thrude: The Aesir, The Valkyries. Astrid: Dual-citizen of the USA and Denmark / European Union. Family: Thrude: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Jord (Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiancé, Deceased). Astrid: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother). Catchphrase: "I SHALL SMITE THEE!" Description: Age: Thrude: Incalculable (several thousand Earth-years at least). Astrid: 23. Apparent Age: Thrude: 18. Astrid: 23 Gender: Female Ethnicity: Caucasian Scandinavian Height: Thrude: 6'0". Astrid: 5'6". Weight: Thrude: 180 lbs. Astrid: 150 lbs. Eyes: Blue Hair: Thrude: Gold. Astrid: Blonde. A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. One eye is tattooed with a black starburst, in honor of the eye her grandfather Odin sacrificed for knowledge, and in memory of the eye she temporarily lost in battle with the Fenris Wolf. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes, and anchored with plates and buckles forged of gleaming silversteel. Astrid is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her lower half. Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. Her mother’s fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her’s for the taking. Astrid shares only a fraction of that beauty. Hints of the confident, disciplined demeanor from her days of military service still linger, but they are half-buried under a shroud of subdued resentment and despair. Power Descriptions: As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude’s divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets break against her skin. As a member of a pantheon where every god is a "god of war," Thrude has received training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gahnder"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple, yet ornate drinking horn. However, when its power is needed, it transforms into a massive protean polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude’s mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical runes, killing words which summon lightning to crackle and frost to gleam along the edges. Hridgandr appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed “worthy,†it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter for the Princess of Storms. At the wielder’s command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. Electricity arcs up and down the wielder’s body and between their eyes. When they will it, the chill wind and fog coalesce into the spectral image of a magnificent eight-legged horse with lightning for eyes. This storm-horse lifts the wielder into the air and races across the sky at speeds many times that of sound or even light, leaving thunder in its wake. To honor The Pact and root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has only a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. Neither woman has much control or input over the other's actions. While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them. History: Odin All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Jord, also known as Gaea, the giantess who personified the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent. The Aesir sought to form a lasting alliance with the Dvergur. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to quench Freyja’s appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. The breaking of Thrude’s prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world, so Master Mage Adrian Eldritch allowed her to stay. Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude. Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. strike robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family. Personality & Motivation: Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naiveté to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. Astrid's injury and (perceived) abandonment by the military left her less idealistic and more jaded, but through her association with Thrude, she is recovering some of her old self. Complications: Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time. Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude. Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it. Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed (before her father murdered him). A GM should feel free to inflict penalties upon Thrude when she is distracted by his memory, or when an enemy uses that memory to manipulate her, in exchange for a Hero Point. Reputation: The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. Rivalry: Like many young women before her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons with another goddess. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their Earthly followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Mads, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him. Abilities: 16 + 0 + 16 + 0 + 0 + 8 = 40PP Strength: 30/26 (+10/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +0 Attack: +6 Grapple: +20/+14 Defense: +6, +3 Flat-Footed Knockback: -12/-7/-4 Saving Throws: 0 + 0 + 6 + 10 = 16PP Toughness: +14/+8 (+10/+8 CON, +4 Protection), Impervious 10/0 Fortitude: +10/+8 (+10/+8 CON, +0PP) Reflex: +6 (+0 DEX, +6PP) Will: +10 (+0 WIS, +10PP) Skills: 52R = 13PP Bluff 0 (+4, +12 Attractive) Craft (Artistic) 5 (+5) Diplomacy 0 (+4, +12 Attractive) Intimidate 16 (+20) Knowledge (Arcane) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Philosophy/Theology) 5 (+5) Languages 8 (Anglo-Saxon [Old English], Danish, English, Faroese, German, Icelandic, Norse [Native], Norwegian, Swedish) Ride 4 (+4) Survival 4 (+4) Feats: 7PP Attractive 2 Benefit (Status [Goddess, Princess, Valkyrie]) Equipment 4 (20EP)Veteran Reward Environmental Adaptation (Storms) Interpose Startle Takedown Attack Track Ultimate Save (Will) Italics indicate a feat which was purchased as a power or part of a power. The cost is reflected under "Powers," below. Valhalla (PL11 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness +15, Nullify 11) Infirmary Isolated (Asgard) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop [14EP] See >this thread for more details. Powers: 37 + 4 + 4 + 3 + 11 + 10 + 4 + 8 = 81PP Device 11 (55PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 ["Only The Worthy" can lift, use, or transform], Subtle [Transforms into an ornate drinking horn]) [37PP] (Magic Weapon, Rune Magic, “Hridgandrâ€) [7 + 2 + 3 + 16 + 27 = 55PP] Divine Travel 3 (6PP Array, Feats: Alternate Power) [7PP] Base Power: Super Movement 3 (Space Travel 3) [6PP] (Magic Wind) Alternate Power: [6PP] Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Myth], Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] ("Bifrost," The Rainbow Bridge, The World Tree, "Yggdrasil") Environment Control 1 (Light [Moderate], 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Magic Lightning) Flight 1 (10MPH / 100ft per Move Action, Feats: Interpose) [3PP] (Magic Wind) Immunity 30 (Cold Effects, Electricity Effects, Weather Effects, Flaws: Limited [1/2 Effect], Feats: Environmental Adaptation [storms]) [16PP] (Elemental Mastery) Storm Mastery 12 (24PP Array, Feats: Alternate Power 3) [27PP] Base Power: [11 + 12 = 23PP] Damage 4 (Feats: Affects Insubstantial 2, Extended Reach [10ft], Improved Critical [19-20], Incurable, Mighty, Variable Descriptor [bludgeoning, Cold, Electricity, and/or Slashing Damage]) [11PP] (Hridgandr Strike, Magic Weapon) Flight 6 (7, 1,000MPH / 10,000ft [2 miles] per Move Action) [12PP] (Magic Wind) Alternate Power: [24PP] Damage 14 (1,400ft Max Range, Extras: Range [Ranged], Flaws: Action [Full], Feats: Homing 2 [2 additional attempts], Improved Range 3 [1 1,400ft Range Increment], Indirect 3, Precise 2) [24PP] (Magic Lightning) Alternate Power: [24PP] Environment Control 10 (1-mile radius, Cold [Extreme: Check 1/min (1/10 rounds)], Hamper Movement [1/4 speed], Hamper Visibility [-4 Visual Notice/Search], Wind [severe: -4 Auditory Notice/Search, -4 Thrown Attacks, 50% chance to extinguish protected flames, 100% chance to extinguish open flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade [1 minute per Power Point, 24 minutes total], Drawbacks: Full Power) [24PP] (Storm Summoning) Alternate Power: Flight 12 (13, 100,000MPH [Mach 130] / 1,000,000ft [200 miles] per Move Action) [24PP] (Magic Wind) Enhanced Constitution 4 [4PP] (Divine Might) Enhanced Strength 4 [4PP] (Divine Might) Features 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero Gravity]) [3PP] (Divine Might) Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might) Impervious Toughness 10 (Extras: Reflective [Melee Damage], Flaws: Limited [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, Magic, or Supernatural Damage]) [10PP] (Divine Might) Protection 4 [4PP] (Divine Might) Super-Strength 4 (Lifting STR 50 [Heavy Load: 12 tons]) [8PP] (Divine Might) Drawbacks: (-4) + (-4) + (-3) = -11PP Normal Identity (Astrid must sip liquid from Hridgandr to become Thrude, Frequency: Common [Full Action], Intensity: Major) [-4PP] Vulnerability (Deceit/Trickery [bluff, Phantasms, etc.], Frequency: Very Common, Intensity: Moderate [+50%]) [-4PP] (Gullible) Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] (Divine Passion) Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25/23 Toughness (Staged) Damage (Physical) Hridgandr Strike Touch +5ft DC29 Toughness (Staged) Damage (Energy and/or Physical) Lightning Ranged DC29 Toughness (Staged) Damage (Energy) Totals: Abilities (40) + Combat (24) + Saving Throws (16) + Skills (13) + Feats (7) + Powers (81) - Drawbacks (11) = 170/171 Power Points Normal Identity: Astrid Kierkegaard Power Level: 5 Tradeoffs: None Power Points: 66 Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 14 (+2)Paraplegic Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Grapple: +8 Defense: +6Paraplegic, +3 Flat-Footed Knockback: -2 Saving Throws: 3 + 3 + 5 = 11PP Toughness: +4 (+2 CON, +2 Body Armor) Fortitude: +5 (+2 CON, +3PP) Reflex: +5Paraplegic (+2 DEX, +3PP) Will: +5 (+0 WIS, +5PP) Skills: 52R = 13PP Climb 3 (+5) Drive 3 (+5) Intimidate 3 (+5) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Knowledge (Tactics) 4 (+4) Languages 1 (Danish, English [Native]) Medicine 4 (+4) Notice 5 (+5) Profession (Soldier) 5 (+5) Search 5 (+5) Stealth 3 (+5) Survival 5 (+5) Swim 3 (+5) Feats: 6PP Endurance Equipment 4 (20EP) Prone Fighting Equipment: 4PP = 20EP Collapsible Baton Damage 2 (Feats: Mighty, Subtle) [4EP] Ballistic Vest Protection 2 (Feats: Subtle) [3EP] Tesla Model S Luxury Sedan (Vehicle) [13EP] Size: Huge [2EP] Strength: 35 [1EP] Defense: 8 Toughness: 10 [1EP] Features: Alarm (DC20), Disabled Driver Conversion (All Hand-Operated Controls), GPS Navigation System [3EP] Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP] Drawbacks: -4PP Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP] In some situations, she will effectively be immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback. Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Baton Touch DC19 Toughness (Staged) Damage (Physical) Totals: Abilities (16) + Combat (24) + Saving Throws (11) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 66 Power Points
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