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  1. Sea Devil Power Level: 10/11 (200/200PP) Trade-Offs: None as PL 7 Deep One, +3 TOU/-3 DEF, -3 ATK/+3 DMG as a PL 10 Spectrum Knight Unspent Points: 0 In Brief: Deep One adventurer in Spectrum Knight armor, trying to save everybody while finding her own place in the world Alternate Identities: Ackwareeaa In-His-Mouth, Aquaria Innsmouth Identity: Registered Birthplace: An island in the Caribbean off the coast of Venezuela Occupation: College student, adventurer Affiliations: Jessie White, Project Freedom, Liberty League Family: Unknown - Deep Ones raise their children collectively. Age: Deep One ages translate poorly to human years. Aquaria is at the prime of her adulthood. Gender: Female Ethnicity: None in particular Height: 5'6'' [5'10" in armor] Weight: 140 lbs [180 lbs in armor] Eyes: Black and yellow Hair: None, but she does have a frilly green crest that grows when she is agitated. Description: Aquaria Innsmouth looks like a typical Deep One of the terrestrial variety - her skin is soft, smooth, and damp, colored a pale greenish-white on her belly and front and a mottled greenish-black on her back and rear. Her arms, neck, and sides are covered in black and blue marking identifiable as tattoos [an Arcane Lore check of DC 25 can read that they are Deep One ritual tattoos showing progression into adulthood stopping in late adolescence]. Her big eyes are black and yellow, set high and wide on her face, and her nose and jaw thrust strongly forward. She has webbed fingers and toes, all of which are much longer than the human norm, forcing her to wear big, oversized shoes when she needs to dress Surfacer. She has three fingers and toes on each hand and food. Her arms and legs are very, very long, especially the latter, giving her torso a smaller, rounded appearance. She has a thin crest on her head that, when she is excited, springs up like a Mohawk. When angry or afraid, her throat bulges out like a croaking frog. Her neck is extremely thick, the better to anchor the muscles for the two-foot-long retractable tongue that also give her a lisp when she speaks in English. Aquaria's armor is recognizable [with a DC 15 Galactic Lore check] as armor belonging to the Spectrum Knights, a terrorist organization active across much of Lor and Grue space. It glows an eldritch green while she's using it. Her primary melee weapons are energy tridents (which glow the same color green) that she projects from devices implanted in the palms of her armor. Even those who don't recognize the armor can tell it's something out-of-this-world, especially when they hear the booming bass of Aquaria's voice from within. History: Once the People roamed all the Islands and the seas beyond, singing their songs and dancing beneath the moonlight, leaping high in the air to mock the Sun and swimming as deep as they dared to greet their Dark Brothers in the depths of the seas. Then the Surfacers came, and at first things were good. There were battles, sometimes grim ones, but in the end the Surfacers had the land and the Dark Brothers had the sea, and the People had all that lay between. It was a good life. Then New Surfacers came - hearts as cold as the iron they wielded, and gradually the land of the First Surfacers shrank, and the People's land and sea shrank with it. Then the Pale Ones came from below - enemies of the Dark Brothers who hated all who bore the mark of Father Dagon and Mother Hydra on their bodies. The People fought them, oh yes, but they had spears and bone and muscle against machines of death and pain, and their lands gradually shrank. Gradually the lands of the People shrank over the years, with some fleeing below to join the Dark Brothers in their cities of obsidian glass, but most simply dying of plagues, of swords (and then bullets) from above, and the terrible pressure of the Pale Ones who let nothing live in their sea that did not love their gods or wear their skin. Their culture shrank, their world shrank, and gradually Ocean became a small patch of blue and a few scraps of land, surrounded by enemies all around. When Aquaria Innsmouth was born, her world was dying - the last remnants of the once-mighty People of the Islands having shrunk to a pitiful handful of a few dozen males, females, and spawn. She learned to hunt and fish like her brothers and sisters, and walked on land as soon as her legs were grown. Unlike many of her siblings, she took no mates - the sole survivor of her egg creche, she was widely considered to be cursed, or blessed, by Mother Hydra and Father Dagon. But that was all right with her; when she wasn't hunting to feed her many siblings, it gave her time to explore the ocean, to watch the New Surfacers with great care as they did unknowable, fascinating things on islands full of animals, to feel the sun on her face and dive deep beneath the warm blue waters of the Caribbean. It was a good life, but hard, and when she slept, she murmured prayers to the ancient gods of her people. She was fifteen when the Surfacers came - heavily armed men who attacked for no reason and gave no quarter, freely slaughtering the People.. Hating herself for her cowardice, Aquaria (as the oldest unattached female) hid with the spawn in hidden caves to guard them against Atlantean attack. When she came out, the island was burning - and her people's community was gone, with perhaps a dozen adults left alive after the battle. And so the People began a journey, a long, bitter one, through the waters of the Caribbean and towards the only salvation they knew - a Dark Brother colony near Cuba, lands they knew that were free both of the New Surfacers and the terrible ways of the Pale Ones. The flight wasn't easy - they had to stop and raid Pale One settlements to survive and the Pale Ones rarely gave quarter to their enemies, and the New Surfacers treated them no better when they clashed with their vessels. She learned to hate, there in the dark, hate the Pale Ones for their arrogance, their greed, and their seeming love of murder, more than anything. Aquaria had just entered adulthood and lain her first clutch of fertilized eggs when they finally reached their destination - the Dark Brother city off the coast of the island the New Surfacers called Cuba. It was beautiful. The temples to Dagon and Hydra rose high in their cyclopean splendor, all dark volcanic glass that reached up to the skies, and there was food to eat and nests to sleep in without fear of attack. It was cold for the People, and dark, and the oceans thick above their heads, but the Dark Brothers promised that they would soon be reborn as Dark Brothers themselves - and could gain revenge on the Pale Ones! It wasn't until the prisoners arrived that Aquaria understood the mechanism of her transformation - and the cold heartless nature of the forever war between the Dark Brothers and the Pale Ones. It was a human sacrifice that drove the transformation of People into Dark Brothers, and she watched in mounting horror as the elders of her community gladly submitted to the transformation, even as the screams of the murdered Pale Ones echoed in her ears. Monsters though they were, didn't they deserve to live? How could her joy come from the suffering of others? That night she tried to slip away, taking the roe with her, but she was caught by a Dark Brother patrol and, feeling guilty as sin, fled without the young ones. She was one young hunter-fisher, how could she take care of so many little ones? How could she even take care of herself? She wandered the coast of North America, a solitary hunter, for a long time after that, sticking close to the Surfacers to avoid both Pale One attack and the attack by Dark Brothers she was sure would one day come to take her back to their city. The Surfacers were an endless puzzle - their cities vast and terrifying, their skins a near-infinite variety of colors, their ships big and menacing as they cut their way through the water. She met a few of the People along the way, and a few Dark Brothers not from the Cuban city, but they were all vagabonds too - there was no home here. Finally, a few years ago, she heard of something big happening -a major Dark Brother raid against a Surfacer city. Tired of being alone and hungry, she decided to take her chances and explore there, figuring she could easily blend in with the People and the Dark Brothers on the surface. She arrived in Freedom City just a few weeks after the Deep One raid that accompanied the Archevil Event (as she later learned the news called it). She explored at night for a while, hanging low along the Waterfront, a little surprised to find none of her kind here. Finally, foolishly, she decided to reveal herself to the surfacers. The subsequent Waterfront battle pitted her against the Freedom City police and her hated enemy Nereid - a foul, loathsome Pale One who laughed and called her cruel names as she casually blasted her with the very water that had been her home! That night, caged for the first time in her life, she screamed and clawed at the glass, spitting venom and threats, until finally she passed out from exhaustion. She awoke in Blackstone, where the lonely silence of the air nearly killed her. It was Harriet Wainwright who saved her, the Project Freedom director having heard something of the Deep One female who had fought the police and superheroes without doing any more than property damage and turning out to be the culprit behind a chain of petty thefts. Visiting the prison with a translator, Wainwright gradually won Aquaria's trust (the frequent dips in the unchlorinated pool helped!) and the Deep One opened up about her life. It took the long, slow process of years for Aquaria to gradually open up to life in Project Freedom - first learning English, then learning to read, then finally earning a GED, all the while doing community service work and helping take care of the other residents who needed more help than she did. She did restitution for her crime, including doing enough work to pay back the medical bills for the police officer she'd thrown through the windshield of his car in the fracas at the Waterfront. She made friends - but her best friend of all was Jessie White, a strange, sad girl who was assigned as her suitemate after several got tired of the constant baths and smell produced by the froggy Deep One. An old hand now, she took the girl under her wing, doing her best to show her the ropes while trying to put a smile on that withdrawn face. She usually wasn't successful at the latter, but the two struck up a bond, one tempered by incidents with time-lost Frenchmen on one hand and the constant low-level murmurs of Frog-Face around the kitchens where they worked on the other. They both were monsters in their own way, even if Aquaria didn't really see herself that way and was determined to make sure Jessie didn't see herself that way either. Halfway house or not, it was a good life. Finally, after years of work, and months trying to help Jessie be ready to go, the two young women were freed from their Project Freedom confinement and ready to face the world. Shortly thereafterwards, Aquaria and Jessie were recruited by the Spectrum Knights - a secretive organization of political revolutionaries who revealed themselves to be interstellar terrorists. Now Aquaria and Jessie are on the run again, hunted by criminals and law enforcement alike - and even after they make it home, the choices they made in space will be waiting for them on Earth Powers & Tactics: Outside of her armor, Aquaria relies on stealth and leaping to stay mobile during a fight. She's strong and tough enough to take out baseline humans with a few good kicks (just like the cop she put through car windshields while fighting Nereid). Versus more powerful opponents, she'll try and lure them into the water where her aquatic physiology will give her an advantage. Inside her armor, she'll wade in and strike with her trident, moving unnaturally fast with her three-bladed energy weapon. She’ll stay mobile by fantastically high leaps and even flying. She only rarely uses the lightning blasts from her trident or hurls objects at people, saving those for a last resort. Complications: Frog Felon: Aquaria is a convicted criminal who could potentially go back in Project Freedom, or even to jail, if she gets in trouble with the cops. Frog Fear: Aah! A Deep One! Archevil wasn't that long ago and the general public - not to mention superheroes, have long memories. Frogger: Aquaria is always up for something new - even if it might be a bad idea! Frog Foreigner: Aquaria's eager to learn about Surfacer customs - maybe a little too eager! Frog Family: Aquaria feels a special loyalty to her fellow Deep Ones, except when they do evil stuff! Frog Foes: Aquaria hates and fears Atlanteans. Frog Friends: Jessie White is Aquaria's best friend in the whole wide world. Frog God: Aquaria still worships Father Dagon and Mother Hydra - a difficulty given the reputation those deities have on the surface. Frog Hunger: Aquaria sometimes gets distracted and snatches up a passing bird or other small animal to eat. This is the human equivalent of stress eating. Space Frog: Aquaria barely knows the names of the planets of the Solar System - she knows even less about outer space. Abilities: 14 + 4 + 14 + 0 + 4 + 4 = 40PP STR 30/24 (+10/+7) DEX 14 (+2) CON 30/24 (+10/+7) INT 10 (+0) WIS 14 (+2) CHA 14 (+2) Combat: 8 + 8 = 16PP Init: +6 ATK: +4 (+7 Melee) DEF: +7 (+3 Dodge Focus, +4 Base, +2 flat-footed) Grapple: +14/+15/+18/+20/+23 Knockback: -6/-3 Saves: 0 + 5 + 5 = 10PP TOU +13/+7 (+7 Con, +3 Enhanced Con, +3 Protection) FORT +10/+7 (+7 Con, +3 Enhanced Con) REF +7 (+2 Dex, +5) WILL +7 (+2 Wis, +5) Skills: 72R = 18PP Bluff 8 (+10) Climb 3 (+10) Diplomacy 8 (+10) Intimidate 8 (+10) Knowledge (Theology and Philosophy) 8 (+8) Languages 3 (Atlantean, English, Galstandard, Lemurian [Base]) Pilot 1 (+4) Notice 8 (+10) Sense Motive 8 (+10) Stealth 8 (+10) Survival 3 (+5) Swim 6 (+13) Feats: 45PP Attack Focus: Melee 3 Dodge Focus 3 Improved Initiative Environmental Adaptation (Underwater) Fearless Luck Sidekick 35 [Singularity] Powers: 1 + 2 + 45 + 8 + 2 + 3 + 10 = 71PP Additional Limb 1 (tongue) [1PP] Comprehend 2 (speak to and comprehend animals; Flaw: Limited to sea creatures) [2PP] Device 11 (55 PP, Aquaria's Armor, PF: Restricted 1 [Deep Ones]) [45PP] Enhanced Feats 3 (Interpose, Move-By Action, Ultimate Save [Toughness]) Enhanced CON 6 (to CON 30/+10) [6DP] Enhanced STR 6 (to STR 30/+10) [6DP] Flight Array 3 (6PP, PFs: Dynamic, Dynamic Alternate Power 1) [9DP] DBE: Flight 0-3 (0-50 MPH/500 FPM) {6} DAP: Super-Strength 0-3 (Effective STR 24/39-39/54, Heavy Load 1500 lbs-3 tons-24 tons) {6} Immunity 9 (Life Support) [9DP] Protection 3 [3DP] Strike 3 (energy trident, PFs: Affects Insubstantial 2, Extended Reach [5 feet], Improved Crit 2, Mighty, Takedown Attack 2, Variable Descriptor 2 [any energy]) [13DP] Super-Senses 6 (Radio [Enhancements: Accurate [+2], Analytical, Extended (100 ft Notice)], Uncanny Dodge [Radio]) [6DP] 3 + 6 + 6 + 9 + 9 + 3 + 13 + 6 = 55DP Deep One Power 3 (6 PP; PFs: Alternate Power 2) [8PP] BE: Swimming 6 (100 mph / 1,000 feet per Move action) {6/6) AP: Leaping 2 (x5, Running Long Jump 85 ft, Standing Long Jump 45 ft, Vertical Jump 21 feet) {2} + Speed 2 (25 mph / 250 feet per Move action) {2} + Wall-Crawling 1 (half-speed) {2} {2+2+2=6/6} AP: Super-Strength 3 (Effective STR 39, Heavy Load 3 tons) {6/6} Feature 2 (Deep One, Iron Stomach) [2PP] Immunity 3 (breathe normally underwater, cold, high pressure) [3PP] Super-Senses 10 (Auditory [Accurate (+2), Ultra-Hearing], Olfactory [Acute, Tracking 2 (Half Speed)], Visual [Extended, Low-Light Vision, Radius (All Visual, +2)]) [10PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed w/no Powers Touch DC 22 Toughness Damage [Physical] Unarmed w/suit Touch DC 25 Toughness Damage [Physical] Strike Touch DC 28 Toughness Damage [Energy] Totals: Abilities (40) + Combat (16) + Saving Throws (10) + Skills (18) + Feats (45) + Powers (71) - Drawbacks (0) = 200/200 Power Points Jessie White
  2. Frostbyte Player Name: Tiffany Korta Power Level: 11/12 (162/196PP) Trade-Offs: None Unspent Power Points: 34 In Brief: A big hero in her tiny community she suddenly finds herself a little fish in a very big pond. Residence: Claremont's Dorms Catchphrase: "Is it me or is it cold in here?" Alternate Identity: Cathy Clouston Identity: Secret Birthplace: Shetland, Scotland, UK Occupation: Student Affiliations: Claremont Academy Family: Lara Clouston (Mother), Mikael Clouston (Father) Description: Age: 16 (DoB: 1999) Gender: Female Ethnicity: Scottish Height: 5'8" Weight: 160 lbs Eyes: Violet Hair: White Even in normal circumstances, Cathy could never pass a completely normal, her skin and hair are of an incredible pale white colour. Only her eyes stand out by being a rather vivid violet colour. To most people, it would appear that she suffers from albinism, though unlike those that suffer from that unfortunate condition she isn't overly harmed by sunlight. She tends to dress rather sensibly with many layers of practical clothing with a dazzling array of chunky knitted jumpers and her signature (fake) fur-lined parka, even during the hottest of days. At will, she can transform her flesh and hair into solid ice that appears to have all the qualities of ice as well as being resistant more resistant to harm. Any clothes she's wearing aren't affected, though they do form a thin layer of frost over them. She doesn't currently have a costume of her own so she wears the standard Claremont colours, she does wear her parka over the top as a lucky charm. Power Descriptions: By drawing moisture from out of the air Cathy can form it into ice with a remarkable degree of control over its shape and form. Whilst it appears to all extent and purposes to be normal ice, though under her control it seems more resilient to both physical assault and temperature. Tests have determined that her ability to form and control ice is some form of natural mutation, though stories from the islands of Ice Maidens that came with the Norse settlers suggest that it's some form of genetic abnormality that's been carried down the generations. History: Cathy had always been a quiet distant girl who happily spent hours all by herself reading or wandering the stark beautiful landscape, a little cold and distant as some people would later joke. But apart from that, she had a happy childhood among the isolated beauty of her island home. All this changed one bitterly cold winter day when she was around twelve. One of the younger children of the village had gone missing and after not showing up for a couple of hours the entire village went out to search for him. With the sunlight failing and the temperature rapidly dropping the search was called off until first light, with everyone assuming the worse. One person hadn't given up the search however and against the odds, Cathy had managed to find the young child and get him to a temporary shelter against the cold, but there wasn't enough room for Cathy or enough time to get back to the village. Cathy had no choice to wait out the night and hope to survive the bitter cold. It was then that her powers kicked in that allowed to survive the night, searchers were surprised in the morning when the apparently frozen girl was not only alive but able to move around without any harm. Despite her now strange appearance, she was heralded as a hero for saving the young boys life. And over time as she learned to control her powers she used them to not only help her home village as much as she could but also help the town and villages around them. Slowly news of her exploits spread across the Shetland islands until they made their way to the mainland of Scotland and far, far beyond. Then one day not long after she'd turned sixteen an exotic looking woman turned up at the families home and offered to take Cathy to the distant, almost mythical sounding, Freedom City to a special school where she could learn to use her power to help many more people. Personality & Motivation: Cathy is a quiet thoughtful young woman that unless prompted tends to fade into the background. It's not that she isn't good with dealing with people, quite the opposite, it's just that she lacks the confidence to put herself out into the wider world. It's would be unlikely that she would be a hero apart from one thing, she deeply cares about doing everything she can to help other people. Powers & Tactics: Cathy hasn't had much training into how to use her powers and instead relies on her own instincts of what will work in any given situation. It just happens that she naturally has very good instincts in these matters. Complications: Bright Lights, Big City: Whilst she not completely unaware about life in a city like Freedom, they do have television and the Internet, she can still be surprised by things that would seem completely normal to everyone else. Too Cold: Whilst she can't feel the cold Cathy can't feel the heat either. Even on the warmest day, she tends to wrap herself up in multiple layers of clothing to stay warm. Cold in here: Without realising it Cathy instinctively lowers the temperature around here by a few degree's, whilst that may be fine in warm climes it can get very chilly in less warm environments. And even when it's pointed out she can't seem to turn this chilling effect off. To Dry: Much of the ice she creates is done by drawing moisture from the surrounding environment. In an incredibly dry and arid environment, she might be unable to produce as much ice or normal, or in extreme circumstances none at all. Local Hero: Whilst Cathy is unknown in many parts of the world she fairly well known in her own local area, and never had the need to protect her identity. It wouldn't take much effort to find out all about her and her family. Abilities: 6 + 8 + 10 + 0 + 4 + 6 = 34PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 16 (+3) Combat: 14 + 10 = 24PP Initiative: +8 Attack: Base +7, +7 Melee, +11 Ranged Grapple: +10 Defense: +11 (+5 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 2 + 3 + 5 = 10PP Toughness: +10 (+5 Con, +5 Protection) Fortitude: +7 (+5 Con, +2) Reflex: +7 (+4 Dex, +3) Will: +7 (+2 Wis, +5) Skills: 56R = 14PP Bluff 7 (+10) Climb 7 (+10) Concentration 8 (+10) Diplomacy 7 (+10) Notice 8 (+10) Sense Motive 6 (+8) Survival 8 (+10) Swim 5 (+8) Feats: 19PP All-Out Attack Attack Focus (Ranged) 4 Dodge Focus 6 Improved Initiative 1 Improved Throw Improved Trip Luck 2 Move-by Action Power Attack Uncanny Dodge (Auditory) Powers: 12 + 38 + 5 + 5 + 1 = 61PP Flight 6 (500 mph, 4,400 ft/rnd Extra: Affects Others, Flaw: Platform) [12PP] Ice Control 16.5 (33PP Array, Feats: Alternate Power 5) [38PP] Base Power: Blast 11 (Ice Shards 100ft Range Extras: Autofire 1) [33PP] Alternative Power: Blast 11 (Brain Freeze 100ft Range Extras: Alternative Save (Fortitude) [33PP] Alernative Power: Create Object 11 (Ice Sculptures 100ft Range, 10x5' cubes Feat: Independent; Extra: Selective) [23PP] Alternative Power: Environmental Control 11 (Cold (Extreme), Visibility, 110ft Range 10,000ft Radius) [33PP] Alternative Power: Snare 11 (Icy Bonds Feats: Tether, Reversible) [24PP] Alternative Power: Trip 11 (Icy Patches Extras: Area (General Burst), Selective Attack) [33PP] Immunity 5 (Cold Damage) [5PP] Protection 5 [5PP] Super-Senses 1 (Infravision) [1PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed +7 Touch DC 18 Toughness Damage (Physical) Brain Freeze +11 Ranged DC 26 Fort Damage (Ice) Icy Bond +11 Ranged DC 21 Ref Snare (Ice) Ice Shards +11 Ranged DC 26 Toughness Damage (Ice) Icy Patches Area DC 21 Ref Trip (Ice) Totals: Abilities (34) + Combat (24) + Saving Throws (10) + Skills (14) + Feats (19) + Powers (61) - Drawbacks (0) = 162/196 Power Points
  3. 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
  4. Using my bronze reward to promote Cho/Rampart to PL 10. Player Name: RobRX Character Name: Rampart Power Level: 10/11 (161/164PP 37PP earned pre-bump, 3PP earned post-bump) Trade-Offs: -2 Attack / +2 Damage (Melee), +4 Attack / -4 Damage (Ranged), -2 Defense / +2 Toughness Unspent Power Points: 3 Progress To Silver Status: 40/60 In Brief: Terminus-powered Paragon. Alternate Identity: Cho Paige Lee Identity: Public (In the sense people know she has superpowers) Birthplace: Freedom City Occupation: Student Affiliations: Claremont Academy, WYRM Family: Ken Lee (Father, Deceased), Wanda Benjamin, née Paige (Mother), John Benjamin (Stepfather), Naomi Benjamin (Half-sister) Description: Age: 17 (November 2, 1997) Apparent Age: 18 Gender: Female Ethnicity: Asian/African-American Height: 6'6" Weight: 190 lb Eyes: Black Hair: Black Cho is a growing girl, perhaps more so due to her Terminus mutation. For her age, she is very tall and strongly built, her mutation having developped a small yet wiry athletic physique into a more noticeably large and powerful one. She's still in her awkward teenage years and this growth spurt only make her feel more awkward. Her hair is kept short for practicality and ease of maintenance. While Cho doesn't really have a secret identity (only using the name Rampart on the basis that it's 'tradition' to be called something), she does wear a costume. Due to her molecular manipulation being too poorly understood, the costume is materialized with a wrist-attached morphic molecule device, which exist solely to focus her powers in a narrow, pre-determined way as a mean to quickly change between her civilian clothes and costume. A cape has been recently added to the costume. Power Descriptions: Infused by Terminus energies, Cho has developed superhuman strength, endurance, speed and invulnerability and the ability of flight. These powers stem from her ability to alter and control molecules. These powers generally doesn't work on living organic matter (unless used to destroy) with one exception; Cho's own body. It's from this power that her restructured body and physique come from. History: Cho's mother survived the Terminus invasion. Nothing all that out of the ordinary by itself, plenty of people had. The specific details she doesn't speak about, being quite shaken by the ordeal. However, the Terminus exposure had altered her mother and this was passed on to Cho (and to her sister, however no one currently knows this). After falling on hard times, Cho's father moved to Southside. He was killed only two years later in a gang shoot out. Cho then lived out with her mother and later her stepfather, with whom Cho had to learn to patch things with. This all came to a change a few years ago. Cho began to experience excruciating pain nearly constantly and grew from small to outright towering and powerful, much to her delight as it only made her even better at sports she enjoyed so much and scared bullies away. However, deep down, she also felt scared and did not understand what was going on with her. Answers came when, in a fit of anger with a local jock bullying a smaller kid, she accidentally vaporized a chunk of the school's wall in a blast of Terminus energy. Following being enlisted at Claremont and later training with the World Youth Rescue Movement, Cho has learned to make much better use of her abilities. Personality & Motivation: Cho is desperate to prove herself and that her powers can be used for the greater good. She has good intentions but has poor judgment in how to proceed. Her temper is a lot less fiery than before and she's learned much but still remain, in many ways, quite the rookie to the superhero world. She tries to act more 'typically' of what someone would expect of a superhero like her but isn't sure if she's genuine or just putting on an act. Powers & Tactics: More confident and aware of her powers now, Cho has a better range of options in combat. Despite this, she remain quite reckless and still prone to resort to the typical tactic of 'hit it until it stop moving'. When harming her target is not an option, she instead resort to using her better-understood ability to alter molecules to restrain her target or alter the battlefield as best as she can. Nowadays she tries to resort less to violence right away. Cho is a decent combattant. While good enough to hold her own in a fight, she rely more on her raw physical powers than refined combat skills. She has some basic training and a simple understanding of hand to hand combat but this is where her skills end. Her training primarily exist to supplement her powers and nothing else, it cannot replace them should she be depowered. It is very possible to outmatch her without even being stronger and tougher than her. While capable of moving fast, her reflexes are overall poor. Complications:. Growth Spurts: Cho is still prone to painful growth spurts, both physically and power-wise.Matters of Power: Cho's snare can't work if there is nothing around to warp into restraints.Must Follow The Code: In her attempt to be a better hero, Cho has set herself an increasingly harsh code. No killing (unless absolutely necessary), never harm anyone first, no refusing the surrender of an opponent and never letting a single life be harmed in her presence.Patching the Family Life: Cho had a strained relationship with her family. While things are working out better now, there are still cracks here and there.Temper: She'very passionate but this also has plenty of downsides, especially when you can cause a lot of damage.The Conqueror WYRM: She's affiliated with the WYRM (World Youth Rescue Movement), which has a dark secret...Vendetta: Cho is after a supervillain who harmed her stepfather.Abilities: 4 + 4 + 4 + 4 + 2 + 0 = 18PP Strength: 34/14 (+12/+2), 84/34/14 Lifting (Heavy Load: 800 tons / 1 ton. / 175 lbs.) Dexterity 14 (+2) Constitution 34/14 (+12/+2) Intelligence 14 (+2) Wisdom 12 (+1) Charisma 10 (+0) Combat: 16 + 12 = 28PP Initiative: +2 Attack: +8, +14 Disintegrate Grapple: +20/+10, +30 Super-Strength Defense: +6 (+6 Base), +3 Flat-Footed Knockback Resist: 10/1 Saving Throws: 0 + 0 + 4 + 7 = 11PP Toughness: +12/+2 (+12/+2 CON) (Impervious 10/0) Fortitude: +12/+2 (+12/+2 CON, +0PP) Reflex: +6 (+2 DEX, +4PP) Will: +8 (+1 WIS, +7PP) Skills: 32R = 8PP Acrobatics 8 (+10) Diplomacy 4 (+4) Knowledge (Physical Science) 4 (+6) Notice 8 (+9) Sense Motive 8 (+9) Feats: 10PP Accurate Attack Grapple Finesse Improved Grapple Interpose Luck 2 Power Attack Quick Change Takedown Attack Ultimate Save (Toughness) Powers: 20 + 20 + 28 + 2 + 5 + 9 + 10 = 94PP Enhanced Constitution 20 [20PP] Enhanced Strength 20 [20PP] Entropic Energy Control 10 (20PP Array, Feats: Alternate Power 3, Dynamic Alternate Power 2) [28PP] Base Dynamic Power: Super-Strength 10 (Lifting STR 84 [Heavy Load: 800 tons]) [20PP] Alternate Power: Disintegrate 5 (400ft Max Range, Flaws: Action [Full], Feats: Accurate 3 [+6 Attack], Improved Range 3 [1 400ft Range Increment], Drawbacks: Full Power, Lethal) [16PP] [8 + 8 = 16PP] Damage 5 (Extras: Linked [Drain], Range [Ranged, 400ft Max Range], Flaws: Action [Full], Feats: Accurate 3 [+6 Attack], Improved Range 3 [1 400ft Range Increment], Drawbacks: Full Power, Lethal) [10PP] Drain Toughness 5 (Extras: Affects Objects, Linked [Damage], Range [Ranged, 400ft Max Range], Flaws: Action [Full]) [10PP] Alternate Power: Transform 4 (40ft, 10lbs, Broad to Broad, anything inorganic) [15PP] Alternate Power: Snare 10 (100ft) [20PP] Dynamic Alternate Power: Flight 10 [20PP] Dynamic Alternate Power: Speed 10 + Quickness 10 [20PP] Flight 1 [2PP] Super Senses 5 (Microscopic Vision 3, Analytical 2) [5PP] Immunity 9 (Life Support) [9PP] Impervious Toughness 10 (Drawbacks: Power Loss [Daka Crystal]) [9PP] Drawbacks: (-1) + (-7) = -8PP Vulnerability (Daka Crystal, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Weakness (Daka Crystal, Frequency: Uncommon, Intensity: Major [Cumulative -1 to all Abilities, 1/round) [-7PP] Abilities (18) + Combat (28) + Saving Throws (11) + Skills (8) + Feats (10) + Powers (94) - Drawbacks (8) = 161/164 Power Points
  5. Player Name: Nexus Character Name: Pulsar Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A young man trying to help people the best way he can. Residence: 221 Apt D Clinton St. Midtown Alternate Identity: Jacob “Jake” Manning Identity: Secret Birthplace: Baltimore, MD Occupation: Writer Affiliations: People and/or groups you work with. Family: Maria Alvarez (mother) Benjamin Manning (father, deceased) Description: Age: 27 (6/17/88) Gender: Male Ethnicity: Caucasian/Hispanic Height: 6’0” Weight: 190 lbs. Eyes: Brown Hair: Black In his teen years, he was a relatively average looking teenager. As he matured into adulthood, Jake’s frame filled out with several dozen pounds of pure muscle and he eventually reached six feet tall. He often wears clothes that hide just how athletic he really is. He eventually took to wearing a nerdish pair of glasses in the hopes of looking more stylish. Power Descriptions: His unique physiology constantly absorbs ultraviolet radiation and converts it into pure energy. The radiation also allows him to fly at high speeds without the major effects of gravity. The energy also gives him enhanced strength, and durability. History: Jake Manning was raised in an abusive home; his father was a drunk who often took out his bitterness on his wife and son. When he was seventeen years old, his powers began to emerge. After high school his father tried to attack him, he accidentally blasted him through a wall crippling him to the point that he ended up in a coma from his injuries. Jake was so afraid that he ran away from home. He was eventually found by the government and they offer an opportunity to fight for his country. He was taken to a special facility where he was trained to use his abilities and became an agent to work on black ops missions. Jake was a natural agent and a quick learner. By the time he was he was one of the best at stealth, information gathering and observing people without them noticing. Under examination the scientist informed him that his powers allowed him to absorb ultraviolet radiation. The radiation is then converted into energy, allowing him to flight, superhuman strength and fire energy bolts. After years of working for AEGIS, he grew tired of the grind. Eventually he left the government when he was twenty-three after a mission went bad and he was force to kill a lot of people. Something he never wanted to do. Moving to Freedom City, he roomed with Daniel Cruz, who was studying art. Together they became friends and a writing team. Together they both wrote for their college’s paper, The Aegean. Jake influenced Sam into writing him into more human interest stories. Together they created a comic strip called ‘Nightowl and The Sparrow’. One day Sam spotted Jake using his powers, he encouraged him to use his powers for the greater good. While he did help people he made sure to keep his identity a secret. Those were fun times couldn’t last forever, eventually went their separate ways. Jake graduated with degrees in Political Science and Journalism. He worked for a couple of different publications before landing a job at World Magazine. While at work he’s virtually invisible, few notice him, which is something he doesn’t mind since he gets more work done without people bothering him. His friend Daniel went on to become a professional cartoonist, and they lost touch for several years. Eventually the pair recently met back up again at a convention. With Daniel changed into a woman, she told him that she had transition into a woman and was going by Michelle Ross. Something she had been dealing with since her childhood. Michelle encouraged Jake to do more and be more active, which is something he took to heart. Now he fights crime as Pulsar trying help people to the fullest of his abilities. Personality & Motivation: In his everyday life Jake tends to be a bit of a social misfit, fading into the background, that he often goes unnoticed, though that’s mostly just calling back to his blackops training. Though most of the women he interacts with do notice his rather good looks. While in college he was the same, except he was noticed by his roommate Samuel Ross. Who drew him out of his comfort zone and helped him socialize better. When he is called on to socialize he can be a pretty easy going guy that tries to sees the good in everyone. Powers & Tactics: A man with military training, his first instinct is to get people to safety. Calling back to his training, Pulsar likes to his opponents hard and fast to avoid collateral damage. With his powerset he can hit his enemies hard with either his fist or a well directed energy blast with his eye beams. If he has to retreat he will make sure to get as many people to safety as possible before. He fights to protect people, and his first priority is to shield people and his second instinct is to get rid of whoever is putting the people in danger. As a young man he struggled to control his powers, so now he always thinks before he fights, a military minded young man. He knows his moves can do some real damage. Complications: Redemption: Jake wants redemption for the lives he took during his finale mission. Secret: Superhero Identity PL: 10 (150) Abilities: 8 + 6 + 8 + 4 + 4 + 4 = 34 pp STR 30/18 (+10/+4) DEX 16 (+3) CON 18 (+4) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) Combat: 12 + 12 = 24 pp ATK: +6 (+10 Melee) DEF: +10 (+4 Dodge, +6 Base, +3 flat-footed) INT: +3 Grapple: +14/+25 Knockback: -10/-2 Saves: 3 + 5 + 5 = 13 pp TOU +10/+4 (+4 Con, +6 Protection) FORT +7 (+4 Con, +3) REF +7 (+3 Dex, +5) WILL +7 (+2 Wis, +5) Skills: 72 r = 18 pp Bluff 12 (+15, SM) Diplomacy 7 (+10) Disable Device 14 (+15, SM) Gather Info 6 (+10) Investigate 8 (+11) Languages 2 (French, German, Base: [English]) Notice 13 (+15, SM) Pilot 7 (+10, SM) Sense Motive 8 (+10) Feats: 17 pp Attack Focus: Melee 4 Challenge (Fast Feint) Dodge Focus 4 Improved Crit (Unarmed) Move-By Action Power Attack Second Chance (Disable Device checks) Set-Up Skill Mastery (Bluff, Disable Device, Notice, Pilot) Takedown Attack Uncanny Dodge (auditory) Powers: 23 + 6 + 10 + 6 = 45 pp Empowerment Array 11 (22 PP, PF: Alternate Power 1) [23PP] BE: Enhanced STR 12 (to STR 30/+10) {12} + Super-Strength 5 (Effective STR 55, Heavy Load: 24 tons) {10} {12+10=22/22} AP: Blast 10 (PFs: Accurate 2) {22/22} Flight 5 (250 MPH/500 feet per move) [6PP] Impervious TOU 10 [10PP] Protection 6 [6PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed [no powers] Touch DC 18 Toughness (Staged) Damage Unarmed [with powers] Touch DC 29 Toughness (Staged) Damage Eye Blast Range DC 23 Toughness (Staged) Damage Totals: Abilities (34) + Combat (24) + Saving Throws (13) + Skills (18/72) + Feats (17) + Powers (45) - Drawbacks (0) = (150/150) Power Points
  6. Player Name: Cabochard Character Name: Tesseract Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Spatial Manipulator Residence: Small apartment, Lincoln. Base of Operations: Her Apartment. Catchphrase: None yet! Alternate Identity: Sarah Jones Identity: Secret Birthplace: Boston Occupation: Barrista Affiliations: None. Family: Mother, Father, Younger Sister (Boston). Description: Age: 18 (DoB: 1997)Gender: FemaleEthnicity: African-AmericanHeight: 5'7"Weight: 125lbs.Eyes: GreyHair: Red Power Descriptions: Tesseract's powers all manifest as some sort of spatial warping effect. Space around her and under her control bends, sometimes shortening, sometimes lengthening, and occasionally connecting to places it shouldn't. She is never found in-costume without her Localized Spatial Warping effect, a two-fold power that bends space a few inches from her skin, altering distances to confuse the eyes of her enemies, and to turn away blows that could harm her. Her Spatial Control manifests as a large series of powers, including a Spatial Shockwave that contracts space within an 80-foot diameter, then violently expands it, to devastating effect, Spatial Assault, a compacting of space before it's suddenly expanded in one specific direction for a more focused attack, and also one that can repeat multiple times as space bounces, a Spatial Distortion that stretches into the area around her, altering the distances to slow enemies down and trip them up, a Personal Spatial Distortion, which bends space to allow her to reach across impossible distances, access to the Space Between Spaces, where she can store things so that they will not affect the physical world, and the ability to call upon a Spatial Window, to peer at items far from her location. History: Spatial reasoning never quite came to the young Sarah Jones. Born in Boston in the first months of '97, to a native parent and one new immigrant, her family life wasn't awful. She lived in a small two-bedroom apartment, in a little baby's room barely bigger than a walk-in closet, but at least she was fed and clothed. She even went to preschool, though that was where her problems started. Baby Sarah hadn't gotten the traditional toys to play with, and with parents who had little knowledge of the way babies usually developed, the fact that she had started walking much later than normal, and was still very unsteady on her feet, had completely evaded them as something strange. In preschool, however, they caught it. Sarah's spatial reasoning and awareness were far behind those of the other children. She'd developed object permanency just like the rest, but she just didn't seem to get shapes, dimensions, distances, or balance. When she tried to walk, her steps were completely off, putting her balance in completely the wrong direction, and always ended with her toppling over. She couldn't even figure out how to get shapes in the right holes, almost always trying to get the square peg in the circular hole. Eventually, the school labeled her as developmentally disabled, and put her in a special needs class. She stayed in the special needs class until the first grade, when, finally, everything started to click. She managed to catch up with the regular kids, and it was noted that her disability had apparently only limited her ability to gauge dimensions and distances. She had an intelligent mind, otherwise, experiencing only minor difficulty with the more complicated subjects, though math still gave her some problems, particularly basic geometry. When she was asked why she couldn't get it, she would just shrug and say "It just doesn't seem right.". She was held back in her math classes, always working in the one from the previous year, and still struggling with some concepts. The reason for all her difficulty finally emerged in her freshman year of high school. Due to her particular issues, she'd had problems with bullies off and on through middle school, and with high school came a sudden influx of bullies, who jumped on the chance to have fun with this one. It was during one of these, when they managed to corner her behind the school, that her powers manifested. It happened suddenly, for her. She was trapped in a circle, unable to escape, waiting for whatever horrible fate they had in mind that day, when suddenly space shifted. The space between the bullies widened without explanation, until it was wide enough, from her point of view, for a truck to drive through and, suddenly, a spot all the way at the other end of the street was right in front of her. Sarah stepped through the folded space, and she left behind a touch of her power. As the space reasserted itself, to the confusion of the bullies, it created a shockwave, the uncontrolled bending causing reality to reassert itself violently, leaving Sarah's aggressors mildly injured and very confused. The cops were called in immediately, to apprehend all of them, including one very young, very scared girl with emergent and uncontrolled spatial warping powers. It didn't go particularly well, and only ended with a powerful electrical shock to her body, a lucky shot through her protective warping. After a few hours of questioning, and the arrival of a hero with psychic powers to assess the truth of the situation, it all came out. Sarah got off with a short suspension, and the others came out of it with more severe suspensions and, in one case, an expulsion. Soon afterwards, she was approached by Duncan Summers, and he offered her a scholarship to Claremont Academy, where she could learn to control her powers. She accepted, happily moving to Freedom City, until she graduated, with a fair understanding and grasp of her powers. A fresh graduate, Sarah has saved up enough money from odd jobs during her Academy years, to rent a small apartment in Lincoln, and enough experience to get herself a nice job at a small coffee shop on the Boardwalk. While she works, she keeps an eye out for problems, eager to finally get into the business of real superheroing, instead of just training her powers. Personality & Motivation: Sarah Jones is often a cheery person, friendly to new faces, and always up for a challenge. Sometimes, it may seem as though she has something to prove, and pushes herself to match others even when it might be foolhardy to do so. Other times, she seems to genuinely enjoy the challenge, happy to try new things and reach new heights. By contrast, Tesseract is quiet and calculating. She is not unwilling to engage in conversation, but when she does, her conversations are slow and her words carefully chosen, always seeming to expect some sort of trap in the other person's words. Even her voice changes, from Sarah's warm, friendly tone, to a calmer, more distant one. Tesseract is, however, completely dedicated to the ideals of peace and order, and only rarely does she step outside the mandate of the law. Powers & Tactics: Sarah Jones is occasionally known to make stealthy use of her powers during her normal life, mostly for small aids that don't risk blowing her identity. The spatial control it affords her allows her to move far greater distances than normal, making it easy to get from one place to another without a vehicle. Tesseract in combat is a tactician, always trying to manipulate the battlefield to her advantage. Space warps beneath her ministrations, allowing her to move herself, and force her enemies to move, in ways they might never have imagined. However, she is severely limited in her ability to manipulate space at any one time, only able to change one thing, lest it snap back and the feedback harms her. This requires her to think ahead, planning her next few moves, and her next few power uses, before she does anything. Complications: Identity: SecretResponsibility: Job Abilities: 2 + 8 + 4 + 0 + 2 + 6 = 22PP Strength: 12 (+1) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 16 + 16 = 32PP Initiative: +4 Attack: +8 Melee, +8 Ranged Grapple: +0 Defense: +8 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Knockback: -0 Saving Throws: 5 + 4 + 7 = 16 PP Toughness: +12/2 (+2 Con, [+10 Force Field]) Fortitude: +7 (+2 Con, +5) Reflex: +8 (+4 Dex, +4) Will: +8 (+1 Wis, +7) Skills: 40R = 10PP [Acrobatics] [8] (+12) [Bluff] [10] (+13) [Concentration] [11] (+12) [Notice] [7] (+8) [Sense Motive] [4] (+7) Feats: 4PP Accurate Attack Assessment Precise Shot Taunt Equipment: 0PP = 0EP None. Powers: 10 + 9 + 42 + 5 = 66PP Force Field 10 (Localized Spatial Warping) [10PP] (Spatial Warping) Concealment 9 (Localized Spatial Warping; Visual, Auditory, Olfactory, Radio (Radar Only); Flaws: Blending) [9PP] (Spatial Warping) Spatial Control Array 18 (Spatial Control; 36PP Array; Feats: Alternate Power 6) [42PP] (Spatial Warping) Base Power: Teleport 8 (Spatial Control; 800ft/2000mi; Extras: Affects Others, Accurate; Feats: Turnabout, Easy, Change Direction, Change Velocity) {36/36} Alternate Power: Blast 10 (Spatial Shockwave; Extras: Area [Explosion]; Feats: Indirect 3) {33/1} Alternate Power: Blast 10 (Spatial Assault; Extras: Autofire; Feats: Accurate, Indirect 3) {34/1} Alternate Power: Environmental Control 12 (Spatial Distortion; 1/4 Movement) {24/1} Alternate Power: Elongation 12 (Personal Spatial Distortion) {24/1} Alternate Power: Dimensional Pocket 12 (Space Between Spaces) {24/1} Alternate Power: ESP 6 (Spatial Window) {24/1}Strike 2 (Martial Arts; Feats: Accurate 2, Mighty) [5PP] Drawbacks: (-0) + (-0) = -0PP None. DC Block ATTACK RANGE SAVE EFFECT Strike Touch DC 18 Toughness Damage 3(Physical), Accurate 2 Spatial Shockwave Ranged DC 25 Toughness Damage 10(Physical), Area (Explosion) 100ft Spatial Assault Ranged DC 25 Toughness Damage 10(Physical), Autofire, Accurate Totals: Abilities (22) + Combat (32) + Saving Throws (16) + Skills (10) + Feats (4) + Powers (66) - Drawbacks (0) = 150/150 Power Points
  7. Player Name: Shojikitsune Character Name: Oracle Power Level: 10 (150 PP) Trade-offs: None Unspent Power Points: 0 Progress to Bronze Status: 0/30 In brief: A wild talent psychic with telepathic powers, teleportation and more... Residence: Southside, Freedom City, NJ – attending Claremont & residing on campus Base of Operations: Freedom City, NJ Catchphrase: “Also? I can kill you with my brain..." Alternate Identity: Zephyr Brooks Identity: Public Birthplace: Freedom City, NJ Occupation: Student (Claremont) Affiliations: Nicholson School, Claremont Academy Family: Trevor and Michiko Brooks (Parents), Melvin Brooks (Uncle) Description: Age: 16 (DOB: Friday, November 13, 1998) Gender: Female Ethnicity: Asian/Caucasian Height: 5’ 1” Weight: 115 lbs. Eyes: Lavender, glowing yellow when using her powers Hair: Black, straight, middle of back/long Oracle is a young woman of mixed Japanese and Caucasian heritage, with pale skin, long black hair, and dark eyes. She hasn't decided on a costume, so is often encountered in her blouse, tie, skirt, leggings and dress shoes. When she is wearing ordinary clothes, they still tend to be black. Black pants, black shirts, even experimenting with black lipstick and strong eyeliner sometimes. Possible costume she's working on: History: Zephyr was born into an average, boring, middle-class household, and was an unusually quiet child. She would, for example, cry until one of her parents came to see what the problem was… and as soon as they would decide to come check her, she’d stop crying, as if she *knew* her message had been received. Her parents had to deal with hearing her cry when one of them was at work, but at first chalked it up to memory rather than telepathy. It became more unnerving when she began to talk – because sometimes, a parent that wasn’t with her would hear her ask them something, and sometimes if they thought of the answer or even said it aloud, she’d thank them. When she was just a few years old, she asked about all the other ‘voices’, and wondered why so much loud talking was going on… but there weren’t people there to talk to, and when she reached out to these other voices, she triggered fear and shock. Her parents, fearing the worst, took her to a mental hospital to be evaluated. Fortunately, the doctor that examined Zephyr managed to diagnose her ‘mental issue’. She wasn’t hearing ‘voices’ - she was hearing *thoughts*. Simple experiments proved that Zephyr was a powerful telepath. She was taught ways to calm her mind using yoga, and ‘reduce the range’ of effect so she could get a break from the noise. Her parents finally understood the problem, and enrolled her at the Nicholson School, and from there she went on to the Claremont Academy. There was the usual teasing, including someone thinking that calling her Wednesday Addams would somehow offend her. Instead, she came to school dressed exactly like Wednesday for a whole week. Her unstable mental powers did cause some trouble but the story was a sidebar in the local paper and didn’t generate a lot of public interest. After all, there was no shortage of heroes that *did* chase the limelight. She transferred to Claremont just recently, but has avoided attention as her powers are just now stablizing. She also has an uncle, her father’s older brother, who lives close to the school and has declared that he will spoil her and send her back to her family. But he is just a loveable old man. Personality and Motivation: Oracle is a calm, poised, rational young lady, and that’s how she behaves. She never raises her voice, swears, or acts undignified, even in dreadful circumstances. She calmly walks through raging fights, targeting and shutting down the ones with violence on the brain. She has no compulsion about letting someone else do the actual fighting, preferring instead to support and coordinate efforts. That be said, her psychic sensitivity means she tends to be a deadpan snarker, calling people on their mistakes with little decorum because she *knows* what is inside their heads. Although young, the only thing that alleviates the pressure of all the thoughts around her is to do something, anything, to help them turn positive. Despite dressing and sometimes acting like a depressed emo teen, she isn’t a fan of negative emotions. That’s ironic, since she can generate those emotions and broadcast them, weakening a target’s will. She is getting better at screening thoughts, and so isn’t unduly influenced by the darker ones anymore, but that took time. She is still something of a deadpan snarker, trying to lighten the mood with bad puns, sarcastic quips and other statements. Her motivation is to gain mastery over her powers, and then see what she really can do. Being a hero tests her limits, develops positive emotions, and goes a long way towards overcoming her previous awkwardness. And it creeps out bad guys, so win-win, right? Powers and tactics: When you know what your opponent is thinking, it’s easy to be ahead of them the whole time. Oracle took the code name because she often predicts an opponent’s move *while they are doing it* and explains why it won’t work due to the counter she already put into place. Oracle can serve as a communications center, ranged support or mix it up in close combat with equal aplomb. Concept: Oracle is a hodgepodge of my favorite DC characters – Raven, Ace and Tamara Coulder. I wanted to envision what might have happened if these characters had grown up in a warmer, more supportive environment, where their powers could develop naturally. So, she doesn’t have the tragedy the others had… but she’s not as strong as any of them either. However, after numerous attempts at making a true precog/telepath/telekinetic, I was spreading myself too thin, so i used trollthumper's combat psychic (http://www.freedomplaybypost.com/topic/5825-trollthumpers-cave/?do=findComment&comment=168857) and changed the Container from a combat suit to a ring, the Protection to a Force Field, and the Instant Change to a short range Teleport. I also reduced her Str to 10 so I could have Teleport at Rank 2. This version has no telekinetic powers, although her improved physical defenses all have a Mental descriptor since her mind is her power source. Power Descriptions: Zephyr is a powerful telepath, far out of her age groups normal range. She is constantly bombarded by outside thoughts, and won’t hesitate to comment aloud on something someone else only thinks, which tends to be delivered in a creepy deadpan that Wednesday Addams would approve of. Zephyr was born with her powers, but they didn’t stabilize until recently, instead coming and going mysteriously. She believes it’s linked to her physical development and is kind of concerned. She’d be considered a wild talent or random mutation, a one-off chance development of more than merely mortal mental might! (Amazing alliteration!) Recently, using a form of meditation and a jeweled ring as a focus, she's been able to develop very limited telekinetic abilities, such as a force field and the ability to 'move at thought' or teleport short distances. Offensively, Oracle seems to always know what’s going on. She tracks people by their mental energy as well as their physical position in the world, has an uncanny awareness of people since she can sense their minds as they come close. It makes it very hard to sneak up on her – but not impossible. Complications WITH GREAT Power: Zephyr’s family had a profound influence on the young girl, including the somewhat clichéd lecture regarding power and responsibility. It was something stable to grab at when her mind was being overwhelmed with other people’s thoughts and fears. (Motivation – Responsibility of Power) Hey! I recognize you!: Although not as public a figure as many heroes, Oracle/Zephyr is known locally and this has let her put off designing a costume. (Public Identity) Abilities: -2 + 4 + 4 + 6 + 6 + 4 = 22 PP Strength 8 (-1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 10 + 12 = 22 PP Attack: +5 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Initiative: +11 Grapple: +4 Knockback: -5/-1 Saving Throws: 5 + 5 + 5 = 15 PP Toughness: +10/+2 (+2 CON, +8 Force Field) Fortitude: +7 (+2 CON, +5) Reflex: +7 (+2 CON, +5) Will: +8 (+3 WIS, +5) Skills: 56r = 14 PP Bluff 7 (+9) Concentration 8 (+11) Diplomacy 8 (+10) Gather Information 8 (+10) Knowledge (current events) 4 (+7) Knowledge (tactics) 7 (+10) Notice 7 (+10) Sense Motive 7 (+10) Feats: 13 PP Benefit (use Knowledge [tactics] for Initiative) Challenge (Fast Feint, Fast Taunt) 2 Dodge Focus 4 Evasion Master Plan 2 Taunt Uncanny Dodge (mental) Well-Informed Powers: 14 + 44 + 6 = 65 PP Protection Ring, Rank 3 Device (15 PP, Hard-to-Lose) (Descriptor:Mental, Power Feats: Restrictive 2) [14 PP] Force Field 8 [8 PP] Teleport 3 (Power Feat: Change Velocity) [7 PP] Mental Mastery, 40 PP Array (Descriptor: Mental; Power Feats: Alternate Power 5; Drawback: Noticeable ) [44 PP] Base: Mental Blast 10 Damage 10 ( Extras: Alternate Save [Will], Mental [+0], Range 2 [Perception]) [40 PP] Alternate Power: Emotion Control 10 (Extras: Area Burst, Selective Attack ) [40 PP] Alternate Power: Mind Control 10 (Extras: Conscious, Effortless) [40 PP] Alternate Power: Paralyze 10 (Extras: Range [Perception]) [40 PP] Alternate Power: Telekinesis 10 (Extras: Perception Ranged, Damaging [40 PP] (Effective Str up to 50, 4/8/12/24/60 tons, May Attack or Grapple at TK Rank (+10) instead of using Attack rank, does damage as if Str) Alternate Power: Telepathy 10 (Extras: Area Burst, Sensory Link) [40 PP] Super-Senses 6 (Accurate Acute Ranged Radius Mental) [6 PP] Abilities (22) + Combat (22) + Saving Throws (15) + Skills (14) + Feats (13) + Powers (64) = 150 PP DC BLOCK ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical)Emotion Control Perception DC20 Will Emotion Control (Psionic) Mental Blast Perception DC25 Will (Staged) Damage (Psionic) Telekinesis Ranged (Str 50 DC25 Fort Str 50 (Psionic) Mind Control Perception DC20 Will Emotion Control (Psionic) Paralyze Perception DC20 Will Paralyze (Psionic)
  8. Player Name: HG Morrison Character Name: Argonaut Power Level: 10 (162/163) Trade-Offs: +1 Attack/-1 Damage (Blast), -2 Attack/+2 Damage (Strike), -2 Defense /+2 Toughness Unspent PP: 1 Progress to Gold Status: 26/90 (24PP pre-bump [PL8/144PP > PL10/158PP], 4PP post-bump; Silver Status earned with Foreshadow II) Bronze Reward: 10PP of Equipment for Foreshadow, 5PP gone into shared Vanguard HQSilver Reward: 3rd PC [Argonaut] at PL10/150PP In Brief: Omegadrone Agent of A.E.G.I.S! Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar Identity: Secret Birthplace: Lor-Zul Occupation: AEGIS Field Agent Affiliations: AEGIS Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño (Youngest Daughter) Description: Age: 47 (DoB: Born March, 16 1968) Apparent Age: 30 Gender: Female Ethnicity: Lor Height: 5'2 Weight: 105 lbs Eyes: Brown Hair: Brown Yves is a slightly muscular brown skinned woman with no visible natural body hair. The missing hair on her head was replaced with a very expensive lace wig. The wig is styled into a short bob. She often dresses in modest fashions that leave very little skin showing. Hiding the various scars throughout her body that she actually opted not to have surgically removed. Never wanting to forget the monster that she was. As Argonaut, Yves' MEGA-MAX bears a recolored Shocktrooper Omegadrone Armor. The face plate retains an all too familiar skull like design. The armor does not have wings due to having a far sleeker design than Steelgrave's original bulky model. The back does, however, have secondary thrusters to to aid the jet boosts propulsion outside of atmospheric conditions (although the secondary boosters are currently damaged), The rocket boots can maneuver through the air with no issue having lost no air superiority. The Armor's left breastplate has the AEGIS emblem engraved. History: In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space. The military existed primarily for the purpose of exploration and further colonization of Lor Space. Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare. Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain. Her life was pretty much uneventful. She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there. Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator. The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features. The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives. The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation. It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came. With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world. The Lor were crushed and in the end there was only the Terminus. Life as a conquered slave with the Hundred Worlds was far different for the Lor. Gone from Spacemen to cavemen one had to let a piece of himself die just to survive. In Nihilor only the strong survive. And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck. Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition. Her prize? Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning. Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega. Serving on the front lines as an Omegadrone Shocktrooper. Many people remember the Terminus Invasion of 1993 differently. Most of those memories are not looked back on too fondly. But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended. As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close. Her armor was skewered onto a steel rod at her abdomen. Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die. Even those part of a foreign invasion force. Of course if it brought about the opportunity to learn more about the Terminus forces more power to them. It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning. They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices. Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency. When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors. Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design. Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves. It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2. The most problematic bit of integration was that the armor's neural interface would only respond to omegadrones like the armor's previous pilot, Yves. A neural interface was originally designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations. Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea. So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design. An offer that went through a very long series of refusals before Yves finally relented with some trepidation. Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor. Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men. Within the comfort of her armor she was able to easily able to deal with the crooks. Disappearing before AEGIS latest line in experimental technology could be shaken. Upon her return she wasn't admonished for taking off with government property as she expected. Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency. After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job. In her personal life, Yves and her handler had wed some years back. Together they were raising three girls from his first marriage. Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household. Eventually the Zermeños requested a change in duty station from Baltimore to Freedom City. Marking her return to the city after 20 years as the armored hero Argonaut. After Argonaut returned from a mission off planet. Dr. Volk claimed to have attained enough data to begin work on the MEGA-MAX series of prototypes. Keeping the old Argonaut armor, AEGIS set about fully repairing Argonaut's Shocktrooper armor (At her request). Her thorough cybernetic modifications allowed the armor to once again return to storage within her body. Personality & Motivation Yves may not have been quite herself when she worked as a soldier of Omega. But she remembers every waking minute of that nightmare. Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus. She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption (albeit a silent gumption), but the memory is always there gnawing at the back of her head. Despite that one would be hard pressed to find her without a smile on her face. Whether it is forced or not. Outwardly confident, albeit carefully spoken, she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier. Despite the fact that AEGIS already has a solid history of working with reformed criminals. Yves is very good at seeing through people's intentions. Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her life in doing so. In her daily life, Yves can be downright domestic. Attempting to portray the image of a perfect mom next door type, while still keeping conversations as short as possible. Yves is not a talker by any measure for those outside her family. But, when she does speak it's usually either snark covered or blunt with absolutely no sense of tact. A self described realist through and through Argonaut does not mince words or paint optimistic pictures. Powers & Tactics: Yves relies on the Argonaut armor to do all her heavy lifting. Even with her now rusty training in the mixed murder arts, she. Preferring to use her Power Pike at a distance, Yves will pelt away at her foes with the entropic energies of the Terminus contained in the blast blade. If need be she can close the distance and strike at her foes with the actual pike itself. The Shocktrooper Power Pike has a "stim pack system". Using a chemical delivery system with a variety of entropic fueled stimulants designed to appeal to an Omegadrone's implants the Pike can actually deliver a sort of painkiller effect in the heat of battle while filling an Omegadrone with a sort of bloodlust. This allows the mindless drones to push forward in the heat of battle with even less care for their well being. For a freed Omegadrone like Yves, it means having to combat her baser urgers every time she fights. Yves body contains tiny nanofibers that are far stronger than human muscle fibers of equal size. The tiny nano muscles allow her to perform feats of strength above what is humanly possible. In fact her very physical condition is improved well above what should be humanly (or rather Lorly) possible. Her neural implants allows her to react with split second timing. When not in use the Omegadrone armor is stored in the hollow parts of her bones. Complications: AEGIS Defend!: Yves has an almost unhealthy obsession with pursuing redemption. Nominally this just presents in her wanting to try and protect as many lives as she possibly can. Which on its own is not a problem. But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone. Theoretically making her an easy target for a villain's manipulations Broken Arrow: The Terminus did the former Omegadrone no favors. Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up. Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest. While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone. Calling for Pegasus: Her identity as Argonaut or even as a former Omegadrone is not common knowledge. AEGIS keeps its secrets well guarded. Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones. Local law enforcement or overly enthusiastic civilians may Shield Cracked: The neural interface on the Argonaut armor connects her mind to the machine. This means that , Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor. GM's can feel free to have not only be affected by attacks meant to "mind control" technology but even have her auto fail it. Shields High!: Yves is given a lot of autonomy in her identity as Argonaut. Mostly because Dr. Volk judges any superheroics she pursues as still useful for data gathering purposes. But she still is an AEGIS agent and as such does still have certain obligations expected of her that can come into conflict with other heroes. Shield Wall!: Argonaut's Power Pike doesn't really heal her. The Vampiric effect is only a temporary stimulant release for sedation. The GM can at any point in time have any healed injuries return. Furthermore, the stimulant release was not designed with a conscious person in mind. The GM could apply any number of new conditions (such as nauseate, paralyze, etc) with or without the prior healed Damage condition to show her body is suffering from adverse effects from the entropic energies flush in her body. Abilities: 6 + 6 + 6 + 0 + 0 + 0 = 18PP Strength: 16/30 (+3/+10) Dexterity: 16/30 (+3/+10) Constitution: 16/30 (+3/+10) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 16 + 8 = 24PP Initiative: +10 Attack: +8 Base, +9 Ranged, +11 Power Pike Blast Grapple: +18 Defense: +78(+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: -6 (Outside of Armor), -9 (Inside of Armor) Saving Throws: 0 + 0 + 2 = 2PP Toughness: +12 (+10 Con, +2 Protection, 7 Impervious) Fortitude: +10 (+10 Con) Reflex: +10 (+10 Dex) Will: +2 (+0 Wis, +2) Skills: 76R = 19PP Computers 10 (+10) Skill Mastery Disable Device 5 (+5)Skill Mastery Intimidate 10 (+10)Skill Mastery Knowledge (Cosmology) 10 (+10) Knowledge (Galactic Lore) 5 (+5) Notice 8 (+8) Pilot 5 (+15)Skill Mastery Sense Motive 15 (+15) Survival 8 (+8) Feats: 8PP Attack Focus (Ranged) 1 Benefit (AEGIS Security Clearance) Dodge Focus 4 Fearless Skill Mastery (Computers, Disable Device, Intimidate, Pilot) Powers: 6 + 17 + 1 + 1 + 25 + 44 = 964PP Comprehend 3 ( Languages [Read All, Speak Any One at a Time, Understand All ) [6PP] Device 5 ( 25PP Container; Feats: Restricted to Omegadrones, Subtle; Flaws: Easy-To-Lose ) [17PP] (Power Pike) Concealment 2 ( Normal Sight; Flaw: Passive ) [2PP] (Cloaking) BP: Damage 9 ( Extra: Ranged; Feats: Accurate, Alternate Power 1, Improved Range, Incurable, Precise ) (Entropic Blast) [23PP] AP: Damage 4 ( Extra: Penetrating 2, Vampiric 12; Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Incurable, Mighty, Split Attack ) {22/22} (Power Pike Strike) Feature ( Temporal Inertia ) [1PP]Immunity ( Aging; Flaw: Limited to Half-Effect ) [1PP] Omega Armor 5 ( 25PP Container, Free Action, Sustained Duration ) [25PP] Flight 3 ( 50mph, 500 ft./rnd ) [6PP] (Jet Boots) Immunity 9 ( Life Support ) [9PP] Impervious Toughness 7 [7PP] Super-Senses 3 ( Darkvision, Radio ) [3PP] Omegadrone Shocktrooper Nanite Enhancements 8.8 ( 44PP Container ) [44PP] Enhanced Constitution 14 [14PP] Enhanced Dexterity 14 [14PP] Enhanced Strength 14 [14PP] Protection 2 [2PP] Drawbacks: -3 = -3 Vulnerable (Magnetic; Frequency: Uncommon; Intensity: Major ) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) Entropic Blast Ranged DC24 Toughness (Staged) Damage (Entropic) Power Pike Strike Touch DC27 Toughness (Staged) Damage (Piercing/Slashing) Totals: Abilities (18) + Combat (24) + Saving Throws (2) + Skills (19) + Feats (8) + Powers (94) - Drawbacks (3) = 162/163 Power Points Note: Argonaut was originally bought as my 3rd PC with my Bronze Reward as a PL 8 (120/120). This Rebuild switches her over to my Silver Reward as a PL 10 (150/150). Seeing as this counts as a roundabout bump, Rollover from her time as a Bronze Character Slot has been applied. The Bronze Reward is instead taking the place of my Silver Reward (15 Equipment points. 10 Spent on Foreshadow, 5 on Vanguard HQ).
  9. Player Name: Heritage Character Name: Grimalkin Power Level: 13 (250/250PP) [283] Tradeoffs: +2 Defense/-2 Toughness (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form) Unspent PP: 0 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. Partner of the Shrike. 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. She has recently taken on Gretchen McDaniels as her 'personal crimefighting assistant' (Gretchen's preferred term), though the world will soon come to know her as 'the Shrike'! 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, even though she still misses Colt terribly. 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 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. Since becoming a mother and having to leave her family behind on another world, she has taken a very motherly attitude towards her friends and coworkers. 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. Momma Bear: Grim is very protective of those she cares about, especially friends, family and the staff of her bookstore. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. Secret Identity: Though she doesn't go to the lengths some heroes go to protect it, Grim does try to keep the two sides of her life from intersecting. Sometimes it even works. 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. Yente: Grim is in fact a Jewish grandmother, and sometimes cannot help herself from meddling in people's lives, i.e. trying to patch up relationships, acting as matchmaker, etc. 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: 156R = 39PP 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) 2 (+4) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 1 (+3) Knowledge (Theology and Philosophy) 2 (+4) Language 1 (Hebrew) Medicine 3 (+5) 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: 34PP Acrobatic Bluff Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 4 [From Rewards] (20EP) Evasion 2 Fascinate (Bluff) Grapple Finesse Improved Initiative Move-By Action Power Attack Rage 4 Setup Sidekick 41 [From Rewards] (205PP) Sneak Attack Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 3PP = 15EP Silberman's Books (PL12 HQ) [15EP] Size: Small [0EP] Toughness: +10 [1EP] Features: [14EP] Communications Computer Fire Prevention System Gym Library Living Space Powers 4 (120PP, see below) Security System 2 (DC 25) Workshop 2 [Electronic, Magical] Concealment 1 ( ESP Effects, Extras: Area [General, Burst], Duration [Continuous], Feats: Progression [Area] 4 [100ft/rank = 100ft radius], Selective ) [9PP] (Magic Wards) Dimensional Pocket 2 (Flaw: Range [Touch], 250 lbs.) [2PP] (Magical Safe) Nullify 12 (Summon, Super-Movement [Dimensional Travel], and Teleport Effects of Any Descriptor, Extras: Action 3 [Reaction], Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], Feats: Progression [Area] 1 [10ft/rank = 120ft radius]) [109PP] (Magic Wards) Rusty's Ranch (PL12 HQ) [5EP] Size: Medium [1EP] Toughness: +10 [1EP] Features: [3EP] Combat Simulator Gym Security System 1 (DC 20) Powers: 4 + 18 + 3 + 21 + 7 + 12 + 12 = 77PP 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: Limited [Storage only], 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 12 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Communication Link [with Shrike], Darkvision, Danger Sense [Auditory [12PP] Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Moderate [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 50 + Combat 36 + Saving Throws 22 + Skills 39 + Feats 34 + Powers 77 - 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
  10. Echo Power Level: 11 (160/175 PP) Trade-Offs: +3 Attack/-3 Damage, +3 Defense/-3 Toughness Unspent Power Points: 15 In Brief: A wisecracking, reality-warping heroine with ties to the multiverse, determined to stop her evil alternate-self. Residence: Southside, Freedom City Alternate Identity: Elizabeth “Buffy” Stein Identity: Secret Birthplace: Freedom City, New Jersey Occupation: Barista/student Affiliations: The Interceptors Family: Mother (Marian Stein, 55), father (Thomas Stein, 53), older sister (Rachel Stein, 30), older brother (Thomas Stein Jr., 28), younger brother (Joseph Stein, 18), numerous other relatives Description: Age: 25 (DoB: January 3rd, 1991) Gender: Female Ethnicity: Jewish Height: 5’ 5” Weight: 125 lb Eyes: Hazel Hair: Black (wears a white wig when in costume) Buffy Stein is a young, cheerful woman with a pale, heart-shaped face, hazel eyes, and black hair she keeps cropped short. She usually wears casual, comfortable clothes and no makeup, not being overly concerned with her appearance. As Echo, she wears a blue-and-silver bodysuit with white lines around the forearms and shins, which is designed to afford her maximum mobility. Her features are concealed behind a full face mask with large, opaque eye slits. She wears a long white wig to make the disguise complete, which does a remarkable job of staying on despite her constant acrobatics. Power Descriptions: Most of Echo’s powers appear to be extremely heightened natural traits, such as her inhuman agility and strength. She isn’t particularly subtle with them, either, constantly flipping and leaping around like a circus performer. She possesses what looks like super-speed, but is actually limited temporal manipulation. She does have a few tricks that are obviously “impossible” even for someone with her enhanced physiology, such as altering gravity so that she can walk on walls or freezing someone in place with a touch. When she teleports, she vanishes instantly with an audible whumph of displaced air, and the space around her seems to ripple and distort slightly, as though being viewed through water. History: Lisa Stein was born to a middle-class Jewish family, the third of four children. Their parents worked demanding, but respectable jobs, and the siblings were well loved and cared for. Until one day, in 2001, they found themselves suffering the main disadvantage of living in Freedom City. When their mother, Sarah Stein, was walking home from work, a grudge match broke out between two groups of so-called “heroes” who had chosen to openly defy the long-standing Moore Act. The battle escalated quickly, until part of a storefront was destroyed by a careless attack, and Sarah was buried underneath rubble. The combatants were too busy with their fight to bother helping her. Eventually, both teams called it a draw and withdrew, and the emergency services deemed it safe to move in. They were too late for Sarah, however – she suffocated to death. The family never recovered. Their father fell into depression, withdrawing, bit by bit, into himself. The siblings drifted apart, separated by childish quarrels. Lisa grew up quiet and deeply resentful, but deep inside she longed for the opportunity to join the rogue heroes of the city, Moore Act or no Moore Act. She knew that her mother was dead because of their failure, and she was certain that she could become a better hero than any of them, and stop this from happening to anyone else. On her eighteenth birthday, everything changed. The moment she woke up, she felt different. The world around her no longer seemed fixed and immutable – everything could be altered. Excited experimentation followed, and she discovered that she seemed to possess an array of minor superabilities. Simply by thinking about it, she could become a little stronger, a little faster, a little less hampered by the laws of physics. Her powers were fairly weak, but she was undeterred – she continued to push herself, intent on discovering exactly what she was capable of. She got her wish. After one particularly intense “training” session, she vanished from the face of the Earth. In her entire life, Eliza Stein never wanted for anything. Born to rich, high-class parents, she spent her entire childhood being pampered, spoiled, and told how special she was. Things like money were almost meaningless to her – she had so much, she could do whatever she wanted without the tiniest consequence. She and her siblings lived a life of such opulence and excess, she grew bored. She wished for something unexpected, something that would throw off the dull monotony of luxury she lived every day. She got her wish when a young woman identical to her in every respect arrived at her doorstep, babbling excitedly about “powers.” This was certainly unexpected. Intrigued, she invited her in, and the woman introduced herself as Lisa Stein. She insisted that she had just arrived from another world, and that they were two versions of the same person. None of the other rich kids had an alternate-universe clone! The next few weeks were an incredible game for the two young women. They switched places, pranked relatives, compared life stories. Lisa began to feel as if she had finally found her true soulmate, in herself. Until, as always happened, Eliza grew bored once more. Once the novelty of the situation wore off, she began to wish that this crude, low-class girl would go back to where she came from and leave her alone. When she told Lisa as much, Lisa panicked, terrified of going back to her old life of frustration and mundanity. Why couldn’t they just stay together, forever? Couldn’t she see this was how it was supposed to be? Desperate to make Eliza see reason, she seized her by the shoulders and shook her, screaming into her face. She had forgotten about her enhanced strength. She accidentally broke Eliza’s neck. But her initial horror lasted only a moment – suddenly an incredible thing happened. Eliza’s body seemed to dissolve slowly away into glowing threads of energy, which Lisa’s body immediately absorbed. As this happened, Lisa’s understanding of the universe seemed to deepen. It was a feeling of indescribable euphoria, realizing how easy it was to shape the world, make it bend to your will. Lisa’s power nearly doubled. Eliza was gone, nothing more than a heap of empty clothes. Lisa mourned her not, instead taking her place and living her life for several months, until one day the feeling of unease came again. The surety that she was intended for more than this. She had been given this power for a reason, she just needed to figure out what it was. Maybe if she did that again, just once more, then she would understand… Maybe there was always something broken inside the young woman. Maybe the act of inadvertently murdering herself pushed her over the brink of sanity. Maybe when the other woman’s very being was unwillingly absorbed into her own, some critical part of her mind was irreversibly warped by the trauma. But so it was that Lisa Stein became one of the more unusual serial killers in the many worlds. Every few months, she would travel to another reality, divine if there was an Elizabeth Stein there, and if so, kill her. And with every kill, her power grew. Years passed. Beth Stein was raised on one ideal: responsibility. Her father was a police lieutenant – her mother, an assistant district attorney. When she discovered she possessed a suite of minor physics-bending powers, she became a hero without a moment’s hesitation. While she was comparatively weak next to many of the others in the world, the newly-christened Echo made the most of the abilities she had, compensating for lack of raw power with skill and training. Soon, she became a respected figure. Until one day, a woman appeared to her. This woman was her exact physical double in every way. She was polite and soft-spoken, reassuring her that she had nothing to fear, but Beth could see a dark glitter in her eyes. Her fears were not assuaged when the woman politely asked if she would be so good as to let her kill her. She fought. She defended herself with everything she had, but her doppelganger had her hopelessly outmatched. When the smoke cleared, Beth had been beaten so savagely she could hardly move, and her duplicate (who mildly introduced herself as “Lisa”) hadn’t received so much as a scratch, and seemed quite unperturbed. In a final attempt to play for time, Beth begged Lisa for one single favor: to know why. Lisa obliged, explaining apologetically that they were the same person from different realities, and that this was the only way Lisa could realize her true potential. Out of some twisted sense of compassion, she comforted Beth, telling her she wasn’t going to die, far from it. In fact, she was going to become a part of something greater. Something wonderful. With her last ounce of strength, Beth focused on the desire to be anywhere but here. Buffy Stein was born to a middle-class Jewish family in Freedom City, the third of four children. Their parents worked demanding, but respectable jobs, and the siblings were well loved and cared for. One day, when Buffy was ten, her mother found herself an innocent bystander in a battle between a team of heroes and a team of villains. A building was damaged by a misaimed attack, and she was trapped under rubble. The heroes, who had formed based on their respect for the Centurion’s sacrifice during the Terminus Invasion, immediately leaped to her aid, ignoring their opponents and disregarding their own safety. They rescued her, but she was badly injured, and their fastest member rushed her to Freedom Medical Center. She was determined to be paralyzed from the waist down, but alive. From then on, Buffy worshiped superheroes, who had saved her mother’s life with their selfless action. Unfortunately, she didn’t seem to possess any powers of her own, despite her many attempts at awakening them, and her father put an end to her experimentation by forbidding her to jump off the garage roof anymore. Resigned to the fact that she would never fly, she decided instead to do the next best thing – write about those who did. Being a reporter swiftly became her new dream. However, she had difficulty applying herself in class – there always seemed to be something better (read: more fun) to do. No matter how hard she tried to work on her grades, she was inevitably distracted by the siren song of that one video game she wanted to try, or the latest issue of Freedom League Adventures. By the time she decided to truly buckle down and pursue her ambition, she was in her twenties and working in a coffee shop to pay the rent. She enrolled at Freedom College, but still had trouble concentrating, unable to shake the feeling that she was still intended for something more important (or at least more exciting). The last thing she had been expecting when she returned home from her shift one night was to find a woman perfectly identical to her lying in a bloody heap on the floor, clad in a tattered costume. The strange woman could barely move, but she refused to let Buffy call 911, saying there was no time. With her final breaths, Beth told Buffy everything she knew about Lisa Stein – that she was them from another world, that she grew stronger by killing them, and that she was already terrifyingly powerful. As the last of her strength began to fade, Beth begged Buffy to heed her warning. It was all up to her now, she told her. Lisa Stein was going to come for her too, sooner or later, and she had to stop her, to protect every Elizabeth Stein in every world everywhere. And with that, she died. When Buffy involuntarily absorbed Beth’s essence, she was both shocked and horrified. But because Beth willingly allowed it to happen, the process was smoother than it had been when Lisa murdered Eliza. By combining her own latent power with Beth’s, Buffy was made far stronger than either of them ever could have been alone. She became the second Echo, determined to uphold the ideals the first one died for, and honor her sacrifice (whether it was voluntary or not). And besides, being a superhero sounded like a lot more fun than being a barista. Personality & Motivations: Echo is torn between two conflicting feelings. She is intently disturbed by the knowledge that she is apparently capable of cold-blooded, selfish mass murder, even if it is a different her who lived a different life. On top of that, she watched herself die in her arms, an experience that she still has occasional nightmares about. But on the other hand, she can walk on walls. She is both excited by her new power and troubled by how she came by it. Never much one for self-analysis, she’s decided the best way to deal with it is to beat nine kinds of crap out of bad guys and save people, while doing her best to live up to her own ideals, particularly the name of Echo (despite the fact that no one in this universe knows who the original one was). When in-costume, she has a tendency towards being energetic, almost manic. Heroics are a chance for her to break free of the stifling restraints of her normal life and become a different person, and she likes to make the most of it. She can’t resist making constant wisecracks (of sometimes dubious quality) unless the situation is truly dire, in which case she can become surprisingly serious. Of course, her definition of what constitutes a “truly dire situation” might differ somewhat from that of most people. Ultimately, however, she knows that she has these powers for one reason: to stop Lisa. She has no idea what Lisa’s endgame is, or if she even has one, but she apparently intends to reach it by murdering countless innocent Elizabeth Steins. A source of constant frustration for Echo is that she currently has no way of actually confronting Lisa, having yet to master her own world-traveling powers. Not to mention the fact that Lisa could be literally anywhere in the entire multiverse. Powers & Tactics: Echo has what she might describe as a “unique” relationship with reality. She considers things like time, space, mass, and gravity to be loose guidelines at best. Simply by wanting to, she can accomplish physical feats that would be outright impossible for any ordinary human, becoming far faster, stronger, and more agile. Beyond this, she can bend or even outright break the laws of physics themselves, doing things like redirecting gravity in order to walk on walls, reducing it in order to perform impressive leaps, slowing down time, or teleporting short distances (although when asked, she says she’s actually moving the universe around her, which she insists is far easier). She is unsure if she has the ability to travel between parallel worlds like Beth and Lisa, but if she does (and she does), she hasn’t figured out how to do it deliberately yet. She is well aware of her own physical strengths and weaknesses, and she has tailored her combat style around them. Fighting fair is something she avoids at all costs, using all manner of dirty tricks and unorthodox tactics to seek an edge. She also has a tendency to keep up a steady barrage of taunts and groan-inducing quips during a battle, partly to rile up her opponent, but mainly just for kicks. Complications: Best Game Ever: Despite everything, Buffy loves being a superhero, sometimes a little too much for her own good. She has trouble taking thing completely seriously, having yet to truly appreciate some of the stakes of her new role, or experience the consequences of failure. Family: Buffy has a sizable (and fairly close) family. My Own Worst Enemy: Lisa Stein is still out there, somewhere in the multiverse. And she is extremely displeased that the original Echo escaped her clutches. She has been spending a certain amount of effort attempting to divine which reality she fled to, to settle the score with “the one who got away.” Secret Identity: To date, only a select few know that Buffy Stein is actually Echo, and she does her best to keep it that way. Struggling: She’s not likely to starve, but most of her money goes toward paying bills, leaving her perpetually a little cash shy. Unworthy: Deep inside, she worries that she’s not as much of a hero as Beth Stein, and that Beth’s the one who should be alive, not her. She does her best to not acknowledge these fears, but the nagging self-doubt remains. Her exuberance is partly due to overcompensating for this feeling. Abilities: 0 + 2 + 4 + 4 + 4 + 8 = 22PP Strength: 26/10 (+8/+0) Dexterity: 30/12 (+10/+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +14/+5 (+4 Improved Initiative, +10/+1 Dex) Attack: +14 Unarmed, +12 Melee, +4 Ranged Grapple: +24/+20/+12 (+12 Attack, +8/+0 Str, +4/+0 Super-Strength) Defense: +14 (+4 Base, +10 Dodge Focus), +2 flat-footed Knockback: -4 Saving Throws: 4 + 2 + 6 = 12PP Toughness: +8 (+2 Con, +6 Defensive Roll), +2 flat-footed Fortitude: +6 (+2 Con, +4) Reflex: +12/+3 (+10/+1 Dex, +2) Will: +8 (+2 Wis, +6) Skills: 56R = 14PP Acrobatics 12 (+22/+13) Skill Mastery Bluff 8 (+12) Diplomacy 6 (+10) Gather Information 8 (+12) Skill Mastery Knowledge (current events) 8 (+10) Knowledge (popular culture) 2 (+4) Language 1 (English [Native], Hebrew) Notice 10 (+12) Skill Mastery Sense Motive 8 (+10) Stealth 5 (+15/+6) Skill Mastery Feats: 31PP Acrobatic Bluff Attack Focus (Melee) 8 Attack Specialization (Unarmed) Challenge (Fast Acrobatic Feint) Defensive Roll 3 Dodge Focus 10 Elusive Target Evasion Improved Initiative Skill Mastery (Acrobatics, Gather Information, Notice, Stealth) Takedown Attack 2 Well-Informed Powers: 1 + 10 + 14 + 2 + 4 + 34 = 65PP Feature 1 (Temporal Inertia) [1PP] Go Real Fast 4 (8PP Array, Power Feats: Alternate Power 2) [10PP] Base Power: Speed 8 (2,500 MPH/25,000 feet per move action) (Bend Time) {8/8PP} Alternate Power: Enhanced Skill 12 (Acrobatics +12) + Leaping 4 (x25 [using Skill Mastery Acrobatics: running long jump: 875 feet; standing long jump: 437.5 feet; high jump: 218.75 feet]) (In a Single Bound) {3+4=7/8PP} Alternate Power: Teleport 5 (500 feet; Flaw: Short-range only, Power Feats: Change Direction, Progression 1 [200 lb], Turnabout) (Spatial Hop) {8/8PP} Reality Warping 5 (10PP Array, Power Feats: Alternate Power 4) [14PP] Base Power: Damage 0 (Extra: Autofire [8]; Power Feats: Improved Critical 2 [18-20]) (Superfast Fists) {10/10PP} Alternate Power: Enhanced Speed 1 (to Speed 1 [10 MPH/100 feet per move action] or Speed 9 [5,000 MPH/50,000 feet per move action]) + Quickness 9 (x1,000) (Slow Time) {1+9=10/10PP} Alternate Power: Paralyze 10 (Extra: Alternate Save [Reflex, +0], Flaw: Action/Full) (Temporal Stasis) {10/10PP} Alternate Power: Super-Movement 5 (trackless, wall-crawling 3, water walking) (Gravity Schmavity) {10/10PP} Alternate Power: Super-Strength 4 (effective STR 46; heavy load: 6 tons; Power Feat: Groundstrike) (Ignore Weight) {9/10PP} Super-Movement 2 (dimensional [parallel universes]; Flaw: Uncontrolled) (World Traveler) [2PP] Super-Senses 4 (Danger Sense [Mental], Dimensional Awareness [Mental], Temporal Awareness [Mental], Uncanny Dodge [Mental]) [4PP] There Is No Spoon 6.8 (34PP Container [Passive, Permanent]) [34PP] Enhanced Dexterity 18 [18PP] Enhanced Strength 16 [16PP] DC Block ATTACK RANGE SAVE EFFECT Temporal Stasis Touch DC 20 Reflex (staged) Paralyze Unarmed Touch DC 23 Toughness + Autofire (staged) Damage (physical) Totals: Abilities (22) + Combat (16) + Saving Throws (12) + Skills (14) + Feats (31) + Powers (65) – Drawbacks (0) = 160/17
  11. Blue Jay Power Level: 10/15 (201/243 PP) Trade-Offs: +5 ATT/-5 DC Unspent Power Points: 42 In Brief: A refugee from the Terminus, fighting for a beautiful world as hard as she can. Catchphrase: "I don't miss." Alternate Identities: Antoinette Baudin, Tona (Secret) Birthplace: Maine, North America, Earth-K-Omega/Pastoral-1 (Extinct) Residence: Emerald City, Washington, United States Occupation: Hunter, superhero, survivalist expert Affiliations: Danger International, Cryptids, Kit Family: Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father) Description: Age: 20 (DoB: March, 1996) Gender: Female Ethnicity: French/Native American Height: 5' 6" Weight: 130 lbs Eyes: Blue-green Hair: Brown Antoinette Baudin is a fit, muscular woman with an athletic frame and not an ounce of fat. Her skin is smooth and tanned and sculpted, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. The piercings are made of a matte silver-gray metal that seems oddly entwined with some kind of dark wood. Tona normally wears monochromatic athletic tees devoid of any logo or print, and cargo pants with many, many pockets. When out crimefighting, Blue Jay wears an outfit designed for stealth. The base layer is a bodysuit that covers her from toes to fingertips to her neck; most of it is dark blue, but there are black arrow motifs that travel up her legs and torso to her neck, and down her arms to the backs of her hands. Over that she wears a long, black leather coat with a mantle and detachable tails. She wears a pair of bracers that appear to be made out of worn leather, decorated with small jewels or metal studs that are in patterns that seem to shift every time someone looks away from her. The interior of the coat is lined with pockets and filled with all sorts of mini-grenades, climbing ropes, medical supplies, and a thousand other tools that any self-respecting cowl should have on hand. Her mask is a matte black plastic with a hooked, elongated nose. Power Descriptions: Blue Jay has no actual superpowers. She uses a set of alien bracers, relics of a long-extinct empire, to form weapons out of hard light. The bracers can form almost any weapon the user can imagine, but the archer is still mostly sticking with arrows; several arrows aimed at one target, arrows fired at an entire crowd at once, or arrows that explode right in someone’s face with concussive face. Up close she is a competent martial artist or she can manifest a wide range of melee weapons. When she needs to move fast, she can manifest a pair of long energy whips that she can use to travel across the city. Her mask was designed by ASTRO Labs; the extended nose is a mass of active and passive sensors, bouncing IR and UV information off her surroundings, allowing her to zoom in on distant situations, and even tapping into local radio bands. She’s adopted several types of incapacitating grenades and other tools to round out her arsenal. History: Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds. Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray. In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war. The training worked. Tona returned to her home with allies and saved tens of thousands of her people, moving them to Sanctuary. Not long afterwards she was asked to visit Emerald City and work out what had happened to several of Danger International's employees. Among the peaks of the Atlas Mountains she encountered the strange, feral Cryptids and the savage king of the Avians, the Black Vulture. She saved DI's employees and defeated the Black Vulture, ultimately taking a posting at DI's West Coast offices and settling in Emerald City. Personality & Motivation: Antoinette is a withdrawn, private, intense woman. For most of her life silence meant survival, and even if that is not technically true she still falls back on old habits. She can be rather brusque, even rude to others; she grew up in a tight-knit community where social graces were not greatly valued. She will treat individuals with talent respectfully, but she usually demands to see that talent demonstrated, first. Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. She works intently to make up for her lack of super-powers, secretly afraid of not living up to her own notion of this world's heroes. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failure at something she deems important. Powers & Tactics: Blue Jay knows she can't really stand toe-to-toe with most super-opponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and then strike with a full Power Attack, or starting a fight with a smoke grenade and use the confusion and cover to pick off high-value targets. Complications 'Secret' Identity Intellectually Tona knows she should keep her activities as Blue Jay separate from her life as Tona Baudin, but it can be hard for her to remember that in her day-to-day life. Hatred Tona hates the Terminus like only one who has lived there can. Luddite Upbringing Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her. True Companions Tona trusts Crimson Tiger, Blodeuwedd, and Kit more than she trusts herself. She'd do whatever was needed to help them keep them safe. A Sanctuary for All of Them All of Tona's family lives as refugees on the world of Sanctuary, and she will go to any lengths to keep it, and by extension them, safe. Secret Keeper Tona has been in contact with the Cryptids, nonhuman individuals living in the wilderness around Emerald City. She's one of the few humans who know they are out there and she seeks to keep them safe from outside intrusion. Abilities: 10 + 14 + 8 + 0 + 6 - 2 = 36 PP Strength: 20 (+5) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 16 (+3) Charisma: 8 (-1) Combat: 22 + 12 = 34 PP Initiative: +15 Attack: +11 melee, +15 ranged, +15 unarmed, +15 Anyweapon Grapple: +18 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 4 + 5 + 4 = 13 PP Toughness: +10 (+4 Con, +6 Defensive Roll), +4 Flat-Footed Fortitude: +8 (+4 Con, +4) Reflex: +12 (+7 Dex, +5) Will: +7 (+3 Wis, +4) Skills: 172 R = 43 PP Acrobatics 8 (+15)Skill Mastery Climb 13 (+15)Skill Mastery Concentration 7 (+10) Craft (Mechanical) 5 (+5) Disable Device 10 (+10) Escape Artist 13 (+20) Intimidate 13 (+12) Knowledge (Life Sciences) 5 (+5) Languages 2 (Algonquin, French [Native], English) Medicine 7 (+10) Notice 12 (+15)Skill Mastery Search 15 (+15)Skill Mastery Sense Motive 12 (+15) Sleight of Hand 3 (+10) Stealth 17 (+24) Survival 17 (+20) Swim 13 (+15) Feats: 41 PP Accurate Attack Acrobatic Bluff All-Out Attack Attack Focus (Ranged) 4 Attack Specialization (Unarmed) 2 Benefit (Native: Terminus) Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff) Critical Strike Defensive Attack Defensive Roll 3 Dodge Focus 4 Equipment 5Bronze Reward Evasion 2 Favored Enemy (Robots) Favored Environment (Forest) Grappling Finesse Hide in Plain Sight Improved Initiative 2 Improvised Tools Luck Move-By Action Power Attack Ranged Disarm Ranged Pin Skill Mastery (Acrobatics, Climb, Notice, Search) Takedown Attack Track 3 (Full Speed; Visual) Uncanny Dodge (Auditory) First Aid Kit [1 EP] Mini Tracers [1 EP] Utility Belt 8 (16 EP, Feats: Alternate Power 2) [1 EP] BE: Dazzle 4 (Auditory, Visual, Extra: Area/Burst [General]) (Flashbang Grenades) [16/16] AP: Obscure 4 (Visual, 50 ft radius, Extra: Independent, Flaw: Limited [Normal Vision Only]) (Smoke Grenades) [8/16] AP: Drain Toughness 4 (Extra: Affects Objects [+0], Effortless, Independent, Total Fade) (Thermite Bar) [12/16] Powers: 25 + 8 + 1 = 34 PP Energy Bracers 6 (30 PP, Hard to Lose, Feat: Subtle [Collapsible]) (Energy Bracers) [25 PP] (Alien, Energy, Technology) Gladiatorial Array 13 (26 PP, Feat: Alternate Power 4) [30 PP] BE: Damage 5 (Extra: Ranged, Penetrating 5, Autofire 5, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Volley Fire) [26/26] AP: Damage 5 (Extra: Ranged, Area/Shapeable [Targeted], Selective, Feats: Improved Range [75 ft increments], Progression [Area] 3 [125 ft radius], Variable Descriptor 2 [Bludgeoning, piercing, slashing]) (Crowd Tactics) [26/26] AP: (Energy Grapnel) [26/26] Snare 5 (Extra: Constricting, Feat: Tether) (Energy Bonds) [16/26PP] Leaping 2 (x5, Move action, Extra: Linked [+0] [Speed, Super-Movement]) + Speed 2 (25 MPH, Extra: Linked [+0] [Speed, Super-Movement]) + Super-Movement 2 (Slow Fall, Swinging, Extra: Linked [+1] [Leaping, Super-Movement]) [10PP] AP: Stun 5 (Extra: Ranged, Feats: Improved Critical [19-20], Improved Range 2 [250 ft increments], Progression [Range] [1250 ft]) (Stun Blast) [19/26] AP: Damage 0 (Extra: Accurate 2, Autofire 5, Penetrating 5, Feats: Extended Reach [10 ft], Mighty, Improved Critical 2 [18-20], Improved Disarm, Improved Trip, Split Attack, Variable Descriptor 2 [Any Physical]) (Anyweapon) [21/26] Device 2 (10 PP, Hard to Lose) (Sensor Mask) [8 PP] (Technology) Communicate 3 (Radio, 1 000 ft, Feat: Subtle) [4 PP] Super-Senses 3 (Extended 1 [100 ft increments], Infravision, Ultravision) [3 PP] Super-Senses 2 (Distance Sense, Time Sense) [2 PP] Super-Senses 1 (Radio) [1 PP] Feature 1 (Temporal Inertia) (Terminus) [1 PP] Drawbacks: 0 = 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Anyweapon 10 ft DC 20 Toughness + Autofire (Staged) Damage (Physical) Crowd Tactics Ranged/Area (Shapeable) DC 20 Toughness (Staged) Damage (Physical) Energy Grapnel Ranged DC 15 Reflex (Staged) Snare Flashbang Grenade Ranged DC 14 Reflex (Staged), DC 14 Fortitude (Staged) Blind/Deaf Stun Blow Ranged DC 15 Fortitude (Staged) Stun Thermite Bar Touch DC 14 Toughness Drain Toughness Volley Fire Ranged DC 20 Toughness + Autofire (Staged) Damage (Physical) Abilities (36) + Combat (34) + Saving Throws (13) + Skills (43) + Feats (41) + Powers (34) - Drawbacks (0) = 201/243 Power Points
  12. Player Name: JediDalek Character Name: The Blue Stinger Power Level: 10 (150/156 PP) Trade-Offs: None Unspent Power Points: 6 In Brief: Danny Randall is a wisecracking college student who was forcibly converted into a cyborg assassin by a SHADOW-employed villain known as the Red Scorpion. Escaping before he could be conditioned into a killer, he now fights a war of vengeance against SHADOW's secret conspiracies as the Blue Stinger. Residence: Freedom City, NJ. (Attending Freedom College) Base of Operations:Freedom City, Southside. Living off-campus in a low-rent apartment. Catchphrase: “Stinger Strike!!!” Alternate Identity: Danny Randall Identity: Secret Birthplace: Kansas City, MO Occupation: Student, part time server at Sparrow's Cafe Affiliations: Nattie "Sparrow” Stuarts: Boss and sometimes mother figure. Also a retired bronze-age superheroine. Samantha Krieger: Friend and former partner in following the trail of Dr. Gruber. As of now, she is missing. Family: Mother & Father (Both died when he was 18) Description: Age: 21 (DoB: May 2, 1994) Gender: Male Ethnicity: Caucasian Height: 5' 8” Weight: 167 Lbs. Eyes: Green Hair: Brown For the most part, Danny looks like an average slacker college kid, favoring dark colored jeans and t-shirts with the occasional plaid shirt. He is fairly skinny, and his brown hair is often medium length and disheveled. Personality wise, he is quiet but friendly, usually watching the crowd while keeping to himself with a slouched, unassuming posture. In costume, he is covered almost from head to toe in a blue & black battle suit, with a buglike helmet that alludes to his origin as the result porject SCORPIO, and a lighter blue scarf tied around his neck. He is more confident in his armor, and carries himself in a more upright manner. This confidence also leads him to be much more talkative and more lighthearted in general. When in battle with a supervillain that threatens others, however, his personality changes yet again and he becomes more aggressive as his heart begins to burn with the righteous flames of justice. Power Descriptions: One of the only visible manifestations of Danny's power is his transformation into the Blue Stinger. The Stinger battlesuit is normally compacted in multiple parts inside Danny's body. Upon the activation of a mental or verbal trigger, the battlesuit decompresses and assembles over the user's body. Due to the electromagnetic field that surrounds this armor, there is a noticeable "sparking" effect when it recieves damage. History: When Danny Randall was 18, he lost both of his parents in a seemingly random car accident. His journalist father had been looking into the shady dealings of a local business magnate for the last month and had recieved repeated, anonymous messages telling him to axe the story. While there was never much in the way of an investigation, Danny was old enough to know something was up. With no way of getting his family justice, and nothing else left for him in the Midwest, he decided that as soon as he could, he would move as far away as possible. Growing up in a world full of aliens and superbeings, Danny had always been fascinated with the science behind such amazing events and his Science grades, while not as good as some, were good enough to get him enrolled into Freedom College, far enough away to start everything anew. In Freedom, Danny kept mostly to himself, never one to make friends easily. After a month of near complete solitude, he finally found himself in Sparrow's Cafe. The Cafe was run by Nattie Stuarts, formerly known as "The Spectacular Sparrow", a retired crimefighter who decided she could do more by giving the kids of Southside a safe place to spend their afternoon than by punching crooks in the face. When a lost and empty Danny walked into he place, she could tell he needed a hand. After a few minutes of talking she decided he was a good kid, and gave him a job at the cafe. Over time, she would become an important figure in his life, giving him advice and motivating him to push himself. She even taught him a thing or two about fighting when business would slow. For two years, he subsisted through college, studying Engineering and working at the cafe. His life was destined to change, though, during the summer before his Junior year, when a panicked girl caught him outside his apartment, telling him that someone was following her and she needed a place to hide. She introduced herself as Samantha Krieger, granddaughter of a German supervillain known only as “The Red Scorpion” who was said to have created the plans for a cyborg supersoldier. After his defection to the US near the end of the war, any trace of said project seemed to have disappeared with him, until 3 weeks ago, when a group of thieves broke into Samantha's home and stole a few heirloom paintings. She was certain that those paintings somehow contained the last secrets of her grandfather's research, and that whoever stole those paintings was someone with an eye on finishing her grandfather's work, someone with a lot of resources at their disposal. When she began to notice certain faces following her around town, her suspicions were merely confirmed. Danny always hated a bully, be they the pushy jerks in high school or the “untouchable” businessman who felt that his checking account was more important than the lives of a loving mother & father. Whoever wanted to silence this girl was just more of the same, and Danny wasn't going to let them win again. They became good friends after that, as they slowly edged closer and closer to the truth, constantly evading these mysterious "bad guys". After two months, they finally had a lead. The pair follwed a clue into an abandoned warehouse in the Waterfront... and into the clutches of one Dr Elias Gruber, a former compatriot of Samantha's grandfather who had taken on his mantle, now working for SHADOW to create an army of cyborg assassins. Struggle as they might, the two could not overcome his personal detachment of SHADOW agents. The last Danny saw of Samantha, the two of them were both being dragged away as test subjects for Gruber's new endeavor: Project SCORPIO. When Danny finally awoke, he discovered that he was no longer fully human, his skeleton and most of his organs replaced by machines that enhanced his strength, speed and stamina, and clad in a strange, bug-like armor. Restrained and imprisoned, all that was left was the mental conditioning that would destroy his identity and leave him a loyal minion of the new Red Scorpion. But then, as all seemed lost, the hidden base had a power failure. Danny seized his chance and escaped, his new powers giving him the strength to fight off his guards. Danny searched the base for Samantha, but all he could find was the blue scarf she'd been wearing. Gruber had escaped, and seemingly taken her with him. Danny left the destroyed base with a new purpose on his mind. Tying the scarf over his armor as a reminder, he pledged to fight evil, be it Gruber or more of his kind. Some day, he would save Samantha and redeem her grandfather's image as the Blue Stinger. Personality & Motivation: For most of his life, Danny has seen people he cares about be pushed around by those with more power. Now that he has the strength to fight back, he has little patience for anyone who would hurt the weak, and will fight them with unwavering ferocity, and a passion that only a very green superhero could muster. Danny has been through quite a few dark situations by this point, and would have every reason to be very grim. Despite this, he was raised to see the good side of things, and to appreciate good humor. Because of this, he always tries to behave in a light-hearted and optimistic manner, constantly making jokes and quips. Even so, the reality of a bad situation some times dawns on him, allowing a little cynicism to permeate his humor. Before gaining his powers, Danny led a fairly uneventful life. He would often try to escape this boredom through reckless street driving in less populace areas, becoming something of an adrenaline junkie, even dabbling in free running before returning to his love of the road. Gaining enhanced durability and reflexes has merely raised the bar for what he considers excitement, and he can often be seen racing his bike through the city at breakneck speeds. Powers & Tactics: The cyborg conversion gave Danny increased strength, speed and durability, as well as enhanced sight & hearing. He also posesses a unique set of battle armor, meant to be the standard for what would have been SCORPIO assassins. The armor retracts into a group of compartments inside Danny's modified body, allowing it to be "summoned" by mental command. The armor produces a light magnetic field that allows the wearer to stick to most surfaces, in addition to absorbing forces such as the impact of a long fall, or limited amounts of damage. Through mental effort, this field can be briefly concentrated in either the hands or feet for a single, powerful attack. While he lacks much in the way of formal combat training, the Blue Stinger attempts to compensate by virtue of his incredible speed & strength, fighting with a mixture of pro wrestling moves and “things he saw in a movie one time”. In line with this sense of the dramatic, Stinger is quite fond of delivering flying kicks or elbow drops from high buildings. While very unorthodox, this approach has caught at least a few super villains off guard. Concept: The Blue Stinger is in no small part inspired by the Kamen Rider series, with little bits of Jaime Reyes & Peter Parker. More specifically, he is inspired by the Showa Era (70's-80's) riders, with their more "Silver Age" feel. My end idea was to take the idea of a Showa rider and portray him as he could have been in a Marvel publication from the 70's. Complications: Cyborg Human: As a result of project SCORPIO, Danny is both man and machine, and feels as though he has lost some of his humanity. In social situations, this may cause him to suffer penalties due to a loss of empathy either from himself, or from those who know about his condition. Enemies (SHADOW/Red Scorpion): The mad doctor who captured Danny was working for SHADOW. He had the resources to lead Sam & Danny into his trap, so it is only a matter of time before he finds out Danny's secret identity and relays it to his masters. In addition, they would seem to have Samantha captive, and Danny would do just about anything to get her back safe. “Hey, I Have An Idea...”: Danny is the product of a generation weaned on TV and action movies and, even for a super hero, he sometimes gets ideas that just aren't feasible in real life. Any time Danny is faced with a fairly simple problem, he can be made to take a much more complicated and difficult approach to solving it, preferably one that has the potential to fail horribly. Hot Blooded: Danny has a particular hatred for “bullies”; anyone who uses their power to hurt others who can't defend themselves. He will fight these forces, even if severely outmatched. If he witnesses any kind of bullying or oppression, the GM can force him to step in. In addition, he will never willingly flee from such a fight unless he makes a very difficult willpower roll. Legacy of The Scorpion: Danny hasn't been the Blue Stinger long, and is still making a name for himself. Since his armor was originally crafted in the image of a Golden Age supervillain, however, those familiar with the Red Scorpion might know just enough to jump to all the wrong conclusions and treat him as a villain until he is able to clear things up. They Can't All Be Zingers: As any comedian will tell you, for every funny joke you tell, there is always the crushing silence after that one joke misses its mark. During any social situation, the GM can make Danny tell a joke that is very stupid and either offends someone or somehow diminishes their opinion of him. (He will, however, never use any humor that goes against site rules eg. no sexual/racial slurs, no "R-rated" jokes, etc. He can be ignorant, but he's not a jerk.) Wouldn't Hit a Lady: Danny feels a great amount of guilt over leading Samantha into the clutches of SHADOW. Coupled with a somewhat “old-school” upbringing, this causes him to have moral compunctions about deliberately causing harm to females. Whenever he is in a fight with a female opponent, the GM can ask him to make a willpower roll to make the first blow, and give him a penalty to the rest of his attack rolls against that opponent. Abilities: 0 + 8 + 4 + 4 + 0 + 0 = 16PP Strength: 30/10 (+10/+0) Dexterity: 28/18 (+9/+4) Constitution: 22/14 (+6/+2) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 8 + 20 = 28PP Initiative: +13 Attack: +4 Base, +10 Melee (4 Base + 6 Melee Focus), +4 Ranged Grapple: +20 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -5/-3 Saving Throws: 1 + 1 + 7 = 9PP Toughness: +10/+6 (+6/+2 Con, +4 from Device/Battle Armor) Fortitude: +7/+3 (+6/+2 Con, +1) Reflex: +10/+5 (+9/+4 Dex, +1) Will: +7 (+0 Wis, +7) Skills: 112R = 28PP Acrobatics 11 (+20) Skill Mastery Bluff 15 (+15) Skill Mastery Craft, Mechanical 11 (+13) Diplomacy 10 (+10) Drive 11 (+20) Skill Mastery Knowledge, Physical Science 9 (+11) Knowledge, Pop Culture 14 (+16) Notice 10 (+10) Sense Motive 10 (+10) Stealth 11(+20) Skill Mastery Feats: 16PP Acrobatic Bluff Attack Focus: Melee 6 Elusive Target Equipment 2 Fearless Improved Initiative Power Attack (Device Feat) Quick Change (Device Feat) Skill Mastery (Acrobatics, Bluff, Drive, Stealth) Takedown Attack Taunt Ultimate Effort Equipment: 2PP = 10EP Motorcycle (15 Str, 5 Spd, 10 Def, 9 Tough) [10EP] Powers: 8 + 8 + 10 + 20 + 4 + 2 +1 = 53PP Device 1: [8PP] (10PP Container, Hard to Lose) (Battle Armor) Protection 4 [4PP] Super Movement 2 [4PP] (Slow Fall, Wall-Crawling) Feats: Power Attack, Quick Change [2PP] Cyborg Human 8.8: (44PP Container, Feat: Innate, [Passive, Permanent], ) [45PP] (Technological) Enhanced Constitution 8: [8PP] Enhanced Dexterity 10: [10PP] Enhanced Strength 20: [20PP] Immunity 4: [4PP] (Vaccum, High Pressure, Suffocation) Super Senses 2: [2PP] (Extended Hearing 1, Infravision) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Stinger Strike (Power Attack) Touch DC21-25 Toughness (Staged) Damage (Physical) Totals: Abilities (16) + Combat (28) + Saving Throws (9) + Skills (26) + Feats (16) + Powers (53) - Drawbacks (0) = 150/156 Power Points
  13. Net Fly Young gadgeteer genius Serge Explinker dons a simple yet sophisticated sonic harness/vibro-suit, in order to enhance his mutant powers and fight crime as the masked superhero Net Fly. Playlist Net Fly Theme Song (Speedy Hacker): Quick Man (Orchestral) Getting Sidetracked: Heat Island Higher Learning: Digital Scratch (Koushirou Theme / Izzy Theme) Frantic Action: Gyakuten (Turnabout) On the Prowl: Tygra's Theme Struggling Against Defeat: Four Heavenly Kings (Jadeite, Nephrite, Zoicite, Kunzite) Enemies Upgrade Echelon (Upgrade Assembly): Technodrome Stage [Metal Cover] Agent DuskWyrm (Dawn of the Upgraded Man): Saikyou no Nanori (Introducing the Strongest) Volt Scorpion #1 (Hardcore Fighter): Heavy Violence Volt Scorpion #2 (Arrogant "Hero"): Fire! (Rev. 1){Reason 5} History Serge was a gifted young boy, and he showed from an early age an aptitude with complex machinery and computers. While he comes from a divorced family, his parents have managed to keep a good relationship with each other and their son. When he became an adolescent, Serge started exhibiting his latent mutant abilities. It wasn't, however, until much later, when he became unwittingly entangled with a heist, that he decided to use his powers for a purpose. A group of armed robbers ambushed an armory car and stole a bunch of high-tech equipment. During the heist, things quickly escalated, and Serge, allong with a few other bystanders, was captured as a hostage, and held against his will. At first, he was paralyzed from fear, until he witnessed the robbers shot a man in front of him, in order to force the police to meet their demands. Finding an opportunity, Serge sneaked out of sight and undid his bonds with his strength. He took a few devices that were laying close to him, and tinkered with them as quickly as he could, fashioning them into Sonic Blasters. Before the robbers realized what had happened, Serge, wearing a makeshift outfit to conceal his identity, attacked them, and quickly subdued them. After rescuing everyone, Serge left the crime-scene. For the next few days, he reflected on what had just transpired. He realized that he could use his powers to fight crime, but in order to do so, he needed to make a costume for himself. Tinkering and improving upon the devices he aqcuired during the heist, and using a few more that he had created on his own, Serge was able to adapt them into a functioning suit. Now, Serge has emerged as the superhero Net Fly. He has performed adequately, but after a few close calls too many, he decided to enroll in Claremont Academy, and further hone his crime-fighting abilities. After some adventures with other fellow superheroes and Claremonters, most noteably El Heraldo, Glow, Warp, and Tsunami, Serge eventually graduated from Claremont, and enrolled into Freedom City's Hanover Institute of Technology to study Computer Sciences. During the Incursion, Serge, as Net Fly, spurred by the hero Fast Forward, joined forces with him, Grimalkin, and Triakosia, to protect the physical bodies of the heroes who had went on to do battle on the mental plane, against the Communion drones that had come to target them. During that battle, he revealed his secret identity to them, a first for him, as he had kept it a secret from other heroes who hadn't been to Claremont with him. Nevertheless, Serge might have withdrawn from heavy duty, in order to focus on his studies, the last year, but he has continued trainning and tinkering with his suit, so that he'll always be ready to step up when needed. Costume and Appearance A lean, light-skinned teenager of medium height, Serge has curly short blonde hair and green eyes. He wears prescription reading glasses, although ever since his powers awoken, he stopped needing them. His casual attire consists of lion-colored baggy pants or jeans, a light-grey tank-top and a green camp shirt. His costume is mostly grey, composed of a spandex-like material, and covers most of his body, except the eyes, and it has extra pockets strapped at his thighs. He wears black boots and black briefs, on top of the suit, with a blue tool belt. He has blue mechanical gauntlets, and a white megaphone strapped on a blue x-shaped harness, in front of his chest. Finally, he has two blue head-pieces that cover his ears, on top of his mask. Powers Net Fly is a mutant, with the power to influence his body's vibrations. This gives him an assortment of innate abilities, like enhanced agility, strength, and stamina, the ability to "stick" on surfaces, and the ability to fly. Further-more, he has costumised his VibroNet Suit so that he can further harness those powers and re-focus them into sonic energy. He can concentrate his gloves with sonic energy in order to enhance his fists or produce Sonic Blasts and hit his opponents from a distance. He can also opt to redirect his powers to his chest-phone, and unleash a powerful Sonic Beam. The suit also channels Net Fly's vibrational energies to create a protective Vibro-Field, which lessens the impact of attacks. Finally, his suit comes equipped with a Net Dive device, which allows him to interact with machinery and even enter the cyberspace. Net Fly doesn't take hits well, so he prefers a hit-and-run fighting style over duking it out for prolonged periods. Having said that, however, he is perfectly capable of unleashing devastating attacks in close range, as well as take care threats from a distance. If he wishes to avoid fighting, he can opt to hide in the ceilings. Sonic Strength: This power allows Net Fly to tap into his natural vibrational powers to enhance the strength he exerts on objects. In combination with his naturally enhanced Agility, this adds a significant amount of bite in his punches. Noteably, he can use his naturally enhanced strength to lift stuff weighting up to 800lbs, or push stuff weighting up to 2'000lbs. A single punch from Net Fly can be compared to getting hit by a tank's cannon! Sonic Speed: This power allows Net Fly to tap into his natural vibrational powers to create kinetic energy and exert it to gain a significant advantage in speed, allowing him to run at an accelerated pace. He can exert vibration to adhere to vertical surfaces almost as well as on horizontal ones. Additionally, he can use this energy to levitate himself, and fly around. He can run as fast as a bus or a semi, and he can fly at 1/5th the pace of a helicopter. Sonic Strength Amp: The VibroNet-suit is powered uo by Net Fly's natural vibrational powers, and enhances them further. This not only allows him to quadruple his naturally enhanced strength, it quantduples his speed and reaction, allowing him to unleash a mighty barrage of rapid-fire fisticuffs. This enhances his lifting power, allowing him to lift up to 1,5 tons, like a luxury car or a van, and he can push up to 4 tons, like a heavy truck. If Net Fly can punch like a tank without the VibroNet-Suit, with it, he can exceed even that by a couple of orders of magnitude. Sonic Maelstorm: Combining his significant strength and speed enhancements thanks to the VirboNet-Suit, allows Net Fly to rapidly scour the battlefield, running, flying, and jumping left and right, and employ his sonic-fast punches and/or sonic blasts to put the hurt on multiple hostiles, with pinpoint accuracy. This torrent of blows can deal enough damage to a single target, that would make it comparable to a space fighter's arsenal. That is, if only a few of his punches land! Sonic Blasts: Net Fly focuses stored vibrational energy from the VibroNet-Suit into the small harnesses in his gauntlets, and unleashes it into pure sonic energy waves. He can fire sonic blasts from each hand at seperate targets, with an effective range of 150 feet, and a maximum range of 600 feet, and packing power similar to that of a shotgun slug. Alternatively, he can focus energy on both hands and use them simultaneously to fire a concentrated blast that has an effective range of 600 feet, and a maximum range of 1'200 feet, with force compareable to that of a space cruiser's larger beam weapons. Sonic Beam: Net Fly builds up large amounts of stored vibrational energy from the VibroNet-Suit into the big harness in his chest, and unleashes it into a large destructive beam of sonic energy that knocks the wind out of and blasts away anyone who is unfortunate enough to cross its path. The beam is 10 feet wide, and travels 500 feet, before harmlessly dissipating. The beam packs a punch comparable to a rocket launcher, or a space cruiser's energy torpedoes. Sonic Torpedo: Net Fly covers himself in a vibrational field of energy channeled through the VibroNet-Suit that protects him from harm, and allows him to penetrate and harm hard materials. This also allows him to dig through the earth, at the same speed a fast athlete can run, and he can dig through everything up to concrete or even iron! The vibro-field generated protects netfly from all common manmade handheld ranged weaponry, including heavy machinegun fire, shotgun blasts, shuriken/throwing stars, etc. As long as whatever's attempting to hit him is a physical object, Net Fly's vibro-field is sure to fling it back at its owner. It can't, however, affect non-material attacks, like fire from a flamethrower, beams, or large and heavy thrown objects, like cars. Nevertheless, as long as the vibro-field is up, anyone touching Net Fly is in for quite a shock! Net Dive Harness & Installed Database: The VibroNet-Suit comes equipped with its own Bluetooth reciever/transmitter, which allows his suit to tap into and interact with nearby computers and machines. It also comes pre-installed with an extensive database that Net Fly can refer to at the drop of a hat, in case his own technological knowledges aren't sufficient to get the job done. Super Sonic Speed: The VibroNet-Suit enhances Net Fly's exceptional speed, allowing him to run twice as fast as a sports car or a motorcycle, breaking the sound barrier in the process, and Fly almost half as fast as a helicopter. Allies First up, Net Fly's most immediate associates are his family. His parents are divorced, and he lives with his mother and her second husband, but he still keeps a good relationship with his father as well. Gregory Lineberg: Serge's stepfather, from his mother's second marriage, is also perhaps Serge's closest confidant. Aside from employing his stepson's help in the jewlery store he owns, Greg is also aware of Serge's superheroics, something that they've both kept his mother in the dark. Greg is usually the one to cover for Serge's superheroic escapades, and he holds deep respect for the young boy, a respect that's equally returned from Serge. Catherine Coldear: Serge's mother. She is unaware that her son has developed superpowers, much less that he moonlights as a superhero. Andrew Explinker: Serge's father. The two are on good terms, but they don't see each other more than twice a month. Going to the Claremont Academy netted Serge with a plethora of superhero allies, and Net Fly counts the most of his allies here. Most prominent ones amongst them are El Heraldo, Tsunami, Glow, Warp, and Crimson Tiger. El Heraldo: Perhaps the first friend he made in Claremont Academy, but most definitely THE best friend Net Fly has, El Heraldo is Net Fly's closest ally. The two have been through thick and thin, they've helped each other, berrated each other, and spurred each other to grow and mature into the conscious and responsible heroes they became. Ever since graduation, however, El Heraldo moved to Puerto Rico. Net Fly and El Heraldo have kept contact through phone and internet, but for a long time now, Net Fly can't help but shake the feeling that something is... not quite right with his friend's life. As if something is not what it seems... Or maybe it's just the distance talking? Tsunami: Martial artist and hydrokineticist, Tsunami has sparred on ocassion with Net Fly, teaching him a valuable lesson or two on not overrelying on his superpowers and neglect his conditioning and experience. They were both captured by Lady Shen and brought to her secret hideout/school in the Pacific, where they were forced to participated in a sparring match against some of Lady Shen's most brilliant students. After they were rescued, they both graduated, and have since kept contact with each other, occasionaly teamming up. Glow: Another fellow Claremonter, this one hailing from the land down under. Glow's cheerfulness occasionally clashed with Net Fly's more somber and tempered moments, but the two nevertheless kept a good rapport, and remain on friendly terms. Warp: Fellow Claremonter who specializes in teleportation. Warp and Net Fly have teamed up on quite a few occasions, and she was among the ones captured by Lady Shen, allong with Net Fly. Crimson Tiger: Another Claremonter who excels at martial arts, Crimson Tiger has also had the chance to spar with Net Fly, and naturally, hand him his butt. She was among the heroes who helped rescue Net Fly and the other captives from Lady Shen's clutches, something for which Net Fly feels forever indebted to her. Other fellow Claremonters with whom Net Fly has teammed up include Wisp, Saiph, Medic, Crow, Kit, Blue Jay, Errant, and Arcturus. He also interracted with the faculty, most noteably with Principal Duncan Summers and mister Landis. However, Net Fly had the chance to team up with quite a few heroes outside Claremont, and has managed a good friendship with a few of those, most notably Foreshadow, Triakosia, and Grimalkin. He idolizes Fast-Forward, Foreshadow: Ever since the two teamed up to take down a super-drug cartel operating in the underbelly of Freedom City, Net Fly has been sure to lend Foreshadow his help in dealing with street crime, and keeping the gangs in Southside under control, whenever he can. Triakosia: One of the heroes he fought alongside with during the Incursion. Net Fly entrusted his identity to her, along with the other heroes present, and was rewarded with the same amount of trust by Triakosia. Since then, the two, allong with Grimalkin, have worked together more than once. Grimalkin: Another hero Net Fly teamed up with during the incursion. Like with Triakosia, Net Fly entrusted his identity to her. The two, along with Triakosia, have worked together on a few occasions since then. Serge also makes a point to stop by Lynn's bookstore and hang out, once in a week or two. Fast Forward: The supervillain-turned-Superhero-turned-RealityTVHost spurred Net Fly to action during the Incursion. During that time, Net Fly came to idolize the older hero, who managed to overcome his personal flaws and turn a new page, something that Net Fly feels a strong empathy about. Finally, a lot of Net Fly has teamed up with the following heroes, among others: G-Stunt, Queenie, Silver Magus, Kingsnake, Overclock, Stormbreaker, Silver Spider, and Vector. Enemies Net Fly has been around in the superhero gig for a few years, and making enemies is inevitable. However, very few adversaries have managed to have a long-lasting impact on his career. The most noteable ones are Looking Glass, Agent DuskWyrm and the Upgrade Echelon, Lady Shen, and Volt Scorpion. Looking Glass: A well known criminal and illusions master, with a big history of petty crime. She was the first supervillain Net Fly fought, since joinning the Claremont Academy. While she managed to escape prison a few months later (as she is wont to do), it wouldn't be Agent DuskWyrm and the Upgrade Echelon: The Upgrade Echelon is a secret organization that aims to usher humanity in a new era of progress, by mass-implanting humans with cybernetic enhancements of all kinds. Agent DuskWyrm is their top enforcer, undergone special cybernetic treatment to become the first step in the Next Human Project. Net Fly first encountered the Upgrade Echelon when they kidnapped superhero speedster Overclock, in order to harness his speed potential into perpetual unlimited energy. Unknown to Net Fly, the Upgrade Echelon is linked with the high tech gear that Net Fly fashioned into his first Sonic Blasters Lady Shen: One of Dr Sin's most trusted and highly ranked lieuteunants, Lady Shen kidnapped Net Fly along with Tsunami, El Heraldo, and Warp, in order to extract information from Tsunami, and test her martial arts students. She was the first person to hand Net Fly a trully humiliating defeat. Volt Scorpion: The second person being Volt Scorpion. Real name Kang Jin-Ho, Volt Scorpion was one of Lady Shen's students, before the other Claremont heroes stormed her foretress island in order to rescue Tsunami and co. During their sparring match, Kang Jin-Ho made it increasingly obvious that he was holding back and going easy on Net Fly, as he didn't recognize Serge as a true martial artist, instead being more interested in proving his mettle against Tsunami. That his superpowers explicitly negate Net Fly's VibroNet Suit didn't help matters. Nevertheless, when the other Claremonters came knocking, a free-for-all battle royal errupted, during which Net Fly proved to Kang Jin-Ho that there are more ways to win a fight than a straight up martial arts contest, thus earning the grudging respect of Jin-Ho. Soon after the escape, Jin-Ho broke ties with Lady Shen, and decided to follow Net Fly to America, adopting the villain monicker of Volt Scorpion. He soon developed an annoying knack of tracking Net Fly down during his patrols and commiting robberies or otherwise endangering innocents, in order to goad the young hero into meeting his challenge. To date, Net Fly has never managed to claim a clean victory over his rival, but Volt Scorpion hasn't come out clean from their scuffles, either. Indeed, so big is his obsession of using Net Fly as a punching bag, that he has, on occasion, joined forces with the young hero, on the rare occasion that he measured Net Fly's foes to be dangerously out of the hero's league. It wouldn't do, after all, to lose the best sparring partner you ever had, now, would it? Timeline 2011 Autumn It Looks Better on Me: The Millenium Mall, in which superhero G-Stunt works as an athletics shop salesman, becomes a heist target for Thieves Guild member Looking Glass and her gang. He springs to action, and with the help of Claremonters El Heraldo and Net Fly, who were out enjoying some free time, puts a stop to the illusionist's sleight of hand. Two's Company, Four's Party: Four Claremonters, El Heraldo, Glow, Arcturus, and Net Fly, gather to the Claremont Academy's Doom Room, in order to run a series of simulation tests, under the guidance of Academy Headmaster Summers, that are meant to challenge them both physically and mentally, testing their teamwork, but also their independent actions and adaptability. 2012 Winter Venture into the Forest: A simple roadtrip for a hike to the Wharton State Forest during the wintry season takes a turn for the bizzare, as Net Fly and El Heraldo stumble across a cave that hides an abandoned secret lab. A lab that holds a dangerous secret that could prove catastrophic to many innocent people. But perhaps, the biggest danger for the two heroes are their inner demons and insecurities that threaten to take hold of their reason... Bound in Dust: Claremonters El Heraldo, Medic, Net Fly, Glow, and Saiph, head to the Samaritan Theatre in the Theatre District, in order to enjoy some R&R by watching some good ol' schlocky B-movies. Their day out is interrupted, however, when Heqanefer the Twelfth, self-proclaimed magician and devotee of Ancient Egyptian go Osiris, reanimates the mummified corpse of Pharaoh Hed-Ra, and unleashes him to wreck havoc. On the cinemas. Where he'd sneaked in the corpse of the Pharaoh. To show everyone. Spring Swiss Format: While Overclock, and Stormbreaker teamup to dismantle a hostage situation in a bank in Midtown, the former gets caught by a sinister organization that plans to tap into the speedster superhero's source of power. Glow, Net Fly, El Heraldo, and Butterfly join Stormbreaker in order to tackle the sinister empire and its team of supervillain enforcers, in order to retrieve Overclock, and put a stop to their plans. This won't be a simple elimination round! Summer Being Yourself: Growing up is never easy. El Heraldo, Net Fly, and Wisp, are all more than a little familiar with the troubles that can come from getting suddenly hit by the responsibilities of the incoming adulthood. But as a visit to the Sondo household in Lincoln is progressing smoothly (which is to say, hilariously embarrasingly for El Heraldo), Rodrigo - the cousin of the young hero - exhibits increasingly frustrating signs that he has his fair amount of chips on his shoulder. And just maybe, has the power to take his frustrations out, in a spectacularly dangerous manner! Undercity Manhunt: A vicious string of crimes perpetuated by a criminal with a mean bite to him, will bring together the efforts of Silver Spider, Crow, Net Fly, and Vector, who decide to track the responsible villain. Even if they have to dredge through the sewers. Autumn Flying Flag: After some awkwardness between the two fellow heroes on an issue of sexuality, Net Fly and El Heraldo decide to spend a night out at the Bayview Mall, playing pool, discuss their thoughts and worries about what tomorrow brings, and just generally have a good time. It is a time that will test the two heroes' friendship, as well as their standing with the future. A time that will help the two heroes come out of their respective shells, and allow them to just be themselves. 2013 Spring Zap!: Warp and Net Fly take telorting Claremonter Morsa Venn - a Lor exchange student, who has become the recipient of some students' bullying - under their wing. Nevertheless, the two seniors get roped in on the younger student's antics, when a teleportation misfire lands them to the mad Professor Parsec's lair, who has evil mad evolutionary plans for the alien students and their powers. Adding to that, Net Fly neglected to dress for the occassion... A Better Mousetrap: Soon to be graduating Claremonters Net Fly, Tsunami, El Heraldo, and Warp, are making their joined patrol rounds in Southside, when a fire breaks out in a building. The heroes rush in, unaware that their attempt at providing help is a calculated part of a Sin-ister masterplan that aims to open a whole world of trouble for them. In the Shadow of Sin (Jade): Net Fly, Tsunami, El Heraldo, and Warp, wake up to find themselves held hostages in an island over the South Pacific. Lady Shen, Dr Sin's most loyal retainer, has decided to make her move and extract vital information from Tsunami, as well as induct the young heroine to her own deadly martial arts trainning school. A school that holds Akamu, Rudra, Shoki, and Kang Jin-Ho, four deadly martial artists, as its students. Summer Field Trip: Chicago: With graduation almost upon them, mr Landis takes Errant, Blue Jay, Kit, Net Fly, and Crimson Tiger for a field trip to the city of Chicago. Their first stop, the Museum Campus on the Lake, where their peaceful expedition is interrupted by the Chicago Police, who arrive to arrest Kit on theft charges, charges that the young Claremonter claims had been dropped. The heroes now have to deal with an enemy that's very much unlike their usual fare; an enemy on the side of the law and the angels. Autumn Cutting off the supply: Osprey, Net Fly, and Foreshadow, join forces to deal with a gas station robbery in Southside, but when one of the super powered robbers starts involuntarily convulsing and going through a cardiac arrest, the heroes soon realise that a new dangerous super-drug is on the loose, and it could light the streets of Freedom City aflame, if not dealt with pronto! 2014 Autumn Incursion: Matter Over Mind: In the midst of the Incursion, when the Communion forces began their invasion on Earth, Former Supervillain-turned-Superhero Fast-Forward assembles a team comprised of Grimalkin, Triakosia, Net Fly, Queenie, and Silver Magus, in order to protect the physical bodies of the heroes who are waging a battle at the mental plane against the psychic forces of the invaders. For many of the assembled bodyguard heroes, this is their first forray at dealing with a planet-wide threat. Can they put up a good defense and protect the bodies of the heroic empaths? Or will they be crushed and assimilated by the Communion Forces, and allow the Earth to fall under the Communion's mental control?! 2015 Spring Namazu The Savior: An Earthquake breaks out in Sapporo, Japan, during the Hokkaido Nippon-Ham Fighters versus the Freedom City Comets baseball exhibition match. Freedonian heroes Net Fly, Triakosia, and Grimalkin are joined by Kingsnake in the relief efforts, when Japan's newest superhero, Kashima, arrives to save the day. But is Kashima what he seems? Who was the one responsible for the Earthquake, and what are their ties with the Japanese superhero and his company? And what will happen when Kashima engages a lightning being in a battle to the death; a battle that's proving potentially dangerous for the bystanders? 2016
  14. Player Name: Smitty Character Name: Crowdsource Power Level: 10 (150/150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Duplicate-creating scientist with a love of superheroism. Alternate Identity: Theresa Cruwes Identity: Secret Birthplace: Cairns, Australia Occupation: Archetech Researcher Affiliations: Australian Super-Hero Network, Archetech (Civilian level) Family: Pauline Cruwes (Mother, 68), An Liang (Father, 50), Roy Cruwes (Brother by adoption, 16) Description: Age: 24 (DoB: 4/21/1991) Apparent Age: 24 Gender: Female Ethnicity: Caucasian, Half-Chinese Height: 5'5" Weight: 133 Eyes: Brown Hair: Brown Theresa Cruwes is a willowy, angular woman with somewhat sharp features in spite of her cheerful demeanor. Although her defined jaw, sharp nose and angled eyebrows give the impression of a serious person when she's at rest, that illusion is usually shattered once Theresa begins talking - she waves her hands about, speaks a little more loudly than is typically appropriate, and has little very respect for personal space when it comes to people she's friendly with. She keeps her walnut hair trimmed slightly longer than her jaw, and it falls naturally straight. Although she is Half-Chinese, Theresa doesn't show much of her Asiatic heritage: Her skin is fair, though her complexion isn't the smoothest. Despite her desk job, her hands - and knuckles - reflect regular, hard use in her non-desk job and regular training. She is thin, but athletic and well-toned, and although she tends to move in a frenetic and irregular way, it is in no way lacking in the confidence that a proud professional should have. In her daily life, Theresa prefers to look like the professional she's spent her life being - pencil skirts, tasteful makeup, and while she's at work, usually some sort of lab coat whenever it is possible for her to justify wearing one. Even off the clock, she tends to carry a laptop over one shoulder, and dress in the manner of a woman who is closer to 34 rather than a decade younger: researchers in her field tend to have a reputation, and dressing in a very mature fashion tends to mitigate some of the effects of that perception, even if her personality does not. When in tights, however, Crowdsource doesn't waste a single breath on professional. Her costume is bright orange and teal, an asynchronous and unsymmetrical mess of confusion. With one leg bared to mid-thigh, a single black bracer/glove, she looks more than a little scattered. From her neck up, all that shows is the area around her mouth - a teal mask wraps around her jaw and chin, over her cheeks, and nose. An orange band over the eyes and the bridge of her nose gives the impression of a domino mask, as a slight homage to the classics. A portion of body armor guards her upper torso and shoulders, flaring out at the shoulders in a manner reminiscint of early sci-fi. The border of this guard is detailed black, along with a black pad around her neck that helps protect against shock if need be. Under her breasts, where the armor ends, is a three-pronged teal symbol that draws attention to her abdomen and wraps around her back - the symbol means nothing, she simply thought it looked neat in a sketch and incorporated it into her costume. Power Descriptions: Crowdsource's powers are simple - she can change her appearance, but most importantly, she can create duplicates of herself. When doing either, her exposed skin and clothing tends to take on an appearance not unlike mercury; smooth, semi-reflective, and metallic, before either re-configuring into something new, or splitting apart into a second being. Once she separates from a clone, both take on their normal appearance very quickly. Crowdsource is capable of using her ability to generate clones to travel quickly, by terminating the process halfway through, and beginning it in the same moment - snapping the portion that comprises her 'true self' forward as it repeatedly attempts to create duplicates. When she does this, her pseudo-liquid form remains metallic and gradually grows more elliptical, flowing quickly through the air as it picks up speed - though she is incapable of flying this way. At all times, Crowdsource must remain close to the ground, or if travelling up a building, close to the wall. When working with her clone-selves, Crowdsource remains perfectly in-synch. Her attacks are simple punches, kicks and grabs, but delivered by a mob of persons perfectly in tune with each other. When using her abilities for more mundane tasks (like building something), it is rare for the Crowd to communicate besides idle chatter and inside jokes. History: Born to a busy, usually distant working mother in a near-rural portion of Australia, Theresa was very nearly raised by her television. She grew up watching stories of heroes in tights and capes saving the day - defeating evil, rescuing kids like her from danger, and setting an example for the world. She loved every second - between school and, eventually, her younger brother, what time Theresa had was spent watching these tales of Superheroism - Doctor Metropolis rebuilding Freedom city, the foundation of the Freedom League, and many others. She daydreamed of one day joining them, wrote stories about the hero she planned to become (That being the Blue Blaster, a girl with the power to shoot any kind of energy from her eyes) and failed terribly at being an artist. Theresa's mother did what she could to indulge her daughter's passion for superheroes with toys, games and movies, provided Theresa did well in school. Luckily, she'd always had a flair for the scholastic, and (although there wasn't much competition in her tiny high school) she graduated valedictorian and was accepted to a respectable college with a full scholarship. It was in college, exposed to all the new media and ideas she could handle, that Theresa discovered the second great passion of her life - science. She devoured content whenever she could, filling her class schedule to the breaking point and, for a time, shelved her dreams of flying about and saving the day. Although she'd always been a social creature, Theresa had grown up relatively isolated; it wasn't until college that she realized what she'd been missing, and for the first time, had to make a choice between work and friends. As much as she loved what she was learning about, Theresa began opening up more and more to the people around her. Although she tore through a syllabus like a party at a buffet, she learned to budget her time and make room for friends. Barely. Upon receiving her final degree - in Chemistry - Theresa decided she'd had enough of the collegiate life and made up her mind to return home and enter the workforce. It was on this trip home that she came across the scene of an accident in the road, far and away from help - an unmarked tanker truck had blown into the wrong lane and collided with a school bus, showering the area with dangerous chemicals and putting the family inside at risk. A childhood dream screamed for her immediate action, adult wisdom told her that doing so would be likely to get her killed. Before she'd made up her mind to help, Theresa was pulling on a raincoat and gloves, halfway to the bus. Dangerous, unknown chemicals gushing down over the bus, Theresa began the arduous process of pulling the largely unconscious children from the wreckage, using her poncho'd body as a shield. The smell of diesel in the air and a smoking engine told Theresa she didn't have much time, and try as she might, she began to realize she wouldn't have the time or strength to pull each and every person free of the accident before an explosion occurred and leveled both truck and bus, or the saturation of the chemical mixture reached such a point that her already-lightheaded self passed out and certainly died. Much to her dread, Theresa began to reflexively do the math on how many she'd be able to save, how many she'd be able save safely, and which children had the best odds of survival. She was't enough to help all of them, and the relentlessly optimistic woman had hated nothing more in the entirety of her life. Unbeknownst to Theresa, (though it might have been knownst to her if she'd been thinking rationally) a decade-old cheap emergency poncho is no real protection against a deluge of smoke and liquid harm. In her frantic attempt to pull unconscious bodies from the wreckage, Theresa had been more steeped in the experimental, classified chemical than any of them. Her skin began to take on a metallic sheen that Theresa could not see through her smoke-stung and watery eyes, her form more appearing to be a semiliquid mass in the vague configuration of a human than anything else. Where Theresa needed pause to choose between one life or the other, her form split and reformed itself as smoothly as water flowing from one glass to the next, until there were nearly five of her acting in tandem. Only when the school bus had been emptied did the Theresas pause to review their work, returning to human form - at which point, they all became aware of each other, and all but one popped out of existence. Half a heartbeat later, the conjoined wrecks exploded violently, resulting in a lengthy hospital stay for Theresa Cruwes. While she recovered, the Australian Superhero Network got wind of what'd happened through standard outlets - the story of a single woman who'd managed to pull nearly forty kids free of a burning bus by herself. The story itself made national news, for a time, although exactly what the truck was carrying and who it belonged to was never discovered. Much to Theresa's relief, the curious eyes of international news was stolen away by some demonic mess in Freedom City, allowing her to retain (she hopes) her secret identity as she began training with the ASN - fulfilling a childhood dream, by becoming a superhero. Once again, Theresa was incredibly busy - and perfectly fine with it. The support of the Australian Superhero Network gave her a secure environment to hone her developing skills, advice on how to balance her personal, professional, and heroic responsibilities, and the contacts to try and figure out exactly what'd been done to her - though in the latter case, she didn't exactly try too hard to find out. As best as she could tell, her body's composition was still fundamentally human, but on a base, chemical level, was becoming something synthetic and self-replicating. Her cellular structure was, in a vague way, free-flowing and self-replicating, allowing her to change her appearance at will or form entirely separate selves by re-arranging the molecules and air around her in the same way advanced nanomachines are theorized to one day be able to build more of themselves from whatever material they can find. Truth be told, that was exactly what was happening to her - nanomachines were gradually replacing her body at a cellular level, allowing her form to be fluid and giving her the capability to duplicate herself via rapid self-replication. After nearly two years working with the ASN, her persona as Crowdsource reasonably well-defined, Theresa decided that the more of a reputation she gained in Australia, the easier it'd be for some ne'erdowell to link Crowdsource to that old news event. She sought someplace she'd be able to really spread her wings - both as Theresa Cruwes and Crowdsource - while still being able to find out more about the source of her powers. Archetech seemed the most logical next step, and with her qualifications, it wasn't hard for Theresa to get accepted to a job as a low-level research assistant in Freedom City. A friend in the ASN helped push her immigration paperwork through, and before long, Theresa arrived to begin her new life in Freedom City. Personality & Motivation: Crowdsource is optimistic, cheerful, and energetic to a fault - she rarely hesitates before plunging headlong into nearly anything in life, savoring any new experience she can get her hands on, any chance to prove herself, or any opportunity to make a new ally. A lifelong superfan of Superheroes, Crowdsource does her best to exemplify what she sees as the very best of the breed - doing good for good's own sake, protecting the weak with her life, and always coming to the aid of a friend in need. Unsurprising for a one-woman platoon, Crowdsource takes unit cohesion in teamups very seriously. It isn't unlike her to butt into her comrade's business to make sure they're doing alright, invite herself into harm's way, or, at times, assume that everyone is operating on the same wavelength that she and her duplicates are. Cooperation comes second nature to her, which can sometimes give the (entirely correct) impression that she's planned out an entire encounter, said nothing, and simply assumed that her fellows had reached the same conclusions she had. Although her energetic and at times devil-may-care attitude give one a fairly solid impression that Crowdsource is a moron, the fact remains that while she's certainly not a super-genius, she's brilliant in her own right and fastidious to a fault. She's a walking brainstorm, used to having the wiggle room to throw herself into encounters and trust to her wide breadth of knowledge to see her through in one piece. Powers & Tactics: At the core of her skillset, Crowdsource is a woman who can make more of herself - up to around twenty is as many as she's tried at once. With that many hands on deck, she has no problems punching, grappling, and kicking most enemies enough times that she can subdue them in a relatively harmless fashion. Generally, she prefers to direct her clones from near the back like a general - as they can be remade if they get splattered, but she is fairly confident that she cannot. She's also fairly adept at using her duplicates in a more utilitarian fashion - assisting with mundane tasks, spreading messages or gathering information, acting as spies, or working together to lift heavy things. Crowdsource has recently been experimenting with having a clone observe her and her allies fighting while safely outside combat, where they're better able to look for weaknesses or give tactical advice. Complications:It's not you, it's my enemies.Theresa Cruwes moved to the near-literal other side of the Earth to avoid her small family being drawn into danger by her career choice. Knowing that her career as Crowdsource had drawn them into harm would be nearly more than she could bear, and so Theresa defends her secret identity with a fierce passion - entrusting nearly nobody with both halves of her life. That said, besides her secrecy, there is very little set in place to actually protect her family besides the already spread-thin and understaffed Australia Superhero Network, so Theresa's best hope of safeguarding her mother and brother lies in keeping her identity secret and trusting that nobody is going to consider it worth searching rural Australia in hopes of taking hostages to use (very effectively) against her. Theresa's mother is a retired stewardess who owns a horse ranch, and her brother is a homeschooled, laddish delinquent - neither have much ability to defend themselves against so much as an armed thief, let a lone a grudge-carrying supervillain.Me's a CrowdThough not in the obvious sense - while Crowdsource is quite obviously a superhero who creates more of herself, she's intentionally disregarded or failed the research the underlying cause as to why she's able to do these things once doused in mysterious chemical X, afraid that figuring out what's happening to her body and still-developing powers might result in an answer she's not going to like. Unbeknownst to her, the development of her powers has a simple and direct cause; her body is slowly being converted into a single, sentient swarm of nanomachines, which explains the metallic and semi-liquid appearance she takes while actively using her powers, as well as her enhanced durability and flexibility since the accident, and weakness to water. While this conversion will never rob her of her humanity in and of itself - united as the swarm will be in believing itself to be the singular being she's always been - it does have the serious potential to mess with her self-identity and sense of who she is once the transformation has progressed to a point where she cannot ignore it any longer. Targeting her status as a human being is a good way to poke a stick into a very sore, sensitive place for any enterprising badguy looking to momentarily paralyze the typically upbeat and optimistic woman and force an existential struggle on her. Regardless of how much of Crowdsource is human and how much is nanite, though, she will always be Theresa Cruwes - Crowdsource - and a hero.:Weaksauce WeaknessMuch of Crowdsouce's body, and the source of her powers, are due to the fact that she is being converted into nanomachines - nanomachines that find it incredibly difficult to work in, of all things, water. In the rain or otherwise soaked with water, attempting to use her powers is incredibly painful and makes her prone to all sorts of odd, weird little glitches. Typically speaking, she'd prefer to withdraw and dry out rather than continue fighting under such circumstances. Not using her power while wet typically won't harm her, but lengthy amounts of time soaked tends to result in a slightly dizzy, disoriented state not unlike being drunk even when not using her powers. Although her semi-liquid form is able to travel slightly over water, if she were suddenly brought to a stop, she'd surely fall in and be all but unable to do so again.:Leader WannabeCrowdsource is very much a superhero fangirl, and grew up fantasizing about the day she'd become a hero, herself, and take her place among the pantheon of Earth's Mightiest - with herself as the star of the show, of course. Deep down, a part of her thinks that it's her destiny to lead, in spite of her relative inability to effectively manage other people and complete inexperience. In a subordinate role, she's not unlikely to snark whoever is in command, well-intentionedly undermine them, and generally make a nusiance of herself - being able to command 20ish highly trained crimefighters any time you want tends to make a person assume they're eminently qualified to command. Despite being brilliant in her own right, Crowdsource's impulsive and laissez faire attitude make her a poor leader.Tell me about my FatherTheresa has never met and knows next to nothing about her father, An Liang, who as far as she knows lives 'somewhere in China'. Unbeknownst to her, he's not the nicest guy - involved in a number of criminal enterprises - and exposure of their relationship would cast a serious negative light on Crowdsource as well as her family. Although An Liang is aware that his fling with an older woman about two and a half decades ago resulted in a child, he's never bothered to find out anything about that child - but that would change if he discovered she was a super-powered scientist he'd be able to potentially exploit. Theresa desperately wishes she knew her father, learned Chinese for the express purpose of one day meeting him, and would eagerly chase any information regarding him and any half-siblings she might have... though it's doubtful she'd like what she found out. ((Note: I've intentionally left what An Liang does for a living, as well as any potential half-siblings Theresa might have, intentionally nebulous in case some enterprising threadmaster wishes to come up with an interesting plot using them or something.)) Abilities: 0 + 4 + 2 + 8 + 4 + 4 = 22PP Strength: 26 [10] (+8) [+0} Dexterity: 24 [14] (+7) [+2] Constitution: 26 [12] (+8) [1] Intelligence: 18 (+4) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +7 [+2] Attack: +6 (+12 Unarmed) Melee, +6 (12 Unarmed) Ranged,+6 Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Knockback: -5 [-4] Saving Throws: 0 + 1 + 6 = 7PP Toughness: +8 (+8 Con, +0 [Other]) Fortitude: +8 (+8 Con, +0) Reflex: +8 (+7 Dex, +1) Will: +8 (+2 Wis, +6) Skills: 72R = 18PP Acrobatics 8 (+15) Climb 2 (+10) Computers 11 (+15) Skill focus Craft: Electronics: 12 (+16) Skill Focus Disguise 0 (+2/+7 w/Morph) Drive 4 (+11) Intimidate 1 (+1) Knowledge: Physical Sciences 12 (+16) Skill Focus Knowledge: Current Events 4 (+8) Languages 1 (Mandarin, English [Native]) Notice 8 (+10) Sense Motive 8 (+10) Skill Focus Survival 1 (+3) Feats: 17PP Acrobatic Bluff Attack specialization: unarmed 3 Dodge Focus 6 Evasion Master Plan Move-By Action Power Attack Skill Mastery Takedown Attack Teamwork: 1 Powers: 20 + 2 + 10 + 14 + 16 = 62PP Duplication Array 8 (16 pp, PFs: Alternate Powers 4) [20 pp] BP: Damage 0 (Extras: Area [Targeted, Shapeable], Selective) {16/16} AP: Damage 0 (Extras: Autofire, Secondary Effect) {16/16} AP: Communication 3 (1000 ft) (auditory) [3] and ESP 3 (1000 ft) (all senses) (PF: Rapid [x10]) [13] {16/16} AP: Quickness 10 (x2500) [10] and Speed 4 (100 MPH/1000 ft per move) (PFs: Wall Run, Water Run) [6] {16/16} AP: Super-Strength 4 (Effective STR 46, Heavy Load: ~6 tons) {8/16} Morph 1 (humanoids) (+5 Disguise) [2pp] Enhanced DEX 10 (to Dex 24/+7) [10 pp] Enhanced CON 14 (to Con 26/+8) [14 pp] Enhanced STR 16 (to STR 26/+8) [16 pp] DC Block Attack Range Save Effect ================================================================= Unarmed Melee DC 23 Tough [Staged] Damage [Physical] Totals: Abilities (22) + Combat (24) + Saving Throws (7) + Skills (18) + Feats (17) + Powers (62) - Drawbacks (0) = 150/150 Power Points
  15. Player Name: Mad Scientist Character Name: Hūhunu Power Level: (10) (150/155PP) Trade-Offs: None Unspent Power Points: 5 In Brief: Elite soldier trained in reconnaissance, armed with advanced armour and weaponry. Alternate Identity: Tamahine Identity: n/a Birthplace: Ipukarea Occupation: Marine Affiliations: Praetorians Family: Long deceased. Description: Age: 24 (DOB: over 2,000 years ago) Gender: Hermaphroditic Height: 4'3" Weight: 149lb Eyes: Orange Hair: None Tamahine, like all of the Ipukar, possesses a relatively short, squat build. Not possessing the dead protein strands of mammals, his hide is smooth, mottled between hues of burnt orange to russet brown. Her eyes are a slit-pupiled orange of a lighter shade than his skin, and the flaps running along his nasal ridge reveal a shockingly bright coral colour on their interior when they open. Bipedal and bilaterally symmetrical, each foot is long and slender, and possesses six toes. Her hands have four broad, blunt fingers, used for applications of strength, and tucked away to protect them are two long, much more delicate digits that can be used for finer manipulation. When wearing his Hūhunu (his native Rarotongan for 'recon') armour, she presents a blank-masked face to the galaxy. A stylized mottling of colour that mimics the natural camouflage of his skin, a pattern than blends well with her home world of Ipukarea, it can employ an aversion field that makes it difficult to notice even when not concealed within the environment. Advanced Phase Tech allows the storage and retrieval of gear, including the dark, snub-nosed energy carbine favoured by the now-extinct Ipukar marine corp. Power Descriptions: While not possessing any intrinsic powers in the greater sense, Tamahine has assigned to him the Phase Tech Marine Recon armour and Variable EM Marine Carbine of the Ipukarean Marine Corps. This technology is sufficiently advanced to have allowed an entire platoon of the Corps’ Recon Companies to be requested by, and assigned to, the Praetorian Guard. The Phase Tech of the armour allows for the majority of the tech to be stored away in a perpendicular dimension when not in use, anchored by a forearm-clasping control unit. When the Phase Tech is employed, it exhibits an eye-bending distortion in the air as the remained of the armour is called out into realspace. This distortion effect is likewise exhibited when storing away equipment or bypassing solid matter. The majority of the armour’s tech displays little in the way of discernible effects, a crucial element to a recon unit. Communications are dampened, and even the armour’s very physical presence can be made to become…obscure, allowing the Marine to evade detection even when out in the open. The EM carbine can be set to emit up and down the electromagnetic spectrum, fine-tuning often allowing for a particular defense to be overcome through creative frequency use. With pulse and long-range sniper settings, as well as a short range bioneural stunner and a five-round fission grenade launcher – by far the most violent and overtly destructive of the Marine’s arsenal – it can handle a wide variety of situations. History: Tamahine was a highly-trained, young noncom Marine who had been given the great honour of serving with the rest of Ipukar’s contributed force to the Praetorian Guard. This honour nearly killed him when the insidious might of the Communion was turned back only at the great personal cost of a large fraction of the Praetorians. One of the few – possibly the only one – of the Recon platoon remaining, she was collected with the rest when the Caretaker took an interest in them, and sunk deeply into cryogenic storage – a nightmare for the tropical-loving Ipukar, and one that took him a long time to recover from. Personality & Motivation: Tamahine is young and enthusiastic, but capable of showing sharp focus that is a hallmark of the intense training the Ipukar Marine Corps puts its privates through. She is, understandably, shaken by the realization that not only were the majority of his Praetorian colleagues wiped out, but thousands of years have passed and the galaxy has moved on. The return of the Communion is a grim reminder that it all can be lost all over again, and she is determined not to let such a pyrrhic victory occur again, if he can at all manage it. Powers & Tactics: The Hūhunu are all about subtlety, avoidance, and distraction, and tend to only fight fair when forced into a corner and left with no other options. The use of the armour’s matter phasing to pass through objects, the gravity leveller’s ability to reorient personal gravity to any object with more mass than the wearer, and the perception filter that makes it difficult to see the marine even when directly observing the wearer – these things combined allows for an excellent opportunity to come at opponents at unexpected times from unexpected directions. The carbine’s long range sniping capability also allows for unexpected, precise attacks; should it become necessary, however, it is also useful as a full infantry support weapon. Complications: If All You Have Is A Hammer: Military trained and with military hardware, Tamahine’s reflexive responses are usually military in nature. Which is fine if dropped into the middle of a firefight, but less so if helping a kid with his bullying problem, or intervening with a drunk townie at the local bar. It’s Everyone Else Who’s Weird: The Ipukar are a hermaphroditic species, with each individual possessing both of the sexual traits that others consider ‘male’ and ‘female’, and their mating process is a more complex procedure than that of many others. As a result, they have a difficult time wrapping their heads around a galaxy full of ‘half species’, and often will confuse pronouns and traditional gender roles, at times unfortunately in what could be considered an unintentionally insulting manner by some. What Are My Orders? While recon units are trained to be independent in the field, they nonetheless have had instilled in them a strong tendency to obey the orders of a superior, and when a situation arises that requires more complicated judgment a strong desire for someone to tell them what to do manifests. Barring useful input, there is a tendency to default to Hammer, above. Abilities: 2 + 10 + 4 + 4 + 0 - 2 = 18PP Strength: 12 (+1) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 12 + 12 = 24PP Initiative: +9 Attack: +6 Melee, +8 Ranged Grapple: +10 Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: +5 Saving Throws: 7 + 7 + 7 = 21PP Toughness: +10 (+2 Con, +6 Protection (Armour), +2 Defensive Roll) Fortitude: +9 (+2 Con, +7) Reflex: +12 (+5 Dex, +7) Will: +7 (+0 Wis, +7) Skills: 72R = 18PP (* = Skill Mastery) *Acrobatics - 10 (+15) Computers - 4[8] (+6[+10]) *Disable Device - 9[13] (+11[+15]) Investigate - 2 (+4) Knowledge: Galactic Lore - 2 (+4) Knowledge: History - 1 (+3) Knowledge: Tactics - 4 (+6) Knowledge: Technology - 4 (+6) Language - 2 (Rarotongan (native), Delaztri, Galstandard) Notice - 10 (+10) Pilot - 4 (+9) *Search - 8 (+10) *Stealth - 8 (+13) Survival - 4 (+4) Feats: 8PP Attack Focus: Ranged [2] Dodge Focus [4] Defensive Roll [1] Skill Mastery [1] (Acrobatics, Disable Device, Search, Stealth) Powers: 48 + 1 + 16 = 65PP Device 12 (Marine Recon Armour; 60PP Container; Flaw: Hard to Lose) [48PP] Communication 6 (Radio; Feats: Subtle; [Range: 20 miles]) [7PP] Comprehend 4 (Languages [Spoken, Singly], Languages [Understood], Languages [Written], Codes, Flaws: Duration: Sustained) [4PP] Datalink 1 [1PP] Dimensional Pocket 1 (Phase Tech; Flaws: Grapple Required) [1PP] Enhanced Feat 6 (Environmental Adaptation (Zero Gravity, Low Gravity, High Gravity), Hide in Plain Sight, Improvised Tools, Improved Initiative) [6PP] Enhanced Skills 8 (Computers +4, Disable Device +4) [2PP] Feature (Video Camera) [1PP] Immunity 9 (Life Support) [9PP] Protection 6 [6PP] Speed 2 (250’ per move action, 25mph) [2PP] Super Movement: (Wall Crawling 3) (Gravity Leveller) [6PP] Super Movement: (Permeate 1) (Phase Tech) [2PP] Super Senses: (Extended Hearing, Extended Vision, Direction Sense, Distance Sense, Infravision, Microscopic Vision, Time Sense) 7 [7PP] Super Strength 3 (Heavy Load: 1/2 ton) [6PP] Device 5 (Marine Carbine; Easy to take away; Feats: Accurate) [16PP] Weapons Array (21PP, Feats: Alternate Power 4) [25PP]BP: Blast 10 (Variable Focused EM Blast; Feats: Variable (EM) [1]) {21/21} AP: Blast 10 (Sniper Beam, Extras: Penetrating [4]; Flaws: Action (Full Round); Feats: Progression [2], Improved Range [3], Subtle [2]) {21/21} AP: Blast 7 (Burst Fire, Extras: Autofire) {21/21} AP: Blast 9 (Fission Charge, Extras: Area: Cloud, Penetrating [3]; Flaws: Unreliable (5 Uses); Feats: Incurable; Drawbacks: Full Power) {21/21} AP: Stun 8 (Bioneural Discharge. Feats: Extended Reach 4, Subtle) {21/21}Feature: Iron Stomach (Racial Trait) [1PP] Drawbacks: -4 = -4PP Vulnerability (Cold Effects. Frequency: Common; Intensity: Moderate) [-3PP] Disability (Racial Trait: No sense of taste or smell. Frequency: Uncommon; Intensity: Minor) [-1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Variable Beam Ranged DC25 Toughness (Staged) Damage (Energy) Sniper Beam Ranged DC25 Toughness (Staged) Damage (Energy) Burst Fire Ranged DC22 Toughness (Staged) Damage (Energy) Fission Charge Ranged DC24 Toughness (Staged) Damage (Energy) Bioneural Disch. 20' DC18 Fortitude (Lasting) Stun Totals: Abilities (18) + Combat (24) + Saving Throws (21) + Skills (18) + Feats (8) + Powers (65) - Drawbacks (4) = 150/155 Power Points
  16. Reputation 20Q Active Threads: April Showers Bring... A Welcome Lunch Southern Hospitality 2: Freedom City Sirens The Ashes of This World Voice of the People Closed Threads: Buddies a-Brewing
  17. Player Name: Mad Scientist Character Name: Cerulean Power Level: (10/11) (163/166PP) Trade-Offs: +2 Defense / -2 Toughness Unspent Power Points: 3 In Brief: Enigma-origined mystical luminator runs mouth and fights crime while attending school to refine control of her abilities. Residence: Claremont Academy Dorms Base of Operations: Claremont Academy Catchphrase: Many, many pop-culture options, depending on what's appropriate for a situation. Alternate Identity: Eileen Labatt Identity: Secret Birthplace: Boston, Mass Occupation: Student Affiliations: Claremont Students & Faculty Family: John Labatt (Father, Deceased), Kelly Labatt (Mother), Bonnie Labatt (Sister, Older) Description: Age: 17 (February 10, 1998) Gender: Female Ethnicity: Caucasian Height: 5'9" Weight: 159lb Eyes: Blue Hair: Blonde Eileen is taller than average at five foot nine, but her height is mitigated a little by the fact that she carries a little more weight than popular media would have you believe is normal for a woman. She carries it well, however, being curvy and having a face a little more rounded that most. Her hair is blonde and wavy, worn just past her shoulders, and her eyes are a faded blue. She likes to dress simply; jeans, tank tops, sneakers, with simple accessories and a big clunky bag to carry her things in. She doesn't go in for heavy makeup, wearing just enough so her fair skin doesn't appear washed out. She has a pair of tattoos, complex and oddly asymmetrical sigils, done in blue ink on the inside of each wrist. As Cerulean, her proportions, hair, and skin tone don't change, but her eyes fill with a featureless, brilliant blue. Her clothing is absorbed into a...skin, some sort of external substance that covers her nearly from head to toe, but can't be removed like an outfit could. She has no idea what it's made of, or what (if anything) the blue and gold patterning means, but it forms upon her whenever she assumes her power. Not only does it not provide her any protection beyond the basic insulating properties one would expect out of clothing, any contact with it feels to her the same as if it was against bare skin. Power Descriptions: Cerulean's powers are...overt, and all take the form of a brilliant blue light. Her force field that blocks and deflects damage takes the form of a glowing blue aura; her method of flight leaves a brief glowing blue contrail; and she can emit this blue light focused to a variety of effects. Most impressively, to her altered eyes the light she sheds strips away all illusion and concealment, and so it's quite difficult to catch her unawares in the heat of combat. History: Eileen was born and raised in Boston, the youngest of her family. She had a fairly typical middle-class upbringing, and excelled in school due to the fact that an odd quirk of her brain allowed her to recall information in exacting detail -- spending a couple of days reading a textbook allowed her to ace her testing. She never had to really put any effort into getting decent grades, much to the disgust of a number of her peers. Life changed for Eileen, however, when she was thirteen. Her father, overweight and with a family history of heart disease, had a massive cardiac episode and passed away. Insurance, fortunately, covered the majority of the resulting bills and paid off the mortgage on their house, but her mother became the sole breadwinner for their sadly reduced family. Life had really changed, though, just recently, if one was going to be honest. Gathered at a friend's house with a few of her circle of friends, the last thing she remembered of that evening was seeing that it was about 10:30pm -- and then she awoke, at home, the following morning. She couldn't consciously remember anything further about that night, and she had no idea how she had gotten home. Far more unsettling was the fact that none of her friends remembered that they had been together at all, and the relevant parents seemed to be just as unaware. ...however, she does occasionally have fragmented dreams about a tall figure, too terrible to look at, and something about a task, and a promise, or maybe a...price? Prize? The fragments fade shortly after she awakens, but each time she has these dreams she realizes she's had them before...until they fade again. The pair of strange, complicated blue tattoos that had appeared on the insides of her wrists were almost a minor issue after that. She first scrubbed at them, hoping they were drawn on, but that proved to not be the case. They weren't actual tattoos, lacking scabbing, itching, and redness of irritated and healing skin -- they were just there, in her skin, and she stressed about why they there even as she tried to make sure she kept them hidden from her mother! She didn't even recall anymore just how it was she came to touch the two 'tattoos' together for the first time, but the results were immediate and undeniable. Her insides gave a strange lurch, like she was being turned inside-out, and with a flash of blue light she changed. Her terrified shriek completely blew her chances of keeping anything from her mother for any longer, and it was after a couple long and vigorously debated family meetings that the decision to get professional assistance in the matter was made. In the process of interviewing for the Claremont Academy it was determined that there was a mystical element to her new abilities, but apart from that everyone was still at a loss. Hopefully over time, more details would come to light -- no pun intended. Personality & Motivation: Eileen is looking for an explanation as to how and why she received these powers, and in the interim is making sure she has a good handle on controlling them. She operates on a heroic level, in part, because that's what people with powers do, and she in turns is terrified and greatly enjoys the chance to be one of the bright and shining people -- again, no pun intended. A child of social media and possessing of her phenomenal recall, she is very likely to have an appropriate response for just about any situation that can be tied to some sort of pop culture reference, and is more than likely to unleash it, regardless of the circumstances. She's bright, cheerful, and completely unrepentant that she doesn't quite fit the body image that society tries to tell people is the only acceptable one. Powers & Tactics: Cerulean gains little benefit from being up close and personal in a conflict, and so tends to keep her distance and take pot shots at viable targets with her light emissions. She's better off avoiding direct hits than trying to be a brick wall, and doesn't hesitate to employ her mirror clones when it looks like she might come under fire. She uses the mobility granted by her flight capabilities, and is likely to try to remain out of reach of an opponent if possible, taking potshots from (relative) safety. As she has some offensive capabilities that are disabling without be injurious, she's more prone than most to unleash her power when bystanders are at risk, should the situation demand it. A font of mostly-useless knowledge and possessing a glib tongue, she's quite good at distracting an opponent with outrageous patter, and rarely is quiet when there's an opportunity to say something clever. Complications: Secret: Identity. All too aware of the sort of information that can get out when one comes into the public eye, Eileen tries her hardest to keep details that could identify her to herself. In part for her own safety, of course, but largely to keep her mom and sister from coming under fire, either literally or metaphorically. Weirdness Magnet: If something strange -- really, jaw-droppingly strange -- is going to happen in a random time and place, odds are better than random that Cerulean will be there by chance, and the very inconvenient thing happens to her. Overconfidence: Freed of her phobias of heights and deep water, Cerulean is now prone to feeling that nothing at all can stop her if she just puts her mind to it. Without her neuroses holding her back, surely she can accomplish anything! …right? Mystery: The origins of her powers is an enigma to her, and she's desperately curious as to how and why she acquired them. Any scenario that suggests it might provide some of this sought-after information is very difficult for her to resist investigating. Abilities: -2 + 2 + 4 + 4 + 0 + 4 = 12PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 10 + 10 = 20PP Initiative: +1 Attack: +5 Melee, +7 Ranged Grapple: +5 Defense: +13 (+5 Base, +1 Dodge Focus, +7 Shield), +3 Flat-Footed Knockback: -4 Saving Throws: 6 + 7 + 7 = 20PP Toughness: +9 (+2 Con, +7 [Force Field]) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+1 Dex, +7) Will: +7 (+0 Wis, +7) Skills: 44R = 11PP Bluff - 8 (+10) Computers - 3 (+5) Diplomacy - 4 (+6) Gather Info - 8 (+10) Knowledge: Current Event - 4 (+6) Knowledge: Popular Culture - 8 (+10) Knowledge: Theology & Philosophy - 2 (+4) Language - 1 [ASL] Sense Motive - 6 (+6) Feats: 7PP Attack Focus: Ranged [2] Dodge Focus [1] Attractive [1] Eidetic Memory Fascinate (Bluff) Well-Informed Powers: (All powers Magic, Light) 12 + 14 + 13 + 10 + 4 + 43 = 96PP Flight 6 [12PP] Force Field 7 (Extras: Linked) [7PP] +Shield 7 [7PP] [14PP] (Deflection Field) Environmental Control: Light (Partial) 6 (Extra: Linked; Flaws: Range (Touch)) [3PP] + Super-Senses 10 (True Sight (Vision Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden)) [10PP] [13PP] (Revealing Light) Immunity: Light Effects [10pp] Mirror Image [4PP] Light Emission Array (37PP, Feats: Alternate Power 6) [43PP] DBP: Blast 11 (Light Bolt Spray, Extras: Autofire; Feats: Accurate [2], Affects Insubstantial [2]) {37/37} AP: Blast 11 (Sniper Beam, Extras: Penetrating (5); Feats: Accurate [2], Affects Insubstantial [2], Progression [3], Improved Range [3], Precise) {37/37} AP: Blast 11 (Kamehameha, Extras: Area: Line, Duration: Concentration, Penetrating (5); Flaws: Range: Touch, Action: Full; Feats: Progression [2], Affects Insubstantial [2], Knockback [5], Incurable; Drawbacks: Full Power AP: Dazzle (Visual) 7 (Blinding Beam, Extras: Area: Line, Linked; Flaws: Range: Touch; Feats: Progression [2]; Drawbacks: Full Power) {15/33} + Stun 7 (Blinding Beam, Extras: Area: Line; Feats: Progression [2]; Drawbacks: Full Power) {22/33} Total: {37/37} AP: Dazzle (Visual) 9 (Nova. Extras: Area: Perception, Duration: Concentration, Penetrating [2]; Flaws: Range: Touch; Drawbacks: Full Power) {37/37} AP: Force Constructs 7 (Hard Light Projections. Extras: Movable (Damage), Impervious; Feats: Tether, Stationary, Progression, Affects Insubstantial [1]; Drawbacks: Reduced Range [2]) {37/37} AP: Snare 11 (Hard Light Snare. Extras: Regenerating; Feats: Accurate [2], Affects Insubstantial [2]) {37/37} Drawbacks: -3 = -3PP Normal Identity (Frequency: Uncommon; Intensity: Major) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Light Bolt Spray Ranged DC26 Toughness (Staged) Damage (Energy) Sniper Beam Ranged DC26 Toughness (Staged) Damage (Energy) Kamehameha Area DC26 Toughness (Staged) Damage (Energy) Blinding Beam Area DC17 Ref & For (Lasting) Blind & Stun Nova Perception DC19 Ref/For (Lasting) Blind Hard Light Proj. Red. Range DC22 Toughness (Staged) Damage (Physical) Hard Light Snare Ranged DC21 Reflex (Staged) Entangle Totals: Abilities (12) + Combat (20) + Saving Throws (20) + Skills (11) + Feats (7) + Powers (96) - Drawbacks (3) = 163/166 Power Points
  18. Player Name: Hestina Character Name: Hestina Power Level: 10/11 - 156/161PP) Trade-Offs: +5 Defense / -5 Tough7ness Unspent Power Points: 5 Progress To Bronze Status: 12/30 In Brief: Touch based psionicist with dimensional folding powers with a Pacifistic outlook on life. Alternate Identity: Vicki Adams Identity: Secret Birthplace: Egg Harbor, WI Occupation: Student Affiliations: Claremont Family: Father (Marcus), Mother (Annie), 3 sisters (Beth, Chrissy, Stephanie). Description: Age: 17 (DoB: 1998-05-17) Apparent Age: 15-18 Gender: Female Ethnicity: Caucasian Height: 5'5" Weight: 122 Eyes: Hazel Hair: Black Perhaps it's because of her near persistent smile, but Vicki has a guileless, friendly open look about her. She is fit although not muscular, having spent years training in gymnastics and Tai Chi. Having a metabolism that seems to devourer calories certainly helps keep her trim as well. Her body tends more to a gymnast's build sporting a lack of curves which has never bothered her too much. Overall, she is pretty average for height and weight even if she looks lighter than she is. For dressing, she gravitates more too practical and simple, near Tomboy-ish clothes. Her wardrobe would fit in fine in most rural areas of the country having an ability to pass for the prototypical farmer's daughter. As for colors, pale blues, whites, and other soft colors are things she gravitates too and wears. That also applies to the little make-up that she tends to wear, it's either subtle, or she can't be bothered with it. Thankfully, her complexion is still youthful and clear enough not to need it often. Like her taste in clothes, her hair is typically simply done with a shoulder length ponytail. On occasions where she needs to impress, a French braid or mostly straight with a thin tied braid tends to be what she prefers. While she has wished on more than one occasion to have striking eyes, but unfortunately she has had to settle for ordinary hazel eyes, which do tend to show a twinkle of mirth and intelligence on occasion. Her costume reflects the colors of her namesake, black with white accents. Power Descriptions: Most of her powers are not flashy at all. If fact, much of the time there is little indication that she is even using them. That is with the exception of her teleporting, which tends to be a bit flashier. There is an audible poof from the air returning to the spot she vacated and a distinct shimmer. History: Vicki Adams grew up as a military brat. Her father, Marcus, was a decorated career man in the navy and they floated from base to base depending on his deployments and posting. Surprisingly, she actually enjoyed base life. Her easy going personality and curiosity making a perfect mix for the frequent moves. While each base was different, there was a comforting similarity among them all that made them feel like home. Her mother and sisters, were a tight knit group which further added to the support structure that she had to draw on. It was both an honor and a challenge to live in the shadow of her father, a soldier who had been decorated multiple times for bravery and exemplary service. However, it also served as a clear path on how she should conduct her life. His unflagging morals and code of honor shaped her in ways that she is proud to admit, even if her philosophy differs from her father. The base offered a perfect culture for her to hone her impressive physical gifts, studying gymnastics and Tai Chi, as well as working towards a collegiate life to study medicine and psychology. Even before her powers manifested, she had very strong ideas on what she wanted to do with her life and how she should approach it. While her father was a soldier, she had a very strong stance on killing and harming others. It was never an issue of confrontation with her father, just a unique point of view which was hers. While she understood the dichotomy of living on a military base and practically being a pacifist, she also understood reality and readily accepted those who didn't share her ethical standards. When her powers manifested themselves, she quickly realized one thing. People do not like telepathy, even the hint of it. While she couldn't plumb minds for their deepest secrets, that didn't stop everyone from assuming that she could when she revealed her mental communication. She learned fast that her gifts were best shared only with family and close trusted friends. No one liked whispered voices in their head unless they knew and trusted her. When she turned 15, she began moonlighting as a hero named Siren. She achieved some minor fame and success with a series of thwarted bank robberies. Her life took a strange turn when one day on the base a smartly dressed lawyer intercepted her at lunch and began to politely describe what trademark infringement was. While the Freedom League man was very nice in explaining why she couldn't call herself Siren, it was when the real Siren showed up that took all the sting out of losing the name Siren. The fact that Siren showed up multiple times to help mentor her through her rapidly strengthening powers made it even better. Vicki changed her name to become Hestina, a butterfly that collectively was known as the Sirens. Given her elusive nature, it was a wonderful suggestion and she took it to heart. Over the next year, she continued her minor career as a hero, and has kept in touch with the real Siren who seems to check in on her every now and again. The most recent change in her life was her father being transferred to Lonely Point Naval Base. While moving was routine for her, getting placed at the Claremont Academy was not. She was used to the military schools, but like anything else in her life, change was something to be accepted and coped with. Besides, it was likely that Freedom City offered far more opportunities to develop as a hero than the sleepy bases she had previously resided at. Personality & Motivation: Vicki wants nothing more than to live up to the ideals her father has stood for his whole life. Protect those that can't protect themselves. She is smart, motivated, and determined to do this even with her pacifistic nature. While she has strong beliefs on what is right and wrong, she is more than willing to accept the world views of others won't likely match her own. To that end she is rarely preachy unless asked to speak about her viewpoints. In general, she is cheerful, upbeat, optimistic and curious. Add this to her disciplined, orderly nature and you have the underpinnings of a well-adjusted girl who is more than willing to toss herself into either trouble or new social situations with equal abandon. Powers & Tactics: Confuse and disorient. That has been her mantra from the day she realized what she was capable of. She knows that she is not tough enough to slug it out with most thugs so she stays on the move, trying her best to keep out of harm's way. When she sees an opening, she will try to port in, disorient or disable her opponent and get out as fast as possible. If she manages to take someone down, popping them into her Dimensional Pocket until they can be deposited with the authorities. That same pocket has been useful for transporting her costume, spare clothes, and any number of other odds and ends. However, most important, is that she often tries her best to avoid conflicts all together. When she can communicate with people, she is rather disarming and persuasive. Complications: You're in my head!: When Hestina uses her communication people get uneasy assuming that she can read their thoughts. Can't you just speak up?: Hestina is mute. She cannot speak and while she's pretty good at making her desires clear, it's a rough road trying to convey complicated concepts. Also warning people is rather tricky. Shadow of a real hero: Hestina has to live up to the larger than life image that her father has achieved. She will take risks to protect people that she otherwise might not. Blind trust: Hestina has a tendency to trust people up until they try to slit her throat. The only way to keep a secret... There are several people on various bases who know about Vicki's powers before she decided on a secret identity. Some of them likely have put together the person they know and Hestina. You don't really want me to hit him?: Vicki has a pacifistic outlook on life. She is opposed to killing of any sort, and will go out of her way to minimize any harm she would cause to someone regardless of what they are doing. Are you going to eat that?: Much to her horror, she seems to always be hungry. Abilities: 0 + 10 + 10 + 4 + 10 + 6 = 40PP Strength: 10 (+0) Dexterity: 20 (+5) Constitution: 20 (+5) Intelligence: 14 (+2) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 8 + 20 = 28PP Initiative: +5 Attack: +10 Melee, +4 Ranged Grapple: +10 Defense: +15 (+10 Base, +5 Dodge Focus), +5 Flat-Footed Knockback: -2 Saving Throws: 0 + 7 + 8 = 15PP Toughness: +5 (+5 Con) Fortitude: +5 (+5 Con) Reflex: +12 (+5 Dex, +7) Will: +13 (+5 Wis, +8) Skills: 52R = 13PP Acrobatics(10) +15 Diplomacy(7) +10 Gather Information(2) +5 Knowledge[behavioral Science](3) +5 Language[English Native, American Sign Language](1) Medicine(5) +10 Notice(5) +10 Pilot(2) +7 Sense Motive(5) +10 Stealth(5) +10 Survival(2) +7 Swim(5) +5 Feats: 20PP Acrobatic Bluff Attack Focus Melee - 6 Challenge - Improved Feint (Acrobatic Feint) Connected Dodge Focus - 5 Elusive Target Evasion - 2 Luck - 2 Uncanny Dodge(Mental) - 1 Powers: 1 + 1 + 9 + 29 = 40PP Communication 1 (Mental, Flaws: Touch-Range) [1PP] Super Senses 1 (Danger Sense, Mental) [1PP] Teleport 3 (Genetics; 300 ft, Extras: Accurate Flaws: Short Range Feats: Change Direction, Change Velocity, Turnabout, ) [9PP] Dimensional Pocket 4 (Mental, Genetics, Dimension; Extras: Duration 3 (continuous) Feats: Progression 3 [Cargo: 5 Tons], Subtle 1, Quick Change 1, Hide in Plain Sight, Alternate Powers 3 ) [29PP] Alternate Power: Stun 10 (Mindfry; Mental, Genetics; Extra: Alternate Save[Will]; Feats: subtle 1, Improved Critical[stun] 2 ) {23/1} Alternate Power: Fatigue 10 (Mental, Genetics; Feats: subtle 1, Improved Critical[Fatigue] 2; ) {23/1} Alternate Power: Snare 10 ("Dimensional Cage"; Mental, Dimension, Genetics; Extra: Transparent; Feats: subtle 1, Improved Critical[snare] 2; Flaws: Range 1; ) {23/1} Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Stun Touch DC20 Will (Staged) 18-20 Stun Fatigue Touch DC20 Fort 18-20 Fatigue Snare Touch DC20 Reflex (Staged) 18-20 Snare Totals: Abilities (40) + Combat (28) + Saving Throws (15) + Skills (13) + Feats (20) + Powers (40) - Drawbacks (0) = (156/161) Power Points
  19. Player Name: ShaenTheBrain Character Name: The Newt Power Level: 10(7) (150/151PP) Tradeoffs: None Power Points Unspent: 1 Progress To Gold Status: 1/90 (Silver Status earned with >The Scarab) Bronze Reward: 7PP of Equipment for >The Scarab, 2PP of Equipment for >Kingsnake, 6PP of Equipment/Minions/Sidekick unclaimed Silver Reward: Bump PL7/105PP PC to PL12/180PP (>Kingsnake) 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: 1994) Apparent Age: N/A Gender: Male Ethnicity: Polynesian Height: 5ft 10in 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. Vulnerabilities: Keahi's flesh is similar to un-vulcanized rubber. He is vulnerable to extremes of temperature and extreme changes in temperature (hot or cold). His body is not as good a conductor of electricity as that of a normal human, so electricity causes more damage when it comes into contact with him. His flesh is also less resistant to corrosive substances, such as highly acidic or alkaline chemicals. A GM can give him a penalty on saving throws against attacks with those descriptors, or force a degree of automatic failure. Abilities: [6 + 8 + 8 + 0 + 0 + 8 = 30PP] Strength: 16 (+3) (Heavy Load: 230 lbs.) Dexterity: 24/18 (+7/+4) Constitution: 24/18 (+7/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: [8 + 12 = 20PP] Initiative: +7/+4 Attack: +4 Base, +7 Melee Grapple: +14/+11, +21 with Elongation, Automatic Escape with Insubstantial Defense: +7 (+6 Base, +1 Dodge Focus), +3 Flat-Footed Knockback: 3/2, 7/2 vs Physical Damage Saving Throws: [0 + 0 + 7 = 7PP] Toughness: +7/+4 (+7/+4 Con), Impervious 7/0 vs Physical Damage Fortitude: +7/+4 (+7/+4 Con, +0PP) Reflex: +7/+4 (+7/+4 Dex, +0PP)Evasion Will: +7 (+0 Wis, +7PP) Skills: [52R = 13PP] Acrobatics 8 (+15/+11)Skill Mastery Bluff 11 (+15)Skill Mastery Diplomacy 11 (+15)Skill Mastery Escape 0 (+7/+4, +14 with Elongation, Automatic with Insubstantial) Knowledge (Current Events) 5 (+5) Knowledge (Pop Culture) 5 (+5) Languages 1 (English [Native], Hawaiian) Notice 10 (+10)Skill Mastery Swim 1 (+4) Feats: [17PP] Acrobatic Bluff Attack Focus (Melee) 3 Connected Distract (Bluff) Dodge Focus Elusive Target Evasion Grapple Finesse Improved Grapple Interpose Luck 2 Move-By Action Quick Change Setup Skill Mastery (Acrobatics, Bluff, Diplomacy, Notice) Taunt Powers: [8 + 25 + 6 + 6 + 1 + 1 + 1 + 10 + 4 + 1 = 63PP] Bouncing 7 (x250, Max Distance 3,250ft [0.65 miles], Flaws: Limited [No Protection Effect], Feats: Ricochet) [8PP] Elasticity 12 (24PP Array, Feats: Alternate Power) [25PP] Base Power: [5 + 10 + 5 + 4 = 24PP] Damage 4 (Feats: Mighty) [5PP] (Spring-Loaded Strikes) Elongation 7 (500ft Max, 350ft per Move Action, Feats: Improved Grapple, Improved Range 2 [350ft Range Increments for Melee Attacks) [10PP] (Stretching) Insubstantial 1 [5PP] (Human Clay) Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Human Cling-Wrap/Silly-Putty) Alternate Power: [24PP] (Pinball Attack) Damage 5 (Extras: Area [Targeted, Burst], Selective, Feats: Indirect 3, Progression [Area] 6 [500ft/rank = 2,500ft / 1/2-mile radius]) [24PP] Enhanced Constitution 6 [6PP] (Elasticity) Enhanced Dexterity 6 [6PP] (Elasticity) Features 1 (Quick Change) [1PP] (Morphic-Molecule Costume) Immunity 2 (Critical Hits, Flaws: Limited [Physical Damage]) [1PP] (Homogenous Elasticity) Immunity 2 (Despair, Fear, Flaws: Limited [1/2 Effect]) [1PP] (Heroic Spirit) Immunity 10 (Impact Damage [Falls, Knockback, Slams]) [10PP] (Bouncing, Elasticity) Impervious Toughness 7 (Flaws: Limited [Physical Damage]) [4PP] (Elasticity) Super-Senses 1 (Extended Vision [100ft Notice Increments]) [1PP] (Stretched Eyeballs) Totals: Abilities (30) + Combat (20) + Saving Throws (7) + Skills (13) + Feats (17) + Powers (63) - Drawbacks (0) = 150/151 Power Points Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch DC22 Toughness (Staged) Damage (Physical) Pinball Attack Touch/Area DC20 Toughness (Staged) Damage (Physical)
  20. Player Name: Geez3r Character Name: Animal Man II Power Level: 10 - 150/153PP Trade-Offs: Variable Unspent Power Points: 3 Progress To Bronze Status: 3/30 In Brief: The next in line of a family of shapeshifters carries on the legacy to help the downtrodden. Alternate Identity: Markus Lupin Identity: Secret Birthplace: Freedom City Occupation: Private Detective Affiliations: Family: Animal Man I & She Wolf (parents), Emily Lupin (sister) Description: Age: 26 (June 7, 1988) Apparent Age: Same Gender: Male Ethnicity: Caucasian Height: 6'2â" Weight: 180 lbs Eyes: Brown Hair: Light Brown The first word most people use to describe Markus would be burly. He is in tremendous physical health, and looks it, having a defined layer of muscle covering his whole frame. He looks like the type of person you could totally see moving out to the middle of nowhere in Alaska to live off the land, and only wander into town once every couple of months for supplies. He generally sports a full beard that he grooms just enough to not be scruffy. He doesn't really style the hair on top of his head, just keeps it relatively short and lets it fall where it may. This rest of his frame is similarly manicured, that is to say not at all, making him to be a pretty hairy guy. While on patrol, Animal Man is most commonly in the form of an animal, but he does have a costume that he dons all the same. It is in fact the same costume his father wore all those years ago, though tailored a bit to fit Marcus's frame. He wears the split head and pelt of a lion over his bear chest, it's mane forming a collar over his neck and shoulders. He wears a tribal necklace of teeth across his neck, with a family crest at the center, which appears similar in appearance to a small animal skull. He wears a set of brown trousers made out of a sturdy canvas material, held up by a rather thick belt. He completes the ensemble with a pair of heavy leather boots and leather bracelets at the end of each wrist. Markus has had to add a domino mask to the classic costume, as his father had more control of manipulating his physical features than Markus does. Power Descriptions: Animal Man is a shapeshifter. He can transform into any animal that has ever lived on planet earth. This also include extinct animals, like the ones that went extinct over 65 million years ago. Unlike many other shifters, there isn't a drawback or limitation on the colors of the shapes he changes into. However, when he changes form into another species, that is the only form of that species he has. When he transforms himself into a lion, it is always that specific lion. This is why he can technically transform into a human as well, but it won't make much difference as he always transforms into himself as he was born human, which is therefore the only human form he has. Animal Man's powers are magical in nature and can be detected as such when he's in an animal form. He's not detectable as magic in his base human form. Due to the magical nature of his powers, the forms he takes can sometimes exceed the base capabilities of the animals themselves, but they are still grounded by the capabilities of the animal in question. He can't give a bear a poisonous bite, but the bear's claws might be sharp enough to cut through steel, might being the operative word. History: Markus was destined to have an interesting life before he even took his first breath. Markus Lupin actually comes from a long line of sorcerers. Their magical talent is innate, and through study and practice, members of his family can refine their skills. The Lupin family has most commonly expressed these gifts through shapeshifting, though a few members of the family have had a different skill set, and varying degrees of power, as magic can be quite fickle. Markus' father, John Lupin and the first superhero to have the moniker Animal Man, is the source of the majority of the power that Markus has inherited, as John inherited the family's gifts as well. That being said, Markus's mother's bloodline had its own contribution. Markus's mother, Maria Natcheer is a full blooded lycanthrope, and was formerly the villainess She-Wolf. Markus's parents were enemies back in the early 80's, fighting brutal battles at every full moon. At the time, Maria could not control her transformations, and would go on a rampage, being contained only by John's heroic efforts. That was until John finally tracked down who Maria was during the day. He had devised a spell that would rid Maria of her curse, an act that would kindle a relationship between the two, eventually leading to their marriage some years later. It is due to his mother's blood in his veins that Markus is naturally so fit, and also why silvered weapons leave the mark as they do. The two would retire from the super-identities when they were married, which was shortly after the Moore laws were passed. The early years of his life, Markus led a pretty normal life, his parents keeping most of their history secret from him and his younger sister Emily. But when they reached their teenage years, Markus' parents told them the whole truth about who and what they were, and what that would mean for Markus and Emily. Soon after that Markus' magical talent revealed itself, and his father began instructing him in its use, as Markus expressed the desire to take up his father's mantle as the next Animal Man from an early age. In school, Markus also started down the path to being a hero, enrolling in criminal justice classes, and more than a few legal classes as well. After graduating from college, Markus has opened up his own private detective business. He knew of no better way to help people, and also to retain his autonomy on his day to day life. His sister, Emily is still in college, and has exhibited some of the family's natural talent, but has yet to refine it, instead focusing on her schooling. Personality & Motivation: Markus is at his core, a stubborn man who is just trying to do good, but may be just a bit to hot headed for his own good. He can never turn his back on people who need his help. He may certainly grumble about a particularly demanding case, but he'll do it all over again the next time he hears another sob story. He would be a much better detective if he had the patience for the skill, but he usually just gets enough information to find out which door he should be kicking down. His parents have instilled in him a sturdy set of morals, so he never goes off the deep end, even though he might really like thinking about it. The quickest way to set him off is to threaten his sister or parents, whom Markus is extremely protective of. Powers & Tactics: Animal Man's tactics are pretty straight forward at this point, he just transforms into an animal and wades in with claws, teeth and horns. He tends to favor larger animals over smaller ones at this point, his most common forms being that of a bear or a lion. When he does go into smaller forms, it's usually to get into or out of some place, or if it's a bird he's transforming into, it's basically just to get to point A to point B. He has also been known to take on the forms of smaller animals like cats and mice when stealth is important, often times used for trailing a person of interest. Complications: The beast within – Animal Man counts as human, any animal and a lycanthrope regardless of the form he's currently in for the purposes of determining what effects work on him. All those familiar faces: Animal Man can assume 1 and only 1 form per species, people may recognize him if they see him in the same form more than once. Alligators in the sewers: People generally react poorly when they see a wild animal running loose in the streets, and Animal Man can't really explain things in animal form, even less so if animal control shoots him with a tranquilizer in the mean time. Temper: Once he gets riled up, Markus can let his emotions get the better of him. Legacy: Both of Markus's parents led interesting lives back in the day, with their own allies and enemies, which now can be his problem. Lunacy: As Markus's mother is a werewolf, silvered weapons leave quite the impact on him, and coming into contact with silver can make him nauseous. He also acts more feral should he transform on a full moon, which is generally why he stays at home on those days. Abilities: 14 + 14 + 14 + 4 + 4 + 2 = 52PP Strength: 24 (+7) Dexterity: 24 (+7) Constitution: 24 (+7) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +7 Attack: +4, +7 Melee Grapple: +14 Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 0 + 0 + 2 = 2PP Toughness: +7 (+7 Con, +0 Other) Fortitude: +7 (+7 Con, +0) Reflex: +7 (+7 Dex, +0) Will: +4 (+2 Wis, +2) Skills: 96R = 24PP Acrobatics 3 (+10) Concentration 8 (+10) Diplomacy 9 (+10) Gather Information 9 (+10) Handle Animal 8 (+9) Intimidate 9 (+10) Investigate 8 (+10) Knowledge (Arcane) 8 (+10) Knowledge (Civics) 3 (+5) Knowledge (Life Sciences) 5 (+7) Notice 8 (+10) Search 4 (+6) Sense Motive 8 (+10) Stealth 3 (+10) Survival 3 (+5) Feats: 8PP Animal Empathy Attack Focus (Melee) 3 Dodge Focus 3 Ritualist Powers: 48 = 48PP Shapeshift 6 (30pp pool) Extras: Free Action; Flaws: Limited to Terrestrial Animals [48pp] Drawbacks: (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC22 Toughness (Staged) Damage (Physical) Totals: Abilities (52) + Combat (16) + Saving Throws (02) + Skills (24) + Feats (08) + Powers (48) - Drawbacks (0) = 150/153 Power Points Sample Shapeshifting Forms
  21. Player Name: R. BluefishCharacter Name: VoxPower Level: 7 (108/108)Trade-Offs: NoneUnspent Power Points: 0 In Brief: A telepathic teenager, formerly homeless, now a student at Claremont. Residence: Claremont Academy Alternate Identity: Thanh Nguyen Identity: Secret Birthplace: Freedom City, USA Occupation: Student Affiliations: Claremont Academy Family: All deceased Description: Age: 16 (DoB: February 10th, 1999) Gender: Male Ethnicity: Vietnamese-American Height: 5' 6" Weight: 120 lb Eyes: Black Hair: Black Thanh is a teenage Asian-American boy, a bit on the short side, with shaggy black hair and a dusting of dark fuzz on his upper lip and chin. He appears slightly underfed (because he is), and his eyes are sunken and constantly darting around warily. His features are sharp and bony, and he usually walks with his shoulders hunched and his hands shoved in his pockets. As Vox, he wears a self-assembled outfit of comprised of heavily stylized street clothes, with blue pants, gloves, and jacket. Underneath, he wears a black bodysuit, with white lines angling down from his shoulders and meeting in the center of his abdomen, forming a "V." His eyes are hidden by indigo-tinted mirrored wraparound shades, which he staunchly believes make him look badass. Power Descriptions: Vox is a straightforward telepath, capable of affecting and influencing the minds of others. He can make them feel what he wants them to feel, see what he wants them to see, do what he wants them to do. When his powers first manifested, he mistakenly believed he had the ability to make people comply with his verbal instructions through some sort of hyper-charisma, but he soon realized that he was actually mentally altering their emotional state to make them incredibly compliant. Practice has furnished Vox with a number of additional tricks on top of this - he can "eavesdrop" on other people's thoughts, or actively delve into their minds for information. He can even directly control their actions, whether they like it or not. He can silently communicate with anyone he's familiar with. And, by concentrating, he can move solid objects with his mind, which causes his eyes to glow with a soft blue light. He also possesses heightened mental awareness and discipline, being more perceptive and strong-willed than most ordinary humans. History:. Born to a struggling couple running a tiny Vietnamese restaurant in the West End, Thanh's earliest memories are of sitting in the corner of the kitchen, watching his mother, father, and older brother scurry back and forth, brewing traditional dishes for carry-out. Unfortunately, these are also his only memories of them. His family was among the small number of civilian casualties from the 2004 Grue invasion of Earth, leaving him an orphan. He spent the next few years of his life in a foster home, where he was regarded as little more than a ticket for free money from the government. Growing ever more resentful and withdrawn, at the age of eight Thanh decided he had had enough. He ran away from home, secretly hoping they cared enough to come looking for him. A police report was filed, but no other action was taken. The dramatic proof of love he was awaiting never came. Finding himself on the street without a roof over his head or two pennies to rub together, it didn't take long for Thanh to turn to stealing to feed himself. He discovered he had something of a gift for filching small items, first from shelves, then, as he grew emboldened, from people. One day, when he was feeling particularly cocky, he tried to steal a candy bar from the pocket of a boy a few years older than him. The boy immediately caught him, but instead of beating him senseless as he had expected, he seemed rather impressed. He introduced himself as Jerome, the leader of a small gang of "displaced youths" (read: street kids). Who, it turned out, were in dire need of a skilled pickpocket. The group took in Thanh with open arms, welcoming him to their little family. He felt he had finally found the acceptance he had been seeking - while they had no home, family, or money, the group always looked out for each other, and always managed to just scrape by. The gang survived mainly by swindling tourists. Various sympathy-baiting cons, three-card monte, and lifted wallets were what kept them fed. Of more concern were the other elements of the street. Every day was a gamble, evading gangs, drug dealers, cops, and unusually sharp-eyed tourists. Years passed, one by one, the dangers ever increasing, and the group becoming ever more loyal to each other. "We take care of each other, 'cause no one else is gonna" was their motto. Thanh and Jerome in particular formed a close friendship, with the older boy taking him under his wing and teaching him the many tricks of the trade. While Thanh had no gift for the social aspect of their work (he had tendency to become tongue-tied when under pressure), his fingers were as quick and nimble as mice, liberating items from their owners seemingly at will. Their luck couldn't hold out forever, of course. When he was fifteen, he and Jerome were walking back to their current hideout after dark when they were jumped by a group of toughs from the local white supremacist gang, who apparently took exception to the Asian Thanh and the African-American Jerome walking down "their" sidewalk. While it wasn't the first time such an incident had occurred, Jerome had always been able to sweet-talk his way out of trouble. This time they were having none of it, determined to teach them a lesson. Thanh watched, horrified, as two of them seized Jerome, and a third drew a knife. Desperately, he bellowed "GET AWAY FROM HIM!" It had been a reflexive act of impotent panic. The last thing he had been expecting was for them to cheerfully comply, dropping the knife and leaving peacefully without a word of protest. Jerome was in awe, and once the story was recounted (and slightly exaggerated), so was the rest of the group. All of them knew that something extraordinary had happened. Further experimentation revealed that Thanh seemed to be able to make people do what he said simply by talking to them, no matter how outlandish it might be. The entire group was ecstatic at their new advantage, and Jerome christened Thanh with his new nickname - Vox ("Voice"). The group knew that something incredible had just been dropped in their laps. Vox's gifts were the key to everything they wanted, even the thing they had hardly dared to even think about before: getting off the streets. Their painstakingly perfected system of cons and scams became instantly obsolete - Vox could make people line up uncomplainingly, cash in hand. They made a token effort to try to avoid attracting unwanted attention, only hitting a few people at most in any given location, trying to refrain from stealing overly exorbitant sums of money, but as months went by, their confidence grew. They were "earning" more money in a day than they had before in a year, and it wasn't long before they moved their hideout from an abandoned warehouse to a high-class hotel room (after a moment with Vox, the staff was begging them to stay). And Vox's powers kept growing. He discovered that his powers ran far deeper than they had first suspected. They were in no way limited to oral commands (indeed, speaking to his targets soon became unnecessary). Every day he seemed to have a new trick, a new ability. The sudden shift in the group's power dynamics took its toll. Until the manifestation of Vox's powers, Jerome had been the de facto leader, using his intelligence and natural charisma to manage their little community. Now, Vox had something he could never match, and was effectively running the show. He began to grow ever more envious of his friend's newfound power, and resentful of the way the group now regarded Vox as their savior. What about the long years he had looked after them, he asked himself? Did they count for nothing? Nothing might have come of this, if it weren't for Vox's increasing cockiness. Years of frustration and feelings of helplessness had suddenly come to an end, and now he was on top of the world. He began to use his abilities in more and more obvious ways, feeling invincible, like he could do whatever he wanted and no one could stop him. When Jerome tried to caution him about the importance of discretion, he accused him of being a coward. Tempers exploded, and every long-forgotten argument and grudge was suddenly remembered. Their other friends made attempts to defuse the situation, but the two boys would not be calmed. Words were said that could never be taken back, and the two came to blows. That is to say, Jerome punched Vox, and Vox telekinetically hurled him across the room. Everyone was stunned, no one more so than Vox himself. Jerome was mostly unhurt, but Vox had never used his powers on one of his friends before. Everyone was staring at him with suddenly fearful eyes, afraid of what he would do next. The shock of seeing his own friends afraid of him was more than he could handle - he turned and stormed from the room. Stalking aimlessly through the streets, he fumed about the ungratefulness of them all. They were living like kings now, all because of him, and what thanks did he get? Why should he limit his usage of his own powers? They were his, he could use them however he wanted. In a fit of childish pique, he stopped a passing well-to-do-looking young man, and psychically forced him to empty his bank account, in cash. Just like that, hundreds of thousands of dollars were his. He spent days spending his way from one side of the city to the other, living the lifestyle he had dreamed of for years. Feeling more generous now, he began to regret his behavior, and returned to the hotel room where his friends were staying, intent on making amends and sharing his new fortune. Fence-mending gifts in hand and an apology on his lips, he opened the door to a scene of carnage. His friends were lying on the floor, covered in blood, riddled with bullets. Three men with guns were searching the room. He recognized one of them as the man he had robbed a few days previously. For a moment he stood petrified, until the men noticed him. When they drew their weapons, instinct took over, and he sent them flying with a telekinetic shockwave. Horror turned to rage, and he focused it upon the man he recognized. Not bothering with subtlety, he tore into his mind, consumed with the need to know what could possibly make them do this. This was no ordinary businessman, he discovered - he was the son of an influential and widely feared crime lord. Their organization had been aware of Vox and his gang for some time, but had had no reason to care about their petty thefts until now. Now that one of their own had been robbed and humiliated, they needed to send a very clear message about what happened to anyone who stole from them. And since Vox wasn't there when they arrived, they killed his friends instead. Numb, not knowing what else to do, he called 911. Once the authorities arrived, they discovered that Jerome was still alive, barely, but he was pronounced to be in a deep coma. Thanh turned himself in to the police and told them everything. He told them about his powers, about the crimes he'd committed, about the reason for the massacre. He fully expected to spend the rest of his life in Blackstone. Instead, a few nights later he was visited by a representative from the Claremont Academy, who offered him a chance to learn to better use his "gifts," and turn his life around in the process. He accepted on the spot, desperate for anything that could make some sense out of what was left of his life. The Academy pulled a few strings and had his involvement in the incident erased, the charges dropped, and his criminal record expunged, mainly for his own protection. They were keenly aware that the men who killed his friends might still come looking for him. This was a second chance for Thanh, and he promised himself he wouldn't waste it. The universe had taught him a harsh lesson. He had used his powers selfishly, irresponsibly, with no regard for the consequences for those around him. He wouldn't make that mistake again. He swore he would never again steal, never again use his abilities for personal gain, and more than anything else, never forget what his mistakes had cost him. He would make "Vox" a name to be proud of, or die trying. Personality & Motivations: Thanh is a quiet, almost meek boy who rarely speaks unless spoken to in casual settings. On bad days, he is given to bouts of sullenness, during which he tries to go someplace to be by himself until his mood improves. He also tends to be rather mistrustful of people he doesn't know, especially authority figures. He's rather jumpy, reacting sharply to sudden noises and jerking away when he is touched unexpectedly (leftover instincts from his years on the streets). The one exception to his dislike for authority figures is the teaching and administrative staff of Claremont Academy, to whom he knows he owes everything. They took him in, dusted him off, and offered him another go at life, when anyone else would have let him rot in Blackstone. More than almost anything in the world, he wants to prove himself worthy of the trust they placed in him. He thinks that taking part in the Academy's "extra-curricular activities" makes for a good start. The sole remaining link to his past is Jerome, who is still in a coma at Trinity Hospital, and shows no signs of awakening. Thanh visits him every week, and sits by his bedside for hours on end, silently begging his friend to wake up, just for a moment, so he can tell him how sorry he is. Powers & Tactics: While Thanh has enough raw telekinetic power to defeat most ordinary humans, he is still physically vulnerable himself. Whenever possible, he prefers to use his various mind-affecting abilities to avoid a direct fight (or at least avoid a fair one). Trickery, misdirection, and sometimes downright mind control are his favorite weapons. If things turn south, he will "haul ass" without a moment's hesitation (unless others are in danger), priding himself on knowing when to fold 'em. Complications: Enemy: The same organized crime ring that ordered the hit on his group is well aware that the "ringleader" is still alive and well. The Claremont Academy did a good job of wiping his record, but now that he's put the boss's son in prison, they are constantly trying to track him down, and have a very big score to settle with him. Headaches: Ever since the deaths of his friends, Thanh suffers from severe headaches that make it difficult for him to function. He regularly takes migraine medication, which staves them off temporarily, but if he fails to take it twice a day, his headaches return and he suffers a level of fatigue. Struggling: While the Academy provides for most of his basic needs, Thanh has very little money of his own. His ill-gotten wealth was taken by the authorities, and he considers it good riddance. Uneducated: Thanh hadn't attended school since he was eight, and is largely ignorant of anything that isn't related to on the street. This is something he's desperately trying to rectify, with mixed results. Abilities: 2 + 6 + 2 + 6 + 4 + 0 = 20PP Strength: 12 (+1) Dexterity: 16 (+3) Constitution: 12 (+1) Intelligence: 16 (+3) Wisdom: 20/14 (+5/+2) Charisma: 10 (+0) Combat: 6 + 8 = 14PP Initiative: +7 (+3 Dex, +4 Improved Initiative) Attack: +3 Melee, +3 Ranged, +7 Damaging Move Object Grapple: +4 (+3 Attack, +1 Strength) Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -3 Saving Throws: 2 + 3 + 5 = 10PP Toughness: +7 (+1 Con, +6 Defensive Roll), +1 flat-footed Fortitude: +3 (+1 Con, +2) Reflex: +6 (+3 Dex, +3) Will: +10/+7 (+5/+2 Wis, +5) Skills: 40R = 10PP Concentration 6 (+11/+8) Disable Device 3 (+6) Knowledge (streetwise) 5 (+8) Language 1 (Vietnamese; Base: English) Notice 8 (+13/+10) Sense Motive 5 (+10/+7) Sleight of Hand 9 (+12) Stealth 3 (+6) Feats: 9PP Attack Specialization 2 (Move Object) Defensive Roll 3 Dodge Focus 3 Improved Initiative Powers: 7 + 6 + 2 + 28 + 2 = 45PP All of Vox's powers have the Mental and Mutant descriptors Communication 5 (Psychic Chat; mental, 5 miles; Power Feats: Subtle 2) [7PP] Enhanced Wisdom 6 (Mentalist's Discipline) [6PP] Flight 1 (Levitation; 10 MPH) [2PP] Psychic Array 11.5 (23PP Array; Feats: Alternate Power 5) [28PP] Base Power: Emotion Control 7 (Twist Feelings; Extras: Area [General, Burst], Selective Attack, Flaw: Action [Full-round], Power Feat: Subtle 2) {23/23PP} Alternate Power: Illusion 7 (Fool Senses; all senses; Flaw: Phantasms; Power Feat: Progression 2 [25-ft radius]) {23/23PP} Alternate Power: Mental Blast 7 (Overload Mind; Flaw: Action [Full-round]; Power Feat: Subtle 2) {23/23PP} Alternate Power: Mind Control 7 (Override Mind; Extra: Sensory Link; Power Feat: Subtle 2) {23/23PP} Alternate Power: Mind Reading 7 (Steal Thoughts; Extras: Action [Move/Standard], Area [General, Burst]; Power Feat: Subtle 2) {23/23PP} Alternate Power: Move Object 7 (Mind over Matter; heavy load: 1.5 tons; Extras: Damaging; Power Feats: Precise, Subtle) {23/23PP}Super-Senses 2 (Sixth Sense; Psychic Awareness [Mental]) [2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Melee DC 16 Toughness (staged) Damage (physical) Fool Senses Perception DC 17 Will Illusion Mind over Matter Ranged DC 22 Toughness (staged) Damage (physical) Overload Mind Perception DC 17 Will (staged) Damage (energy) Override Mind Perception Will (opposed) Mind Control Steal Thoughts Perception (35-ft burst) Will (opposed) Mind Reading Twist Feelings Perception (35-ft burst) DC 17 Will (staged) Emotion Control Totals: Abilities (20) + Combat (14) + Saving Throws (10) + Skills (10) + Feats (9) + Powers (45) - Drawbacks (0) = 108/108
  22. Hronos Power Level: 11/12 (168/177PP) Trade-Offs: -4 Melee Attack / +4 Melee Damage, -2 Defense / +2 Toughness Unspent Power Points: 8 In Brief: An ancient mechanical being, Hronos has an array of inbuilt, interchangeable armaments that grant him control over time/space. Old Sheet found >here. Alternate Identity: None Identity: Public Birthplace: UNKNOWN Occupation: Wielder of Time Affiliations: Mechanodynames Family: Mechanodynames(Sister: Psihi. Sister: Gnossi. Sister: Zoi. Brother: Thanatos.) Description: Age: UKNOWN, estimated to billions of years (DoB: UKNOWN) Apparent Age: Not Applicable Gender: Male Ethnicity: Mechanodynames Height: 7'5" ft Weight: 230 pounds. Eyes: Light-Purple Hair: Not Applicable Description: Hronos is a Mechanodynamis. He has a human-like structure. His body is composed of techno-mechanical parts. His skin is a Light-Purple, with visible circuits. His hands look like Navy-Blue mechanical armor gauntlets. His upper body looks like a Navy-Blue robotic breastplate covering a white body armor. He appears to wear a Navy-Blue mechanical belt on his waist. The mouth in his Navy Blue helmet-like head is completely covered by a White mouthpiece, he sports White earpeaces and a Light-Purple visor for eyes. His legs look like Light-Blue and White armored boots from the knees down. Finally, his back holds a Blue rocket-pack. Power Descriptions: As a Mechanodynamis, Hronos has a sturdy mechanical body resistant to damage and adverse natural conditions. He is able to quickly process and employ all languages from intelligent living beings, as well as computers. His body is able to accomodate accelerated modes of self-transportation, including flight, thanks to the rocket-pack that protrudes on his back, and his thought processor is normally capable of carrying difficult calculations and executing rapid actions at 5 times the normal pace. He is also the assigned Wielder of the Essence of Time. His techno-mechanical body is capable of processing this internalized essence, and reconfigure his body parts at will, granding him with a versatile arsenal of armaments, and granting him control over time itself. Some of them follow. However, spending the last few millenia in a lethargic sleep, a lot of his capabilities, are malfunctioning, and thus, set offline, until he can recover them. His computational capacity appears to be hampered by fragmentation. Hronos' insulators have severyly degraded, making electricity and magnetism severely affect his techno-mechanical body, and due to being incactive for many milenia, his mental defences are slightly unregulated, afecting his ability to withstand mental attacks. History: Spirit. Life. Time. Death. Knowledge. These are the five key Essences that have been encompassing the world, ever since the beginning of time. When the world was created, there were also created five beings of robotical nature. These beings came to be known as Mechanodynames, and they were each tasked with safeguarding an Essence. Psihi, the Holder of Spirit. Zoi, the Holder of Life. Hronos, the Holder of Time. Thanatos, the Holder of Death. And Gnosi, the Holder of Knowledge. The Essences granted each one of them a unique and diverse assortment of powerful abilities, which further augmented their natural capabilities. Using those powers, the Five Wielders were able to protect the galaxy from various threats, both from within and from without the creation. One of the most powerful of them was Catastrophe, the Bringer of Annihilation, who invaded the world and waged a terrible war with the Mechanodynames. During the war, the Five Wielders, assisted by the first civilizations, managed to stave off Catastrophe's forces, and in a final climactic battle, they repelled Catastrophe into the Entropy Zone. Doing so, however, required a huge energy release, that damaged and scattered the Mechanodynames towards the five corners of the universe. The blast had rendered Hronos offline, as he drifted through space, until he finally arrived at the solar system, during the accretion of the planet that was to become known as Earth. The next 4 billion years, Hronos remained close to the core of the planet, and his slumber seemed that it would last for eternity. That eventually changed, though, when the various disturbances caused from the constant battles between superpowered beings that were waged on Earth, shook Hronos' systems to turn back on. After crawling his way out of the ground and into the surface, Hronos came face to face with the civilization that had started to thrive in this planet. He soon realised that many of his systems were malfunctioning, and that he couldn't escape the gravity of Earth. Deciding that he must have arrived there for a reason, Hronos set forth to travel and protect the Earth and it's inhabitants from all threats, his journey eventually leading him to Freedom City. In the intervening time, Hronos became aqcuaintanced with the super heroine Velocity of the Freedom League, and he became involved with a powerful Time-controlling entity known as Collapse, Velocity's son Lawrence from an alternate timeline, who after gainning immense powers of an interdimensional nature, embarked on a mission accross the timestream to ensure that all of his alternate selves will become Collapse as well, each instance serving to increase his powers. The two heroes joined powers to stop the mad Collapse from influencing his past self, by seeking refuge in Null Zone, a dimension where time does not exist. Though its climate was extremely hostile to Hronos, as he was the Wielder of Time, the Mechanodynamis braved the pain of Null Space's rejecting nature, in order to help Velocity fight off Collapse's manifested avatar. After successfully fending him off, Hronos remained for 6 years in the Null Zone along with Velocity, her partner Robert, and their son Lawrence, in order to help them raise their son safely and in an enviroment where no outside distractions would impede them. When Hronos returned from the Null-Zone, virtually no time had passed in the real world. After 2 years of (real time) activity, a lot of his essential functions have been steadily recovered, and he is now able to fully traverse the cosmos, without being bound to Earth. However, as the little blue planet showed him hospitality in his time of need, Hronos has grown fond of it, and the planet's high propensity for getting into trouble ensures that he will always keep an eye out for it. Personality & Motivation: Hronos is a very calm, and at times, deliberate individual. He speaks in a very polite and formal manner, when conversing with others. His sense of duty has been instilled in him ever since his creation, and drives him to protect those in need from danger. Powers & Tactics: Hronos values subdoing his opponents as efficiently as possible. That is why he prefers opening up a battle by employing the Deccelerator Blaster if faced with one foe, or the Time Stopper if faced with multiple foes, and then pick them appart with long ranged artillery. When the fight becomes close and personal, he switches gears into employing the Support Motor, which greatly enhances his combat capabilities, and uses his nigh-unescapable grip to render his enemies helpless. Finally, when a foe proves especially stubborn, he attacks them with a vicious barrage of unarmed blows, taking advantage of the fact that his Interdimensional Arms can come from all angles, ignoring tempo-spatial restrictions, and taking opponents by surprise. Complications: Caretaker: Prototype Stopwatch Fragment(A peculiar gem-like item that has time manipulation abilities that Hronos procured from an encounter with John Smith) Duty: Is bound to protect the integrity of the time/space continuum, as Holder of the Essence of Time. Enemy: Catastrophe Godparent: Hronos is the Godfather of Velocity's son, Lawrence. Rival: John Smith(Hronos prevented the man from changing the past and being together with his wife. He may hold a grudge) Out of Touch: Has been inactive for years, and has little to no grasp of current events Sub-Optimal: A lot of his capabilities are malfunctioning and are offline Whims of Time: Hronos is as much the Master of Time as he is its Servant. Time oftenly has plans of its own, and isn't necessarily forthcoming with its chosen guardian Abilities: (-2) + 8 + (-10) + 8 + 8 + (-4) = 8PP Strength: 8/20/40 (-1/+5/+15) Dexterity: 18 (+4) Constitution: --- Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 6 (-2) Combat: 10 + 8 = 18PP Initiative: +8 Attack: +5 Melee, +5 Ranged, +11 Chronal Blaster/Deccelerator Blaster A/Inter-Dimensional Arms B, +7 Inter-Dimensional Arms A/Support Motor Grapple: +4/+12/+29 Support Motor, +22 Dimensional Arms B Defense: +9 (+4/+8 Base, +5/+1 Dodge Focus), +2/+4 Flat-Footed Knockback: -8/-10 Saving Throws: 0 + 2 + 2 = 4PP Toughness: +13 (+0 Con, +8/+0 Protection, +2/+10 Defensive Roll, +3 Density, +8/+3 Impervious) Fortitude: --- Reflex: +6 (+4 Dex, +2) Will: +6 (+4 Wis, +2) Skills: 40R = 10PP Computers 6 (+10)Skill Mastery Disable Device 6 (+10)Skill Mastery Knowledge (Physical Sciences) 6 (+10) Knowledge (Technology) 6 (+10) Notice 10 (+14)Skill Mastery Sense Motive 6 (+10)Skill Mastery Feats: 9PP Defensive Roll Dodge Focus Eidetic Memory Fearless Improved Grab Improved Initiative 1 Improved Pin Move-By Action Skill Mastery 1 (Computers, Disable Device, Notice, Sense Motive) Powers: 45 + 81 = 126PP Container 9 (45PP Container) [45PP] (Essense of Time) Chrono-Dimensional Configuration 16 (32PP Array; Feats: Alternate Powers 8) [40PP] Base Power:Quickness 1(x2, up to x25)[1PP] (Enhanced Computational Process) + Super Senses 17 (Time/Temporal Awareness[Mental Awareness], Accurate 2, Acute, Analytical, Counters Concealment 2, Counters Illusion 2, Extended 5[1'000'000ft/189 miles], Tracking 3; Feats: Dimensional 3) [20PP] (Chronal Awareness) + Super Senses 11 (Direction Sense, Distance Sense, Postcognition 4, Precognition 4, Time Sense) [11PP] (Spatial Awareness) Alternate Power: Blast 11 (1'100ft; Feats: Accurate 3, Improved Range 3) [28PP] (Chronal Blaster) Alternate Power: Damage 10 (10ft reach; Extras: Autofire 15, Feats: Accurate, Extended Reach 2, Indirect 3, Mighty) [32PP] (Inter-Dimensional Arms Α) Alternate Power: Enhanced Strength 20(Feats: Enhanced Attack Focus[Melee] 2) [22PP] (Strength Motor) + Super-Strength 5 (Effective Strength 75, Heavy Load 400 tons) [10PP] (Support Motor) Alternate Power: Healing 6 (300ft; Extras: Affects Objects(+1), Area[burst], Total, Flaws: Distracting, Feats: Stabilize, Persistant, Progression[Area] 3, Regrowth)[30PP] (Time Reset) Alternate Power: Move Object 11 (Effective Strength 65, Heavy Load 100 tons, 1100ft radius, Extras: Area[burst, Targeted], Damaging, Selective, Flaws: Action[Full-Round], Distracting, Range[Touch], Feats: Accurate 3, Progression[Area] 4, Precise) [30PP] (Inter-Dimensional Arms Β) Alternate Power: Drain Reflex 11 (1'100ft; Extras: Alternate Save [Reflex], Ranged, Flaws: Action[Full Round Action], Feats: Accurate 3, Affects Insubstantial, Improved Range 3, Reversible, Slow Fade 2[1 point per 5 Minutes]) + Paralyze 11 (Extras: Alternate Save [Reflex], Ranged, Flaws: Slow, Unreliable) [21 + 11 = 32PP] (Deccelerator Blaster A) Alternate Power: Space Travel 3 (Intergalactic) [6PP] (Space Warp) + Enhanced Movement System 10 (Up to Momevement System 14) [20PP] (Speed Overclock) + Super Movement 3 (Temporal Movement) [6PP] (Time Warp) Alternate Power: Stun 11 (1'100ft radius; Extras: Alternate Save [Reflex], Area [burst] Selective, Flaws: Action[Full Round Action], Distracting, Feats: Progression[Area] 4, Reversible, Sedation) [28PP] (Time Stopper) Immunity 5 (Time/Temporal Effects) [5PP] (Time Shield) Container (81PP Container) [4 + 18 + 20 + 30 + 9 = 81PP] (Mechanodynamical Body) Comprehend 2 (Languages 2[speak Any, Understand Any]) [4PP] (Speech Pattern Recognition Module) Defense System 8.5 (17PP Array; Feats: Alternate Power) [18PP] Base Power: + Enhanced Dodge Focus 4 [4PP] (Reinforced Reaction Module) + Protection 8 (Extras: Impervious 5) [13PP] (Reinforced Plating Module) Alternate Power: Enhanced Defensive Roll 4 [4PP](Accelerated Plating Module) + Enhanced Defense 4 [8PP] (Accelerated Reaction Module) + Enhanced Evasion 2 [2PP] (Autoreactive Reflex) + Quickness 3(x10) [3PP] (Computational Process) Density 6 (+12 Strength, +3 Impervious Toughness, +2 Immovable, +2 Super-Strength, x5 Mass; Extras: Duration[Continuous], Flaws: Permanent, Feats: Buoyant, Innate) [20PP] (Reinforced Structure) Immunity 30 (Fortitude) [30PP] (Robotical Structure) Movement System 4 (8PP Array; Feats: Alternate Power) [9PP] Base Power:Flight 4 (100mph/1'000ft per Move Action) [8PP] (Jet Turbines) Alternate Power: Speed 6 (500mph/5'000ft per Move Action) [6PP] (Rocket Rollerblades) + Super Movement 1 (Wall Crawling[Half Ground Speed]) [2PP] (Gravity Nodes) Drawbacks: (-2) + (-3) + (-2) = -7PP Vulnerability (Psionic; Frequency: Common; Intensity: Minor [+1]) [-2PP] Vulnerability (Electricity; Frequency: Common; Intensity: Moderate [x1.5]) [-3PP] Vulnerability (Magnetism; Frequency: Uncommon; Intensity: Moderate [x1.5]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC14 Toughness (Staged) Damage (Physical) Unarmed(Reinforced Structure) Touch DC20 Toughness (Staged) Damage (Physical) Unarmed(Support Motor) Touch DC30 Toughness (Staged) Damage (Physical) Inter-Dimensional Arms A(Damage) Touch DC30 Toughness (Staged) Autofire Damage (Physical) Inter-Dimensional Arms B(Move Object) Area+Grapple DC26 Toughness (Staged) Damage (Physical) Chronal Blaster(Blast) Ranged DC26 Toughness (Staged) Damage (Temporal) Deccelerator Blaster A(Drain+Paralyze) Ranged DC26 Reflex (Staged) Drain Reflex (Temporal) Slow (Temporal) Time Stop(Stun) Area DC20 Reflex (Staged) Stun (Temporal) Totals: Abilities (8) + Combat (18) + Saving Throws (4) + Skills (10) + Feats (9) + Powers (126) - Drawbacks (7) = 168/177 Power Points
  23. Player Name: RobRX Character Name: Cho Paige Lee Power Level: 8/9 (117/132PP) Trade-Offs: -3 Attack / +3 Damage (melee), -3 Defense / +3 Toughness Unspent Power Points: 15 Progress To Bronze Status: 27/30 In Brief: Terminus baby tries to become a better paragon as she develop her powers. Alternate Identity: N/A Identity: Public (In the sense people know she has superpowers) Birthplace: Freedom City Occupation: Student Affiliations: Claremont Academy Family: Ken Lee (Father, Deceased), Wanda Benjamin, née Paige (Mother), John Benjamin (Stepfather), Naomi Benjamin (Half-sister) Description: Age: 16 (1997) Apparent Age: 16 Gender: Female Ethnicity: Asian/African-American/Mixed Height: 6'2" Weight: 175 lb Eyes: Black Hair: Black Cho is a growing girl, perhaps more so due to her Terminus mutation. For her age, she is very tall and strongly built. She’s still in her awkward teenage years and this growth spurt only make her feel more awkward. Due to the recent development of her imperviousness to harm, she’s had trouble cutting her hair and wears it short and messily cut. Power Descriptions: Infused by Terminus energies, Cho has recently developed superhuman strength and endurance and even a certain measure of invulnerability. In addition to this, she can project a blast of destructive energy, disintegrating things. This is a power she has a much harder time controlling. Since she is young, there is room for her powers to grow and expand. History: Cho’s mother survived the Terminus invasion. Nothing all that out of the ordinary by itself, plenty of people had. The specific details she doesn’t speak about, being quite shaken by the ordeal. However, the Terminus exposure had altered her mother and this was passed on to Cho (and to her sister, however no one currently knows this). After falling on hard times, Cho’s father moved to Southside. He was killed only two years later in a gang shoot out. Cho then lived out with her mother and later her stepfather. While he’s far from a bad man (and indeed helped Cho’s mother quite a lot), Cho and him have a very strained relationship. Mostly, she just doesn’t agree with him and resent the man for not being her father. Life was harsh and Cho’s flaring temper often got her in trouble with some dangerous people. This all came to a change last year, however. Cho began to experience excruciating pain nearly constantly and grew from small to outright towering and powerful, much to her delight as it only made her even better at sports she enjoyed so much and scared bullies away. However, deep down, she also felt scared and did not understand what was going on with her. Answers came when, in a fit of anger with a local jock bullying a smaller kid, she accidentally vaporized a chunk of the school’s wall in a blast of Terminus energy. Ever since that, her powers have only kept growing in more painful spurts and functioning as a normal teenager is getting harder. Personality & Motivation: Cho is desperate to prove herself and that her powers can be used for the greater good. She has good intentions but has poor judgment in how to proceed. She’s quite hot-tempered and could easily have been labelled a troubled child. Powers & Tactics: Cho is a very poor combattant, untrained and unrestrained. On the flip side she’s monstrously strong and her newfound indestructibility has made her even more reckless. She also hasn’t tested the limits of said powers, which could mean some very nasty surprise down the line. Complications: Terminus Baby: Cho is a child of the Terminus, with all the stigmas associated with this. Temper: She’s very passionate but this also has plenty of downsides, especially when you can cause a lot of damage. Strained Family Life: Cho has a strained relationship with her parents following the outbreak of her powers. Growth Spurts: Cho is still prone to painful growth spurts, both physically and power-wise. In addition, her body need fuel, giving her some cravings at the most inopportune moments. She can also be weakened if she doesn’t eat enough. Power Level: 8 (117/117PP) Trade-Offs: -3 Attack / +3 Damage (melee), -3 Defense / +3 Toughness Abilities: 4 + 4 + 4 + 4 + 2 + 0 = 18PP Strength 14/32 (+2/+11) Dexterity 14 (+2) Constitution 14/30 (+2/+10) Intelligence 14 (+2) Wisdom 12 (+1) Charisma 10 (+0) Combat: 8 + 6 = 14PP Initiative: +2 Attack: +4, +5 melee Grapple: +6, +14 with powers, up to +20 with full Super-Strength Defense: +5 (+3 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -1/-8 with powers Saving Throws: 2 + 2 + 5 = 9PP Toughness: +2/+10 (+2/+10 Con), Impervious 7 Fortitude: +4/+12 (+2/+10 Con, +2) Reflex: +4 (+2 Dex, +2) Will: +6 (+1 Wis, +5) Skills: 12R = 3PP Acrobatics 4 (+6) Notice 4 (+5) Sense Motive 4 (+5) Feats: 11PP Attack Focus (melee) 1 Dodge Focus 2 Grappling Finesse Interpose Luck 1 Power Attack Quick Change Takedown Attack Ultimate Effort (Strength Checks) Ultimate Effort (Toughness Checks) Powers: 18 + 16 + 16 + 7 + 5 + 4 + 3 = 69PP Super-Strength 6 (Effective Strength 62, ?? tons Heavy Load; Feats: Groundstrike, Shockwave, Super Breath; Alt Power) [16PP] (Endoentropic Strength) Alternate Power: Damage 4 ( Extras: Linked to Drain [+0] Range [Ranged]; Drawback: Full-Power ) + Drain Toughness 4 ( Extras: Linked to Damage [+0], Affect Object, Range [Ranged]; Drawback: Full-Power ) {12/14} (Disintegration) Enhanced Strength 18 (superhuman strength) [18PP] Enhanced Constitution 16 (superhuman endurance) [16PP] Impervious Extra on Toughness 7 (superhuman toughness) [7PP] Immunity 5 (Disease, Poison, Cold, Heat, Pressure) [5PP] Regeneration 4 (Ability Damage 3 [20 Minutes], Staggered 1 [20 Minutes]) [4 PP] 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] Drawbacks: (-7) = -7PP Power Loss, Impervious Toughness (Daka crystals, Frequency: Uncommon [-1]) [-1 PP] Weakness (Daka crystals, Frequency: Uncommon [-1], Intensity: Moderate [-1], Cumulative -1 to all checks per round [-4]) [-6 PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed [no powers] Touch DC 18 Toughness (Staged) Damage Unarmed [with powers] Touch DC 26 Toughness (Staged) Damage Entropic Blast Range DC 19 Toughness (Staged) Damage (Gravity) DC 14 Fortitude (Staged) Drain (Toughness) Abilities (18) + Combat (14) + Saving Throws (9) + Skills (3) + Feats (11) + Powers (69) - Drawbacks (-7) = 117/132 Power Points
  24. Player Name: horngeek Character Name: Stronghold Power Level: 10 (152/160PP) Trade-Offs: None Unspent Power Points: 8 Progress To Bronze Status: 15/30 (6 earned pp pre bump/ 1 earned post bump) In Brief: Student who managed to impress Cobalt Templar enough that he gave her the Orange Ring of the Protective Builder. Alternate Identity: Haukea Kawena Identity: Secret Birthplace: Hawaii Occupation: Student! Affiliations: Claremont Academy, Next-Gen Family: Kalea Kawena (Mother), Mikala Kawena (Father) Description: Age: 17 (DoB: September 28, 1997) Apparent Age: 17 Gender: F Ethnicity: Mainly Hawaiian, with some other ethnicities mixed in. Height: 5'6" Weight: 120lbs Eyes: Brown Hair: Black Haukea is a fit-looking young woman, who's quite attractive (although awkward at times due to a lack of real social skill). She wears her hair fairly short, which means it doesn't get in the way too much, and tends to dress casually, in jeans and a t-shirt. She almost never wears 'designer' clothes- it's not that she can't afford them or anything, she just plain doesn't see the point of doing so. As Stronghold, Haukea dons an orange bodysuit, with a black section over the shoulders and dipping down her chest, and an orange domino mask protecting her identity. She could easily create a cape using the ring... but again, she doesn't see the point of doing so. Sure, capes LOOK dramatic, but do you really need to take the time to do that? Power Descriptions: Haukea holds the Orange Ring of the Protective Builder. This allows to create various constructs (indeed, her costume is one of said constructs), and allows her control over earth, although she's focusing on the constructs right now. This is similar to Cobalt Templar's ring, but on a much larger scale (and at much longer range)- Stronghold could hold off a large force for a certain amount of time. She can also make smaller constructs to quickly block attacks, and bind enemies (she's experimenting with different forms for these bindings- at the moment, it's quite likely that each binding will take a different form). The ring also enhances her strength to an impressive degree, although not to the level of a powerhouse. Finally, she can also create and fling various projectiles using the ring. History: Mikala and Kaela were... an unlikely couple, to say the least. Mikala was a member of AEGIS, working in his home state, and Kaela ran a web design business. The pair met at a lunch organised by a mutual friend, and became good friends immediately, although it took a few years for them to fall in love and marry (Mikala saving Kaela during the Terminus Invasion had a lot to do with it, to be honest). And a few years later, they had a daughter, Haukea. Haukea... took after her mother more in a lot of ways. Quite intelligent, she wasn't the most skilled at social interaction (in fact, she was diagnosed with high-functioning Asperger's Syndrome shortly after starting school). Her father was still proud of her, though- and he pushed her to train to keep fit. Overall... school was a mixed experience. Sure, she did well, but being socially awkward never helped at school, even if she did learn. Haukea gained a strong sense of loyalty and a protective instinct during this time, as well as a strong interest in knowledge- especially geology, but she'd pretty much try to learn everything she could about interesting things. In particular, she read about seven magical rings created in ancient Israel. But she couldn't find any more information on them, so she shelved that bit of knowledge. As she came towards the end of middle school, her father received orders from AEGIS- he was to move to Freedom City, which had a need for officers. The family wasn't completely happy about it, but they could keep in contact with friends and relatives, so the prepared to move. Haukea started reading up on Freedom City... and the various superheroes there. Reading about Cobalt Templar, she noticed that he seemed to wield a magical... blue ring? Haukea was immediately reminded of the passage she'd read a while ago... and revisited it. And found a couple more interesting tidbits. About a few other figures, who seemed to have rings of their own. So, shortly after arriving at freedom city, she put in a message to the Freedom League on the off chance Cobalt Templar might speak with her... Personality & Motivation: Haukea is loyal, smart, and she's a kind person above all. Unfortunately, she's not all that good at meeting new people for the most part, and not good with dealing with new situations in social terms. She doesn't mind being out in public... just not good at actually meeting new people. Or being crowded. That said, if people she cares about are in trouble, she's very good at standing up for them- underneath the awkwardness lies a strong protective instinct and an iron will. She also reads a LOT of books, and has a love for epic fantasy novels. In terms of music, she has a fairly eclectic taste, although her favorite composer is Yuki Kajiura. Powers & Tactics: Stronghold tends to use her constructs tactically, making walls to funnel crowds and snare opponents. She very specifically tends not to strike first (if she does, she's furious, in fact). Overall, she's a very defensive fighter, and a supporter rather than a frontline striker. And she's a fair tactician, too. Complications: Asperger's: Stronghold has high-functioning Autism Spectrum Disorder (or Asperger's Syndrome). While she's high-functioning and has learnt how to compensate most of the time, she can be plagued by indecision when hit by a seriously unexpected event, will sometimes not get why someone is doing something, and would not cope well if someone seriously betrayed her trust, likely starting to harbor a long-standing grudge against whoever did so. My Father is an AEGIS Agent: Mikala Kawena follows a career path that can be dangerous at times. As an agent of AEGIS, he's had plenty of opportunity to gather enemies, and it's entirely possible that someone might target Stronghold in her civilian identity. Where she can't really use the Ring for fear of revealing her identity, which leads to... Secret Identity: Haukea's identity is not known to the public. For any number of reasons, she'd really rather keep it that way. New To The Whole Hero Thing: Stronghold hasn't been a hero for very long, and in some ways, has dived in the deep end of the pool. It's rather likely that she might be faced with a hard choice- and if she's pressed for time to make it, she may well just... freeze up. I Got This Ring For A Reason: To protect people. Haukea will prioritize protecting bystanders from danger over a number of other concerns, including chasing after villains, and her own safety. Orange Ring of the Protective Builder: The Ring has history. Wearing it includes Haukea in a fairly select group, and may give her an association with the rest of the Ring-Bearers. Given that sometikmes, the Ring-Bearers have been not-nice people, this may be... problematic. On the other end of the scale, the other known Ring-Bearer is Cobalt Templar, who has his own claims to fame- it's not outside the realm of possibility that someone might strike at the 'weaker' Ring-Bearer instead of Templar. Well, if I Can Keep It Safe...: And then there's the other problem with the Rings. The sometimes-nagging temptation to keep things precious to her safe by locking them away. While Stronghold's desire to protect people in general normally keeps this well down, if she was called to sacrifice something very important to her to save people... well. Abilities: 4 + 6 + 4 + 10 + 4 + 0 = 28PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 10 (+0) Combat: 12 + 20 = 32PP Initiative: +3 Attack: +6 Melee, +6 Ranged (Active Array +10) Grapple: +0 Defense: +10 (+10), +5 Flat-Footed Knockback: -5 Saving Throws: 6 + 5 + 7 = 18PP Toughness: +10 (+10 Impervious) (+2 Con, +8 Impervious Force Field) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+3 Dex, +5) Will: +10 (+3 Wis, +7) Skills: 40R = 10PP Computers 4 (+9) Concentration 4 (+6) Diplomacy 3 (+3) Escape Artist 4 (+7) Knowledge (Civics) 2 (+7) Knowledge (Earth Sciences) 6 (+11) Knowledge (Physical Sciences) 4 (+9) Knowledge (Pop Culture) 2 (+7) Knowledge (Tactics) 6 (+11) Language 1 (English (Native), Hawaiian) Swim 4 (+6) Feats: 7PP Accurate Attack Jack-of-All-Trades Luck 1 Master Plan Precise Shot 2 Uncanny Dodge [sight] Equipment: 0PP=0EP Powers: 57 = 57PP Device 14.2 (Orange Ring of the Protective Builder; Descriptors: Holy, Magic, Earth; Flaws: Hard To Lose) [57PP] Burrowing 4 (10MPH) [4PP]Flight 3 (25 MPH) [6PP] Enhanced Strength 4 (to 18/+4) [4PP] Enhanced Feats 2 (Quick Change 2) Immunity 9 (Life Support) [9PP] Impervious Force Field 8 (Costume) [16PP] Impervious 2 [2PP] Super-Strength 1 (Effective Lifting Strength: 23, Max Carrying Capacity: 1,200lbs) [2PP] Active Powers 10 (21PP Array; Feats Alternate Power 3, Accurate 2) [26PP] Base Power: Create Object 10 (Force Constructs, 10 5-foot cubes, Toughness +7, 10 100-foot range increments/1,000ft Max Range; Feats: Precise) [21PP]Alternate Power: Create Object 7 (Rock Constructs, 7 5-foot cubes, Toughness +5, 10 70-foot range increments/700ft Max Range; Extras: Duration (Continuous)) [21PP] Alternate Power: Blast 10 (Flinging Constructs, +7 Damage bonus, 10 70-foot range increments/700ft Max Range; Feats: Indirect) [21PP] Alternate Power: Snare 10 (Construct Bindings, +7 Reflex difficulty, 10 70-foot range increments/700ft Max Range; Feats: Reversible)[21PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness Damage (Physical) Blast Ranged DC35 Toughness Damage (Magic, Holy) Snare Ranged DC20 Reflex Snare (Magic, Holy) Totals: Abilities (28) + Combat (32) + Saving Throws (18) + Skills (10) + Feats (7) + Powers (57) - Drawbacks (0) = 152/160 Power Points
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