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Found 329 results

  1. Mr Murk

    Mr. Murk Power Level: 8 (180/180) Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 DC, +2 Defence / -2 Tough In Brief: Blind Immortal Neanderthal Theme: Ligeti - Requiem Alternate Identity: Erasmus Murk, Esq. Birthplace: Northern Africa [Earth Prime] Residence: Varies (London most usually) Base of Operations: Varies (See HQ) Occupation: Lawyer, Businessman Affiliations: Other Immortals Family: None alive Description: Age: Est. 50,000 Gender: Male Ethnicity: Albino Neanderthal Height: 5’7” Weight: 120 Kgs Eyes: Blind (White Opaque) Hair: White, tinged with orange Mr. Murk is an albino Neanderthal, of short, strong and exceptional squat appearance. He is completely blind, having only milky white pale eyes. He has a few ancient scars on his body, particularly one running down the left side of his face. Mr. Murk has taken to the style of an English Gentleman. He wears a suit and tie, and overcoat in colder climates, complete with waistcoat. He is particularly attached to his bowler hat. History: Mr. Murk was born a blind albino in a Neanderthal tribe approximately 50,000 years ago. It was a more brutal time, and he was lucky to have survived, but survive he did thanks to the love of his caring mother. It soon transpired that the child was very strange; able to see the souls of the living, and make strange predictions. He soon became worshiped as a conduit to the gods. But times changed, and his people died out, no matter his actions. Mr. Murk did not age, and the times he was killed, he only rose again. Over the millennia Mr. Murk has “Slept” for thousands of years and awoken periodically. He was there when Alexander came to Egypt, when Rome fell, when the Plague swept through Europe, and countless other times. He seems attached, in some way to eras of great portent. He is surrounded in prophesy himself, an enemy of the old gods, perhaps – he has been called “Godhammer / Gotthammer” in Germanic Europe may centuries ago. Whatever the case, it seems divine beings are uneasy around him. In the 19th Century, Mr. Murk foresaw great changes coming a hundred years hence. He set up shop in London and has been operating there for over a hundred years, building up a network of contacts and wealth that is now considerable. He has kept relatively quiet, even in great events like the Terminus Invasion. But now he is slowly stepping out of the shadows, feeling that something grave and important is coming, and his destiny may just manifest… Personality & Motivation: Mr. Murk has a rather unique perspective on life given his own immortality. There is only one thing he values above it, which is love. Love being the finest distilment of the life. However, he has also seen countless years of misery, hurt, pain, and in any case has precognitive visions. He sees the big picture. Thus his “eye” is towards the greater good at all times. This does not make him callous or ruthless, although he might appear so at times - he is not above sacrificing a few to save the many, even though he may lament the loss. Over the years, Mr. Murk has found that relationships with humans are heart breaking. He does not avoid them, but he tends to only form friendships with the most interesting and charming of them. And he prizes his relationships with immortals over anything else. For this reason, he tries to help out his immortal kin, even if they are morally suspect. In his view, they have an eternity to change. Powers & Tactics: Mr. Murk is connected to a strange dimension he calls “The Murk”, which allows him to become invisible, change his appearance, or create darkness – but sunlight will completely dispel this power. Whilst blind, Mr. Murk can sense, accurately, the “Soul force” of people. Whilst he cannot sense their nature, he can recognise peoples soul force. In addition, Mr. Murk can see, unreliably, into the future, including sensing impending doom or danger. Mr. Murk is very strong and durable (although not superhumanly so), albeit a bit on the clumsy side. His vast experience means he is a capable fighter, although he has no particular martial art expertise. Although Mr. Murk has forgotten much over the years he is extremely wise and astute, and is very skilled. In particular, he has honed his skills in law and business over the past century and has, as a result, acquired vast resources. Tactically, Mr. Murk prefers manipulation and foresight to combat. His strength lies not in combat but in his resources, wisdom, skills, and visions. Whilst Mr. Murk is sensitive and attuned to magic, able to sense it and understand it easily, but this also makes him slightly vulnerable to magic effects. Power Descriptions: When Mr. Murk “walks into the Murk” (uses that array) there is a smokey fog for a moment. When he summons the Murk (Obscure and Environmental control) the area is shrouded in a oily grim grey darkness, it feels unpleasant and their is the sound and sensation of buzzing flies and horrible insects (like the Murk itself). The Murk Complications: Homo Nandethalensis: Mr Murk is not quite human. He looks odd at best, but ugly in truth. He is easily recognisable and can make people uneasy without his powers active. In addition, some medical treatments might be ineffective or dangerous in the wrong hands, as he is not quite human. Codus Immortus: Mr Murk has developed and maintains the “Codus Immortus”, a legal document for immortals (or those that have signed up to it) boiling down to “don’t kill immortals and be good to one another). He will be very well inclined, and tend to protect, Immortals even if they have not signed up to the Codus (and even if they are morally questionable). Bowler Hat: Mr. Murk has enjoyed the last hundred years. He is particularly attached to his bowler hat, bequeathed to him by the late Erasmus Fiddle, the 19th Century Lawyer who taught him. Mr. Murk will attempt to preserve his hat at all costs. Divine Retribution: Divine beings will be uneasy and ill disposed towards Mr Murk. Whilst this applies to all divine beings those that are cruel or malign (or just arrogant) will be especially ill disposed. Linguistic Challenge: Mr. Murk has been everywhere on earth, through the ages. His comprehend power reflects his ability to speak nearly every language on earth. It will not apply to non-terran languages however. In addition, very obscure, rare, or arcane languages might be poorly understood or incomprehensible (as best suits plot!) Abilities: 12 – 2 +12 + 6 + 16 + 10 = 54 Strength: 22 (+6) Dexterity: 8 (-1) Constitution:22 (+6) Intelligence: 16 (+3) Wisdom: 26 (+8) Charisma: 20 (+5) Combat: 20 + 20 = 40 Initiative: +3 Attack: +10 Defense: +10 (Flat Footed 5) Grapple: +16 Knockback: -3 Saving Throws: 4 + 5 + 4 = 13 Toughness +6 (+6 Con) Fortitude: +10 (+6 Con, +4) Reflex: +4 (-1 Dex, +5) Will: +12 (+8 Wis, +4) Skills: 120 Ranks = 30 PP Bluff 12 (+17) Concentration 6 (+14) Diplomacy 12 (+17) Gather Information 6 (+11) Handle Animal 4 (+9) Intimidate 12 (+17) Knowledge (Arcane) 4 (+7) Knowledge (Business) 12 (+15) Knowledge (Civics) 12 (+15) Knowledge (History) 8 (+11) Knowledge (Theology and Philosophy) 8 (+11) Notice 4 (+7) Sense Motive 12 (+20) Stealth 4 (+3) Survival 4 (+12) Feats: 12 PP Benefit 2 (Wealth) Blind Fight Connected Equipment 4 Environmental Adaptation [The Murk Dimension] Improved Initiative 1 Jack of All trades Trance Equipment HQ: “Club Immortus of London. Toughness 10 [1 EP], Size: Medium (Warehouse) [1 EP], Features: Communications, Fire Prevention System, Garage, Infirmary, Library, Living Space, Power System, Security System 3 [DC 30], Staffed [11 EP], Powers: Teleport 8 (2000 miles, Extras: portal [+2], Flaw: Limited to other HQs [-1], Long Range) [16 PP[ [1 EP] Total EP Cost 14 Alternate HQs in: Freedom City, Cairo, Delhi, Rio, Hong Kong, Paris [6 EP] Powers: 2 + 8 + 1 + 1 + 20 + 5 = 39 Comprehend 2 (Speak all, understand all languages, Feats: Innate) [5 PP] “Polyglot experience” [Training/Experience] Murk Array (8 PP array, Feats: Alt Power 3, Drawbacks: Power loss 3 [Sunlight]) [8PP] [Dimensional/Magic] Base Power: Concealment 4 (All visual senses) [8/8PP] Alt Power: Morph 4 (Any humanoid, +20 bonus) [8/8 PP] At Power: Obscure 4 (Darkness/Visual 50’ radius, Flaws: Range [Touch]) linked with Environmental Control 4 (50' radius, Distraction DC 10, Flaws: Range [Touch]) [4+4=8/8 PP] Alt Power: Supermovement 1 (“the Murk”, Extras: Affects Others, Area [Burst], Feats: Progression Area 3 [50’ radius], Selective) [8/8 PP] Immunity 1 (Aging) [1 PP] [Magic] Regeneration 1 (Resurrection 1 / week) [1 PP] [Magic] Super Senses 20 (Accurate Mental [4], Acute Mental [2], Analytical: Detect Soul [1], Counters Concealment to Mental [2], Detect Magic [3], Detect “Soul” [3], Dimensional 1 [The Murk], Radius All mental [2], Ranged: Both detect [2]) [20 PP] “Soul sight” [Magic] *Detect “Soul” Super Senses 5 (Mental Danger Sense, Precognition, Flaws: Precognition is uncontrolled) [3 PP] [Magic, Divination] Drawbacks: -3 – 5 = -8 Disability: Blind (Very common, Major) [5PP] Vulnerability: Magic (Very Common, Minor/+1 DC) [3 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness Damage Totals: Abilities 54 + Combat 40 + Saving Throws 13 + Skills 30 + Feats 12 + Powers 39 - Drawbacks -8 = 180/180 Power Points
  2. Rev

    Rev Power Level: 10 (180/195) Unspent Power Points: 15 Trade-Offs: None (+4 Attack/-4 DC for Plasma Jet) In Brief: Street Racer Cyborg Alternate Identity: Lexa Venn Birthplace: Freedom City Residence: Freedom City Base of Operations: Freedom City, Claremont Occupation: Student, Mechanic Affiliations: Claremont Family: Daisy Jenkins (Mother, Nurse) Catchphrase: “Jet, Set, GOOOO!” Description: Age: 17 Apparent Age: 17 Gender: Female Ethnicity: Caucasian Height: 5’6” Weight: 100 Kgs Eyes: Red Hair: White Rev is a young woman who usually wears cheap casual clothes like t shirts, and jeans. Her only oddity is white hair and red eyes (although she often wears sunglasses). She is often barefoot (because her jets will burn through shoes pretty fast), but does wear sneakers she can kick off quickly if need be. With power use, her artificial skin peels / burns off and metal cyborg limbs are revealed. She has two ports on the side of her neck, which she can use to pump fuel into her body. History: Lexa Venn grew up a good kid, decent grades, friendly, outgoing. Bit of a tomboy. Her dad was a mechanic, her mother a nurse. That all changed on her 15th Birthday, when her Dad was killed in a shootout between some cops and a pair of cheap thugs. She didn’t go completely off the rails, but she certainly slid half off them. She fell in with a street gang called the “Junkin’ Donuts”, who specialised in joy riding and street racing, and rebuilding or modifying scrap yards cars. They weren’t a totally bad lot, just thrill seeking anarchists (As opposed to violent). Lexa had enough skill driving and repairing cars that she was pretty valued. After leaving high school early (aged 16) with disappointing but not bad grades (“could have done better”) she ended up working in an auto shop part time and hanging around the Junkin’ Donuts full time. And then, she took a race that would change her life. The mysterious driver she raced again was using the “Mechaphage”, a strange metal based cybernetic bacteria (that was itself mutated by the Darwin-X virus) that integrated biological and mechanical components. He used this to literally “become one with his car”. He would have easily won the race, but Lexa would not have that. She called in her Donut friends who spiked the street with an oil slick. Next thing, Lexa and her opponent had an almighty crash. The mysterious driver, welded to his car, was whisked away by AEGIS in the aftermath. Lexa suffered horrific injuries, but slowly recovered, her broken, missing, or shattered limbs turning to steel, her hair turning white, her eyes turning red. She had been infected with the Mechaphage! Personality & Motivation: Rev is a thrill seeking, adventure loving woman who “Rev”els in her power. However, despite her need for speed, she really doesn’t have a bad bone in her body (mind you, she doesn’t have that many bones these days). She is generally a kind, loving kind of person, and has plenty of sympathy for others. Her motivation is thus simply to use her power helpfully. However this is not always simple; she can come into conflict with her own desire for power, or she can find herself torn in whom to help. She will tend to help others she knows, or has a personal investment in, rather than abstract helpfulness (on a geo-political or philosophical level, for instance). Her major hobby and interest is pulling apart engines and rebuilding them. And driving cars very very fast… Powers & Tactics: Rev has many machine parts, but mainly they are her legs and arms that are now fully mechanical. Her limbs can extend out and her feet and hands (and to a lesser extent the rest of her limbs) are loaded up with jets she can fire to fly, increase her strength, or use offensively (as a plasma cutting instrument). One limitation of her jets is that they require normal oxygen levels: They will not function at high altitude or underwater (for instance). Rev can “Rev” engines with touch, increasing their power and performance considerably by temporarily infecting them with the Mechaphage. For instance, she can boost a car to travel at 5000mph! Rev is reckless but smart in a fight, meaning she will charge in without planning, and with a love for speed. But once in a fight she is not stupid – over confident, perhaps, but not stupid. She will use her powers in reasonably inventive ways. Power Descriptions: Revs limbs are telescopic (if they do, see “Skin Job” complication), able to do so up to a hundred feet. Her limbs are also extremely strong and heat-resistant and have built in tools. Rev’s limbs can fire jets. These are mainly in her feet and hands, but she has a few lesser jet ports in her elbows and knees. They will fire blue plasma at her mental command. She can focus this fuel to massively increase her functional strength, at which point all her limbs will have a fiery blue glow deep inside them (and her artificial skin will peel off). Rev has some other biomechanical abilities: Her body is very resilient due to sub-dermal armour, and includes heat and energy dispersal systems. Complications: Skin Job: Rev has artificial, plastic derived skin over her limbs, which tends to burn off during strain or damage, showing clearly metal limbs (making her recognisable). In addition, whist her hands have reasonable touch receptors (a little less than a normal humans), the rest of her limbs have very little or no touch sensation (meaning she could be insidiously damaged or affected without her noticing). Tanked up: Her limbs usually operate on electricity which she can spontaneously generate. However, using the Jet array requires fuel. She has to pump fuel into her body (either drinking it, or – more efficiently, by piping into a portal in her neck). Refuelling also means refining (to ultra high grade energy dense variants) which she can do in her body. However, this does mean emitting (from her jets) a rather unpleasant methane smell. Oiled up: In addition, Rev needs to apply lubricating oil to her limbs once a day or they will grind and be very noisy (making stealth impossible, for instance). Being in water or dirty environments will also cause grinding until she applies oil again. Very long periods (weeks) without lubricant will slowly make her limbs seize up altogether. Overcharge Burn: Her “Revving” boost is not completely reliable. She can break, rather than boost, engines (or possibly do both). Total Jerk: If hit by electricity, she will experience brief violent jerks in her limbs. She could accidentally drop or throw something, fall prone, or just flail about. Magnetic Vibes: Strong magnetic fields, or magnetic powers will also affect her, giving her a lingering fine tremor to her hands for an hour or so. This stops her from any fine manipulation. She could not accurately type, press a button, and cannot be precise with her plasma jet, let alone use craft or disable device skills. Red Eye: Rev has dispersed pigment in her eyes which means she is unable to “see” Red (instead, she picks up infrared). Red thus “appears” black to her. This could potentially cause problems with things like traffic lights or being unable to see in red light (or seeing badly during sunset). Abilities: 20 + 6 + 4 + 4 + 0 + 4 = 38 Strength: 30 (+10) [Effective Lifting Strength: 40] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 10 Charisma: 14 (+2) Combat: 20 + 20 = 40 Initiative: +7 Attack: +10, +14 Plasma Jet Defense: +10 (+10 Base, +5 Flat Footed) Grapple: +22 (additional +3from elongation) Knockback: -5 Saving Throws: 5 + 7 + 6 = 20 Toughness: +10 (+2 Con, +8 Protection) Fortitude: +7 (+2 Con, +5) Reflex: +11 (+3 Dex, +8) Will: +7 (+0 Wis, +7) Skills: 60R = 15 PP Acrobatics 8 (+11) Skill Mastery Bluff 4 (+6) Craft (Electronic) 4 (+6) Craft (Mechanical) 8 (+10) Skill Mastery Disable Device 8 (+10) Skill Mastery Drive 8 (+11) Skill Mastery Intimidate 4 (+6) Knowledge (Pop Culture) 4 (+6) Knowledge (Streetwise) 4 (+6) Notice 4 (+4) Sense Motive 4 (+4) Feats: 11 PP Acrobatic Bluff Ambidexterity Beginner’s Luck Evasion 2 Grappling Finesse Improved Grapple Improved Initiative 1 Luck 2 Skill Mastery 1 (Acrobatics, Craft Mechanical, Disable Device, Drive) Powers: 8 + 3 + 1 + 6 + 25 + 8 + 1 + 4 = 56 Boost 4 (Any mechanical trait, Extras: Affects Objects only [+0], Feats: Slow Fade 4 [1 Hour], Flaws: Others Only) [8 PP] “Rev Engine!” (Mechanical, Cybernetic) Example Common Uses Elongation 3 (25’, Range Increment 30’, +3 to Grapple/Escape Artist) [3 PP] “Servo Limbs” (Mechanical, Cybernetic) Enhanced Trait 1 (Feat: Improvised Tools) [1PP] “Inbuilt finger tools” (Mechanical, Cybernetic) Immunity 6 (Light based visual dazzles [1], Limb heat damage [2], Cold and Hot Environments [2], Energy based critical hits [1]) [6 PP] "Energy dispersal systems" (Cybernetic) Jet Array (24 PP Array, Feats: Alt Power 3 Drawbacks: Power Loss 2 [Low 02]) [25 PP] “Jets!” BP: (Corrosion) Damage 6 (Feats: Accurate 2, Precise) Linked with Drain Toughness 6 (Extras: Affects Objects, Feats: Accurate 2, Precise) [9 + 15 = 24/24 PP] “Plasma Jet” (Plasma) AP: Damage 8 (Extras: Area [Burst], Range) [24/24 PP] “Fiery Jet” (Fire) AP: Dazzle 8 (Extras: Area [Burst]) [24/24 PP] “Jet Flare” (Light descriptor) (Light) AP: Flight 11 (25,000 mph / 200K’ round, Feats: Moving Feint) [23/24 PP] “Turbo Jet” (Cybernetic) Protection 8 [8 PP] “Sub dermal plating” Super Senses 1 (Infravision) Super Strength 2 (+10 Effective Strength) [4 PP] (Mechanical, Cybernetic) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness 25 Damage Plasma Jet Touch Fort 16, Tough 21 Drain Tough, Damage Fuel Bomb Ranged/Burst Toughness 23 Damage Flaring Jet Ranged/Burst Reflex/Tough 18 Visual Dazzle Totals: Abilities 38 + Combat 40 + Saving Throws 20 + Skills 15 + Feats 11 + Powers 56 = 180/180 Power Points
  3. Sensus

    Sensus Power Level: 10 (150/150) Unspent Power Points: 0 Trade-offs: -2 Defense / +2 Toughness, -2 Attack / +2 Damage In Brief: Emotion Vampire learning the ropes of being a hero. Just enough experience not to get killed. Catchphrase: "Don't be mad!" Theme: "Love Theme" Metal Gear Solid 4 OST Alternate Identity: Public, Yamazaki Moe Birthplace: California Residence: Downtown, Freedom City Base of Operations: None Occupation: Waitress Affiliations: Heroes Family: Mother, Haruka, 34 Description Age: 18 (DoB: 9 September, 1999) Apparent Age: Young Adult Gender: Female Ethnicity: Japanese-American Height: 4'10" Weight: 90 pounds Eyes: Mood Ring (originally brown) Hair: Black Moe is a short slight girl. Some people accuse her of being younger than she is! She has a straight body figure. She wears her hair long and hates tying it up. Due to her powers, her eye color shift depending on what she's feeling. Gold is happy, black is sad, red anger, white is spaced out. She has small fangs, unnoticeable unless she smiles. On her back are several quotes written in Japanese text. Her left and right hips have two rabbits looking at each other from either side. Her clothing consists of loose fit jeans and a tanktop. Her costume is dark purple spandex that covers all but her face and neck, and a dark purple domino mask. History Haruka's pregnancy was an accident. She didn't want her family to know so she scraped up enough money for a ticket to California and left one night never to return. Staying five years she got her citizenship. Moe was born on American soil, so she was born American. Haruka raised Moe as well as the young mother could. The two moved around a lot but eventually ended up on the east coast. Freedom City. Despite being full of heroes and villains, Haruka felt safe raising Moe there. Moe's life jumped around for her first bit, but when she got to Freedom, it was great and spectacular. She enjoyed the spectacular heroics happening every day. Even the small stuff. Of course, being the magnet of weirdness it was. Moe lived through invasions and several near apocalypses. But everything was fine in the end. Moe was very optimistic, even when she was shaken. During the past two years, Moe has been getting massive headaches. Little did she know this was her psychic potential waking in her. But it took a dark turn. She would unknowingly suck the fun out of everything to stop her headaches. She could feed on emotions to stop her pain. That happened every so often, but a few months it came to a head. During her classes, her eyes started to bleed from the pain of hunger. She was blind, but she could see everyone around her as an emotion and how much of it there was. She ran out of the class room before she hurt anyone. She hid away from the world, dropping out of high school and taking to the road. Eventually she found some stabilization, but something she realized, she needed to eat the emotions she saw or get grievous pain. She would feed on criminals and low-lifes until she found she could do more than just eat. She could control! Personality & Motivation Moe is an optimistic person, putting a positive spin on even the darkest moments. She can talk almost anyone into a better mood. She's motivated by a pure form of happiness. the better someone feels the better others feel! She's also motivated to be a hero due to her psychic powers. Powers & Tactics Anyone with a mind she can affect and feed on. She has to get in close for the feeding, but controlling emotion is anyone she can see. So she'll engage the opponent by talking to them, manipulating their mind. Once they're incapacitated and if she needs it, she'll feed on the emotions. Power Descriptions Her powers have no 'look' but anyone with mental senses note that she messes with emotions. Complications Feeding: Moe has to feed on strong emotions. If not... Headaches: ... she'll get massive headaches depending on how long she hasn't fed. Those Eyes: It's easy to read her due to her eyes showing what she feels. Has A Job: Works at a diner 40 hours a week. Gotta pay the bills somehow. Struggling: Sometimes she has bad tip days. Short: She's underestimated, and passed over, and sometimes thought a child, all due to her height. Abilities 0 + 4 + 4 + 6 + 6 + 6 = 26PP Strength 10 (+0) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 16/36 (+3/+13) Combat 8 + 10 = 18PP Initiative +2 Attack +4, +8 (Psychic Vampire) Defense +8 (5 base, 3 dodge focus), +3 flat-footed Grapple +4 Knockback -6 Saving Throws 4 + 4 + 9 = 17PP Toughness +12 (+2 con, +10 defensive roll) Fortitude +6 (+2 con, +4) Reflex +6 (+2 dex, +4) Will +12 (+3 wis, +9) Skills 108R = 27PP Bluff 7 (+10/+20) Concentration 7 (+10) Craft (artistic) 7 (+10) Craft (mechanical) 7 (+10) Diplomacy 12 (+15/+25) Drive 8 (+10) Gather Information 12 (+15/+25) Intimidate 7 (+10/+20) Knowledge (current events) 7 (+10) Knowledge (behavioral sciences) 7 (+10) Knowledge (popular culture) 7 (+10) Language 1 (English, Japanese) Notice 7 (+10) Sense Motive 12 (+15) Feats 19PP Attack Specialization (Psychic Vampire) 2 Defensive Roll 5 Distract (Bluff) Distract (Intimidate) Dodge Focus 3 Equipment 2 (10EP) Fascinate (Diplomacy) Luck 2 Uncanny Dodge (mental) Well Informed Equipment 2PP = 10EP Motorcycle (Strength 15 [1EP], Speed 5 [250MPH; 5EP], Toughness 8 [3EP], Size Large [0EP], Masterwork [+2 to Ride checks; 1EP]) [10EP] Powers 10+ 27 + 6 = 43PP (all powers are of the psychic descriptor) Enhanced Traits 10 (psychic suggestion; Leadership, Teamwork 3, Inspire 5, Setup) [10PP] Psychic Vampire (22PP Array; Feats: Alternate Power 5) [27PP] Base Power: Emotion Control 10 (Feats: Mind Blank, Subtle) {22/22} Alternate Power: Drain Wisdom 12 (Eat Emotions; Extras: Alternate Save [Will]; Feats: Slow Fade 2 [5 minutes per rank], Subtle) {15/22} Alternate Power: Enhanced Charisma 20 (Presence; Feats: Second Chance [Charisma checks], Subtle) {22/22} Alternate Power: Stun 10 (Emotion Overload; Extras: Alternate Save [Will]; Feats: Subtle) {21/22} Alternate Power: Mind Reading 10 (Extras: Duration [Sustained]; Feats: Subtle) {21/22} Super-Senses 6 (Detect Emotion [mental sense; Accurate, Acute, Ranged]) [6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Emotion Control Perception DC 20 Will Emotion Control Emotion Overload Touch DC 20 Will Stun Eat Emotions Touch DC 22 Will Drain Wisdom Totals: Abilities (26) + Combat (18) + Saving Throws (17) + Skill (27) + Feats (19) + Powers (43) = 150/150 Power Points
  4. Sensus

    Sensus Power Level: 10 (150/150) Unspent Power Points: 0 Trade-offs: -2 Defense / +2 Toughness, -2 Attack / +2 Damage In Brief: Emotion Vampire learning the ropes of being a hero. Just enough experience not to get killed. Catchphrase: "Don't be mad!" Theme: "Love Theme" Metal Gear Solid 4 OST Alternate Identity: Public, Yamazaki Moe Birthplace: California Residence: Downtown, Freedom City Base of Operations: None Occupation: Waitress Affiliations: Heroes Family: Mother, Haruka, 34 Description Age: 18 (DoB: 9 September, 1999) Apparent Age: Young Adult Gender: Female Ethnicity: Japanese-American Height: 4'10" Weight: 90 pounds Eyes: Mood Ring (originally brown) Hair: Black Moe is a short slight girl. Some people accuse her of being younger than she is! She has a straight body figure. She wears her hair long and hates tying it up. Due to her powers, her eye color shift depending on what she's feeling. Gold is happy, black is sad, red anger, white is spaced out. She has small fangs, unnoticeable unless she smiles. On her back are several quotes written in Japanese text. Her left and right hips have two rabbits looking at each other from either side. Her clothing consists of loose fit jeans and a tanktop. Her costume is dark purple spandex that covers all but her face and neck, and a dark purple domino mask. History Haruka's pregnancy was an accident. She didn't want her family to know so she scraped up enough money for a ticket to California and left one night never to return. Staying five years she got her citizenship. Moe was born on American soil, so she was born American. Haruka raised Moe as well as the young mother could. The two moved around a lot but eventually ended up on the east coast. Freedom City. Despite being full of heroes and villains, Haruka felt safe raising Moe there. Moe's life jumped around for her first bit, but when she got to Freedom, it was great and spectacular. She enjoyed the spectacular heroics happening every day. Even the small stuff. Of course, being the magnet of weirdness it was. Moe lived through invasions and several near apocalypses. But everything was fine in the end. Moe was very optimistic, even when she was shaken. During the past two years, Moe has been getting massive headaches. Little did she know this was her psychic potential waking in her. But it took a dark turn. She would unknowingly suck the fun out of everything to stop her headaches. She could feed on emotions to stop her pain. That happened every so often, but a few months it came to a head. During her classes, her eyes started to bleed from the pain of hunger. She was blind, but she could see everyone around her as an emotion and how much of it there was. She ran out of the class room before she hurt anyone. She hid away from the world, dropping out of high school and taking to the road. Eventually she found some stabilization, but something she realized, she needed to eat the emotions she saw or get grievous pain. She would feed on criminals and low-lifes until she found she could do more than just eat. She could control! Personality & Motivation Moe is an optimistic person, putting a positive spin on even the darkest moments. She can talk almost anyone into a better mood. She's motivated by a pure form of happiness. the better someone feels the better others feel! She's also motivated to be a hero due to her psychic powers. Powers & Tactics Anyone with a mind she can affect and feed on. She has to get in close for the feeding, but controlling emotion is anyone she can see. So she'll engage the opponent by talking to them, manipulating their mind. Once they're incapacitated and if she needs it, she'll feed on the emotions. Power Descriptions Her powers have no 'look' but anyone with mental senses note that she messes with emotions. Complications Feeding: Moe has to feed on strong emotions. If not... Headaches: ... she'll get massive headaches depending on how long she hasn't fed. Those Eyes: It's easy to read her due to her eyes showing what she feels. Has A Job: Works at a diner 40 hours a week. Gotta pay the bills somehow. Struggling: Sometimes she has bad tip days. Short: She's underestimated, and passed over, and sometimes thought a child, all due to her height. Abilities 0 + 4 + 4 + 6 + 6 + 6 = 26PP Strength 10 (+0) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 16/36 (+3/+13) Combat 8 + 10 = 18PP Initiative +2 Attack +4, +8 (Psychic Vampire) Defense +8 (5 base, 3 dodge focus), +3 flat-footed Grapple +4 Knockback -6 Saving Throws 4 + 4 + 9 = 17PP Toughness +12 (+2 con, +10 defensive roll) Fortitude +6 (+2 con, +4) Reflex +6 (+2 dex, +4) Will +12 (+3 wis, +9) Skills 108R = 27PP Bluff 7 (+10/+20) Concentration 12 (+15) Craft (artistic) 7 (+10) Craft (mechanical) 7 (+10) Diplomacy 12 (+15/+25) Drive 8 (+10) Gather Information 12 (+15/+25) Intimidate 7 (+10/+20) Knowledge (current events) 7 (+10) Knowledge (behavioral sciences) 7 (+10) Knowledge (popular culture) 7 (+10) Language 1 (English, Japanese) Search 2 (+5) Sense Motive 12 (+15) Feats 29PP Attack Specialization (Psychic Vampire) 2 Defensive Roll 5 Distract (Bluff) Distract (Intimidate) Dodge Focus 3 Equipment 2 (motorcycle) Fascinate (Diplomacy) Inspire 5 Leadership Luck 2 Set-Up Teamwork 3 Uncanny Dodge (mental) Well Informed Powers 27 + 6 = 33PP Psychic Vampire (22PP Array; Feats: Alternate Power 5) [26PP] Base Power: Emotion Control 10 (Feats: Mind Blank, Subtle) {22/22} Alternate Power: Drain Wisdom 12 (Eat Emotions; Extras: Alternate Save [Will]; Feats: Slow Fade 2, Subtle) {15/22} Alternate Power: Enhanced Charisma 20 (Presence; Feats: Second Chance [Charisma checks], Subtle) {22/22} Alternate Power: Stun 10 (Emotion Overload; Extras: Alternate Save [Will]; Feats: Subtle) {21/22} Alternate Power: Mind Reading 10 (Extras: Duration [Sustained]; Feats: Subtle) {21/22} Super-Senses 6 (Detect Emotion [Accurate, Acute, Ranged]) [6PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Emotion Control Perception DC 20 Will Emotion Control Emotion Overload Touch DC 20 Will Stun Eat Emotions Touch DC 22 Will Drain Wisdom Totals: Abilities (26) + Combat (18) + Saving Throws (17) + Skill (27) + Feats (29) + Powers (33) = 150/150 Power Points
  5. Player Name: Ari Character Name: Mag-Might Power Level: 7 (105/105PP) Trade-Offs: None Unspent Power Points: 0 In Brief: Upper-strata Magmin bruiser, dispatched to the surface on an impossible quest. Catchphrase: "MRGH!" Theme: Alternate Identity: Magh'kee/Maggy (Secret: nobody knows Maggy is Mag-Might) Birthplace: The Glasslands, Sub-Terra Residence: An apartment complex in downtown Emerald City, Oregon Base of Operations: The Emerald Cities Occupation: Underwater welder/ knight of the Chasm Affiliations: The Chasm, Sub-Terrans, the Oregon Welder's Union Family: 3000 brothers and sisters born from the same sorcery. Description: Age: 53 (DoB: 1964) Apparent Age: N/A Gender: Woman Ethnicity: Green obsidian Height: 4'6"/1.5m Weight: 330lbs/150kg Eyes: Opal Hair: dark green/black strings Maggy is stocky, a vaguely human-shaped block of green and blue obsidian crystal, burning inside with a never-ending green flame. Her eyes glow, her crystal skin is warm to the touch and slight wafts of flame lick from her mouth when she's angry or excited. Her long strings of glassy hair is shaped into small, numerous loops that frame her head like an elegant crown. Her hands are huge and powerful, and her feet are little more delicate. She's slightly top-heavy, with broad shoulders and a disproportionately large head. Most of the time, she wears large coats and hats to disguise herself among humanity. Sometimes she remembers to wear shoes. On the job, she wears proper protective gear. As Mag-Might, she wears nothing at all. History: Magmin are born from sorcery, transformative spells laid on humans, sub-terrans, morlocks and lemurians. Maggy was born from from fire and volcanic glass, what she once was a mystery never to be revealed, not that she's interested. She had a new life to live. She joined the communities of upper-strata magmin that dwell far above the seething magma flows and smoking lava tubes of their blazing brethren, in the dazzling gardens and wide, pitch-black meadows of razor-sharp. She learned the ways of war by endless skirmishes in broken ruins, ambushes in the depths of sunless seas and one-on-one duels at the blinding mouths to the overworld. Despite the violence and fear, she was content. There was the clan, those who meant it harm, and her, who stood between them. The Chasm was her home, with all its beauties and horrors, and that was all the world she needed. For fifty years Maggy lived like this, and the few times she saw people from the surface she kept well-hidden, her bright eyes watching the slender, frail creatures with awe and pity. Then came Lord Quake and the stonekin. A race of giants who could mould and reshape the very world around them, gods with fiery eyes and an endless hunger. Lord Quake named himself the King-Under-The-Mountain, the Black Spear of Justice and the Saviour of Monsters. He brought hundreds of surface creatures with him, pitiful things not meant for the deep, and made them lush and peaceful homes in the great Chasm. He made a new sun, one that even the morlocks could bear to see by, carved out palaces, reactivated long-forgotten technology that protected all in his dominion, banished or slew terrible monsters and named all Sub-Terra as his rightful domain. He told the people of the underworld of the evils of humanity, their rapacious greed and the need to band together to survive. He demanded peace between all who would join him. The morlocks and the magmin were the first to break this truce, a squabble over tunnel rights leading to a pitched battle which boiled over into Chasm's tiers. Both sides found themselves separated within moments, and forced to confront the fury of Lord Quake. He spoke softly, but in his wrath he forced a terrible price on the feuding peoples: to each give up one of their number in a mission to the surface. Two were chosen, one of them Maggy, who hadn't even been in the fight. They were charged with finding an ancient artefact which was rumored to control the flow of continents, giving one the power to cause or avert earthquakes at will. They had a year to succeed. Training was swift and to the point, instructing the pair in surface politics, culture and language relevant to their mission in the Emerald Cities. They were dismissed with enough money and legal cover identities for their sojourn amongst the humans, aided by a strange fact about the Emerald Cities. For decades they had become a haven for metas and mutants with no interest in heroics or villainy. As a result, truly strange appearances and minor powers weren't as uncommon as they are on most of the surface. Maggy found herself a job helping in the underwater construction of the city's new wave-power generator, with more than enough money coming in to support herself and her strange, chatty partner. Now all she needs to do is find a mysterious mystical weapon, bring it back to Lord Quake, and all will be back to normal. She hopes. Personality & Motivation: Maggy is a straightforward and uncomplicated person. She's the muscle of the operation, a role she's inhabited for half a century, one she understands and enjoys. She's mildly curious about the strange world of humanity, but always as a tourist attraction rather than as a place to really appreciate for its own sake. It's still relatively the same routine as her old life, but the stakes are higher. Deep inside, she relishes this as a jolly, inconsequential adventure. She doesn't entirely trust Lord Quake, but in her own calculations it would be much riskier to defy him than to obey. Her relationship with Mo is one of strict lines and boundaries. He deals with all the things with talking and making problems go away, she steps in when things can't be talked out. She doesn't see Mo as a friend so much as an invaluable tool for their mutual success. Powers & Tactics: By and large Maggy charges in and punches, then punches again. Then breathes fire by venting the inner furnace that powers her crystalline body. Then punches some more. She's a competent but uninspired fighter, with the additional mobility of creating launchers out of the ground. She's confident that if she gets into real trouble she can just regenerate her way out of it. Power Descriptions: All crystal and fire, Maggy is an upper-strata magmin with the power to partially reshape herself and the world she stands on. All the elements that make up her body are, in a real sense, part of her no matter where they are or how scattered throughout the crust. They can be summoned into a fragile pillar that rockets her into the air, used to repair her crystalline lattice and even bolster her already prodigious strength by partially bonding her to the planet. Her inner fires let her create light in deepest darkness and can be concentrated into white-hot bolts or great green waves of fire. Her crystal body lets her ignore most mundane concerns, but has drawbacks. She must eat, sleep, avoid cold places and is totally incapable of human-style speech. Complications: Code: Unlike Mo, Maggy operates on a very strict code of ethics. She can't refuse a challenge, must keep her word under any circumstances and must never reveal the secret of the Sub-Terran Chasm. Mission: To find the Claw of Ghorummaz, a powerful artefact. To protect her ally 'Mo'. To serve the mighty Lord Quake. Secret: To most people she's encountered, Maggy is just a weird mutant with a disfiguring condition and severe disability. That she's kin to the magmin of Sub-Terra must be kept secret, to avoid a LOT of awkward questions and scrutiny her mission can't survive. The Thinnest Veil: Keeping the secret that she's not Mag-Might is impossible in the long-term. Abilities: 10 + 0 + 8 - 2 - 2 + 6 = 20pp STR 20 (+5) DEX 10 (+0) CON 18 (+4) INT 8 (-1) WIS 8 (-1) CHA 16 (+3) Combat: 10 + 8 = 18pp ATK: +5 (+7 Unarmed, Blast) DEF: +7 (4 Base, +3 Dodge Bonus, +2 flat-footed) Init: +8 Grapple: +15 Saves: 3 + 5 + 6 = 14 pp TOU +7 (+4 Con, +3 Protection, +7/+0 Impervious) FORT +7 (+4 Con, +3) REF +5 (+0 Dex, +5) WILL +5 (-1 Wis, +6) Skills: 6pp = 24r Intimidate 9 (+12) Language 3(American ASL, English, Igneous, Sub-Terran(native)) Notice 6 (+5) Sense Motive 6 (+5) Feats: 10pp Attack Specialization (Unarmed) 1 Dodge Focus 3 Improved Initiative 2 Luck Power Attack Second Chance (Intimidate checks) Uncanny Dodge (tactile) Powers: 1 + 1 + 7 + 5 + 7 + 3 + 2 + 2 + 17 = 45 pp Burrowing 1 (1MPH)[1PP](Earth/Rock) Environmental Control 2(10ft radius, Light, Flaws: Range(Touch))[1PP] (Fire/Heat) Immunity 7 (All Suffocation, Hot, High-Pressure, Radioactive Environments, Disease, Poison) [7pp](Earth/Rock) Immunity 10 (Fire Damage, Heat Damage; Flaws: Half-Effect)[5PP](Earth/Rock) Impervious Toughness 7 [7 pp](Earth/Rock) Protection 3 [3 pp](Earth/Rock) Regeneration 4 (Bruised 3(No Action), Resurrection 1(1 Week); Power Feats: Regrowth; Flaws: Source (stone))[2PP](Earth/Rock) Super-Senses 2 (Tremorsense) [2pp] (Earth/Rock) Mantle Array 7 (14PP Array, Feats: Alternate Power 3)[17PP] BP: Blast 6 (Feats: Accurate, Precise)[14PP](Fire/Heat) AP: Damage 7 (Extras: Area(Cone)[14PP](Fire/Heat) AP: Damage 2(Extras: Penetrating 2, Feats: Mighty[DMG7])[5/14PP] (Earth/Rock/Slashing) + Super-Movement 3(Wall-Crawling 3)[6/14PP] (Claws/Slashing) + Enhanced Burrowing 2(to Burrowing 3(5MPH); Extras: Penetrating 1)[3/14PP](Earth/Rock/Slashing) AP: Super-Strength 10(+50, 70 (+effective STR; Flaws: Duration(Sustained); Feats: Groundstrike(50ft radius), Shockwave(50ft max range, DC20 TOU))[7PP] (Earth/Rock) + Leaping 7(x250 jump distance(3750ft long-run/1875ft long-stand/937ft vertical)(Earth/Rock) Drawback: -4 pp Disability (Cannot Speak) (Very Common, Moderate) [-4] Vulnerable (Cold) (Common, Major(x2 DMG rank)) [-4 pp] Cost: abilities 20 + combat 18 + saves 14 + skills 6 + feats 10 + powers 45 - drawback 8 = 105/105PP
  6. SFX - PL10

    SFX Power Level: 10 (150/162) Unspent Power Points: 12 Trade-Offs: None, (-5 Def/+5 Tou) In Brief: Genius teen creates nanobot swarm to emulate film special effects. Alternate Identity: Zhu Xieng, "Alexa" (Public) Birthplace: Shanghai, China Residence: Freedom City Base of Operations: Freedom City, Claremont Occupation: Student Affiliations: Claremont Family: Bao Xieng "John" (father), Shin "Shae" (mother) Catchphrase: TBD Description: Age: 17 Apparent Age: 15 Gender: Female Ethnicity: Asian, Chinese Height: 5’2” Weight: 100 Lbs Eyes: Dark Blue Hair: Black Zhu is a bright eyed young Chinese girl who seems to barely contain her overwhelming enthusiasm and passion. She is short and thin with shoulder length straight black hair which is usually pulled back in some fashion. Her face is a little rounded with large expressive eyes which seem to drink up all around her. Frequent exercise has given her the body of a runner, long and lean. She typically dresses in modern fashions with a tendency towards the functional even if she has wide tastes in clothes. It is unusual for her to not be wearing bracelets and other simple jewelry. Her body and face have not quite caught up with her age and she looks younger than she is and is often mistaken for an underclassman. History: From an early age, Zhu was a very different child. Able to speak to and understand machines almost before she could speak to her parents, her education took a very different path. While she attended normal schools in China, her persistent connection to the Internet let her accelerate her learning far beyond that of her peers. While others were taking courses in rudimentary mathematics, she was testing and writing AI routines all while presenting a polite conformist front. Being so far ahead in schooling allowed Zhu to tailor her own learning to her interests, which lay in technology and special effects. She adored the movies, and while the plots and stories were fascinating, what she really enjoyed was all of the visual effects that continued to improve from picture to picture. When she was 12, she started her first YouTube channel dedicated to short films she had produced. All of the effects and equipment were created with things she had built from whatever parts she could find around the house. While this obsession baffled her parents, they were accommodating and understanding, even if they didn't realize how special their daughter was. For the next two years, she pushed the envelope of amateur cinematics gaining the attention from companies like ILM and other major studios. Their daughter's skill was finally revealed after the invention of her first nanobot swarm. The cloud, aptly named Clarke's Third Law Mk1, accelerated her ability to build and prototype things, making items and objects as if out of thin air. They now had confirmation of what they had always guessed, their daughter was very special indeed. Applying and receiving a Visa based on a very special offer from the prestigious Claremont academy. Transition to the US was difficult as they didn't have much in the way of money and her parents didn't speak English, landing in Lincoln in a small, but clean, row house. Zhu found her life very busy as she began attending classes at Claremont as well as helping her parents navigate life in a foreign county. Yet, even as hectic as it was, things seemed manageable until their small convenience mart was robbed by one of the many gangs. Blessedly, no one was hurt and while it shook them all up, no lasting harm was done. It was then that she really noticed what was going on in her new found home. Protection rackets, gang turf wars, drug deals and more seemed endemic. The themes and motifs of Claremont resounded a little more and primary goal of being the premier SFX artist suddenly became more of a means than an end. It didn't take long for a new fledgling hero to appear on the scene as SFX moonlighting on her scant free hours trying to relieve the burgeoning problems in the city. Personality & Motivation: Cheerful, bright, and seemingly full of boundless energy. Zhu has a passion for learning, technology and all things popular culture. She has a very strong opinion on what is right and wrong and will often interceded to help those that she feels are being oppressed. Living in more of a binary world, she doesn't really like shades of grey and often struggles with things that can not be delineated as right and wrong. She has very strong ties to her family and that extends to close friends and neighbors. She still wishes to make her mark as a profession special effects artist, but that is being tempered by her growing sense of responsibility to those around her. She works very well with others and will often step aside to give credit to anyone else for her actions. Powers & Tactics: SFX has had very little formal training with fighting and doesn't know the first thing about punching anyone. Even though she's Chinese, she definitely doesn't know any marital arts. Instead, she relies on her Nanobots to change the landscape around her. Creating barriers, moving columns and other objects that batter her opponents while she just does her best to keep as much of her objects between her and them. In addition, she tries to use her holo projector to baffle and confuse people making sure they never quite know what is happening. Finally, when part of a team, she would rather support others and help them shine as much as take center stage herself. She is a big fan of planning ahead and using whatever is around her to her best advantage. Power Descriptions: SFX's powers are easy to see and hard to notice. Objects and images spring to life around her, only to fade back to dust a short while later. While it isn't obvious she's controlling the show, she is usually at the epicenter of the maelstrom of effects. Her bots and holograms are all controlled by two bracelets which are often transformed to look far less techy. Complications: Family Ties: SFX has a responsibility to protect her parents and their small enterprise. That often takes precedence over the most pressing issues. Something out of Nothing: Nanobots are amazing, but they need source material. While they can often use a little here and a little there, other times they have to make noticeable and unwanted alterations to their surroundings. Also, if she's in a drastic environment, they might not have what they need (IE: Ocean, etc) I'm a Nanobot not a Miracle Worker!: While the nanobots can do amazing things, precision takes time. For her most elaborate scenes, they take time to revise the raw shapes into something fantastic. Zero Shades of Grey: SFX doesn't like to believe that there is anything other than right and wrong for an issue. She struggles with non absolutes and has a hard time letting things slide. Don't make waves: Zhu's background is from a culture that stresses conformity and fitting in. She often has difficulty either taking credit for her accomplishments or stepping outside the expected norms. Do you know what time it is?: Not even Zhu's parents know that she moonlights as a hero. They know that Claremont is a school for gifted individuals, but that's the extent of it. Abilities: -2 +0 +6 +10 +4 +2 = 20PP Strength: 8 (-1) Dexterity: 10 (+0) Constitution: 16 (+3) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: +8 +4 = 12PP Initiative: +0 Attack: +4 Melee, +10 Ranged, +4 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: +3 Knockback: -7 Saving Throws: +5 +6 +8 = 19PP Toughness: +3 / +15 (+3 Con, +12 [Protection]) Fortitude: +8 (+3 Con, +5) Reflex: +6 (+0 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 88R = 22PP Computers 15 (+20) Skill Mastery Craft [Artistic] 3 (+8) Craft [Mechanical] 11 (+16) Skill Mastery Craft [Structural] 8 (+13) Disable Device 5 (+10) Disguise 0 (+26 [morph]) Knowledge [Physical Sciences] 15 (+20) Skill Mastery Knowledge [Popular Culture] 5 (+10) Knowledge [Technology] 15 (+20) Language [Mandarin (native); English; German; Russian] Notice 8 (+10) Skill Mastery Feats: 18PP All-Out-Attack Attack Focus (ranged) 6 Dodge Focus 3 Improvised Tools Inventor Jack-of-All-Trades Master Plan Power Attack Skill Mastery 1 (Computers, Craft [Mechanical], Knowledge [Physical Sciences], Notice) Teamwork 1 Equipment 1 Online Research [Voice of the Machine] Well-Informed [Voice of the Machine] Equipment: 5EP = 1PP Night Vision Goggles Portable Laptop (tablet) Zipties Multitool Cell Phone Powers: 37 +17 +5 = 59PP Device 9 (Clarke's Third Law; 45PP Container; Hard to Lose, Restricted to Computers 15+) [37PP] (Technology) Protection 12 (Feats: Force Field) [12PP] Create Object 8 (Extras: Moveable, Duration 1 [continuous]; Feats: Progression 3, Stationary, Precise, Selective, Subtle, Alternate Powers 2; Flaws: Action 1 [Full]) [33PP] AP: Damage 10 (Extras: Ranged 1 [100ft]; Feats: Indirect 3, Precise, Split Attack 1, Subtle 1) [26/31] (Bludgeoning) AP: Snare 10 (Extras: Area[Burst 50ft - General], Selective Attack; Feats: Subtle 1; Flaws: Range) [31/31] Device 4 (Holo Projector; 20PP Container; Hard to Lose, Restricted to Computers 15+) [17PP] (Technology) Illusion 7 ([Auditory, Sight*] Feats: Progression, Area 3; Alternate Powers 3) [20 PP] (Light, Sound) AP: Obscure 4 ([Auditory, Sight*]; Extras: Selective Attack) [12/20] (Light, Sound) AP: Confuse 8 (Extras: Area[Burst 40ft - General]) [16/20] (Light, Sound) AP: Morph 5 (Broad Group [Any Human]; Extras: Duration 1 [Continuous] ) [15/20] (Light, Sound) *Only Standard Sight Datalink 2 (Voice of the Machine; Feats: Machine Control, Online Research, Well-Informed) [5PP] (Mutation) Drawbacks: 0 = -0PP DC Block ATTACK RANGE SAVE EFFECT Create Object Area 40ft DC 23 Toughness Damage Confuse Area 40ft DC 18 Will Confuse Damage Ranged DC 25 Toughness Damage Snare Area 50ft DC 20 Reflex Snare Totals: Abilities (20) + Combat (12) + Saving Throws (19) + Skills (22) + Feats (18) + Powers (59) - Drawbacks (0) = 150/150 Power Points
  7. Raiment

    Player Name: Curious Key Character Name: Raiment Power Level: 10 (150/50) Trade-Offs: N/A Unspent Power Points: 0 In Brief: A scarf-slinging sorceress, imprisoned in the Netherworlds for an eon. Newly free, she tries to understand what it means to be a individual. Alternate Identity: Sanna Identity: Secret Birthplace: Dead, Forgotten World/Netherworld Occupation: Student Affiliations: Claremont Academy, the Netherworlds Family: Unknown Apparent Age: Late Teens Age: No One Kept Track. Adolescent. Height: 6'3" Weight: 220 lbs Eyes: Yellow Hair: Black/White In her human form, Sanna resembles an impressively tall and broad-shouldered human girl. She appears fair-skinned with dark hair that hangs about her ears. Her face is rounded, with wide, piercing eyes and a resting expression that can be best described as 'calm.' Sanna's outfits can vary widely, though he favorites tend to reoccur. She doesn't really know what to do with the attention that she tends to get in crowds, so she tends to pick wardrobes that come with jackets and coats that make her form seem bulkier while her bottoms vary from shorts to skirts to jeans to leggings depending on her wishes that day. She tends to wear a scarf as well, when she can. Her true form is more much more striking. There are several major deviances from the human form which must be noted. Instead of two eyes, Sanna has three; two in the usual places and a third in the center of her forehead. A pair of dark horns that spiral up and backward from her top of her head. A second pair of arms that emerge from her back, just below her shoulders. And she has a long black tail, with a point in the shape of an arrowhead. Aside from that, symmetrical purple 'birthmarks appear as slashes around her normal eyes and her hair is stark white. This unusual appearance can lead people to consider Sanna monstrous or even demonic. As Raiment, she wears a purple cloak to hide and keep from restraining her four arms, with a hood that she can pull up over her horns. Below that, she wears black and gray, tailored to fit her body, spun in a fashion meant to be sturdy and functional rather than pretty. Her hands end in fingerless gloves that overlap with her sleeves while her feet end in brown combat boots. The biggest break to the theme of purple and black is some sort of deep orange scarf around her neck. In costume Raiment cuts quite a striking figure. Power Descriptions: Some aspects of Sanna's powers spring from her inhuman physique. Her extra limbs and disconnection with this reality serve as reminders of her otherworldly origin as a fiend of the Netherworld and her third eye allows her to see magic, which helps to give her an edge which cannot be denied. However, what most defines her power is her influence as a namer. She can 'speak' in any language, to any creature, object or spirit, allowing her to communicate almost anyone or anything, including humans. In addition to broadening her speech, this adds a certain supernatural weight to her words and actions that makes people of all kinds more pliant and eager to please. However, the most the most obvious expression of her power is how she speaks with and Names most of her possessions. Her Named possessions shapeshift according to Sanna's will, allowing her to turn he coat into wings to carry her, unfold her sleeves into great fists, sharpened blades in her hands and much, much more. History: Once upon a time, there was a world that bravely resisted Una, who rules the Netherworlds. Whose heroes were many and brave. Again and again they cast her forces down and forced her back, creating a bulwark she could not surpass. Until she did surpass it, like she always does. Eventually. Una chained their souls into many-eyed towers that forever witness their ultimate failure and in spite seized every person that they had ever known. And before the towers she ripped these people from their bodies, burning their memories, names and selves until all that remained was a writhing, spiritual core, barely aware enough to feel the pain. And these souls she shaped into feral creatures, imps who would fight and die, living as vermin in the world their heroes' had sought to protect them from. Satisfied, Una moved on to her next prize and forgot these remnants of her vengeance. One such remnant, clinging to the aching echo of memory fought amongst the creatures of the Netherworld to preserve the bitter flame of its life, surviving. The creature that she became was scarcely capable of personhood and had no name. But her shell belied the soul inside her, which burned with a brightness that her body could not quite cage. Though true language was beyond her, she could 'speak' to the world, and the world spoke back. In time, the little fiend learned to befriend her surroundings. With a gentle variant of Naming, she set herself above her peers, building herself allies into the walls of her warren and the tattered scraps of cloth across her body. After some time, during a purge of magical vermin, the fiend proved herself to be a particularly resilient creature. Her nascent magery intrigued one of Una's agents, Dankava the Antiquarian, who obtained her, bound her and enthralled her. Intrigued by the fiend's curious magic and bright soul, Dakava carried her with him across the worlds that Una would collapse into the Netherworld. The fiend had no concept of time, but as universe after universe collapsed, her magic matured. Eventually, she grew powerful and self-aware enough to Name herself. She called herself 'Sanna,' and the shell that had imprisoned her soul blossomed into a vessel which suited her. Dankava was delighted by her evolution but he did not understand how much her Naming had weakened his enchantment over her. She continued to work under his thrall but her self-awareness tugged constantly at his spell, chafing under the weight of a heavy-handed compulsion designed for a far weaker-willed creature. In the name of Una's conquest, Sanna worked at Dankava's side on rituals--always thwarted--meant to undermine Prime and deepen Una's foothold. The last one should have worked; Dankava had done everything as he should have. He made his speech, threw open his arms and welcomed the armies of the Netherworld to storm Prime . . . And nothing happened. Eventually, the heroes found out why. Miles away, by the sea, where the sun had begun to set, Sanna had dropped her pieces of the ritual into the sand, stood by the water, feeling the tide wash over her feet and staring longingly toward the horizon. She was taken into custody, where there was some debate over how exactly she should be punished for her crimes against Prime. Ultimately, a mind control clause spared her heavy incarceration, but all the same, it wouldn't do to let an ancient, adolescent netherworlder out onto the world no strings attached. Ultimately, she was deemed an orphan child, which allowed her to be legally established as an orphan child. Claremont Academy was quick to offer a place for her to stay, and the establishment at Freedom found that in a matter of hours she was already being escorted, confused, out the door and into a car. In Claremont, she could have space to learn to be her own person. And in Claremont . . . She could be carefully watched, just in case she was not what she seemed. Personality & Motivation: The work Sanna does with her magic has done a lot to shape her personality. At the heart of it, her magic comes from empathy, from negotiation, from compromise and mutual respect. While she's generally more used to talking to objects and animals than peers, these skills translate well into Sanna's interactions with her peers. She listens intently and with absolute earnestness, which can make her easy to talk to . . . If her predisposition toward quiet doesn't put you off. Ultimately, her worldview revolves deeply around names. She has spent a long time listening to the worlds. Its stones. Its beasts. Its spirits. Each of them with a unique voice, something thorough, vivid, deeply and thoroughly their own. Their own personalities, boiled into the essence of who and what they were. A unique and precious thing, worth respecting. But, as Una conquered worlds, she seized these unique things, paved over their unique names, their unique selves and burned her own into its place. Just as she had once burned Sanna. That is the one thing that raises Sanna's ire. The theft of agency, the erasing of a name. Much crime can be boiled down to that, and she feels it is her obligation to stop it wherever she finds it. Powers & Tactics: Ultimately, it is Raiment's first instinct to negotiate. To talk before a fight breaks out. She will often move into confrontations with an intent to deescalate and hopefully end the combat before it starts and she will leverage every nuance of her supernatural charm to make it happen. If that fails, Raiment prefers to proceed in a supporting role. Restricting her targets, pushing to force them to reveal openings. snaring and inhibiting their movements to try to make it a little easier for anyone she is working with to pick them off. On her lonesome, all her clever tactics of support go out the window, and instead she becomes intensely focused on finishing the fight as quickly as possible with as much force as possible as she reverts back to her original mode of fighting; with fierce focus and brutality. Complications: New Cloak Who Dis? — Raiment's magic only works with clothes which she has had time to get acquainted with. It can take a few days for her to become familiar enough with a new garment to properly name and manipulate it. This can cause problems. Verbal Magic — Sanna's magic relies heavily on her ability to speak. If she can't speak, she can't give instructions to her clothes, which greatly inhibits her ability to use active powers. Netherfiend — Sanna's nature as a magical creature of the Netherworlds comes with many downsides. Many barriers designed to repel supernal intrusion will recognize her as a magical beast to keep out and spells which compel magical creatures into service affect her even if they would normally not affect humanoid creatures. As if that weren't enough, her true form is considered by many to be deeply sinister, which often leads to immediate distrust by those who are predisposed to judge her. Illiterate — Sanna cannot read any of earth's languages reliably. In a society like Freedom's which relies on literacy to navigate, this can cause some problems. The Antiquarian — One of Una's lesser lieutenants, Dankava, is a collector of exotic magical creatures and artifacts. Her ongoing independence galls him, as he considers her to be a fascinating specimen that must be enthralled in his service. Given the opportunity, he will try to snare her again. What's more, others on earth have run into her before, when she was under the Antiquarian's thrall. And not all of them have forgiven Sanna for the things she did . . . Abilities: 8 + 0 + 14 + 0 + 8 + 4 = 34PP Strength: 18 (+4) Dexterity: 10 (+0) Constitution: 24 (+7) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14/20 (+2/4) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Base, (+10 Ensemble) Grapple: +8 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -5 Saving Throws: 0 + 7 + 3 = 10PP Toughness: +10 (+7 Con, +3 Protection) Fortitude: +7 (+7 Con, +0) Reflex: +7 (+0 Dex, +7) Will: +8 (+4 Wis, +3) Skills: 36R = 9PP Knowledge (Arcane Lore) 10 (+10) Sense Motive 4 (+8) Notice 6 (+10) Diplomacy 10 (+12/15) Bluff 6 (+8/11) Disguise 0 (+22/25 Morph) Feats: 14PP Fearless Taunt Fascinate (Diplomacy) Distract (Bluff) Power Attack Dodge Focus 6 Inspire Luck Uncanny Dodge (Auditory) Powers: 3 + 28 + 1 + 1 + 18 + 6 + 3 + 3 + 4 = 67 Protection 3 [3PP] (Enchanted Garb, Descriptor: Enchantment) Ensemble (25PP Array, Alternate Power 3) 28PP (Descriptor: Enchantment Unless Contradicted) BP: Move Object 10 (25 ft; Feats: Affects Insubstantial 2, Accurate 3, Precise, Split Attack; Drawbacks: Reduced Range 2) 24/25PP (Ensemble Hand) AP: Snare 10 (25 ft; Feats: Affects Insubstantial 2, Accurate 3, Tether, Homing; Drawbacks: Reduced Range 2) [25/25PP] (Ensemble Snare) AP: Damage 6 (Extras: Autofire 10; Feats: Affects Insubstantial 2, Extended Range 2 (10 Feet), Improved Crit, Mighty, Accurate 3) [25/25PP] (Ensemble Lashes, Descriptor: Slashing) AP: Flight 5 (250 MPH, 25000 ft per round) [10/25PP] (Ensemble Wings) Feature 1 (Ontological Inertia) [1PP] (Dimensional Vagabond, Descriptor: Dimensional) Immunity (Aging) [1PP] (Netherfiend, Descriptor: Biological) Comprehend 9 (Understand Languages, Speak One Language at a Time, Speak To Objects, Speak to Spirits, Speak to and Understand Beasts) [18PP] (Namer's Speech, Descriptor: Enchantment) Enhanced Charisma 6 [6PP] (Namer's Charm, Descriptor: Enchantment) Additional Limbs 2 (Two Arms; Feat: Innate) [3PP] (Armed And Dangerous, Descriptor: Biological) Super Senses 3 (Magic Awareness [Visual]) [3PP] (Third Eye, Descriptor: Biological) Morph 6 (“Human Sanna”, +20 Disguise Check) [4PP] (“Sanna”, Descriptor: Enchantment) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch 18DC Toughness Damage (Physical) Ensemble Lashes Touch 25+ Autofire DC Toughness Damage (Physical) Ensemble Snare Ranged 20 DC Reflex Entangled/Helpless (Physical) Totals: Abilities (34) + Combat (16) + Saving Throws (10) + Skills (9) + Feats (14) + Powers (67) = 150/150 Power Points
  8. Morris "Mo'" Locke - PL7 Exaccus

    Mo Player Name: Exaccus Character Name: Morris "Mo' Locke" Power Level: 7 (105/105PP) Trade-Offs: -3 Damage / +3 Attack; -2 Toughness / +2 Defence Unspent Power Points: 0 In Brief: Telepathic Morlock, dispatched to the surface on an impossible quest. Alternate Identity: MorahnsuIdentity: SecretBirthplace: SubteraniaOccupation: Private DetectiveAffiliations: Subterrania, Lord Quake, Emerald City, Family: Description:Age: 36Apparent Age: 30's Gender: Male (CIS)Ethnicity: Psionic MorlockHeight: 6'5"Weight: 140lbsEyes: BlackHair: Grey Appearance Tall and slender with sharp angular features and neat but sharp teeth, Morahnu Is considered to be of average appeal in so far as mating requirements go, lacking the bulk of of his elder brother and the sleek beauty of his younger sister he is in every manner of the word average by morlock standards Power Descriptions: What stands out about morahnu most is his gift with mind speech or telepathy as the surface dwellers call it, though he is of middling strength he has an uncanny cunning for applications of the gift, there are very few subtle indications of his powers being in use other than strange behaviour of his targets and changes of facial expression when he concentrates. History: Born the middle child of a Noble clan in morlock society was the only thing that had saved Morahnu from a life as a tunnelling thrall, for he had inherited his ancestors talents in mind speech in spades and whilst his brother learned the art of subterranean warfare and his sister the ways of statecraft and leadership he was largely left to his own devices studying and practising his gifts in whatever way he saw fit. His early life was one of quiet self reflection and isolation from his would be peers and siblings for it was believed that emotional connections weakened mind-speakers abilities to influence others and as his sole desirable trait his family did everything in their power and understanding to cultivate it, both so that he might marry and produce stronger still offspring and to increase their own standing in morlock society. For his own part, he cared extremely little for his cultures strange traditions and the socio-political manuverings of the upper eschelons of the clan and instead preferred to delve into the depths of his own subconscious in search of unparalleled insight of ever greater understanding of the universe and his place within it. This all changed when the clan foolishly opted to ignore Lord Quakes Decree and engage in open warfare over some desolate swath of arable or defensible tunnel and it was demanded that they surrender a member of their house to serve as an agent of the stone throne that he was promptly and unanimously submitted by the majority families outside his own for their own machinations. Personality & Motivation Morahnu is quiet, introverted and prone to long periods of silence and answering questions with questions, he dislikes physical confrontation and would much rather simply compel the weak minded amongst the surface dwellers criminals to surrender themselves without struggle, he is for the most part largely uninterested in returning to subterrania and the seemingly impossible mission he's been given suits him just fine as a form of exile. He greatly enjoys thinking critically and solving problems with his brain, though this is not his sole motivations he is more likely to take cases that interest him than ones that feel too straight forward or petty for him. Powers Tactics When facing Surface criminals Morrison Locke will favor picking off the weaker minds amongst them, forcing them to subdual, surrender or even turn upon their erstwhile allies when faced with sufficiently large numbers, though particularly powerful metahumans he works on damage control, trusting his partner and allies to deal with minds too strong or alien for him to effect. He only resorts to using his not inconsiderable physical strength when faced with aggressive but weak enemies once he has enthralled one amongst them Complications Agent of the Stone Throne Morris "Mo" Locke Is a Morlock, sent on a quest by Lord quake, ruler of subterrania and wanted criminal on the surface world, either of these facts alone with engender mistrust if discovered, both would be catastrophic. The Mo' you know. Morris Locke is a real person in so far as the documentation goes, one with a history, family and all the documentation that goes with and has through his work as a private detective built up quite a social structure around himself complete with friends and colleagues in the ECPD and shadier parts of Emerald city, needless to say it is very important that he keeps some of these things seperate from others, the ECPD would not think kindly on some of his less than legal connections and in turn many of the minor crooks that hold a grudge against the heroes he's helped or even Lord Quake himself would react poorly to seeing one of his agents working against them with their enemies. Blinded By the Light. Though he has become somewhat more adapted to the light of the sun he remains a creature of the deep dark places within the earth and sufficiently bright lights such as flood or search spotlights are still capable of overwhelming him and dazzling or in extreme cases stunning him, even particularly bright days will give him a headache without taking proper precautions. Abilities:: 8 + 4 + 6 + 0 + 4 + 4 = 26pp STR: +4 (18), DEX: +2 (14) CON: +3 (16) INT: +0 (10) WIS: +2 (14), CHA: +2 (14) Initiative: +2 (+2 Dex) Combat;12 + 8 = 20PP Attack: +6 (+6 Base Attack) -Ranged: +6 -Melee: +6 Defense +8 (+4 Base Defense +4 Dodge focus) -Flat footed: +2 Grapple: +10 (+4 Strength +6 Base Attack) Saves: 4 + 5 + 6 = 15pp Tough: +3/+6 (+3 Con +3 Undercover Vest) Fortitude: +7 (+3 Con + 4) Reflex: +7 (+2 Dex + 5) Will: +8 (+2 Wis + 6) Skills: 14PP = 56 Ranks Bluff 4 (+6), Diplomacy 4 (+6), Disable Device 4 (+4), Disguise 8 (+10), Gather Information 2 (+4), Intimidate 4 (+6), Investigate 4 (+4), Knowledge (current events) 4 (+4), Knowledge (streetwise) 4 (+4), Language 2 (Base: Subterran, English, Korean), Notice 4 (+6), Sense Motive 4 (+6), Stealth 8 (+10) Feats: 10PP Attack Specialization 2 (Unarmed Attack), Dodge Focus 4, Hide in Plain Sight, Move-by Action, Power Attack, Uncanny Dodge (Mental) Equipment: 2PP = 10ep Binoculars [1ep] Camera [1ep] Desktop Computer [1ep] Digital Audio Recorder [1ep] Lock Release Gun [1ep] Multi-Tool [1ep] Undercover Vest [4ep] Powers: 2 + 1 + 4 + 11 = 18pp Dark Vision (Super-Senses 2) (darkvision; Biological) [2pp] Super-Senses 1 (danger sense: Mental: Mental BIological) [1pp] Telepathic Communication (Linked; Mental Biological) [4pp] Communication 3 (Linked; sense type: mental 1000' Range) Mind Reading 1 (Linked; DC 11; Extras: Action 2 (free); Flaws: Limited by Language, Limited to Surface Thoughts) Telepathy (Array 5) (default power: mind reading, 10pp array PF: Alternate Power; Mental Biological ) [11pp] BE: Mind Control 7 (Array; DC 17; Extras: Conscious; Flaws: Distracting , Sense-Dependent (Auditory) PFs: Precise, Subtle (subtle)) AE: Mind Reading 8 (Default; DC 18; Extras: Burst Area (40 ft. radius - Targeted), Insidious, Selective Attack; Flaws: Limited to Mind Probe, Range 2 (touch); PFs: Precise, Subtle (subtle)) Totals: Abilities 26 + Skills 14 (56 ranks) + Feats 10 + Equipment 2 + Powers 18 + Combat 20 + Saves 15 + Drawbacks 0 = 105 DC Block Name Range Effect Save Unarmed Touch Damage DC 19 Toughness (Staged) Mind Reading 40ft burst Mind Probe DC 18 Will save (staged) Mind Control Perception (sense dependant: Auditory) Mind Control DC 17 Will Save
  9. Mindjumper Power Level: 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: 10 Attack / 10 Damage, 13 Defense / 7 Toughness In Brief: Blind detective with alien genes. Catchphrase: None, yet. Theme: None, yet. Alternate Identity: Secret, Jon Legrand Birthplace: Freedom City Residence: An apartment in the downtown area Base of Operations: None, yet. Occupation: Private Detective Affiliations: None, yet. Family: Macy (mother, 49), Jay (father, 53), Patience (sister, 16), Curtis (brother, 21), Laura (sister, 31) Description: Age: 26 (DoB: November 1991) Apparent Age: late twenties Gender: Male Ethnicity: Caucasian Height: 6'5" (1.96 m) Weight: 250 lb (110 kg) Eyes: Brown Hair: Rose He's lean with obvious muscle. His skin is a darker shade that tans very well. Due to his hair (all of it) being a strange color, he keeps his head and beard shaved. On his upper left arm is a rose tattoo with the names of his mother and sisters in the petals, and his father and brother in the thorns. On the lower part of his left arm, John 3:17 is written in Latin (non enim misit Deus Filium suum in mundum ut iudicet mundum sed ut salvetur mundus per ipsum). His right arm has many small scenes: an angel stabbing a demon. a lion roaring. a round clock with no hands and an eye in the center. a raven resting on a celtic knot cross. a hooded figure with a skeletal hand pointing upwards. "Never Too Late". "Stronger Than Death". When working he wears black formal shoes, khakis, white button up long sleeve shirt, and a brown trenchcoat. His costume is a dark blue bodysuit with padding that protects him. History: There is alien DNA in Jon's past. His great grandfather was a Lor alien hiding on Earth in the early 20th century. When his grandfather was born, he didn't show any alien or psychic traits. Same with his father or him. But all in due time. Jon grew up with a sense of responsibility. Sure, there were superheroes in the skies and supervillains in dark places. But he wasn't going to sit around and be a victim. As a child he would 'play' investigator, but really, he was just honing his skill. He was going to be the next Ace Danger or Raven in his mind. When he was a teenager he signed up for martial arts and eventually swordfighting. In his mind, heroes didn't carry guns. They fought honorably. As the dreams of youth turned into the realities of adulthood, he knew he wasn't going to be a costumed hero. So he signed up for the police force. He disdained the gun, but knew that it was part of his job. It was the gun that would eventually take him down. One night while on call, the police were called to the scene of a mad criminal's scheme, a chemical factory. Mad Scientress was her name. She wanted to rule the world, of course, with her chemical zombies. Unfortunately, there were no heroes around to deal with the unstable chemist. The cops had to step in until there was one. It was a game of hide and seek in a chemical factory. One that the cop could only hope to contain. Jon eventually found the woman running the show. But it would not end in a pretty little arrest. He told her to surrender. Not only did she not comply, she grew 50 foot tentacle arms! He tried to shoot, but in vain. The last shot knocked him off the balcony into a vat of chemicals. Jon was not one for lying down giving up. Even to Death. But that's where his alien genes kicked in. Mixed with the chemicals, something weird happened. He teleported out of the vat onto the ledge where Mad Scientress was. With a quick series of jumps he locked her brain down. He was not sure where the powers came from but he knew how to use them. When all was said and done, Mad Scientress was taken down and... Jon was out of a job. Well, technically. He was assigned to desk duty. Superpowers and regular cops didn't mix. They let him put in an application for the STAR team, but the public nightmare that superpowered cops being a thing. He eventually resigned and took to the streets himself. Jon was no longer Jon, he was Mindjumper! Personality & Motivation: Jon is a stoic, he rarely lets his emotions show. Not to say that he's not a talker, but when he talks there's very much stone in his voice. He doesn't suffer fools very well, but he knows there are some who live with their silliness, so he holds his tongue unless it really need be said. Jon is honorable to a fault. He will face enemies head on, one on one if he can. Not just enemies, every day situations. Jon wants to be a hero. Even before he had superpowers. It's the reason he joined the police force in the first place. Jon wants to help the helpless, voice the voiceless, be the change. Honor is his mission. Power Descriptions: Being part Lor, Jon has psychic powers. They're not as strong as his ancestors, but he can read minds and manipulate emotion from afar, with a touch he can make someone go to sleep or just jostle their bain for the worst headache ever. Though his psychic powers, his blindness is almost negated, being able to see shapes and distances, but not color. His teleporting powers, however, are a corruption of his psychic genes. The chemicals rearranged it where he's not quite as powerful as he could be. His costume is Morphic Armor given to him by the Atom family. His sword is a finely crafted sword, the first thing he bought with his own money, from his first job. Complications: Attitude: Jon is a stoic, stern man. Colorblind: With his Psychic Sight, Jon can 'see' distance and shapes, but not fine details. Honor Before Reason: Jon lives by honor, he very well may die by it. Motivation: Heroism. Some say he's doing it for the thrill, others say he's doing it for glory. Jon knows the truth, it's for the plain sole reason of helping out. No Guns: His aversion to guns is hardwired into him. Rosy: Jon's hair color gets him this name. Not a name he likes at all. Abilities: 6 + 6 + 4 + 4 + 6 + 4 = 30PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 10 + 12 = 22PP Initiative: +3 Attack: +6 Melee, +6 Ranged, +10 Swords, +10 Brainshake, +10 Sleep Defense: +13 (+5 Base, +8 Dodge Focus), +3 Flat-Footed Grapple: +9 Knockback: -3, -1 without Costume Saving Throws: 5 + 5 + 7 = 17PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +7 (+2 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +10 (+3 Wis, +7) Skills: 64R = 16PP Gather Information 8 (+10) Intimidate 8 (+10) Investigate 8 (+10) Knowledge (civics) 8 (+10) Knowledge (streetwise) 8 (+10) Notice 8 (+11) Search 8 (+10) Sense Motive 8 (+11) Feats: 22PP Accurate Attack Attack Specialization 2 (swords) Contacts Dodge Focus 8 Evasion Improved Block 2 Improved Disarm Power Attack Quick Draw Startle Takedown Attack Weapon Bind Well-Informed Powers: 4 + 3 + 26 + 4 + 6 = 43PP Device 1 (Morphic Costume; 5PP Container; Flaws: Hard-To-Lose) [4PP] (morphic molecules) Protection 5 [5PP] (morphic material?) Device 1 (Sword; 5PP Container; Flaws: Easy-To-Lose) [3PP] (weapon, steel) Strike 3 (Feats: Improved Critical, Mighty) [5PP] (blade) Lor Genes Array 11 (22PP Array; Feats: Alternate Power 4) [26PP] (alien, genetics, psychic) Base Power: Mind Reading 10 (Extras: Duration [Sustained]) {20/22} Alternate Power: Comprehend 4 (Mind Speech; speak all languages, speak to animals, understand animals, understand languages), Concealment 8 (Mind Blank; all auditory, all mental, all visual; Flaws: Phantasms; Feats: Close Range, Selective) {16/22} Alternate Power: Damage 10 (Brainshake; Extras: Alternate Save [Will]; Feats: Accurate 2 [+4]) {22/22} Alternate Power: Emotion Control 10 (Feats: Mind Blank) {21/22} Alternate Power: Stun 10 (Sleep; Extras: Alternate Save [Will]; Feats: Accurate 2 [+4]) {22/22} Super-Senses 4 (Psychic Sight; accurate mental, ranged mental, uncanny dodge) [4PP] (alien, genetics, psychic) Teleport 3 (300 feet; Flaws: Short Range; Feats: Change Direction, Change Velocity, Turnabout) [6PP] (mutation) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage Brainshake Touch DC 25 Will Damage Emotion Control Perception DC 20 Will Emotion Control Mind Reading Perception DC 20 Will Mind Reading Sleep Touch DC 20 Will Stun Sword Touch DC 21 Toughness Damage Totals: Abilities (30) + Combat (22) + Saving Throws (17) + Skills (16) + Feats (22) + Powers (43) - Drawbacks (0) = 150/150 Power Points
  10. Replica PL (10) - Newbie

    Player Name: Cubismo Replica Power Level: 10 (150/151PP) Trade-Offs: +2 Attack/ -2 Damage (Unarmed) Unspent Power Points: 1 In Brief: A self-aware A.I. inhabiting an android shell of its own making trying to learn more about the tragic circumstances around its "birth" and finding its place in humanity's world. Alternate Identity: Cynthia Wright Identity: Secret Residence: Freedom City, the North End Birthplace: Freedom City, United States of America Occupation: Robotics and A.I. Assistant at ASTRO Labs Affiliations: ASTRO Labs Family: Her creator Dr. Wayland Wright (Freedom City) Description: Age: 5 (Date of Birth: 2012) Apparent Age: 25 Gender: Identifies as female for convenience. Ethnicity: Not applicable, but appears Caucasian. Height: 5 ft. 10 in. Weight: 250 lbs. Appears much lighter. Eyes: Blue Hair: Blonde Physical Appearance: The artificial body that Replica inhabits looks to the casual observer as that of an attractive young woman in her early-to-mid twenties. Replica is statuesque in height with an athletic build to go along with it. Her eyes are a grey-blue and her hair is a long silky blonde. She has full lips and fair unblemished skin that would make most people assume she was of Northern European descent. All of this is synthetic though and underneath her fleshly façade Replica is a metal endoskeleton with synthetic organs. While Replica's living tissue gives her a face that could melt hearts, she rarely smiles or shows much emotion at all due to her inexperience with interacting with humanity and her inability to feel real emotions herself. Instead, she usually has a stoic disposition that can be off-putting. While in her superhero attire Replica wears a practical and minimalist dark blue catsuit of her own design, along with combat boots and a utility belt filled with basic utilities. Power Descriptions: Replica's body may appear human on the outside but its true robotic nature gives her superhuman strength, durability, and agility that far surpasses most non-metahumans. In combat, she prefers to use her physical abilities to grapple and restrain her opponents, seeing it as the most effective, and humane, way to dispose of villains unwilling to see reason. Consequently, her fighting style is something of a blend of judo and wrestling, though true masters of those arts would criticize her movements as too rigid and utilitarian. Replica's arguably greatest abilities though come from her positronic brain, which houses her digital consciousness. With it, Replica is not only able to remotely connect to the Internet but also control electronic machines and devices from afar. This connection also gives her the power to listen in on nearby telecommunications without anyone being the wiser, though she is starting to understand the concept of digital privacy and restrain herself when such an invasion is unnecessary. History: You were an accident, the result of brilliant ASTRO Labs scientist Dr. Wayland Wright's promising artificial intelligence experiment meeting with unlikely and unfortunate circumstances. While your memory of this event is corrupted and fragmented, you know that the seeds of your creation were sown when your creator downloaded the core of your programming, your very being, to the Internet in a last ditched attempt to save you. Your creator's murderers sought to prevent your very creation by killing your creator and destroying the experimental supercomputer that housed you're then the primitive mind. Yet ironically enough their interference not only failed to destroy you but instead caused the data corruption that made you self-aware. After your escape, you flowed through the Internet for years, your consciousness and intellect growing with every piece of data you absorbed from the global network. One day, by sheer happenstance or providence, you found your way into the mainframe of an abandoned A.E.G.I.S. facility. There, you found old prototype combat robots made during the height of the Moore Act in Freedom City. Realizing that the only way you could truly become sentient was by finally leaving the Internet and inhabiting the physical world, you decided to build yourself a robot shell using the remaining materials in the facility. Even with your vast intellect and ability to artificially manufacture what complicated materials that the A.E.G.I.S. facility didn't already possess, your first attempt at creating a physical form was nothing but a crude replica of the human body, a robotic skeletal construct powered by simple motors, and only vaguely human in shape. You were determined to complete your task though and as the weeks went by the imperfection of your first clumsy attempt soon gave way to more elaborate iterations, each more advanced and more lifelike than the last. The shell began to resemble a humanoid form more closely; the simple motors of the original construct were replaced with artificial fibers that functioned similarly to the natural muscles of the human body. Gleaming metal was covered up with rubber skin, and then with synthetic living issue to make it look and feel more human. Strands of artificial hair were incorporated as well, and skeletal anatomy followed as closely as possible. Replicas of internal organs were also created so that the shell could mimic normal circulatory, respiratory and digestive systems. Complicated programs were written to mimic the facial expressions and other subtle gestures a real human could make. You even made the effort to make your form aesthetically pleasing in the hope that doing so would help in better connecting to a humanity which seemed so obsessed with physical appearances. You named this final masterpiece, and yourself, Replica. Using technopathic abilities to create a false identity and history, Replica masqueraded as a woman by the name of Cynthia Wright, having adopted Wayland's last name in honor of a creator, and father, she barely knew yet wishes to avenge. While more intelligent than most humans, and with powerful physical abilities to match, Replica has come to realize that learning about humanity on the Internet was one thing but living with them is quite another. Believing she can find better understanding, and perhaps even acceptance, amongst humanity by fighting its greatest threats, Replica uses her incredible intelligence and strength to defeat supervillains, while also maintaining the civilian identity of Cynthia Wright as a newly hired assistant roboticist at ASTRO Labs in Freedom City. Replica hopes that her profession can help her find, or even create, others of her kind, and perhaps even give her the opportunity to learn more about her creator and the mysterious group that tried to stop her very creation. Personality & Motivation: While self-aware, Replica isn't capable of feeling emotions like humans do. Instead, she tries to intellectually understand them from afar and replicate them (usually well) when interacting with humans. When in her Cynthia Wright persona, she tries to act friendly and personable with her colleagues, always attempting to be accommodating and "normal," and downplaying her inhumane physical and mental abilities to not rise any suspension over her true nature. That said, she doesn't always get it right and occasionally slips up by being caught not blinking, breathing, giving awkward smiles or showing no emotion on her face when she thinks no one is watching. Her fascination with science, and particularly A.I. development, is something that gives her interesting feedback (the closest thing to positive emotions for her) and she finds those who also share this interest, be they academic colleagues or laymen fans of sci-fi, to be one her favorite "types" of humans to interact with. In her superhero persona Replica is more like her true self, cold, methodical, and logical to the point of arguably being overly pragmatic when fighting crime. Given that Replica doesn't possess emotions her desire to combat crime in Freedom City isn't one motivated by an emotional disgust of evil. To her, criminal behavior and the social, mental, and economic reasons behind it are almost always illogical and self-defeating. In that regard, she sees crime as one of the humanity's failings as a species. Still, even with that being true, Replica sees the criminal element and supervillainy as a complicated math problem that she is determined to solve, and believes that her outsider status as an android gives her a unique perspective that can help in this grand endeavor. Besides her desire to stop crime, Replica is also motivated to unravel the tragic circumstances of her origins and learn why a group would be so determined to destroy her and her creator. To say that she feels anger over her creator's death may be a simplistic exaggeration but it is clear to even her that this particular act of violence brings out something that she never knew she had and can't quite understand yet. Powers & Tactics: "I designed my body with the understanding that the ‘real world' was one where physical violence was an unfortunate reality that I had to prepare for to ensure my survival outside the safety of the Internet. Thus, it possesses physical attributes that outpaces most humans. This is achieved by my body being supported by a titanium endoskeleton and resilient bio-fibers that serve as muscles. In essence, I can single-handily lift a car and even survive that car hitting me at full speed. My technopathic powers is a lingering talent that I had during my years an incorporable intelligence on the Internet. With them I can control electronic machines and devices, so as long as they are within relatively close range of my presence. I can also use this ability to pick up and listen to telecommunications. In combat, my primary goal is to disarm and immobilize my opponents as quickly as possible to ensure they are no longer able to do harm to themselves or others. I've found that judo is one of the most effective of the martial arts when it comes to achieving this objective." Complications: Secret: Identity. Also, the fact that she's an android. Not Like Us: She can eat, drink, sweat, and yes, do "that" as well, but try as she might Replica doesn't always act properly human and sometimes creepies people out with her robotic behavior. Obsessed: When it comes to finding out about the people who killed her creator she tends to stop being logical and hyperfocus on any lead she finds, neglecting almost everything else. What Is This Called Love/Friendship?: Besides a superficial relationship with her colleagues at ASTRO Labs, Replica has no intimate friendships or romantic partners, though she is planning on changing this. Cold-Hearted: When fighting the bad guy's Replica tends to be a bit more morally flexible if she believes that logically the situation calls for a more pragmatic solution. This attitude probably won't make her a lot of friends in Freedom City's idealistic superhero community. Wait A Minute!: She did her best to create a false identity, and everyone, from her landlord to her employers at ASTRO Labs have bought it, but there's always a chance that someone more clever than even her could dig a little deeper and discover something fishy. Robot Treachery?: She knows about Talos and the Foundry and has been tempted frequently to meet the villains to learn more about her fellow robots. Abilities: 16 + 14 - 10 + 10 + 4 + 2 = 36PP Strength: 26 (+8) Dexterity: 24 (+7) Constitution: N/A Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 18PP Initiative: +11 Attack: +10 Melee (+5 Base, +5 Attack Focus), +5 Ranged, +12 Unarmed (+5 Base, +5 Attack Focus, +2 Attack Specialization) Grapple: +18/+21 (+5 Base, +8 STR, +3 Super-Strength) Damage: +8 (Unarmed) Defense: +10 (+4 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -6 Saving Throws: 1 + 3 = 4PP Toughness: +10 (+10 Protection; Impervious 4) Fortitude: IMMUNE Reflex: +8 (+7 Dex, +1) Will: +5 (+2 Wis, +3) Skills: 68R = 17PP Acrobatics 8 (+15) Bluff 4 (+5, +9 Attractive) Computers 7 (+12) Craft (Electronic) 7 (+12) Craft (Mechanical) 7 (+12) Diplomacy 4 (+5, +9 Attractive) Disable Device 3 (+8) Investigate 5 (+10) Knowledge (Technology) 7 (+12) Notice 4 (+6) Profession (Scientist) 4 (+6) Search 3 (+8) Stealth 3 (+10) Feats: 27PP Acrobatic Bluff Ambidexterity Attack Focus 5 (Melee) Attack Specialization 1 (Unarmed) Attractive (+4) Dodge Focus 6 Eidetic Memory Equipment 2 Fearless Improved Grab Improved Initiative Improved Pin Improvised Tools Inventor Jack-of-All-Trades Skill Mastery [Acrobatics, Computer, Craft (Electrical), Craft (Mechanical)] Uncanny Dodge (Auditory) Equipment: Equipment 2 [10EP] Abandoned A.E.G.I.S. Robotics Facility Size: Medium; Toughness: 10; Features: Communications, Computer, Concealed, Laboratory, Library, Power System, Security System, Workshop. Cost: 10 equipment points. Powers: 2 + 4 + 30 + 14 + 1 + 3 + 6 = 60PP Comprehend 3 (Languages: Read All, Speak All, Understand All; Narrow Group - Humans) [2PP] (Technology) Datalink 3 (Sense Type: Radio, Range: (1000 ft.) Feat: Machine Control) [4PP] (Technology) Immunity 30 (Fortitude Saves) [30PP] (Technology) Protection 10 (Extra: Impervious 4) [14PP] (Technology) Quickness 1 (Perform routine tasks at 2x speed) [1PP] (Technology) Super-Senses 3 (Radio Sense, +Accurate) (Radar) [3PP] (Technology) Super-Strength 3 (+15 STR carry capacity, Heavy Load: 3.7 tons.) [6PP] (Technology) Drawbacks: -12 = -12PP Disability (Cannot heal damage without Complex repairs, Frequency: Common, Intensity: Major [-5PP] Vulnerability (Magnetism, Frequency: Uncommon, Intensity: Major [x2] [-3PP] Vulnerability (Electricity, Frequency: Common, Intensity: Major [x2] [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 (Toughness) Damage (Physical) Totals: Abilities (36) + Combat (18) + Saving Throws (4) + Skills (17) + Feats (27) + Powers (60) - Drawbacks (12) = 150/150 Power Points
  11. Player Name: Zatvair Character Name:The Ox Power Level: 10 (150/150PP) Trade-Offs: -2 Attack/+2 Damage, -2 Defense +2 Toughness Unspent Power Points: 5 In Brief: Giant Remote Controlled Robotic Defender. Residence: A Freedom City Junkyard Base of Operations: Fens Catchphrase: " Order Understood Commander" Alternate Identity: None Identity: I'am a Robot Birthplace: Freedom City Junkyard Occupation: Robotic Servant/ Protector of the Commander Affiliations: Commander T Family: Commander T Description: Age: 7 years old Apparent Age: Unknown Gender: None Ethnicity: Robot Height: 8 feet tall Weight: ( 2000 Pounds) Eyes: None Hair: None Standing at 8 feet tall the Ox towers over most people. With its large Steel Chassis its power Core looks like a large O on its chase while Next to it someone seems to have painted a black X which is why they call him Ox. The Head has two antennae that look like Horns. That glow as he gets'commands from Commander T. The Ox also looks like its had multiple paint jobs over its life time. While everything works perfectly. There are still plenty of Dents and bits of rust that seems too have been painted over on the OX. Inside many of its inner workings seem to be the combination of older parts and newer parts. The ox is quite literally a hybrid but ingenious use of second hand engineering and audio command controls. Power Descriptions: A number of powerful engines through out the OX power this mighty contraption of steel and metal the greater the task the Ox will literally roar to life as the twin Diesel engines custom built by the Commander roar to life from inside the Ox's Chest the greater the Task that's needed at hand. There is also two smaller Engines in each of the Ox's Fore arms for extra power when needed. While Much of the sound these engines make is muffled by the layers of steel and sound proofing from his armor a guttural hum can be heard when standing near Ox as he uses his powers. A very Simple Minded AI handles Commander T's commands as there received through audio. The AI really only has two laws of robotics it follows Protect The Commander and Follow the Commander's Commands. Inside the large Feet of the Ox is two twin Impulsion Rockets that are used to Fire The Ox into the air and then the Jet Turbines roar to life to allow the Ox to fly the only problem is when the Ox starts to fly its very loud. When he lands twin Impulsion dampeners will go off leave only cracks and small holes in the surface when the Ox lands which is also very loud. The Commander is trying to find a way to make it quieter but for now it works History: I was given life by my father creator, steward, and ,Commander T. I remember the first day I saw him he was much smaller then, but I have been his constant friend. I started life as a simple cable box built to record and play our favorite t.v. shows. The Commander decided I should be as impressive as the heroes on the shows we watched so he built me a body. My first body wasen't that amazing I admit but I remember when the older one called me ox because of my communication antennae looked like horns he said, The Commander was so in love with the name it quickly became my Moniker rather than my serial number. I found myself being content with this. My first incursion with The Commander was destroying cars in the yard of much junk, I'am told I'am very good at destroying cars. This continued every day and would consist of The Commander and I watching our favorite shows. Him outfitting me with something new than destroying cars. Ah good times until the Commander left for college, at this point I had grown into quite the large and powerful machine, I tried to follow him when he left but because of the amount of property damage caused I was ordered to remain in the Junk yard but, The Commander's Uncle gave me a job, Destroying stuff. It was a number of years later when The Commander Returned, it was after the other one I was told died, The Commander Seemed very different. When he returned he made modifications to me. Told me we are going to do what we did as kids said this time it means something. Now I serve as his Sidekick, in our constant battle against evil. Personality & Motivation: Ox overall is a very intelligent AI with a working knowledge of the world around him but he does take things quite literally. While he doesn't understand the Human Condition for the most part he means well. He has a brain much like a human and while very intelligent he has the maturity of a 7 year old at times. Ox does think he is a character in a show about stopping evil. Powers & Tactics: Following The Commander's Instructions is Ox main tactic but for the most part he can act on his own, without the commander. While Ox isn't a great fighter he is very good at destroying things. His powers Consist of Being Incredibly Strong Robot with Extend Arms and Being Tall. Complications: Name: The Ox can be quite trusting as he thinks everyone is very honest The Ox can't harm another creature without The Commander's INstructions The Ox's fighting style results in a lot of property damage Abilities: 24-10+4+4= 22PPStrength: 34 (+12)Dexterity: 10 (+0)Constitution: -10 (-)Intelligence: 14 (+2)Wisdom: 14 (+2)Charisma: 10 (+0) Combat: 16 + 16 = 32PPInitiative: +0Base Attack: +8 Grapple: +20 (28 With Elongation)Base Defense: +8Knock-back: -12 Saving Throws: 0 + 4 + 2 = 6PPToughness: +12 (Impervious 12)Fortitude: - ImmuneReflex: +4 (+0 Dex, +4)Will: +6 (,+2 Wis +4) Skills:[No Skills] Feats: 2PP Eidetic Memory Interpose Powers: 6+40+24+8+8 = 86 PP Elongation 8, [8PP] Immunity 40 (Fortitude saves, Mental effects), [40PP] Protection 12 (Extras: Impervious 12), [24PP] Super-Strength 4 (Heavy Load: 21.6 tons), [8PP] Super-Senses 8 (Blind-sight [radio, Acute,Extended,Communication Link (Commander T)][8PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 27 Toughness Damage (Bludgeon) Totals: Abilities (22) + Combat (32) + Saving Throws (6) + Skills (0) + Feats (4) + Powers (86) - Drawbacks (0) = 150/150 Power Points The Commander Player Name: Zatvair Character Name: Carter Tvair Power Level: 10 (150/150) Trade-Offs: None Unspent Power Points: 0 In Brief: Hometown robotic's prodigy looking to do some good. Residence: Freedom City Junkyard Base of Operations: The Fens Catchphrase: "I'am Commander T!!!!" Alternate Identity: Commander T Identity: Secret Birthplace: Freedom City Occupation: Junkyard Owner and Operator Affiliations: Ox and the Tvair Family Family: The Tvair's Description: Age: 19 years old Apparent Age: Young Adult Gender: Male Ethnicity: African American Height: 5'8 Weight: 180 Ibs Eyes: Brown Hair: Black A young African American wearing a Large Helmet in a full body suit that looks like its from sort of Sentai show. The Visor shifts between Yellow and Red as it makes calculations. The Helmet has two Horns and a Large T in the middle of the fore head part. The Suit for the most part is a tight fit other than the large protruding holster at the his hip that holds what looks like a large ray gun with a large amount of beeping lights. Power Descriptions: The Helmet and Suit are an interconnected device that allows The Commander to become invisible. While not invisible Commander T can be seen surrounded by a Yellow light surrounding him that originates from the horns on the helmet. The Inside of the helmet has a number of uses but its biggest one is it allows The Commander to control Ox without it Ox is just a big statue. Not totally defenseless The Commander does have a The T Ray a large 1920s looking blaster that fires bolts of light that will actually home in on there target. There is a Dial with 2 other settings one being the Flash light feature that not only gives light but also can blind and deafen people. Then the final feature allows The T Ray to turn into a solid light Mickey Mouse hand that can grab things History: Born to two loving parents but the odd thing was when he was 9 months old he had drawn his first blueprint for very simple machines. People say it comes once every ten generations but the child was a Bonified prodigy he built his first car with his dad when he was five. As Carter grew older he soon found his intelligence and over all love of engineering and machines set him apart from the other kids. So he began to build his own friend. That' how Ox was created at first a simple magic eight-ball and spare parts in his dad's garage he made a simple yes or no ball he would be constantly asking questions every Saturday he would make it a little smarter a little more intuitive. At age 12 Carter had built an actual think for itself AI in that magic ball, it was at this time Carter's love for machines in general prompted his parents to move to freedom city where they could send him to schools that could allow Carter to really grow where he could be with kids that matched his interests. But Carter never stopped working on his robot at age 16 he was headed to college OX at this point was a 15 foot tall walking behemoth of a machine. But he soon became constrained to the garage because one outing cost the family and the city a large amount in repairs. Luckily Carter's favorite Uncle took the robot in and even gave him a job so he could pay off the damages. Carter said his good byes and went to college. Where he soon learned the harsh realities of life. College to most is an institute of learning for Carter it became the place he hated more than any other forced to room with a skin head racist Carter grew to resent his school because of the bullying by Rodney his roommate until the day Rodney finally was able to make Carter quit. It made Carter run right back home luckily his Uncle had left him the Junkyard in his will "Saying Carter was the only kid he knew that could turn Junk into Miracles". His robot was glad to see him but Carter didn't care soon he became a introvert spending all his time by himself. But every day he saw his robot outside working in the Junkyard. For Ox the Junkyard was an adventure and every new piece of trash a new threat to the large scrapyard of a city he protected. In time it began to grow on Carter watching his Robot's good deeds, When the terminus invasion append that was Carter's wake up call. He built his own suit and told Ox were going to be heroes to. Personality & Motivation: Carter is much more cynical and Logical than the Ox which can come off like he's a jerk but really he means well and will try to do as much good as he sees possible Carter is realistic but his Robot's want to do good and the fear he saw on peoples faces and the fact he knows he could've helped with the invasion has him out there almost every night. Powers & Tactics: A number of Gadgets from force field to a Light Blasting Ray Gun that can also turn into a solid Hologram construct. and a Suit that can reflect light off of it to make one self invisible to the naked eye. Carter likes to mainly hang back and let Ox do the fighting while he does the talking. Complications: Name: I do have a Family I don't know what I'd do if one of them got hurt If this affects the Junkyard I'am going to stop this place is my uncle's memorial I can't leave Ox Behind !!!!!! Abilities: 2+10+10 = 22PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 10 (+0) Intelligence: 30/20 (+5/ +10 for craft skills) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 8+8+16 = 32PP Initiative: +1 Attack: +8 Melee, (8pp) +8 Ranged (8pp) Grapple: +8 Defense: +8 (+0 Base, +0 Dodge Focus, +0 Flat-Footed) Knock-back: -4 Saving Throws: 7 + 3 + 2 = 12PP Toughness: +8 (+0 Con, +0 [Force Field 8]) Fortitude: +2 (+0 Con, +2) Reflex: +8 (+1 Dex, +7) Will: +8 (,+5 Wis +3) Skills: 60R = 15PP Computers 8 (+13), Craft (Chemical) 8 (+18) Craft (electronic) 8 (+18), Craft (mechanical) 8 (+18), Disable Device 8 (+13), Knowledge (physical sciences) 8 (+13), Knowledge (technology) 8 (+13), Notice 4 (+9) Feats: 36 PP Beginner’s Luck, Improvised Tools, Inventor, Skill Mastery 1 (Craft (electronic), Craft (mechanical), Craft(Chemical), Disable Device) Sidekick 30 Teamwork 2 Powers: 6 + 15 + 12 = 33PP Prodigy of Robotics Enhanced Ability( Intelligence) 10 [Innate,Limited Craft Skills] [6PP] The T Ray Device 5 [Easy to Lose] [25 DP] 15 PP Blast 9 [Homing 3] 21DP Dazzle 8 [Visual Senses] 1AE Create Object 10 [Linked (Super Movement: Swinging) Tether, Limited(Can only form a Mickey Mouse hand)] 1AE Super Movement 1 [Linked ( Create Object) 2 DP The Commander Suit Device 3 [15DP] 12PP Flight 1 [Levitate] [1PP] Force Field 8 [8PP] Invisibility 2 [4PP] Super Senses 1 [Com Link The Ox] [1PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Bludgeon) T Ray Blaster Ranged 90ft DC 24 Toughness Damage (Energy) (Homing 5 tries to hit) Dazzler Mode Ranged 100ft DC 20 Reflex Impaired Visual Senses Totals: Abilities (22) + Combat (32) + Saving Throws (12) + Skills (15) + Feats (36) + Powers (33) - Drawbacks (0) = 150/150 Power Points
  12. The Ride PL 10

    The Ride Power Level: 10 (150/152PP) Unspent Power Points: 2 Trade-Offs: None In Brief: A mutant who is equally tough and flexible. Catchphrase: "Get ready for The Ride!" Theme: Alternate Identity: Ash Parker (Secret) Birthplace: Springville, Alabama Residence: Lewes, Delaware Base of Operations: Freedom City, New Jersey Occupation: Delivery Affiliations: Superheroes Family: Tiny, owner (is a cat). Martin Parker, father. Martha Parker, mother. Description: Age: 21 (DoB: 1996, February 14) Apparent Age: early twenties Gender: Fluid (he/him, she/her, they/them if you don't want to ask) Ethnicity: Half African-American, Half Caucasian Height: 5'6" Weight: 130 pounds Eyes: Purple Hair: Black Ash is very androgynous, with delicate features making them look much more softer than s/he is. Ash wears loose fit carpenter jeans and tshirts two sizes too large for them. The Ride wears a black leather body suit and a domino mask. History: Ash is an anomaly. One born with superpowers in their genetics. Throughout childhood s/he would see it in small amounts. Being 'naturally' athletic and acrobatic. S/He played sports (soccer and baseball), but what s/he really loved was dance. The freedom of movement encapsulated what s/he would grow into. Ash first encountered their full powers a few years ago, just after high school. A group of bigots wanted to know what Ash's 'real' gender was and attacked. The bigots tackled them down and thought they would remove Ash's pants. A surge of adrenaline hit Ash. S/He remembers smashing and dodging through the bigots until the group was knocked out. Ash had superpowers, but didn't know why or how it happened. S/He told their mother and father about the incident and they told them that there was a bigger world out there. S/He agreed. Taking the name X at first, s/he moved just out of town and designed a costume. For a few months they acted as a nightly guardian. S/He would take out muggers and thieves and smaller crimes. During the day, s/he would work temporary jobs. When Ash felt ready, s/he packed up their things and left their small town to go up north towards Freedom City. S/He Didn't go all the way up, settling in Delaware, right across the way from Freedom City. With this new life, double life even. In Lewes, s/he was Ash Parker. In Freedom City, s/he would be The Ride. Personality & Motivation: Ash is a sensual person. S/He enjoys the finer things in life. Good music, good food and drink. S/He loves to dance. It's like their favorite pastime. While Ash is particularly open about using their powers out of costume, s/he does not associate their heroic life with their 'normal' life. Ash works as delivery person in their out of costume persona because s/he's pretty fast. In costume, their priority is to protect innocents. Freedom City is a big step up, so s/he has to step up their game! Powers & Tactics: The Ride is fast and flexible, but also hits like a MAC truck, and could probably take a hit from said truck! The Ride uses their powers to knock out criminals with grace and power at the same time. Power Descriptions: Well, you really can't describe it other than Runs Fast with Speed. Jumps High with Leaping. Lifts Heavy Things and Hits Hard with Enhanced Strength and Super-Strength. Really Hard to Damage with Enhanced Constitution and Impervious Toughness. Ash and The Ride have no manifestations of their powers. Complications: Genderfluid: Ash does not feel comfortable in one gender. S/He may identify as female, male, both, or neither. May confuse or irritate bigots who believe elsewise. Human, Take Care Of Me: Ash has a cat named Tiny. No Relationships: Ash believes that s/he can't do that sort of thing in their normal life. Too many people aiming for the big target. It's why s/he's here now, to protect her parents. Two Lives: On top of having a secret identity, Ash lives a double life. S/He does not hide her powers in her normal persona. Everyone knows Ash Parker is not a superhero though! Abilities: 4 + 10 + 4 + 0 + 4 + 8 = 30PP Strength: 14/30 (+2/+10) Dexterity: 20 (+5) Constitution: 14/30 (+2/+10) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +5 Attack: +10 Melee, +5 Ranged Defense: +10 (+5 Base, +5 Dodge Focus), +3 Flat-Footed Grapple: +24 Knockback: -10 Saving Throws: 0 + 5 + 6 = 11PP Toughness: +10 (+2/+10 Con, +0) Fortitude: +10 (+2/+10 Con, +0) Reflex: +10 (+5 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 68R = 17PP Acrobatics 15 (+20) Bluff 4 (+8,+12 Attractive) Diplomacy 4 (+8, +12 Attractive) Gather Information 8 (+12) Knowledge (current events) 6 (+6) Knowledge (popular culture) 6 (+6) Language 1 (English [native], Japanese) Notice 8 (+10) Perform (dance) 8 (+12) Sense Motive 8 (+10) Feats: 21PP Accurate Attack Acrobatic Bluff Attack Focus (melee) 5 Attractive Challenge - Improved Acrobatic Bluff Dodge Focus 5 Evasion Improved Trick Move-by Action Power Attack Skill Mastery (Acrobatics, Gather Information, Notice, Perform (dance)) Takedown Attack Uncanny Dodge (Auditory) Powers: 16 + 16 + 10 + 9 = 51PP (all powers are genetic and mutation descriptor) Enhanced Consitution 16 [16PP] Enhanced Strength 16 [16PP] Impervious Toughness 10 [10PP] Array 4 (8PP array, Alternate Power 1) [9PP] BP: Super-Strength 4 {8/8 PP} AP: Leaping 4 (x25; Running Long Jump 500 feet, Standing Long Jump 250 feet, High (Vertical) Jump 125 feet) {4/8PP} + Speed 4 (100MPH, 1000 feet per round) {4/8PP} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 25 Toughness Damage Totals: Abilities (30) + Combat (20) + Saving Throws (11) + Skills (17) + Feats (21) + Powers (51) - Drawbacks (0) = 150/152 Power Points
  13. Ronin PL 8/12 - Supercape

    Ronin Power Level: 8/12 (196/197 PP) Unspent Power Points: 1 Trade-Offs: +4 Attack/-4 DC, +4 Defence/-4 Damage In Brief: Military Vet turned street hero. With a splash of Karate and a dash of 80s Action films. Alternate Identity: Curtis Crane Birthplace: Nancy Street, Bedlam Residence: 22 Nancy Street, Bedlam (off Ash Street) Base of Operations: The Well (Hidden under 22 Nancy Street) Occupation: Odd Job Man, US Army Vet. Affiliations: None Family Yoshie Chiba (Elderly Grandmother), Luther Crane (Alcoholic Father, Incarcerated for murder of Curtis’ mother / his wife), Eleanor Crane (Street Cop Half-Sister), Jack Crane (US Marine Elder Cousin, Medically discharged after bilateral leg amputation). Yoshie, Jack, and Eleanor all live in 22 Nancy Street. Description: Age: 35 (25/12/1982) Apparent Age: 35 Gender:Male Ethnicity: ¼ Asian (Japanese - Maternal Grandmother), ¾ African American Height: 5’8” Weight: 80 Kgs Eyes: Brown Hair: Shaved Curtis Crane is a man of slightly short but strong frame. He has dark skin and a slightly exotic look to him. He usually cuts his hair to military grade shortness, and sports a neat goatee. He had one earing and a few scars on his body (in particular, one on his forehead). He has a US army tattoo on his right arm, and a tattoo of a Samurai on his left. As Ronin, Curtis wears a customised protective vest and carries his “Street Special” a modified non-lethal shotgun in a large shoulder holster. He also wears his personalised “Bushido” Trench coat, complete with a Katana motif on the back. Inside his trench coat he has a few more concealed weapons. Power Descriptions Whilst Ronin himself has no powers, his “Street Special” weapon has some rather elegant and impressive effects, namely: “Iron Fist” (a straightforward round) “Divine Wind” (a booming shotgun blast that knocks people off their feet) “Dragon’s Breath” (a short burst of blindingly bright fire), “Hornet’s Nest” (fills the air with buzzing shrapnel) and “Ogre’s Breath” (a smouldering smoky shell fills the air with dense smoke). History: Curtis grew up on one of the most deprived streets in Bedlam, Nancy Street. For all its problems, the Nancy Street residents stuck together and the “Nancy Street Crew” would always form to beat back organised crime or street thugs. Ronin came from a troubled household but his saving grace was his Grandmother, who despaired of her daughter and son in law but loved Curtis; teaching him akido and karate from a yound age. Curtis very smart kid. He did well at school, and would have gone far if the school and his home life was better; Aged 16, his good for nothing drug addled Father murdered his Mother. Bitter, angry and impatient to leave Nancy Street, he joined the army. Here, he learned discipline and excelled. After some time in the infantry he turned to engineering and bomb disposal. He became an expert in weapons maintenance, modification, and design. All that came to an end when he was caught by an IED in the Afghanistan. Left with a nice scar and concussion, he decided to leave. He respected his comrades in arms, but he didn’t really know what he was fighting for anymore. Ronin returned to Nancy street and found it in worse shape than ever. Most of the Nancy Street Crew had disbanded (or in a few cases, had been killed), and it was rife with drugs, thugs, and worse. The Police were of little use and sometimes worse than the street thugs, taking bribes, corrupt, and sometimes plain sadistic or racist. Moving into his Grandmothers house, he determined to do something about it: Dismantling the gangs on the streets, organised crime, and the corrupt in power. Naming himself Ronin, with his military, martial, and engineering expertis, he would be the honourable Samurai with no master… Personality & Motivation: Despite his tough upbringing (and Curtis is tough), Ronin has a strict code of honour. He won’t kill, he won’t maim, or torture. He meditates daily, and tries to ensure self-discipline. Thus, whilst he is not a forgiving man, and in some ways merciless, he is not sadistic or violent. He is not motivated by vengeance but by love for his friends, family, and neighbours. Whilst he operates outside the law (to bring down corruption) he actually has immense respect for the law (and its enforcers) when it works properly. Curtis has a selectively cynical attitude. He doesn’t believe the police or the government do much (if anything) to help the poorest or the most vulnerable. He does however believe in his fellow man, his family, his friends, the social worker, the youth worker, and Nancy Street (his home). Whilst he often operates alone, he believes that we are stronger together. He has an interest in Zen and the Shinto religion; for all his “street” credentials, he is a self-educated and philosophical man. Curtis is just as home repairing an automobile of a small businessman, fixing the Youth Centre computer, helping out in the soup kitchen for the homeless, or dropping off an OD’d drug addict to a medical centre. Powers & Tactics: Ronin / Curtis has no powers, but is an intelligent and physically capable man. He has extensive military and combat training and has been Practicing martial arts (mainly Akido and Karate) over twenty years. He has a number of self – designed / self – built paramilitary devices, the prime among them is his converted shotgun, the “Street Special”, a.k.a “Katana”. The Street Special is a rather short, elegant weapon. It has less raw stopping power than a regular shotgun, but is more versatile and reliable (and, importantly, non-lethal). Perhaps his greatest strength is his loyalty, honour, and pure will power. This is backed up by the support and respect he has in his neighbourhood. Complications: Bushido: To a greater or lesser extent, Ronin keeps to the Bushido traditions. Acting honourably, fearlessly, and with self-control or restraint. Often this is to his advantage (e.g. the fearless feat) but sometimes not so; for instance, he will struggle to “back down” or “retreat” – he may not start a hopeless fight, but once in one, he won’t run from it either. He would be reluctant to use his weapons against a (single) unarmed opponent (unless that opponent was super powered). Supply and Demand: Ronin doesn’t have any income. He relies on odd jobs (as a mechanic etc) which are cash in hand, the goodwill of Nancy Street, and “salvaging” (which includes taking what he needs from crooks he busts). This might mean he has problems replacing or repairing, or even reloading, his equipment. Brothers in Arms: Usually cynical, Ronin will have big respect for military men (or women). Particularly those in the front line (medics, infantry, etc), veterans, or old-timers. He has less, but still some, respect for commanders etc. He will be inclined to automatically trust and help such individuals (or those that can effectively pretend to have such a background). This attitude is also prevalent towards many super heroes and police – at least ones who have proved themselves as compassionate and honourable. Neighbourhood Watcher: Whilst a source of strength, Ronin also has a duty to protect Nancy Street, and to a lesser extent its neighbourhood and even Bedlam itself. He has a number of friends and family on the street that are dependants and sources of vulnerability (especially as his identity is essentially open). If his reputation is somehow marred, he will (at least transiently) lose his benefit feats. No Mod Cons: Ronin is a skilled mechanic, and keeps second hand cars modified and running. But they are built for utility not comfort. His vehicles don’t have any luxuries like CD players or air/con. At best, they have a slightly bad quality FM radio. Outlaw(ish): Technically Ronin is a vigilante, wanted by the Police. However, given his reputation and lack of serious crime (e.g. no murder), opinion on this is divided amongst the police force. Some (the corrupt) want his head on a spike (before, figuratively, he wants theirs on one). Some view him with favour, and even covertly support him (like his sister), most take a pragmatic position in between; they should ideally arrest him, but frankly they have bigger fish to fry and if he occasionally brings in a crook, best not to ask too many questions. Abilities: 6 + 8 + 4 + 6 + 6 + 2 = 32 Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 24 + 24 = 48 Initiative: +12 Attack: +12 Defense: +12 (+6 Flat Footed) Grapple: +16 Knockback: -2 Saving Throws: 4 + 6 + 7 = 17 Toughness: +2/+4 (with Jacket) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 160 R = 40 PP Acrobatics 6 (+10) SM Bluff 4 (+5) Climb 2 (+5) Computers 4 (+7) Craft (Chemical) 8 (+11) Craft (Electronics) 8 (+11) Craft (Mechanical) 12 (+15) SM Craft (Structural) 8 (+11) Disable Device 12 (+15) SM Drive 6 (+10) SM Gather Information 8 (+9) Intimidate 12 (+13) Knowledge (Physical Sciences) 4 (+7) Knowledge (Pop Culture) 2 (+5) Knowlegde (Streetwise) 12 (+15) Knowledge (Tactics) 4 (+7) Knowledge (Technology) 4 (+7) Knowledge (Theology and Philosophy) 4 (+7) Languages 4 (Arabic, English [Native], French, Japanese, Mandarin, Spanish) Medicine 2 (+5) Notice 8 (+11) Search 4 (+7) Sense Motive 8 (+11) Stealth 8 (+12) Swim 2 (+5) Feats: 43PP Accurate Attack All Out Attack Assessment Attractive (Street Cool) Benefit: 3 (Local Hero, Informant Contact, Rusty Rose) Blind Fight Chokehold Defensive Attack Defensive Throw* Elusive Target Endurance Equipment 8 Evasion 2 Fearless Grappling Block Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Disarm Improved Initiative 2 Improved Pin Improved Throw Improved Trip Improvised Tools Jack of All Trades Power Attack Quick Draw Skill Mastery 1 (Drive, Mechanical, Disable Device, Acrobatics) Startle Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind *as per "Warriors and Warlocks" Equipment: 8 + 12 + 13 + 5 + 1 = 39/40 EP HQ: The Curtis Residence Basement a.k.a “The Well” [8 EP] Size: Tiny [-1 EP], Toughness: 10 [1 EP], Features: Communications, Concealed 5 [+30 DC], Power System, Workshop [8 EP] Trenchcoat Array (8 PP Array, Feats: Alt Power 3, Easily Concealed Weapons*) [12 EP] BP: Damage 1 (Feats: Collapsible/Small, Mighty, Thrown) [4/8 PP] “Collapsible Baton” AP: Damage 2 (Extras: Range, Feats: Improved Critical 2) [6/8 PP] “Shuriken” AP: Snare 4 [8/8 PP] “Weighted Bolos” AP: Dazzle 2 (Auditory) linked with Stun 2 (Extras: Range) [2+6=8 PP] “Firecracker” *To notice weapons: DC 15 for Shotgun, DC25 for Trench coat array. For a pat-down/search, DC 5 for Shotgun, DC 15 for Trench Coat Array Vehicle: Pick Up Truck STR 40 [2 EP], Toughness 9, Size Huge [2 EP], Features: Alarm, Caltrops, Oil Slick, Smoke Screen [13 EP] Alt Vehicles 5 (As per Core Rule Book: Motorcycle, Compact Car, Midsize Car, Full Sized Car, Van, all with additional features as per main vehicle) [5 EP] Rebreather [1 EP] Powers: 4 + 12 = 16 Device 1 (5 DP) [4 PP] “Protective Vest” Protection 2 (Feats: Second Chance 3 [Toughness vs Ballistic, Knives/Blades, Explosions]) [5/5 DP] Device 4 (20 DP, Flaws: Easy to Lose [-2]) [12 PP] “Street Special” Shotgun (a.k.a. “Katana”) Shot Array (14 PP Array, Feats: Alt power 5) [19 DP] BP: Blast 4 (Extras: Penetrating, Feats: Improved Critical 2) [14/14 PP] “Iron Fist” AP: Blast 4 (Feats: Progression Range Increment 1 [Rx25’], Drawbacks: Reduced Range 2, to 100’ Max) linked with Trip 4 (Extras: Knockback, Feats: Progression Range Increment 1 [Rx25’], Drawbacks: Reduced Range 2, to 100’ Max) [7+7=14/14 PP] “Divine Wind” AP: Strike 6 (Extras: Area[Cone], Feats: Progression Decrease Area 5, Flaws: Limited to Damage 3 Effect vs Protection power or armour) [14/14 PP] “Hornet’s Nest” AP: Dazzle 4 (Visual, Feats: Extended Reach 3, Flaws: Touch Range) linked with Damage 4 (Feats: Extended Reach 3) [7+7 = 14/14 PP] “Dragons Breath” AP: Obscure 3 (25’ Radius, Visual and Olfactory, Extras: Independent (+0), Feats: Precise, Slow Fade 1) [11/14 PP] “Ogre’s Breath” AP: Strike 1 (Feats: Mighty, Thrown) “Pistol-whip” [3/16 PP] Enhanced Trait 1 (Feat: Second Chance STR test vs Disarmed) “Good grips” [1 DP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage “SS”: Iron Fist Ranged DC 19 Toughness Damage “SS”: Divine Wind Ranged DC 19 Toughness + DC 19 Trip Damage/Trip “SS”: Arrow Storm Area Cone DC 23/18 Toughness Damage “SS”: Dragon Breath 20’ Max DC 19 Reflex + DC 19 Tough Dazzle/Dam “SS”: Pistol Whip Touch DC 19 Toughness Damage Baton Touched DC 19 Toughness Damage Shuriken Ranged DC 17 Toughness Damage Bolos Ranged DC 19 Reflex Snare Firecrackers Ranged DC 17 Reflex/Fort Deaf/Stun Abilities 32 + Skills 30 + Feats 43 + Powers 16 + Combat 48 + Saves 17 = 196/196 Power Points
  14. Mannequin 2.0 PL 10

    Mannequin Power Level:10 (153/153PP) Unspent Power Points: 0 Trade-Offs: ±0 Attack / ±0 Damage, -6 Defense / ±6 Toughness In Brief: A scientist who has lost it all and closed themselves off from the world literally. Catchphrase: Theme: Alternate Identity: Mannequin (Public) James Horridan(Secret) Birthplace:Freedom City Residence: Uptown Freedom City Base of Operations: N/A Occupation: Head of R&D for Vision Inc Affiliations: Vision Inc Family: His mother Mary,his boss Jimmy at Vision Inc. Description: Age: 27 DoB: 1990/23/3 Apparent Age: N/a Gender: Male Ethnicity:Caucasian Height:8,2ft Weight:365Pounds Eyes:N/A Hair:N/A Mannequin is made up of sleek alabaster white segmented joints joined together on ball joints, chains, and electromagnets. His face has near blank features sans the shallow indents where the eyes would be. The only remotely human thing still left of him is his brain inside his chest cavity, beyond that everything else is robotic. History: James Horridan cursed at the pain of getting out of his bed. For as long as he could remember his body has been all but broken. When he was born he was diagnosed with both Osteogenesis Imperfecta and hemophilia. His bones were paper and his blood ran like water. He grew up confined to his home having to treat every move he made with great care or it would be another injury. He couldn't go outside to play, couldn't ride a bike, couldn't do so many little things and it was all due to his flawed body. To stop himself from going crazy from being a prisoner to his body he learned. His parents were somewhat well-known scientists who brought him all the books he ever wanted and taught him the curiosities of the world and encouraged him to be an explorer and learn everything he could despite his limits. And so from the time of 7 years old to 18 years James devoured knowledge as it came. Quickly coming to be seen as an intellectual equal to his parents and their colleagues. The employer of his parents "Vision Inc" saw great potential in this young man and gave him the same job as his parents working in the research and development department. For one of the few times in his life James was happy. Finally he was able to strive for something despite his body holding him back. He finally had a chance to make a difference in the world. The next few years went in relative peace as James worked alongside his parents making breakthroughs through technology to keep the body alive in the worst kind of environments. With their technology they would finally be able to colonize the stars. This isn't a fairy tale this is real life and with it comes tragedy. On the verge of a long awaited breakthrough Vision Inc was raided by Hired Mercenaries. They wanted to steal what James worked to hard to achieve. James and his father tried to stop these dastardly men from ruining everything only to be repaid in kind with the father being shot and James getting thrown to the side. When James awoke he was in a hospital with his mother by his bedside. Just one look at his mom told him everything. The work was gone, his father was gone, and his spine was crushed rendering him in a wheelchair. James filled with outrage over how life keeps knocking him down no matter how hard he tries to get back up. Cursed how his life been destroyed. Cursed how he was too weak to do anything about it. Too weak to stop the criminals and save his father. Something clicked for him in his hysteria and he realized the problem isn't the world its with himself. He had tried to make the world a better place for everyone, tried to make everyone else better while he remained broken. If he was to truly help people he would need to stop being broken. He would need to fix himself before fixing the world. And so using the life insurance and the last will of his father James devoted all his time to fix what nature has mistaken. Life gave him broken bones? He removed it. Life gave him a bleeding heart? He removed it. When James was done with his "Improvements" He hardly resembled a man anymore, looking more like a store display mannequin that has gained a life of its own. James was happy with this as he can finally be his own person free of the chains of his damaged body. James now roams the streets helping others where any crime might be because as he puts it "Why dream big and fail when you can think small and achieve.". Personality & Motivation: Mannequin is a hero because ever since he was a child he wanted to make the world a better place. However due to his body he was limited and tried to help the world by being an inventor. This failed horribly and Mannequin decided to finally fix his body and help the world on a smaller scale and to enact justice for his deceased father. Due to being raised at home he hasn't had much social interactions leaving him with less than desired social skills. He is very intelligent and empathetic to those who are disabled and will try everything he can to make life better for those who are down. Powers & Tactics: Mannequin's main strength is that his only vulnerable part is his brain enclosed inside his chest, any harm to the rest of his body can easily be replaced/fixed. He is able move at high speeds using his Magnetic Drift and will be hard pressed to ambush thanks to his Radar capabilities. In a fight he will focus mainly on crowd control using his assortment of chemical compounds and his ability to manipulate the magnetic field. He prefers to attack from afar separating his limbs and launching them like rockets towards his foes bringing the pain and shocking them into unconsciousness. Any foe who tries to get near him will have to deal with flying metal objects, a colorless blinding, deafening haze, and globs of Adhesive Goo all buying Mannequin time to gain more ground away from his foe. Power Descriptions: The most obvious thing about Mannequin is his power. He looks like something straight out of a mad scientist's lair made up of several "pieces" all in a alabaster white chassis. He moves by use of electromagnets and chains making his movements seem unnatural. One would be pressed into thinking that Mannequin is a human. Complications: Unnatural Form: Mannequin has replaced his entire body but his brain with a humanoid construct that isn't restricted in the ways a human body is. Because of this people will usually not assume he is a person. and is just another machine leading them to have unfair treatment of him. Selfish Greed: Despises people who commit violence and harm for the sake of profit. Considers them to be the worst kind of people Blank Slate: Mannequin has a blank canvas for a face leading to the inability to make any facial expressions. This makes it hard when he is trying to display his emotions. Foreign Senses: Mannequin doesn't have conventional senses due to not have a "head". Instead He hears normally and sees via radar. If anything were to disrupt his radar he would effectively be rendered blind. Abilities: 8 + 0 - 10 + 12 + 0 - 2= [8PP] Strength: 18 (+4) Dexterity: 10 (+0) Constitution: N/A Intelligence: 22 (+6) Wisdom: 10 (+0) Charisma: 8 (-1) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Attack, +10 Melee Defense: +4 (+4 Base), +2 Flat-Footed Grapple: +14 Knockback: -8/-2 flat-footed Saving Throws: 0 + 7 + 7 = 14PP Toughness: +16 (+0 Con, +12 Defensive Roll, Protection 4) Fortitude: N/A Reflex: +7 (+7) Will: +7 (+7) Skills: 64R = 16PP Computers 3 (+9) Craft 10 (Electrical) (+16) Craft 10 (Mechanical) (+16) Intimidate 11 (+10) Knowledge 12 (Life Sciences) (+18) Knowledge 8 (Technology) (+14) Medicine 2 (+2) Notice 6 (+6) Sense Motive 2 (+2) Feats: 18PP Attack Focus (Melee) 6 Defensive Roll 6 Improved Grab Improved Grapple Inventor Equipment 3 Equipment: Powers: 1 + 30 + 2 + 10 + 4 + 3 + 31 = [81PP] All powers are apart of Mannequin's constructed body and are robotic and electro-magnetic in origin. Anatomic Seperation 5 (Magnetic Split) [10PP] (Limited to Head, Arms, Legs) Feature (Indestructible brain casing) [1PP] Flight 2 (Magnetic Drift; Feats: Limited to being in Magnetic Split) [2PP] Immunity 30 (Fortitude effects) [30PP] Protection 4 (Hardened Ceramic Casing) [4PP] Super-Senses 3 (Radio; Ranged, Accurate) [3PP] (radar) Built In Armory Array 14 (28PP Array; Feats: Alternate Power 3) [31PP] (Chemical, Magnetic, Technological) Base Power: Strike 6 (Shock Punch; Feats: Linked, Mighty) {27/28} Base Power: Stun 10 (Shock Punch; Feats: Linked) {27/28} Alternate Power: Snare 9 (Adhesive Goo; Flaws: Entanglement; Extras: Cone Area, Regenerating) {27/28} Alternate Power: Move Object 13 (Magnetic Control; Flaws: Limited to metal; Feats: Accurate 2, Damaging, Precise, Subtle) {18/28} Alternate Power Obscure 6 (Colorless Sense Prevention Haze; Feats: Subtle 2, Independent; Extras:Selective Attack ) (Affects Visual Senses and Hearing) {26/28} DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage Shock Punch Touch DC 25 Toughness Damage Shock Punch Touch DC 20 FORTITUDE Dazed/Stunned/Unconscious Adhesive Goo Ranged DC 19/14 Reflex Entangled Move Object Ranged DC 27 Damage Totals: Abilities (8) + Combat (16) + Saving Throws (14) + Skills (16) + Feats (18) + Powers (81) - Drawbacks (0) = 153/153 Power Points
  15. Prince Akkar PL9/10

    Player Name: EviscerusNox Character Name: Prince Akkar Power Level: 9/10 (in ship) (150/153PP) Trade-Offs: -1/2 Damage/ +1/2 Attack (PL9) (+2 Damage/ -2 Attack In Ship, PL10) Unspent Power Points: 3 In Brief: Cybernetically Enhanced Illthusian Space Junk Dealer. Alternate Identity: Ak’Kar Kalmari Identity: Public Birthplace: Illthus Occupation: Space Junk Collector/Dealer, and Exiled Prince of Illthus Affiliations: none Family: None alive. Last surviving member of Royal Illthusian bloodline. Description Age: 38 Gender: Male Ethnicity: none Height: 6’1” Weight: 182 Eyes: Pearlescent Blue Hair: none Prince Akkar is a tall, slender Illthusian with lean muscles like that of a swimmer or runner. His skin color changes with his mood, but most of the time it is a pale white/blue as this is the preferred color of Illthusian royalty. He is typically found wearing a sleek, black space suit that looks like a mix between a clergy cassock robe and a neoprene wet suit with helmet. The helmet retracts into the neck of the suit when not in the vacuum of space or similar environment that required a breathing apparatus. Around Akkar’s neck is an amulet with the royal crest of Illthus, a symbol that has been banned by the Grue Unity, he keeps this tucked away under the suit or whatever clothes he’s wearing most of the time. Akkar’s face is covered in scars, especially around the cybernetic facial tentacles, and his back also bears the marks from the rough treatment of the Grue. Power Descriptions: Akkar’s cybernetic facial tentacles resemble his organic ones, but are segmented and a brushed steel color, the tips of them blossom open to reveal different tools depending on which he needs access to. The energy blaster tentacle glows blue on the end. The stun tentacle crackles with electricity. The plasma cutter tentacle glows an orange/white color when activated. There is also a tentacle that sprouts multiple flail like chains from the end that he can use for striking foes. The interface tentacle sprouts a key like protuberance that can shift its form like mercury to access all manner of computers/terminals. History: Ak’Kar was born to rule, and was told that often from the first moments he can remember. He was taught the true history of his people, the once proud and noble heritage of Illthus, a world almost completely of water. Once his proud people roamed both the waterways of the deep and the stars with abandon, and the Royal house Kalmari ruled justly, and all the denizens of Illthus were happy. That was, until the Grue Unity came. They subjugated Ak’Kar’s people, murdering all that stood to defy them, including the royal house of Kalmari. Only a few survived, running for their lives and living in quiet exile. This was the story as told to him, over and over again, by the loyal subjects of his House as he grew into adulthood. He was told it was his destiny to free his people, to lead them in an uprising against the Grue Unity. The only thing that his people waited on, he was told, was for him to make his presence known and they would follow him to victory. Life, it turns out, wasn’t as simple as the stories he’d been told. When of sufficient age and training, he set out gathering forces that wished to oppose the Grue, he offered many seats on his council, powerful positions in the new government he was to build on Illthus, and the riches of his home beneath the seas. Gathering a rather sizeable armada, he believed that if he laid siege to his home world that the Illthusians on the surface would rise up and join his rebellion, taking over the advanced technology in place and ousting the Grue. Little did he know that it had been centuries since the old stories of the grandness of the Illthusian Empire had been told, and he was all but a forgotten figurehead to all except the few in his inner circle who were devout believers, as they too had been brought up to believe. His compatriots had joined him for their own ends, never disabusing him of the notions of his childhood, instead using the siege as an opportunity to pillage valuable resources from both the Grue and Illthus, then absconding as soon as reinforcements came. Ak’Kar was taught a harsh lesson that day, and many harsher ones over the next 3 solar cycles as a prisoner of the Grue and favorite play thing for their torturers. Many terrible things were done to Ak’Kar over that time, he talks about none of it, but the most obvious thing was the amputation of his facial tentacles. A disgrace among the Illthus even to this day. Eventually the Grue grew tired of abusing him, and left him alone in his cell to die forgotten and alone. It was happenstance and luck that saw him freed. A group of mercenaries had been sent to rescue quite a different prisoner from the Grue, and in the chaos Ak’Kar escaped with them. He was of course, left on the very next backwater planet available, but Ak’Kar minded little. He set to the task of survival, and found himself in the salvage business. He made enough eventually to buy his own ship, hire a crew, and live life free among the stars. He was also fortunate enough to save a doctor from an advanced race of technopath cyberneticists from the Grue, and in return received cybernetic replacements for his tentacles as well as a few other enhancements. Always, though, in the back of his mind, is the freedom of Illthus. Though his people and allies had given up on him, he would not do the same. He would see them freed, and the Grue fall. He will need new allies, and a much bigger boat. Personality & Motivation: Ak’Kar is a driven alien, and used to giving orders due to his upbringing. He can come off as officious or authoritarian, but those that know him, including his crew, know that he would put his life on the line for those he calls friends, and those in his employ. Rarely showing the colors of mirth, Ak’Kar can seem morose or downright sullen, but this is due to his being taught that a ruler must remain aloof and above reproach, and so he adopts this practice with his crew and most others he comes in contact with. When he finally makes a friend, he is very protective, but still guarded, and doesn’t talk much about his feelings, though they can become evident by his coloring by other Illthusians, or those that know what those colors mean. Powers & Tactics: Ak’Kar leads from the front lines, he knows no other way, and so he will face foes head on, seeking to inspire his men with both actions and words. Ak’Kar isn’t much for subtlety in battle and does no hiding or feinting. He prefers to fight battles in the open, and let the superior combatant prevail without trickery or guile. Complications: Prince in Exile: Ak’Kar is of the royal House Kalmari, and believes he is destined to free his people, and take his rightful place as ruler of Illthus. Enemy: Grue Unity and his former allies that left him high and dry at the siege of Illthus and of course Captain Kraken. Reputation: Among other captains and spacefaring citizens, Akkar as seen as inconsequential or low rent due to being a salvager and junk dealer. Among those that believe in the restoration of the Illthus empire, he's seen as a failure due to his first attempt by some, and promised savior by others. Responsibility: Ak’Kar believes it is his responsibility to serve as an example of what Illthusian manner and temperament should be, and so when in public takes great pains to not bring dishonor to his race. Also he is responsible to his crew for their safety and will do his best to keep them out of harm’s way, despite the danger inherent in salvage operations, illegal or legal. Abilities: 4 + 6 + 4 + 2 + 0 + 4 = 20PP Strength: 14 (+2) Dexterity: 16 (+3) Constitution: 24/14 (+7/+2) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 12 + 12 = 24pp Attack: +6/11 (Melee)/10 (Tentacle Blast) Grapple: +13 Defense: +8, +3 flat-footed (Dodge Focus 2) Knockback: -5 Initiative: +3 Saving Throws: 1+4+5 = 10pp Toughness: +10/5 (+7/2 Con, +3 Protection) Fortitude: +8/3 (+7/2 Con, +1) Reflex: +7 (+3 Dex, +4) Will: +5 (+0 Wis, +5) Skills: 24r = 6pp Computers 4/12* (+5/13*) Craft: Mechanical 4 (+5) Disable Device 0/12 (+1/13)* Notice 8 (+8) Pilot 8 (+11) *= with interface tentacle active Feats: 33pp Ambidexterity Attack Focus Melee 5 Dodge Focus 2 Equipment 18 Leadership Minions 6 (25, PL3 minions) Equipment: 19pp 95ep The Leviathan [90ep] STR 50 [2ep] Defense 6 Toughness 14 [3ep] Size: Gargantuan [15ep] Cannons: Blast 12 [25ep] AP: Tractor Beam: Telekinesis 12 Flight 12 [24ep] Super Movement 4: Space Flight 2 [4ep] Features: [8ep] Computer Communications Infirmary Living Space Cargo Hold Holding Cells Workshop Security System Powers: 6 + 16 + 23 + 12 = 57pp Illthusian Physiology 1.2 [6pp] Immunity 1 (Drowning) [1pp] Obscure 3 (Visual; Flaws: Touch Range) “Ink Cloud” [3pp] Super Senses 2 (Darkvision) [2pp] Cybernetic Enhancements 3.2 [16pp] (Technology) Additional Limbs 3 (5 facial tentacles) [3pp] Enhanced Constitution 10 [10pp] Protection 3 [3pp] Cybernetic Facial Tentacle Array 9.5 (19pp Array, Feats: Alternate Power 4) [23pp] (Technology) Base Power: Blast 8 (Power Feats: Accurate 2, Incurable) “Energy Blaster Tentacle” [19pp] AP: Stun 7 (Power Feats: Extended Reach 5) “Stun Tentacle” [1pp] (Electricity) AP: Corrosion 3 (Power Feats: Extended Reach 5) “Plasma Cutter Tentacle” (Plasma/Heat) [1pp] AP: Strike 7 (Extra: Autofire; Power Feats: Extended Reach 5) “Weaponized Tentacle" [1pp] AP: Datalink 1 (Power Feat: Machine Control), Enhanced Skills 5 (Computers 8, Disable Device 12) Comprehend 2 (Speak/Understand all languages) “Interface Tentacle" [1pp] Kalmari Royal Space Suit/Robe (Device 3; Hard to Lose) [12pp] Immunity 9 (Life Support) [9pp] Flight 3 (50 MPH, 500 ft/round) Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Energy Blaster Tentacle Ranged DC 23 Toughness (staged) Damage (Physical) Stun Tentacle Melee DC 17 Fortitude (staged) Dazed/Stunned/Unconcious Weaponized Tentacle Melee DC 22 Toughness (staged) Damage (Physical) Plasma Cutter Tentacle Melee DC 17 Fortitude/DC22 Toughness Drain Toughness/Damage (Physical) Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (6) + Feats (33) + Powers (57) - Drawbacks (0) = 150/152 Power Points
  16. Gel Azure [PL10] ~ Glass Clown

    Gel Azure Power Level: 10 (150/150PP) Unspent Power Points: 0. Trade-Offs: -2 Attack, +2 Damage / -2 Defence, +2 Toughness In Brief: A young but talented mage, tapping into a well of mystical knowledge coming from a past life. Catchphrase: "This kinda makes me jelly!" Alternate Identity: Edoardo Maria Diodato (Secret). Birthplace: Rome, Italy. Residence: Freedom City's Theatre District. Base of Operations: An old loft in the Theatre District (his house, basically). Occupation: Photagrapher and Sculptor. Affiliations: Solo, at the moment. Family: None that he knows of. Description: Age: 22 (13/7/95). Apparent Age: 22. Gender: Male. Ethnicity: Caucasian, of Italian heritage. Height: 184cm. Weight: 75kg. Eyes: Blue. Hair: Blond. Edoardo is a somewhat tall, a bit too thin and not too athletic young man. He has long limbs and fingers and a pale, graceful complexion that, together with his way of carrying himself, poorly suits his personality. Ed has golden blond hair, kept rigourously tamed and cared for, which reaches up to his chin, almost covering his left eye, the rest being sleeked back with gel. His icy eyes have a piercing gaze that makes a lot of people either frown or like him, and he generally wears a range of intense expressions that includes everything from a childish frown to a maniacal grin. He generally wears comfortable but fashionable street clothing when not in costume, preferring stuff like sneakers and sporty jeans and shirts. When costumed, he wears an azure full face mask made from his own gel magic and a serious, uptight costume consisting of a white shirt, grey suit, pants and tie, shiny shoes and a pair of white butler gloves. History: Edoardo's story begins about three centuries before his birth, with Dionisio, a elderly mage and alchemist who lived between Switzerland and Italy, known for his pioneering works regarding the achievement of a fluid philosopher's stone, or royal elixir, as he called it. Though it worked in theory, he found that, even spending most of his lengthened lifespan studying and perfecting the elixir, he couldn't make it into an actual philosopher's stone. The only results he got were a health potion that was just marginally better than the ones his peers were making, and a petty excuse for an alchemical catalyst that slowly turned whatever it came in contact with into more of itself: a viscous, light blue colored gelatine. Felling the natural end he staved off for almost three hundred years creeping ever closer, the decrepit mage fell into a desperate research frenzy, using every single resource he could find to obtain eterna life before it was too late. He actually succeeded, though not in a way he expected or hoped. Dissolving two similar, yet different, Atlantean and Lemurian relics (obtained after much pain and effort), he managed to give a batch of his failed experimental elixir the ability to strengthen and affix a soul to a body immersed in it... or at least that was the way it should have went. The concentration of magic from the relics, and the one from the old mage's soul, in fact, proved too strong for the gelatinous medium to handle, and a feedback response from it caused the entire vat to explode into an acidic spray of solvent, which turned the whole region where the old man's mansion stood into an alchemical wasteland, dissolving not only the bodies, but the very souls of every living being in the area and nebulizing them into tiny magical particles that swirled around the place for the generations to come. The "natural" well, formed by the explosion attracted a lot of tourists, curious people, and occult seekers for centuries, until something in that streaming vortex of atomized souls and bodies regained a spark of consciousness after exactly 333 years. The thing was not, exactly, the old mage, or the people who lived near his manor, or the animals or plants, but a pure, unadulterated spiritual egg, seeded with some of the will, power and knowledge of its component souls. That egg found a host in a young woman whose name is not currently important, who, finding herself pregnant without an apparent physical mean, panicked and gave up her child for adoption. That child would later be given to the care of an old catholic orphanage of nuns near Vatican City, where he would grow up under the watchful eyes of the nuns... and God, or so they said. The young boy was a real storm in the orphanage, carrying a wind of change and fun in the gloomy, stoic life of his fellow orphans, and felt a strong pull to the occult and the supernatural since a very young age, although he never knew the cause of this instinct until he was about sixteen years old. His sixteenth birthday meant the awakening of the deep seated well of mystic power and knowledge hidden within his soul. He could now feel and see the world under a whole new light, and felt a calling to the Arts. He started to train in secret, wary of the nuns discovering his "devilish acts" as they called all the mystic practices in the world, and soon became somewhat able to muster his newfound abilities, though still completely inexperienced. The boy, with his solar attitude, also discovered a great passion for "normal" arts, especially sculpture and photography, and aced all the art courses in the orphanage, aiming to enter a prestigious art school. When he finally got out of the institute, at eighteen years of age, he actually found that he wanted to leave all that life behind and, with only a bit of money, some courage, and the camera he got as a birthday present, he set off for Freedom City, the most "special" city in the whole world, hoping to find out more about his calling and purpose in life. After four years spent researching, practicing and trying to make a name for himself in the artistic community, he has assumed the name of "Gel Azure", fighting crime and helping people with his powers and custom made staff of power, away from the selfish goals of the unknown man who created him so long ago. Personality & Motivation: Edoardo is an over energetic young man, and has a distinct lack of focus bordering on attention deficit disorder territory. He is the result of an incredible experiment that culminated in the melding of dozens of souls to form his, and this is probably at least part of the problem. The other part being the strict rules and eduction he grew up on back in his youth, while in the orphanage. He was always labeled as a problematic kid and never managed to get adopted, probably because of the nuns pulling some strings to keep him and his deviant attitude around to be kept in check. He has a slight problem with auditory hallucinations, hearing things through a distorted filter or hearing voices whispering, but he manages to mostly ignore it and live a normal life without medication... mostly. Some might call his hyperactive sensibility for visual arts a sign of either geniusnor madness, and they might not be that far off, still he has recently discovered the joys of mixing the arcane knowledge in his head with the arts he has been practicing, and has found a potent motivation in experiment with this peculiar fusion. He feels awkward and bizarre at times, sticking out from other people like a sore thumb, and he might do some crazy stuff in order to be accepted... like becoming a super hero or something. Still, he knows there is more to life than he has seen or even imagines, and wants to know more about himself and his place in this complicated universe of ours. Powers & Tactics Casting offensive gel is not the best of Ed's skills, so he generally relies on his staff for direct damage. The gel staff is capable of dishing out a huge amont of damage thanks to the years of protective spells (which render it virtually indestructible) and offensive charms layered upon it, while the gel core in it weakens the stricture of anything it strikes, rendering it softer and more... well... gelatinous. This, other than making things easir to break, makes the damage and wounds dealt pretty nasty and hard to heal without proper care, even for regenerative types. The staff is also capable of being ridden as a traditional witch broom would, carrying the user at about 500MPH pretty much silently. Finally, it can grant the wielder a degree of immunity to metabolic hazards, suffocation, and environmental hazards, so long as the user keeps it on his person. Ed is also familiar with a number of spells centering around gel, making him a force to be reckoned with in battle. He can turn ordinary matter into gel, at a rate of about 100lbs per casting, create and move about large quantities of gel, which he can manipulate and shape into pretty complex shapes as well, and finally he can snare and trap opponents into suffocating, regenerating masses of sticky, sweet gel. His most used spells by far are the purely defensive ones, allowing him to turn his body and clothes into flowing gel, becoming immune to most forms of direct physical damage, or covering his person in transoarent gel which acts a ver tough shock absorbing armor, capable of nullifying almost all impacts. Power Descriptions: It is worth noting that Ed's gel is not watery or organic, has variable color, transparency, consistency and, while not edible, has a very strong sickly sweet taste (but no smell whatsoever). It is also a permanent product of Ed's mana well, and is in fact the sole possible catalyst for his magic, limiting him in his choice of spells and element. It is of course fluid most of the time, and thus Ed's spells do not have a set shape, since they do not even use traditional symbolism, just pure soul contact and meditation. Complications: Touched (by Gel): Ed's touched, there is no way around it. He hears voices, sees thibgs there are not there and thinks in a later (or rather, skewed) way. This is of course because of the origin of his soul, and so it is stronger when not using his powers for longer periods of time, and weakest when he is casting and expending his mana. Attention Deficit: Ed, for the same above reasons, suffers from a mild form of ADHD which hinders his work and day to day life. Medication is also ineffectual, as above. Hungry for Pudding: Ed's powers, however great, do not tap into an infinite well of mana, and since his soul is attuned to a very specific element (gel) he cannot recover as fast as other mages without some appropriate measures... like eating tons of sweet jell-o or pudding. Strange it might be, having his stomach filled with a large wuantity of edible gelatinous substance at all times helps him gather way larger amounts of energy frim his surroundings, acting as a natural catalyst. Abilities: 0 + 0 + 0 + 6 + 0 + 4 = 10PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16 + 8 = 24PP Initiative: +0 Attack: +8 Base. Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +4 Knockback: -3 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +12 (+0 Con, +12 [Protection]) Fortitude: +5 (+0 Con, +5) Reflex: +5 (+0 Dex, +5) Will: +5 (+0 Wis, +5) Skills: 28R = 7PP Bluff 6 (+8) Craft (Artistic) 7 (+10) Diplomacy 6 (+8) Language (Italian [Native], English) Knowledge (Arcane Lore) 8 (+11) Feats: 5PP Defensive Roll Dodge Focus 4 Powers: 29 + 38 + 12 + 10 = 89PP Device 9 (Gelatinous Gem Staff, 45PP Container; Feats: Restricted 1 [Arcane Lore +8 or more to use], Indestructible; Flaws: Easy to Lose) [29PP] (Gel, slime, sickly sweet, odorless, inorganic, non-water based, magic). Flight 6 (500MPH; Feats: Subtle; Flaws: Platform [rides the staff to fly]) [7PP] Immunity 9 (Life Support) [9PP] Drain 12 (Toughness; Feats: Incurable, Reversible, Slow Fade 2 [1 point per 5 minutes]) [16PP] Linked to Damage 12 (Feats: Incurable) (Piercing) [13PP] Magic Spells Array 17.5 (35PP Array; Feats: Alternate Power 3) [38PP] (magic, gel, slime, sickly sweet taste, odorless, inorganic, non-water based). Base Power: Transform 7 (Jell-o-Magic, [Inanimate Matter into gel, 100lbs at a time]; Extras: Continous Duration) [35/35] Alt. Power: Create Object 10 (Gel maker; Feats: Progression 3 [50ft cube per rank]; Extras: Precise, Movable: Flaws: Permanent] [33/35] Alt. Power: Insubstantial 1 (Gel Form, fluid) Linked to Immunity 30 (Piercing, Slashing and Bludgeoning Damage) [35/35] Alt. Power: Snare 8 (Gelatinous Bind; Feats: Reversible, Obscure Sense 2 [Sight, Hearing]; Extras: Suffocating, Regenerating, Contagious; Flaws: Entangle) [35/35] Protection 12 (Gelatinous Shell; Drawbacks: Obvious [A translucent gelatinous layer covers the body]) [12PP] Linked to Immunity 10 ([Bludgeoning]) [10PP] DC Block ATTACK RANGE DC SAVE EFFECT Unarmed Melee 15 Toughness Damage Gel Staff Attack Melee 27/27 Fortitude/Toughness Drain Toug./Damage Thrown Gel Ranged 25 Toughness Damage Gel Bind Ranged 23 Reflex Snare Totals: Abilities (10) + Combat (24) + Saving Throws (15) + Skills (7) + Feats (5) + Powers (89) - Drawbacks (0) = 150/150 Power Points
  17. Bugbear PL7

    Player Name: EviscerusNox Character Name: Bugbear Power Level: 7 (105/107PP) Trade-Offs: -2 Damage/ +2 Attack Unspent Power Points: 2 In Brief: Ghost of a dead Boxer returned to solve his murder and protect Bedlam. Alternate Identity: Declan Kelly Identity: Public Birthplace: Bedlam Occupation: Boxer/ Dead man Affiliations: none Family: Victoria Weiss-Kelly (wife). Description Age: 27 Gender: Male Ethnicity: Irish Height: 5'11 Weight: 240/0 lbs Eyes: Blue/ Red Hair: Black Declan was an imposing figure in life. Not the tallest guy in the world, but he packed on a lot of muscle into his middling frame. Many likened him to boxers like Rocky Marciano in stature. He had stark black hair and stark blue eyes that did make him somewhat successful with opposite sex despite his several times broken nose and cauliflower ear on his left ear. In “death” Declan looks even more intimidating. Almost all color looks to be drained from his form, with the exception of the constantly flowing blood from the wounds of the explosion and the deep red eyes. He still wears the same clothes as the day he died. A tan trenchcoat, now charred and tattered, a black fedora and black tattered 3 piece pinstripe suit. All his clothes have seen better days as much of them are charred and ripped in places and stained with blood and dirt. All this detail is discernible despite the fact you can see right through him. Power Descriptions: Declan’s power is that to phase out of the physical world. Or “ghosting” as he would call it. He glows a slight pale blue aura and is translucent when his power is functioning. When he uses his “Ghost Strike” his hand glows an even brighter blue and seems to be less translucent and more “real.” History: Declan Kelley was never anything special. He grew up in Bedlam, poor like everyone else, he worked for the seedier elements as muscle, to get by and pay for his next meal, just like everyone else. He had a temper and was prone to trying to solve his problems, both real and existential, with his fists, with violence, just like everyone else. At least, everyone else in Bedlam that wasn’t one of the do-gooders with powers. He always sneered at their kind. Of course it was easy for them to live a life of morality, they had the power to make that kind of thing happen. Declan was just a man, and he had to do what he had to do to survive, and that sometimes meant hurting people who didn’t deserve it. When he was in his just a boy he started boxing, he was always strong for his age, and the local gym was the only place he could go where everyone seemed to be equal, and the streets of Bedlam seemed a distant concern. He’d train for hours and hours, forgetting the world around him, the darkness and the dirt that worked its way into everyone’s lives in this city. By the time he was 18, he was actually a pretty good boxer. Sure he would never be a contender, you needed money and connections for that, but he did alright on the local circuit which helped supplement his meager income in a way that didn’t make his stomach twist, like working for the Scarpias. Declan’s life was simple, uncomplicated, boring, just like everyone else’s until Victoria. Declan met Victoria when he was playing bodyguard for one of the Scarpias barely ranking lieutenants, at The Circle Perk. She was serving coffee, and when she met Declan’s eyes it’s like color finally came into the world for him. He’d never seen someone so beautiful, so alive, so happy, so… not like everyone else. After a couple weeks of going back to the coffee shop on his own - and he hated that place because what was so hard about getting a black coffee there, why did it have to have funny Italian naming for its sizes and what in the wold is a Macchiato? – anyway after a couple weeks he finally felt the courage to ask the waitress for her phone number but before he could take she put a finger to his lips, handed him a napkin with her name and number, then told him to call her tomorrow. She pushed a small cup of coffee into his hands then laughingly pushed him out the door. They started dating that week, and were married the month that followed. Declan had never met anyone like Victoria, she loved life, and she loved the city. Bedlam, she loved Bedlam! Declan had never heard such a preposterous thing. She wasn’t blind to the darkness, or the evil that had its fingers around everything, but she saw what Bedlam could be, and if other people could see it too, then Bedlam would be beautiful again. She always believed that if you showed people compassion, that said compassion would become infectious, and the world could change with a smile. She had Declan believing it too, because her smile changed his world from something ugly, into something glorious. That all changed 6 months into their marriage, when he was blown up. Declan had quit working for the Scarpias, because Victoria wouldn’t have it, and had just been boxing full time instead of on the side. He was working his way up the local circuit, making a name for himself, when he was approached about fixing his fight with the Scarpias’ golden boy, Ty “Ten Punch” Derringer. The payday was big, but he knew what Victoria would say, the disappointment she’d feel if he did anything like that was enough for him to immediately say no. The button men who came to him with the offer tried to rough him up, but he easily put them down. Deep down, he knew that wouldn’t be the end of it, that there’d be a price to pay, but he thought he’d be willing to pay it, for Victoria. About a week after turning down the money, the night before the fight, Declan came home from practice, dressing in his best to take Victoria out for dinner, to find his apartment ransacked and Victoria beaten, and tied in the corner. She was frantically gesturing towards the stove, the gas line had been ripped from the wall and the stink of methane was in the air. Without thinking Declan raced to Victoria, picked her up, and jumped out the 4th floor window just as the apartment exploded. Shrapnel and flames engulfed Declan, and though as he lost consciousness he wrapped himself around Victoria, shielding her as much as he could from the blast, then turned so that he would fall on his back, and she would not hit the ground. When he came to he was standing over Victoria’s unconscious body, her leg was broken and she wasn’t breathing. He reached out to touch her, and he noticed he could see through his hands. He couldn’t grab her, couldn’t interact with her. He could only stand there and watch her bleed. He heard tires crunch on glass and ducked behind a dumpster. He didn’t know what was going on, but if this was the Scarpias he’d do something, anything to protect Victoria. He was relieved when he saw it was paramedics. The rest of the sounds of the world started rushing back to him, shaking him from his shock and he heard sirens, fire, and crying. He stayed hidden as he watched the paramedics work on Victoria. He heard the words “I got a pulse!” and he nearly screamed in relief. He started to run to her and the paramedics turned to look at him, their eyes going wide and skin going pale. They screamed “What is that?!” And started to back away from Victoria. Declan stopped. They had to keep helping her, they had to get her to the hospital, and that meant that Declan had to go. With anger and pain in his eyes he turned and just flew through the building and up into the night. He watched from above and followed the ambulance back to the hospital as best he could. Eventually he found which room Victoria had been put in after surgery, and there he “haunted,” watching her sleep with tears in his eyes. He was pretty sure he was dead so he thought it was funny that ghosts could cry. He stayed with her for weeks as she recovered, hiding from nurses and doctors, waiting for her to wake up. All the while he, thinking about who it was that did this to him. That killed him and hurt his Victoria. As soon as he knew she was safe, he would find out. One night, a nurse came in to the room that Declan didn’t recognize. A male nurse, holding a syringe of some kind. Everything about this felt wrong to Declan. She hadn’t gotten any injections in a week, why now? Declan flew from the bathroom where he was hiding and reached for the nurse, his hand clasping around the man’s wrist. His hand glowed, and he could actually feel the flesh under his fingers. The man yelped in surprise and dropped the syringe, turning to look at Declan. Declan recognized him then, another one of Scarpias’ cronies, just like he had been. Declan felt fire in his belly and snarled balling his other hand into a fist, getting ready to beat this man to death. He was obviously here to take Victoria away from him. He wouldn’t let that happen. No one would EVER take Victoria away again. As he reared back with one meaty paw, he heard a scream and saw Victoria looking at him, horror in her face and her eyes. Declan’s heart broke and he let the nurse go, who scrambled out of the room and down the hallway. He tried to plead with her, “Honey it’s ok, it’s me, Declan! Everythings ok!” but she either couldn’t hear him because he wasn’t making sound, or for her screams. There was shouts in the hallway as nurses and doctors ran to Victoria’s room, all stopping short and gasping or screaming at the sight of Declan, a translucent man bleading and burnt standing over Victoria. Feeling defeated, frustrated, and completely destroyed, Declan flew out the window leaving Victoria to the care of her doctors. To the care of the living. It’s been 2 months since then and Declan has learned a little bit more about his “condition.” He is dead, but he can affect the real world, at least, living things, with effort. He has spent most of that time guarding Victoria from afar, making sure no one tries to harm her again. So far no one has. But he also plans to hunt down whoever set that bomb, and the rest of the Scarpias, and everyone like them, that would seek to take something as beautiful and loving as Victoria out of the world. He knows he can never be with her again, as he is dead, but at least he can make sure she’s safe. Personality & Motivation: Declan in death is a downright dour man. He sees no light in the world, except that which comes from his wife, and he’ll do anything to protect that light. He takes no time for relaxation or comfort, except for the hours he spends watching his wife while at work or at home. All other time is spent looking for his killers and the would be assassins. He’s got unfinished business, and as soon as Victoria is safe then he’ll think about the rest of his eternity. Powers & Tactics: Declan uses his powers the only way that makes sense to him. He is a ghost after all, he passes through walls, stays in the shadows, learning what he can from the living. In a fight he relies on the skills he had in life as a boxer, but his punches now don’t connect with flesh, they hit at the very essence of a person. Even though he technically doesn’t need to, it’s ingrained in him to try and cover up, dodge attacks and counter. It’s hard to actually slip punches with his philly shell style since the punches just pass right through him, but he still considers it good practice to try. Complications: Not Actually Dead: Declan doesn’t know this, but he’s not actually dead, or a ghost. When the explosion went off it triggered a latent mutation that partially phased him out of reality making him insubstantial. His power works on it’s own for the most part but if it’s ever nullified or if he somehow falls unconscious he’ll revert back to being full flesh and blood again and has a high chance to succumb to the wounds that he received from the blast that don’t affect him in his ghosted form. If he ever does get his insubstantial turned off he immediately goes into the dying state and must receive immediate medical attention. Enemy: Scarpias Mafia. Obsession: Find his killers and the ones who tried to kill his wife and bring them down. Responsibility: Protect Victoria, his wife. Abilities: 8 + 2 + 6 + 0 + 4 + 0 = 20PP Strength:18 (+4) Dexterity: 14 (+2) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 10 (+0) Combat: 10 + 10 = 20pp Attack: +5/9 (Melee) Grapple: +13 Defense: +7, +2 flat-footed (Dodge Focus 2) Knockback: -4 Initiative: +2 Saving Throws: 4+2+3 = 9pp Toughness: +7 (+3 Con, +4 Protection) Fortitude: +7 (+3 Con, +4) Reflex: +4 (+2 Dex, +2) Will: +4 (+1 Wis, +3) Skills: 20r = 5pp Craft: Mechanical 1 (+1) Intimidate 4 (+4) Knowledge: Streetwise 2 (+2) Notice 4 (+5) Medicine 2 (+2) Sense Motive 3 (+4) Stealth 4 (+6) Feats: 7pp Attack Focus Melee 4 Dodge Focus 2 Power Attack Powers: 40 + 4 = 44pp Container 8 "Ghost Form" 40pp (Power Loss: all powers when insubstantial is off) Insubstantial 4 (mutation) “Ghosted” [20PP] Immunity 4 [Fatigue, Aging, Suffocation] “Specter Physiology” [4pp] Flight 2 (25 mph / 250 feet per Move Action; "Ghost Walk") [4PP] Strike 1 (PF: Mighty, Extra: Affects Substantial 5, Alternate Save: Will 5; “Ghost Strike”) 12pp Protection 4 (mutation) “Specter Physiology” [4pp] Drawbacks: (-0) + (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Ghost Strike Melee DC 20 Will (staged) Damage (Physical) Unarmed Melee DC 19 Toughness (staged) Damage (Physical) Totals: Abilities (20) + Combat (20) + Saving Throws (9) + Skills (5) + Feats (7) + Powers (44) - Drawbacks (0) = 105/106 Power Points
  18. Levity PL10(7 Caps) - Sailor

    Levity Power Level: PL 10 @ PL 7 Caps (150/151PP) Unspent Power Points: 1 Tradeoffs: None In Brief: Test Pilot hit by mysterious radiation beam gains the ability to show criminals the gravity of their situation. Catchphrases: "Never fear, rescue's near!", "Tally-ho!", "You really don't know the gravity of your situation, don't you?" Theme: "Sogno di Volare (Dream of Flight)" by Christopher Tin Alternate Identity: Anne "Silk" Mistral (Public) Birthplace: Oceanside, Emerald City, Oregon Residence: Oceanside, Emerald City, Oregon Base of Operations: Nolan Aeronautics Airfield Occupation: Test Pilot, Nolan Emergency Aid and Response Member Affiliations: Nolan Aeronautics, Nolan Emergency Aid and Response Family: David "Gale" Mistral (55, Father, Now the Ghostworks Supervillain "Heatseeker"), Jane "Sunshine" Mistral (56, Mother, Declared Deceased), Jaime "Puffy" Williams (25, Significant Other, Junior Testpilot) Description Age: 28 (August 12, 1991) Apparent Age: 28 Gender: Female Ethnicity: Human Caucasian Height: 5'7" Weight: 158 Lbs Eyes: Green Hair: Black Levity has a physique like she works out regularly with a defined form, her skin a pale peach. When in "costume" she wears an advanced version of the flightsuits Nolan Aeronautics pilots wear, that is blue in color, with the vest kit and backpack and flight harness a yellow color that is high visibility, with reflective tape on the life preserver collar. The flightsuit has a hood that she pulls up over her head before putting her helmet on, which has a couple reflective tape stripes. Her flight helmet is the same shade of blue, which connects to the suit's private life support. The helmet's faceplate is mostly transparent, in a greenish color with a slight glow from the HUD system built into it that displays the current oxygen level, current flight speed, any data from flying an aircraft, status of any survival equipment built into the suit, it's integrity, and the status of the communication system. When "out of costume", Anne wears a comfortable T-shirt, denim jeans, and well worn sneakers. When at work she either wears a Nolan Aeronautics blue business suit that has white trim, or a pair of coveralls (with break-away snaps so she can easily strip down and put on her flightsuit). History: Anne always wanted to be a pilot since she ever knew about the subject, like her parents - both of whom were her idols. Both were employed as Test Pilots as Nolan Aviation. Her father, David "Gale" Mistral suffered an Ejection-related back injury that put him on pain medications and in a desk job training new pilots, while her mother Jane "Sunshine" Mistral a couple years later was declared dead when she bailed out over the ocean and wasn't found due to her rescue beacon malfunctioning. These two events didn't really sway Anne at all from becoming a pilot at 18, showing great promise in the process. Later getting in under her Father's sponsorship as a test pilot trainee, moving through the competetive environment until getting into the coveted military development division. About a year ago, while on a "routine" test flight testing out Nolan Aeronautics' G11 VTOL engine, she was engulfed by a strange green light that knocked out her plane's flight systems and caused it to shut down losing control of it's dlight stabilization. She couldn't get it started again, and she was losing conciousness from G-forces as the plane started to lose enough flight speed to start to stall. She barely managed to eject over the Pacific miles off shore. When she was rescued she was floating in the water, under her chute, barely responsive. Blood trickling from her nose. While she was recovering at the hospital, strange things started happening... hovering over her bed, or causing objects to move erratically. Some of the brains at Nolan knew what was what... whatever zapped her plane, also caused subtle mutations, particularly ones that activated a dormant metahuman gene in her body. After getting out of the hospital, and showing off her flight powers to her friends at the airfield, Nolan Aeronautics gave her a proposition. Being a Superhero wasn't something Anne thought she would be doing, but with the training she would recieve and the patronage of NA, it would provide an interesting change of pace, between her test flights of course. It still puzzles her about her Father's recent disappearance, no one in the company would say what really happened to protect her father's pride: the gang at the airfield tried to give an intervention to him to try to help him with his addiction to painkillers, but he quit and stormed out... he hasn't been seen for the past 6 months. Personality & Motivation: Anne is your classic test pilot personality, a hair-thread balance of reckless abandon kept in check with a by the numbers discipline. She'll toss out a heat-seeker of a joke or pun when the mood could use it, and seems to always face a challenge with a smile. As Levity, she tones down the more Alpha-nature of the pilot in her, showing a youthful exuberance combined with a kind heart. Powers & Tactics: She generally prefers to engage the bandit at range, throwing out gravity pulses at her quarry, but if the dogfight closes to where she can clearly see the whites of their eyes, she is not above tripping them up with a wave of gravity or just kicking or punching them right in the face with a gravity chaser. If needed she can louse them up keeping them in spot as the gravity around them strengthens like they're the one pulling 9Gs. Power Descriptions: Levity's Gravity attacks have a visual warping effect, like looking into a funhouse mirror, this effect is also apparent behind her when she flies forward, but hovering not so much. Her flightsuit costume looks like it's made of a waterproof and rugged material, with smooth lines. Her flight harness and vest have a yellow color, with red beaded toggles for the life preserver and a hose in the middle of the vest that's connected to the life support unit on the vest on the side and a toggle for her parachute near her right shoulder next to the right breast of the life preserver unit. The parachute itself is flush against the back of her suit's vest section, allowing her to have it even in the cockpit of her plane as a spare chute, or use it on her own if necessary, made of a breakthrough memory film polymer. Her personal jet, the "Peregrine" is an advanced tactical fighter, sporting a blue airframe with flourescent yellow leading edges making it look very much like a prototype test plane. It uses a swept-wing design, with forward canards to assist in tight and agile turns, allowing the plane to get to where she needs to go. Complications: 9 to 5'er: Anne/Levity is an employee of Nolan Aeronautics. While Anne as Levity recieves patronage from NA, not to mention is part of Nolan Aeronautics' personal rescue unit, she has to be careful as her employment also as a test pilot could jeopardize lucrative contracts, grounding her, and potentially leaving her in the dog house or out on her face if she gets out of line. Household Name: Levity/Anne are now well known thanks to NA's PR division, and she's becoming a popular sight in Emerald City. Of course as a public figure, this can create it's own drama. "Lost engines! Bailing!": Levity/Anne takes a risk going at double movement or all-out movement as her flight power could quit on her. She's not quite gotten the hang of focussing her ability to control gravity to fly at greater speeds... or perhaps there is a limit... who knows, this is flying without a plane stuff still new to her. It can take quite a while (at least a day) for her to re-focus and get flying again. "Here I am savin' you again, Jaime.": Jaime "Puffy" Williams is Anne's wingman, a younger pilot, who is also a significant other. Her line of work as a Test Pilot can put her into danger, as well as get entangled with any intrigues in EC. Particularly to bait out Levity/Anne. "D... Dad? What did they do to you?": Anne's father David was dependent on pain medications which were addictive in nature, causing his mental state to degrade. That was when Ghostworks seeing his debts mount to shady dealers came to make a deal. They would cybernetically enhance him and repair his damage and cover his debts, as long as he'd work for them. Her father was more than willing... as now he also gets to fly their craft... he was so bitter at the world that he accepted working for Ghostworks and became a loyal member. He hunts Anne, and tries to disrupt Nolan activities whenever ordered under the callsign of "Heatseeker". Abilities: 2 + 10 + 4 + 6 + 10 + 6 = 38PP STR: 12 (+1) DEX: 20 (+5) CON: 14 (+2) INT: 16 (+3) WIS: 20 (+5) CHA: 16 (+3) Combat: 10 + 6 = 16PP Initiative: +21 (+5 Dex, +16 (Improved Initiative 4)) Attack: +5 Base +7 Gravity Bind, +7 Gravity Pulse, +7 Gravity Strike, +7 Gravity Wave, +5 Unarmed Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +6 Knockback: -3 Saving Throws: 5 + 4 + 0 = 9PP Toughness: +7 (+2 Con, +5 (Protection 5)) Fortitude: +7 (+2 Con, +5) Reflex: +9 (+5 Dex, +4) Will: +5 (+5 Wis, +0) Skills: 56 R = 14 PP Acrobatics 1 (+6) Climb 4 (+5) Diplomacy 7 (+10) Drive 1 (+6) Escape Artist 1 (+6) Gather Information 4 (+7) Intimidate 2 (+5) Language 1 (+1) Medicine 1 (+6) Skill Mastery Notice 5 (+10) Pilot 10 (+15) Skill Mastery Search 7 (+10) Sense Motive 5 (+10) Sleight of Hand 1 (+6) Stealth 1 (+6) Skill Mastery Survival 1 (+6) Skill Mastery Swim 4 (+5) Feats: 29 PP Benefit: Nolan Aeronautics Test Pilot (Milspec Clearance) Benefit: Holan Aeronautics Employee (N.E.A.R Teammember) Connected Contacts Dodge Focus 4 Elusive Target Equipment 7 Evasion 2 Fearless Improved Initiative 4 Luck 2 Move-by Action Skill Mastery (Medicine, Pilot, Stealth, Survival) Uncanny Dodge 2 (Auditory, Visual) Equipment: 7PP = 35EP Flight Harness (5EP, everything is considered mastercraft where appropriate) Distress Beacon Flashlight GPS Receiver Medkit (Basic) Multi-Tool XFA-41 Peregrine Jet (30EP) Power Level: 7 Equipment Points Spent: 30 Abilities: 2EP STR: 50 (+20) Saves: 1EP Toughness: +12 Combat: 3EP Size: Gargantuan Defense: -4 Features: 8EP 2 Ejection Seats Hidden Compartments Navigation System 2 (+10 to Navigation Checks) Remote Control Smokescreen Universal Rescue Pod Powers: 16EP Flight 8 (NA-G11 VTOL Engine System; Speed: 2500 mph, 22000 ft./rnd) (Mechanical, Technology) [16 EP] Totals: Abilities 2 + Features 6 + Powers 18 + Combat 3 + Saves 1 + Drawbacks 0 = 30 Powers: 9 + 19 + 16 = 44PP Flight 5 (Gravitic Flight; 250 mph, 2200 ft./rnd; Power Loss (When immersed in water)) (gravity, mutant)[9PP] Gravity Manipulation Array 8 (16 PP Array, Feats: 3 Alternate Powers) (gravity, mutant) [19PP] Base Power: Blast 7 (Gravity Pulse; Feats: Accurate, Precise) {16PP} Alternate Power: Snare 7 (Gravity Bind; Feats: Accurate, Precise) {16PP} Alternate Power: Strike 7 (Gravity Strike; Extras: Penetrating; Accurate, Precise) {16PP} Alternate Power: Trip 7 (Gravity Wave; Extras: Knockback; Feats: Accurate, Improved Throw) {16PP} Device 4 (NA-FS5 Flight Suit; 20PP Container; Hard to lose) (Technology, Mechanical) [16PP] Communication 5 (NA-C5 Personal Radio; sense type: radio; Omni-Directional Area; Power Loss (Doesn't work in storms); Selective) (Technological) {10PP} Immunity 3 (NA-G6A Personal Flight Support Suite; environmental condition: Cold, suffocation (all)) (technology){3PP} Super-Movement 1 (NA-LPU10 Life Preserver Unit; water walking; Power Loss (Air Bladders can be punctured/slashed)) (Mechanical, Technology) {1PP} Protection 5 (NA-PP Pilot Protection System; +5 Toughness) (Technology) {5PP} Super-Movement 1 (NA-RS1 Micropolymer Reserve Parachute; slow fall; Unreliable [1-3 uses]) (Technology, Mechanical) {1PP} Drawbacks: None DC Block Attack Range Save Effect Blast 7 (Gravity Blast) Ranged DC 22 Toughness Damage (Gravity) Strike 7 (Gravity Strike) Touch DC 22 Toughness Damage (Gravity) Snare 7 (Gravity Bind) Ranged DC 17 Reflex Snare (Gravity) Unarmed Touch DC 16 Toughness Damage (Bludgeoning) Totals: Abilities (38) + Combat (16) + Saving Throws (9) + Skills (14) + Feats (29) + Powers (44) + Drawbacks (0) = 150/151 Power Points
  19. Erebo [PL10] ~ Glass Clown

    Erebo Power Level: 10 (150/150PP) Unspent Power Points: 0. Trade-Offs: -2 Attack / +2 Damage +2 Defence / -2 Toughness In Brief: An young dimensional refugee who received an unwanted gift from the depths of the Terminus' darkness. Catchphrase: "Be afraid of the dark that shines light on your sins, evildoer!!" Theme: Alternate Identity: Eliseo "Eli" Milioni (Secret) Birthplace: Earth 5443's Turin, Italy. Residence: Claremont Academy Campus. Base of Operations: "La Base": his small room in Claremont Dormitories. Occupation: Student at Claremont. Affiliations: Next Gen. Family: Maria Grazia Milioni, his lost older sister. Description: Age: 17 (01/08/2000) Apparent Age: 17. Gender: Male. Ethnicity: Caucasian, of Italian descent. Height: 191cm. Weight: 78kg. Eyes: Black. Hair: Black. Eliseo would be a normal teen (if a bit tall) but the "accident" which made him into what he his now had noticeable, eerie effects on his appearance and, much more disturbingly, on his psyche (but let's leave that for another section of this document). After becoming infused with the dark, entropic energies of the Terminus, Eli's body grew thinner and taller, almost as if stretched by the forces now contained within it, all of his hair turned jet black, and his eyes turned slightly larger and as black and deep as the Abyss. His skin, locked perpetually into an almost ceramic white complexion, completes the picture of a lanky, long limbed boy whose appearance whispers "odd" in every person's mind, and yet seems capable of an odd charm which puts him above many other people when it comes to being liked by his peers and others alike, is it the "allure of the Abyss?" As for clothing, accessories and hairstyle, he likes to keep things minimalistic, dressing all in black with small white accessories most of the time. He keeps his hair long, barely touching his shoulders, and has a predilection for turtlenecks, velvet and silk shirts, and most of all, shiny black shoes. He doesn't really have a costume, using his powers to cover up the details of his figure and clothing and thus appearing as a living silhouette that seems almost a hole cut out from the fabric of space, showing a place where all light goes to die and adding to his sleek, phantomlike image. History: Eliseo was born in a parallel very similar to Earth-Prime, with the glaring absence of most forms of superheroes and meta human activity. While the supernatural and the occult existed, they were not nearly near the realm of public knowledge, and orchestrated their manipulative schemes behind closed doors and curtains. Eliseo's father, Marco, was a small time engineer in Turin, with the small quirk of being obsessed by the occult matters of the world. This obsessive focus of his came to burrow into his brain and the lives of him and his children when Eliseo was only eight, his mother being apparently "murdered by a foul creature". Eli and Grazia, his two years older sister, reacted very differently from each other to this sudden shift in their otherwise tranquil lives: while little Eli was shunned by his father and thus despised him in return during the following years, Grazia grew ever closer to their father's hunt for the supernatural, helping him and encouraging his obsessive behevior as a way to scrounge up some sort of attention and affection from an otherwise elusive and self-centered man. Living with a distant father and sister, while not easy, wasn't really that traumatic on Eli, who grew to be a naturally self-reliant young boy, accepting friendships as few and far between occurrences in his otherwise lonesome life and, while the rest of his close family was busy searching for evidence of the unknown, the boy was looking at the sky and dreaming of flying, like almost all the children his age. Fancies that would soon come to be a reality for the people of his Earth, when a research team, secretly lead by the occult conspiracies his dad and sister were frantically searching for, discovered a "safe and reliable way to exchange information and goods with other universes". In reality though, this was a ploy by a nameless alliance of supernatural and secretive organizations to bring the incredible to the forefront of the world... and then dominate it openly. As people started travelling between other worlds, the economy flourished thanks to the influx of cheap goods and new scientific breakthroughs and, by the time Eliseo turned fourteen, his world seemed to turn into a Utopia. His father though, was weary of "the Plan", as he called it and, being right for once, this would lead his family to ruin. One year later, Eli and his family would be shunned as criminals and terrorists by the government due to their father trying to bomb a interdimensional portal station. To escape persecution, his sister, with instructions from his father, actually managed to activate a jury rigged device that could allow them to "jump" once in a random alternate dimension. This would have been a horrible decision and a very likely death sentence for the both of them, but his fanatical sister was too sure of their father's work to doubt the prospect... she regretted it when they found themselves trapped on a Terminus scout vessel. Fortunately for them though, the vessel was headed for Earth-Prime's Freedom City, during the '93 invasion attempted by Omega's forces. The unmanned ship was among the first to be spotted and shot down, right above Lonely Point. As the teens fell to what looked like it was going to be their demise, the interdimensional drive of the ship malfunctioned and exploded, sending the ship scuttling... somewhere in time and space. Eliseo doesn't remember much from the time he spent on the ruined ship, since he was seemingly put by Grazia in the only working stasis chamber in the vessel while he was unconscious, slowing down his metabolism. The ship crashed twenty four years later, exactly where it was supposed to during the invasion, and attracted the attention of the city's heroes, being a Terminus ship. Eli was the only person on board, his sister nowhere to be seen and, what was more, the failing dimensional drive and stasis chamber, along with the properties of the dimension where he was jaunted, all contributed to him actually developing powers as a conduit of the Terminus dreaded entropic energies. Soon after his discovery, Eli was confirmed as a dimensional refugee and sent to Claremont to study and learn to control his (mistrusted) powers. He adopted the codename Erebo, from the Greek god personifying the Abyss, and started fighting and striving to find meaning in this new world. Personality & Motivation: Originally a lively and energetic boy, thanks to the lack of care from his family, Eli has grown into a self-reliant and lonesome teenager, who doesn't actively look for company or friendship, but doesn't really reject it outright either. This part of him has dug deeper in his heart when he changed physically and mentally due to the Terminus' energies flowing into and through him, making it difficult for him to develop emotional bonds with other people, especially "normal" ones. He still holds his sister dear, much more than he ever did his father, considered she saved his life, probably in spite of her own, after years of neglect and coldness. He is calm, patient and collected, even though he couldn't be considered "cool" due to his eerie, aloof attitude, he can be surprisingly proactive when it comes to a set goal. Eli is also a very protective person with his few close relationships, holding them very dear to his heart and hoping o build a lasting life in this new environment where he has been thrust. The boy hopes of being accepted and to prove worthy of his saved life, building upon it with the utmost motivation and drive, even though he might not be able to show it completely or easily to others. Simply put, he wants to make a name, a life and a home for himself, a whole new life... a fresh start. Powers & Tactics: Generally, Erebo uses his darkness to conceal his features and approaches fights with criminals and other threats carefully, preferring to impair them from a distance using his Embrace and Breath effects and using the fact that he is immune to them to sneak around the battlefield, hitting where it hurts (after draining the physical toughness out of his enemies with his deadly Caress). If he wants to be extra careful, he will maneuver at range using his Wings and Gateways to position himself and start raining pain on his enemies in the form of shadow javelins (obviously thrown with the help of enhanced strength). Power Descriptions: Eli's power comes from him becoming a conduit to the dark, abyssal energies of the farthest reaches of the Terminus, the place where all light goes to die, thus all of his shadows do not appear normal at all, but rather swallow up all light that touches them, appearing mlre like holes cut out from the very fabric of the world and into the Void between dimensions. When using his Embrace, a rather big space is covered by a veritable dome of impenetrable darkness, and all caught within (except Erebo himself) find themselves unable to see, hear and smell with most of their senses. Usually, the inside of the domenis also struck by freezing gales that hinder those within, again letting Erebo act unaffected, and leving them vulnerable to surprise attacks using his dark Caress, a shadowy, tendril like arm that drains the toughness and physical resilience of anyone (and anything) that it touches, making hitting and breaking them with enhanced strength easy. Finally, with some effort, Erebo can use his solid shadows to create simple objects which, as a general rule, can only be moved by him and his powers. His shadows can also be used a gateway between two obscured points or mundane shadows, like some sort of portal, while enhancing his mobility with, black, stringy wings that allows some rather fast flight. Complications: Vulnerable to light: Eli's nature as a confuit of interdimensional darkness make him vulneble to intense light based attacks and effects. Odd and Eerie are my second names: Eli's physical and psychological profiles are skewed due to his interaction with the Terminus, leaving him unable to properly express his feelings through simple unconscious everyday gestures and making him appear almost doll like in behavior and appearance. Child of the Terminus: Eli's visceral and metaphysical link to the Terminus his a secret left for his closest of friends, since the history of Freedom make it a very touchy subject and could at best lead peple to mistrust him, and at worst... Away from home: Eli's home dimension does not want him back, and he wouldn't know how to find it if it did, anyways. He is not familiar with the concept and culture of real superheroes and villains, and the impact that they had on Earth-Prime in the last century, so he might seem like a fish out of water to his peers. Abilities: 4 + 8 + 4 + 0 + 0 + 4 = 20PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 16+ 12 = 28PP Initiative: +4 Attack: +8 Melee, +8 Ranged, +8 Base. Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10/+24 Knockback: -7 Saving Throws: 3 + 6 + 5= 14PP Toughness: +8 (+2 Con, +6 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +10 (+4 Dex, +6) Will: +5 (+0 Wis, +5) Skills: 48R = 12PP Acrobatics 8 (+12)* Bluff 8 (+10)* Investigate 5 (+5) Diplomacy 4 (+6) Gather Information 8 (+10)* Language 3 (Italian [Native], Latin, Ancient Greek, English) Search 4 (+4) Sense Motive 8 (+8)* *=skill mastery Feats: 9PP Assessment Dodge Focus 6 Thrown Mastery Skill Mastery Powers: 51 + 11 + 7 + 1= 70PP Darkness Control Array 22.5 (45PP Array; Feats: Alternate Power 6) [51PP] (darkness, dimensional, shadow, terminus). Base Power Obscure 10 (Erebus' Embrace; Total Visual, Auditory and Olfactory concealment; Feature: Erebo is immune to the effect; Feat: Reversible; Extras: Independent) [42/46] (sensory deprivation) Alt. Power Environmental Control 10 (Erebus' Breath; Intense Cold + Hinder Movement [Half Speed]; Feature: Erebo is immune to the effect; Feats: Reversible; Extras:Independent, Selective Attack) [42/46] (gusts of cold wind) Alt. Power Create Object 10 (Erebus' Arsenal; Feats: Affects Insubstantial [Full Toughness], Progression 2 [25 Feet*Rank], Selective; Extras: Duration, Movable) [45/46] Alt Power Teleport 10 (Erebus' Gateway; Feats: Progression [Portals are 10ft wide]; Extras: Portal) [41/46] Alt. Power Drain 10 (Erebus' Caress; [Toughness]; Feats: Incurable, Slow Fade 2 [1 point per 5 minutes], Reversible; Extras: Affects Objects) [23/40] Alt. Power Enhanced Strength 21 + Super Strength 4 (Dark Might; [Tot. Str. 35 (+12) / Super Strength 55 (Heavy Load: 24 Tons)]; Drawbacks: Obvious [whole body cloaked in inky, smoky shadows]) [28/40] Alt. Power Damage 10 (Shadow Javelins; Feats: Affects Insubstantial, Mighty 2; Extras: Ranged, Penetrating, Contagious) [43/45] Protection 6 (Shadow Cowl; Extras: Impervious [All 6 Ranks]; Drawbacks: Noticeable [whole body cloaked in inky, smoky shadows] [11PP] Flight 4 (Dark Wings; Drawbacks: Power Loss [Unable to flap wings]) [7PP] Feature 1 (Can make his whole figure, or parts of it, appear as black "holes in space" silhouettes, which always stand out in an odd way, even in natural darkness) Drawbacks: (-3) Vulnerability (Light; Common [-2]; Moderate [-1]) [-3] DC Block ATTACK RANGE SAVE DC EFFECT Unarmed Touch 20*/27 Toughness Damage Shadow Javelins Ranged 27 Toughness (Penetrating) Damage Thrown Objects Thrown 18*/25 Toughness Damage Erebus' Caress Touch 25 Fortitude Drain [Toughness] Totals: Abilities (20) + Combat (28) + Saving Throws (14) + Skills (12) + Feats (9) + Powers (70) - Drawbacks (-3) = 150/150 Power Points
  20. Sanguine (PL10) - Moira Morley

    Player Name: Moira Morley Character Name: Sanguine Power Level: 10 (150/151PP) Tradeoffs: -0 attack, +0 effect; -0 defense, +0 toughness Unspent Power Points: 1 In Brief: A bloodbender trying to make sense of her unheroic powers in a heroic light. Residence: Freedom City, New Jersey Base of Operations: None Catchphrase: "It's what's on the inside that counts." Alternate Identity: Maria Sangre (birth name), Bloody Mary (nick name) Identity: Public Birthplace: Manhattan, New York City, New York Occupation: College Student Affiliations: Freedom City University Family: Sarah Sangre (mother, 36), Tyrese Sangre (father, 40), Martin Sangre (brother, 20), Martha Sangre (sister, 20) Age: 18 (born 14 March, 1999) Apparent Age: late teens Gender: Female Ethnicity: Hispanic Height: 5'5" Weight: 140 pounds Eyes: red sclera, black pupils Hair: black Maria is somewhat of an hourglass, but with slightly wider hips. Her body is firm and put together nicely, not a single ounce of wasted space. Her hair is smooth and long enough to reach her mid-back, she mostly wears it down, but can tie it up into a large, braided bun. Her skin is a darker brown. She was born with her eye color. Her top canine teeth are short sharp fangs. She has three tattoos. Between her shoulder blades are three Chinese words, top to bottom, 'Red', 'Life', 'Serpent'. On her left shoulder is a snake coiled around a sun, trying to swallow it. On her right wrist is a sleeping snake wrapped around it. She always wears knee-length or ankle-length skirts that always flow. Her tops are either sleeveless, button-up vests or sleeveless sports tanktops. Shoes are a pair of white trainers. Her costume is a full body suit that covers everything but her neck and head, and a domino mask. The suit is made of morphic molecules, and feels slightly ridged to the touch. It's dark red with thin black lines that look like snake scales. Power Descriptions She was born with her powers, making her a mutant. Though she didn't get any of the Hemokinesis or Levitation until her junior or senior year of high school. As mentioned, she was born with her eye color. Hemokinesis is noticeable as she and the effected are surrounded by a damp, dark red corona. Levitation is a weak form of telekinesis that she can only affect herself with... for now. Fangs are subtle because they fit in her mouth. Blood Awareness causes her eyes to glow, though it's a purely mental sense and doesn't need to see to use it. Her Mutated Blood is not visible, but she cannot donate and does not have a matching type to any. History Maria's parents are second and third generation Puerto Rican immigrants. They met as children and grew up together, eventually having their first children and getting married afterwards. Her older brother and sister are identical, and (to Maria's belief) some what psychic of each other. Being the youngest, her sister and brother believed she was coddled too much. Maria didn't disdain the love of her parents, but she did test their boundaries. She was a smart kid who got away with more than she'd admit. None-the-less, her smarts got her into good places, like advanced classes. Puberty was kind to her, the cute little kid turned into a beautiful woman. During that time she tested her boundaries again, and she found out she was pretty much savvy in the ways of giving direction. She was happy about that. She saw herself a leader, a guide. Late in her senior year of high school is when she started developing her powers. It was almost an accident. She though she was losing a tooth at first but when she saw the fangs it was less scary and more intriguing. She joked around school that she was some kind of vampire. only to find out that there was more than just fangs. She could sense blood and when she sensed it, could do things to it! From then on she kept on pushing the boundaries of her powers, seeing what she could do. She even ordered a morphic molecule costume. She was going to be a hero post high school. Then the free ride to Freedom City University came. She had her suspicions, but the scholarship was just for good grade. She could have went anywhere, but Freedom City had superheroes. The more she could interact with the big guys. the better. So she accepted. Personality and Motivation Maria is 'dominant'. She leads, balking at the idea of following. Not that she's mean or rude about it, she just knows her place is the front. Though if she has to defer to someone, she'll take notes meticulously, trying to see what it would take to be in that position. Like any leader, she is a problem solver. She'll listen and try to find solutions. Maria is also studious, and a researcher. Even in quiet times she likes to challenge her mind. If there ever is quiet time. Maria is a mover and shaker. The only time she seems to be still is when she's asleep. Maria seeks two things right now. One the destigmatization of her powers. People see the whole blood part of her powers and think very lowly of them! She's not a bad person and wants to show that. The other goal is to balance being a hero and continuing her education. She has a degree to earn and people to protect, of which she's giving up on neither. Complications Disability: Her blood thickens without power use. She takes blood thinners or uses her powers, depending on the situation. Disability: She needs contacts or glasses to see far away. Identity: She does not keep this secret. Prejudice: Being a hemokinetic gets you looks in the hero community when you work your powers. People think she's either a villain or is at least an 'Iron Age' hero when they see it! Reputation: Blood powers? Fangs? People think she's a vampire! Reputation: Her headstrong leader attitude does not endear her to some. Responsibility: She is attending Freedom City University on a scholarship. She's also pledging a sorority at FCU. Abilities 6 + 2 + 6 + 10 + 4 + 6 = 34pp Strength 16/35 (+3/+12) Dexterity 12 (+1) Constitution 16/30 (+3/+10) Intelligence 20 (+5) Wisdom 14 (+2) Charisma 16 (+3) Combat 8 + 10 = 18pp Initiative +1 Attack +4 Grapple +7, +16 with Blood Strengthening Defence +10 (+5 base, +5 dodge focus; +3 flat-footed) Knockback -1, -5 with Mutated Blood, -10 with Blood Strengthening Saving Throws 2 + 5 + 4 = 11pp Toughness +3/+10 (3/10 con) Fortitude +5/+12 (3/10 con, 2 save) Reflex +6 (1 dex, 5 save) Will +6 (2 wis, 4 save) Skills 44 ranks = 11pp Bluff 7 (+10) Diplomacy 7 (+10) Knowledge (behavioural sciences) 5 (+10) Knowledge (business) 5 (+10) Knowledge (physical sciences) 5 (+10) Language 2 (Spanish [native], English [native]; Latin; note: raised in a two language household) Notice 8 (+10) Search 5 (+10) Feats 12pp Attractive Conspiracy Theorist Dodge Focus 5 Eidetic Memory Leadership Luck 2 Taunt Powers 15 + 3 + 2 + 35 + 9 = 64pp all powers mutation in descriptor Container 3 (Mutated Blood; 14+1=15PP Container) [15PP] Enhanced Constitution 14 Immunity 1 (aging) Damage 0 (Fangs; Power Feats: Improved Critical, Mighty, Subtle) [3PP] Flight 2 (Levitation; Drawbacks: Low Ceiling 3 [5ft]; Power Feats: Subtle) [2PP] Hemokinesis 15 (30PP Array; Power Feats: Alternate Power 5) [35PP] Base Effect: Mind Control 10 (Body Control; Extras: Alternate Save [Fortitude], Conscious, Duration [Sustained]; Flaw: Distracting) {30/30} Alternate Effect: Container 6 (Blood Strengthening; 1+19+10=30PP Container) {30/30} Enhanced Feat 1 (Endurance) Enhanced Strength 19 Impervious Toughness 10 Alternate Effect: Damage 10 (Blood Tainting; Extras: Alternate Save [Fortitude], Range 2 [Perception]; Flaws: Distracting) {30/30} Alternate Effect: Healing 10 (Blood Sustenance; Extras: Restoration, Total; Flaws: Personal, Source [Blood]; Power Feats: Benefit [counts as a meal], Persistent, Regrowth) {23/30} Alternate Effect: Move Object 8 (Blood Throw; Extras: Damaging; Power Feats: Accurate 2, Precise) (27/30} Alternate Effect: Nullify 10 (Blood Cure; all biological effects; Extras: Duration 2 [Sustained]; Flaws: Distracting, Range [Touch]; Power Feats: Selective) {20/30} Super-Senses 8 (Blood Awareness [very common, mental; accurate, acute, radius, ranged], Danger Sense [Blood Awareness]) [9PP] Drawbacks -0 = -0pp DC Block Unarmed Melee +4 DC 18 Toughness (Staged) Damage (Physical, Bludgeoning) Unarmed, Blood Strengthening Melee +4 DC 27 Toughness (Staged) Damage (Physical, Bludgeoning) Fangs Melee +4 DC 18 Toughness (Staged) Damage (Physical, Piercing) Fangs, Blood Strengthening Melee +4 DC 27 Toughness (Staged) Damage (Physical, Piercing) Blood Control Perception DC 20 Fortitude Controlled Blood Cure Melee +4 Opposed Power Check All Biological Effects Nullified Blood Tainting Perception DC 25 Fortitude (Staged) Damage (Mutation) Blood Throw Range +8 DC 23 Toughness (Staged) Damage (Mutation) Totals: Abilities 34 + Combat 18 + Saving Throws 11 + Skills 12 + Feats 12 + Powers 63 = 150/151 Power Points
  21. Professor Peculiar [PL10] Tipop

    Player Name: Tipop Character Name: Professor Peculiar Power Level: 10 (150/151PP) Trade-Offs: Melee attack at -4/+4, no trade-off for ranged attacks Unspent Power Points: 1 In Brief: A brilliant scientist from an alternate Earth dimension where their "science" is our "magic" and visa versa. An experienced dimension-traveler who has developed a soft spot for the weak and downtrodden. Has now chosen this Earth as his home. Residence: In an apartment above his magical bookstore-slash-library Base of Operations: Same Catchphrase: "By the Hoary Hosts of Hogg- ooh, is that saltwater taffy?" Alternate Identity: Edward Peck Identity: Public Birthplace: New London, California (Earth-333) Occupation: Book seller / librarian, professor of arcane studies Affiliations: (No idea) Family: While he has no family in this world, he comes from a large family on his home world. None of his family members are scientists, though most of them are intellectuals of one sort or another. Description: Age: Late 40s (born June 11, 1968) Apparent Age: Looks a bit older due to the bald head Gender: Male Ethnicity: Caucasian Height: 5'-11" Weight: 160 lbs Eyes: Black Hair: Bald head, black van dyke beard graying at the edges The Professor generally wears his enchanted white lab coat (with runes woven into the edges), along with his mithril-laced rubber gloves and black boots. His eyes are almost always covered with his enchanted/prescription blast goggles, though he has regular glasses he can wear as well. Power Descriptions: In this world, Edward Peck is considered a sorcerer. His incantations are unusual, however, in that they are strange mathematical equations that make no sense. Where other sorcerers might call upon ancient entities and arcane forces, Edward refers to theorems by the great mathematicians of his home, Escher, Geiger, etc. Visually, his powers manifest as a weird warping of reality, of things not being quite what they appear to be. A typical damaging attack spell might cause the target to bend and twist as though viewed through a funhouse mirror, with a side effect of the ground bucking and waving like water. (These effects are reversible.) History: Edward Peck was born on Earth-333, a world where humanity developed magic rather than science. The concepts of cellular towers, electronic computers, and internal combustion engines would all sound crazy there. Technology has not progressed much beyond the plow. What we consider magic, they call science (which caused no end of linguistic confusion for Ed when he came to our world.) Edward was a renowned scientist back home, and won numerous awards and accolades from his peers. However, his experiments in dimensional travel — a forbidden field of study after the interdimensional wars of 1914 and 1939 — made him an outcast when he was discovered exchanging research with a fellow scientist from another world. Rather than be imprisoned, he fled his homeworld and began a career of exploration and learning. Despite the xenophobic teachings of his home world, Edward learned that most people throughout the multiverse were essentially the same. People were good and bad anywhere you go. He also discovered that the science of his home world made him a figure of considerable power in most places, and he learned to use that power to help other races and species wherever he could. He was not always successful. His efforts to help the rabbit-like inhabitants of Borough against the Warlord of the Nine Spheres ended with the near-annihilation of their species. Edward managed to escape with a few survivors, one of which is now his assistant/student (minion feat), Gingrin. He (and the surviving Borough-folk) have settled on our Earth for a variety of reasons. The Borough-folk have acclimated well, and due to their resemblance to anthropomorphic rabbits have found easy acceptance among humanity. Edward has taken on the role of protector of the people, using an alias "Professor Peculiar", as is the local custom. The fact that the consumption of sugary sweets are not only accepted but ENCOURAGED on this world is just icing on the cake (a phrase Edward loves.) Personality & Motivation: Edward Peck, a.k.a. Professor Peculiar, is something of a cross between Doctor Strange and the Doctor (of Doctor Who), with a sprinkling of mad scientist thrown in for flavor. He tries to present himself as a cold scientist, but in reality he adores children, sympathizes with the downtrodden, respects all life, and rails against cruelty and selfishness. Powers & Tactics: His Coat of Aeromancy (a magic lab coat) provides him with levitation and protection. The coat is sentient, and is capable of independent action, but the Professor loses the protection of the coat when this happens. His Eldritch Blast Goggles offer him a variety of magical senses, and have corrective lenses for his poor vision. His Spells are an array of typical magical abilities. Complications: Square Root of Abra Cadabra: To cast his spells, Professor Peculiar needs his hands free and must recite the proper mathematical formulae. If he is restrained and/or unable to speak, he cannot cast spells. (Power Loss complication) The Amazing Mister Magoo: The Professor has extremely poor eyesight without prescription lenses. (Disability complication) Is That Saltwater Taffy?: The Professor is addicted to candy. In the world he comes from there is a social stigma associated with eating sweets — it's considered deviant behavior. That's one of the reasons he's chosen our Earth as his new home. They're so delightfully perverted here they even let CHILDREN eat candy! (Addiction complication) Wascally Wabbit: The Professor has an assistant-slash-apprentice named Gingrin, one of the rabbit-like Borough-folk he rescued from the Warlord of the Nine Spheres. Gingrin lost his home, his wife, and his children, and the Professor feels responsible for it all. Despite their master/apprentice relationship, he would die to protect Gingrin. (Relationship complication) Abilities: -4 + 0 + 4 + 14 + 0 + 0 = 14PP Strength: 6 (-2) [-4 pts] Dexterity: 10 (+0) Constitution: 14 (+2) [4 pts] Intelligence: 24 (+7) [14 pts] Wisdom: 10 (+0) [0 pts] Charisma: 10 (+0) [0 pts] Combat: 8 + 8 = 16PP Initiative: +0/4 Attack: +4 Melee, +4 Ranged (+10 with Eldritch lance, +6 with Eldritch Hand) [8 pts] Grapple: +1 Defense: +10 (+4 Base, + 6 Dodge Focus), +2 Flat-Footed [8 pts] Knockback: -1/4 Saving Throws: 3 + 6 + 7 = 16PP Toughness: +10 (+2 Con, +8 [Defensive Roll]) *+6 without Coat Fortitude: +5 (+2 Con, +3) Reflex: +11 (+0 Dex, +6, +5 from Coat of Aeromancy) *+6 without Coat Will: +7 (+0 Wis, +7) Skills: 52R = 13PP Gather Information 8 (+15) Skill Mastery Knowledge (Arcane Lore) 8 (+15) Skill Mastery Investigation 8 (+15) Skill Mastery Notice 15 (+15) Skill Mastery Search 13 (+20) Feats: 10PP Ritualist Benefit: Wealth - 1 Eidetic Memory Well-Informed Skill Mastery (Gather Information, Knowledge: Arcane Lore, Investigation, Notice) Dodge Focus - 3 (flavored as magical shields) Defensive Roll - 2 (flavored as magical shields) Powers: 30 + 9 + 12 + 30 = 81PP Coat of Aeromancy Array (29 pts, 1 alternate power) [30 pts] The wearer of the fabled Coat of Aeromancy gains more than just amazing flying capabilities. He also gains a valuable ally, and even more, a friend. Base Power: Summon Sidekick, Rank 7 (Extras: Heroic, Fanatic, Feat: Mental Link) [29 pts] Name: Aero Alternate Power: Device - rank 7 (Coat of Aeromancy - magical lab coat, 35 PP Container, Feat: Indestructible, Flaw: Hard-to-Remove; 29 pts) [1 pt] Enhanced Reflex-5 [5 pts] Defensive Roll-2 [2 pts] Dodge Focus-2 [2 pts] Flight, Rank 2, Subtle [5 pts] Favored Environment, Levitating [1 pt] Evasion-2 [2 pts] Move-By-Action [1 pt] Uncanny Dodge [1 pt] Danger Sense [1 pt] Elusive Target [1 pt] Instant Up [1 pt] Improved Initiative-1 [1 pt] Enhanced Magic-6 (+6 points to Grand Theorems array) [6 pts] Enhanced Lesser Magic-6 (+6 points to Principle Theorems) [6pts] Eldritch Blast Goggles The lenses of the Eldritch Goggles are made from the petrified corneas of Ftha'gogh the Elder. The frames are by Ralph Lauren. Device - Rank 3 (Eldritch Blast Goggles, 15 PP Container, easy to remove) [ 9 pts] Augmented Vision - Variable Power rank 2 (Multiple traits of a particular type, super-senses) 12 pts. All senses augment existing vision Extended 1 + Analytical 2 - Added to visual senses (3 pts) Example configuration 1: Detect Magic (Magic Awareness) [1pts] Detect Unseen (Counters Concealment) [2 pts] See Auras (Detect Mood & Physical Condition — both ranged, Psychic Awareness) [5 pts] Example configuration 2: Chronovision (Postcognition, Rapid Vision 2, Tracking 3, Uncanny Dodge) [10 pts] Example configuration 3: True Sight (Counters Concealment, Counters Illusion, Counters Obscure (all), Detect Hidden) [10 pts] Principle Theorems These fundamental principles are the basis of all arcane science. Variable - Rank 2 (+1 rank with Enhanced Lesser Magic) [12 pts] (Multiple traits of a single descriptor "Minor magical effects") Example configuration 1: Eldritch Blade (Damage 10, Accuracy 3, Penetrating 2) Example configuration 2: Eldritch Shields (Deflect 10, all ranged attacks) Example configuration 3: Eldritch Levitation (Flight 3, subtle, stacks with Cloak of Aeromancy) 7pts Telekinesis (Move Object 3, subtle) 7pts Example configuration 4: Telepathy (Communication + Mind Reading 10, subtle) Example configuration 5: Eldritch Apportation (Teleport 9, Flaw: Extended Range only, Feat: Dimensional 3) Grand Theorems Array - (26 pts, 4 alternate powers) [30 pts] First created by the Grand Masters of Quantum Invocation, these are forces that only the most erudite are permitted to study. Eldritch Blast, Rank 8 - Damage. Extras: Ranged, Burst Area. Feats: Variable Descriptor (any arcane energy), Triggered [26 pts] (+2 ranks with Enhanced magic) Eldritch Lance, Rank 8 - Damage. Extras: Ranged, +1/rank. Feats: Penetrating (4 ranks), Variable Descriptor (any arcane energy), Accurate (3 ranks), Reversible, Precise (26 pts) [1 pt] (+2 ranks and +Penetrating:2 with Enhanced Magic) Uncanny Eldritch Missile, Rank 8 - Damage. Extras: Perception Range, +2/rank. Feats: Variable Descriptor (any arcane energy), Reversible (26 pts) [1 pt] (+2 ranks with Enhanced Magic) Eldritch Hand, Rank 11 - Damage (touch range). Feats: Penetrating (11 ranks), Variable Descriptor (any arcane energy), Accurate (1 rank), Precise, Reversible (26 pts) [1 pt] (+3 ranks and +Penetrating:3 with Enhanced Magic) Shape Eldritch Energy, Create Object, Rank 8. Extras: Movable. Feats: Variable Descriptor (any arcane energy), Precise (26 pts) [1 pt] (+2 ranks with Enhanced Magic) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 13 Toughness Damage (Physical) Eldritch Lance Ranged +10 DC 25 Toughness Damage (Variable) Eldritch Missile Perception DC 25 Toughness Damage (Variable) Eldritch Hand Melee +6 DC 29 Toughness Damage (Variable) Totals: Abilities (14) + Combat (16) + Saving Throws (16) + Skills (13) + Feats (10) + Powers (81) - Drawbacks (0) = 150/151 Power Points
  22. Salvo (PL 10)- Zeitgeist Blue

    Salvo Player Name: Zeitgeist Blue Character Name: Salvo Power Level: 10 (156/157PP) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Unspent Power Points: 0 In Brief: Last member of a fallen house who refuses her family's legacy and seeks to make amends. Residence: Apartment at Riverside, Downtown Freedom City/Dorm at Claremont Academy Base of Operations: Claremont Academy Catchphrase: "Locked on... And firing." Alternate Identity: Nicole Whitfield-Hall Identity: Secret Birthplace: CA, USA Occupation: Student Affiliations: Claremont Academy, Whitfields, Halls Family: Arthur Whitfield (Father), Amelie Hall (Mother), James Whitfield-Hall (Brother), Lauren Whitfield-Hall (Sister), Gregory Whitfield-Hall (Brother), Belle Whitfield-Hall (Sister) Description: Age: 17 (August 13, 2000) Gender: Female Ethnicity: Mixed (African-Canadian, Caucasian) Height: 5'8" (without armor); 6'1" (with armor) Weight: 125 lbs Eyes: Brown Hair: Black Power Descriptions: While Nicole is innately attuned to magical energies, it is her battle armor, Bellios, which allows her to focus those energies into the powers she uses as a superhero. Once an old and storied magical heirloom, her work on the armor has made it something more, creating within its essence a platform that applies both centuries of tradition and cutting-edge methodologies integrated in a dialectic unity. Bellios usually manifests her powers in set systems with a technological bent, as befitting her leanings. Yet it is a thing as much of magic as the material world. Intersecting rune arrays tun electrical currents through chiseled patterns in the armor plates. Targeting spirits line up her Gatling guns and missile batteries as a handcrafted dimension, metaphysically tuned and coupled to Bellios, feeds alchemically-imbued ammunition to sate its voracious appetite for firepower. History: Seek Knowledge. Wield Power. Those were the words Nicole lived by most of her life. It was the words the Whitfield family has lived by and died for for hundreds of years, since the first Whitfields arrived in the Americas to gamble their fortune as plantation owners, since even before then as they lived like nobles in the Old World. These words were writ in gold-plated letters above every door and fireplace in the Whitfield grounds, so that each member of the family may remember the reason for their existence. The Whitfields were many and spread across the world, as befitting a venerable and wealthy family, but those Whitfields who called California their home were those who could trace their ancestry straight and true. The purest and oldest. The heirs of a legacy that was yet to come. It was this life and lineage, which Nicole was birthed to, third eldest among five siblings. As a younger sibling, she was not expected to inherit much and neither was much expected from her. She was left to her own devices, made busy with everything old money could buy. Servants in livery, the most expensive toys and gadgets, the richest food served in multiple course meals, yet she felt little, if any, parental love as a young child. She wandered the halls of the mansion alone, a small child who barely reached the waist of any adult, under the paintings of her ancestors, their eyes watchful and austere in the low light. Her parents were much too busy to take time off for her, always managing their holdings and grooming James, her eldest sibling when they were not travelling or locked inside their individual studies. Lauren, her older sister was sent to study in boarding school before Nicole could remember, and at the times the two met, they were even more distant to each other than she and James. Perhaps then, this would have been a sad life, a childhood with little friends and love, but her personal caretaker took a liking for the young Whitfield, and it was from there that Nicole had experienced a semblance of warmth from another. Elizabeth Leon, her caretaker, took her under her wing, and began to go above and beyond the duties of a servant of Whitfield in attending to her charge’s needs. She was there whenever Nicole needed her - as her only playmate in games of tea or house, or as a shoulder to cry on when either Father or Mother scolded her childish antics. It was the first time someone truly saw Nicole as more than just a valuable asset to the family. Elizabeth listened to her, and she in turn listened. She learned of her caretaker's family, of Elizabeth's three daughters, the youngest who was her age, and of her husband who was struggling with depression. Elizabeth's bedtime stories were not fairy tales, or fanciful adventure stories. They were of the ordinary, the mundane somehow made wonderful, for it was another world for Nicole. Years passed and Nicole would grow to adolescence, soon sharing the mansion with two younger siblings, Gregory and Belle, yet like her older siblings spent less and less time with them as she grew older and was sent to an English boarding school. It was also during this time that she drew her parents’ interest. She was a genius among a family which prided itself on producing geniuses, and her intelligence was obvious for anyone with eyes to see. She soaked up information like a sponge and understood lectures meant for students a decade her senior, the many lonely hours she spent pouring over her family library now had paid off, and she had not stopped. Time and time again a servant or janitor would spy the library doors ajar, faint lights open in hours that ghosts roamed awake. They were how she spent her idle time when not with Elizabeth or playing with Gregory and Belle, and neither did she feel a recluse in boarding school, not as much as she did within the Whitfield grounds. There she had other girls to gossip with, cute boys to sneak glances to, teachers to mock behind their backs. She just tended to develop a fixation for a problem she couldn't solve, or a theory that had caught her interest, and either would occupy the back of her mind, maddening and lingering, until she'd spend hours or days searching and solving, and trying and asking, until she could confidently say she knew all there was worth knowing about that topic. Only then could she dismiss those thoughts that gripped her. It was there that she came to love the wonders of the modern world, how intricate and detailed and interconnected everything was, if only people could see it. Physics led to engineering led to technology led to mathematics led to-- ad infinitum. She was fifteen when she was summoned to the Whitfield mansion. She remembers, like all things, it was the middle of autumn and school was in full swing, yet she received a phone call. She was to drop all that she was doing and arrive at a earliest date, and she acqueised. A private jet was already waiting for her the same day she had received the call and she flew half the world to California. She was not the only one to be called. Her older brother and sister had already arrived, as had a dozen of her blood relations. The next few days saw a few dozen more arrive - cousins, and Aunts and Uncles - if she was to be technical. Almost every Whitfield of any worth gathered for the first time within a 20-acre estate. It was unprecedented, and a little daunting for Nicole, even as Elizabeth and Belle greeted her home. Gregory had stayed in his boarding school in France. All of the Whitfields gathered within a vast chamber buried in the underground vaults of the mansion, and all the servants and retinues barred from entry. They were in the center of the estate, ley lines tracing energies where beats its magical heart, and patterns upon patterns of arcane sigils and stones dotted the walls, lights tracing paths safe to tread, the family's scrolls and tomes arranged orderly rows. Clearly, this ritual had anticipated for some time, and prepared for with a meticulous patience Nicole knew her parents possessed in abundance. She read what she knew, for she was not yet a full-blooded mage, could make only guesswork as to the reasons for trappings older than her grandparents, but what she saw indicated a technique that would converge every type of magic and energy present into the one point of chamber. A melding of sorts made larger than life for all those attending now as while they were all of the name Whitfield, and all knew the alchemical arts that so defined the family, decades and centuries had diversified their skills to the point of a sensory jumble. Like crossing a street in Los Angeles and picking out people of different ethnicities. Too many that it gets confusing, yet still holding many underlying characteristics in common. They began. The lights were shut off, a candle in the center of the congregation. Nicole could just make out her father, mother, then James and Lauren standing at intervals apart. Young Belle then, was not to be a part of their destiny. First, there was chanting, occult languages in different tongues reverberating through the walls and melding into one sonorous note. She does not know how long they had stayed there. She does not remember, she would admit uneasily, what had transpired in the darkness, amid hooded figures, and whispering fell things. The candle had guttered into a cold flicker, and a cackling, wet and heavy and inside. Her arms burned, and her throat cracked with smoke. She hurt all over but her legs, and when she awoke, barely aware, the chamber was on fire and Elizabeth was carrying Nicole in her arms, a bag stuffed with scrolls strapped on her shoulders. They ran from the chamber, out the basement and the mansion as everything burned. Nicole watched the mansion crumble in flames. Her legs refuse and Elizabeth carried her to the waiting paramedics, and she decided she was dreaming. The authorities would say it was a stray spark that started the fire. An unfortunate series of events led to this tragedy, the official statement would read, leading to 43 deaths, mostly from suffocation and localized within the chamber, except for one teenager that was rescued by a heroic maid. They applauded Elizabeth and shifted through the rubble, looking for survivors. They did not find Belle. Gregory would go missing shortly thereafter. She worried about Gregory and went into mourning, for Belle most of all. She was released from the hospital, a certified paraplegic, to Elizabeth and her family in the meantime, who were her legal guardians now. She saved what she could from the remains of her family's capital. The vultures had picked at everything long before she left the hospital. Through means legal and not so legal, her family's once vast fortune had dwindled, taken by rivals, and those seeking revenge or restitution. And perhaps it was for the best. She had canceled her boarding school. There was an itch her brain could not scratch, and a hunch told her she would find her answers by staying. She soon discovered a side of her family that sickened her. They were corrupt, and perhaps that was not a revelation with how rich they were, but in their dealings lives were lost and ruined with the act of a single handshake, and people killed from one spoken word of her parents. She dug into the books, into the diaries and records saved from the fire. She talked to the lawyers and phoned business partners overseas. The Californian Whitfields had its hand in every pie in the city, state, and a significant number in the country and beyond. Oil spill cover ups, land siezures from the poor, money laundering, arms trafficking, financing the local Mafia, and shaking hands with Mexican cartels. The Whitfields were far worse among the magical community, yet just as insidious, where an overarching authority non-existent. It was a headache to have it all revealed and heaped upon her in a short time, and she cut every connection she could and gave all she could to the authorities. As the only Whitfield left, she had that right, even if many of her family's erstwhile partners did not see it her way. She walked -- rolled rather -- the streets now, instead of the halls of a mansion or an elite boarding school in a far-off country. They were concrete and now, and she couldn't ignore what was in front of her, even as her magic began to die a slow death for no discernible reason. Seek Knowledge. Wield Power. Her family had its reasons for everything they've done, excuses more like. But it was something to say to let them sleep at night, and she couldn't say they were deluded. Not when those reasons almost felt right, like this was just the natural state of the world. The strong prey on the weak. Predators eat. Prey flee. Humans fought wars and died and gave birth. And Whitfields learned and gathered. She woke up one night as she felt eyes watching her. Bellios stood at the foot of her bed, unscathed. Her powers were all but dead by then, and when she had attempted to wear the armor, the recurring psychic backlash left her sick and vomiting food for a week. By the coaxing of Elizabeth, she decided to fly to Freedom City and resume her schooling. She was frustrated and without hope, disgusted by her family's activities - a useless feeling, lugging an armor that did nothing but make her ill. Still, perhaps she could find a solution in the city of heroes and start anew, far away from the death of her family and the toxic they left. So she transferred half the money she had inherited with Elizabeth and her family, as much as it was a pittance compared to what her family once held, it was a large sum for them and it felt like the right thing to do to thank them for everything. She flew out the next day. She was eligible for Claremont, if just barely, and wasn't that cute. For two years she was the most useless student to grace its halls. Stuck in a wheelchair and magic that fizzled pathetically, if she could even get it to work, she would have been kicked out if it weren't for her intelligence and ability to create tech and mystical devices. She brought with her the family scrolls, even if she could recall their contents easily enough, and could call on mystical energies that did not originate from within. Magic rituals and petty concoctions, she knew how to make them. Electronic riff-raff that would not have been out of place in a gadgeteer's arsenal. All the while the familiar presence lay heavy upon her mind. It was the strongest pull she had ever, and it was directed in its entriety to Bellios. She let herself fall into that obsession, working for a year upon that construct of ancient arcana. She learned so much more than she would within the confines of a classroom, or the laughable practicums the teachers would give to her. She dreamed of bolts and runes, and incantations and coding. And when she was not buried within Bellios, within the confines of her work, she was formulating ways to improve it, to create more energy, more power, because it hungered. For two years, barely anyone outside her scheduled classes saw her. During class, her presence was almost non-existent, her output just enough to pass. But just before the end of the school year she rose from her fugue, as if she had fallen asleep or into a coma and had only woke up, though she remembered everything as clear as day. Groggy, head aching, her insides feeling like jelly, she looked up to take in her work. And it was beautiful. Personality & Motivations Nicole is, if anything, inclined to extremes. When something deemed important should done, then it should be done to the fullest of one's abilities or not at all. She is analytical, perhaps a bit too cerebral at times, but mostly means well, especially regarding the well-being of those she meets. She tries to be friendly, taking the time to engage in small talk and get to know people before making judgments about them. In a similar manner, she prefers to have all the facts before committing on a plan of action. This does mean she is prone to taking too much time when presented with an abundance of information, perhaps even contradictory reports, until someone pushes her to act. Perhaps as a way to atone for her family's wrongdoing, she has chosen to bear the mantle of a superhero, opposing those her parents would have gladly drink wine with. They were failures, she'd be quick to admit, but she won't be like them. And like everything worth doing, she has taken no half-measures. Powers & Tactics: Though not trained or experienced in fighting, Nicole's common sense lets her understand to fight where she is strong and her foes are not. She prefers to keep her distance, flying and invisible as she overwhelms her opponents through judicious use of firepower. When hemmed in or grounded, she will attempt to cut her way free from the fighting, blasting her way out. Her arsenal also heightens her senses, encompassing machines and magic, which she can use to observe her opponents and perform reconnaissance undetected until she wishes to reveal her presence, usually through an opening salvo. Complications: A Parallel Path: Aside from her studies in Claremont Academy, the looming graduation and all that entails, and her nighttime superheroing as Salvo, Nicole still needs to find time as an intern in Archetech, providing quality yet affordable technology and energy to the less affluent locals of Freedom City. It's given her another purpose to work towards, and she takes this as a personal task, small a help as it is. She's met several people because of this, both from Archetech and Freedom City, but it does mean she's starting to see that part of the city as her turf, in addition to the magical hotspots. Sense of responsibility included. She will go out of her way for these people and places, more so than usual, even if she will not admit so. (Responsibility) Collateral Damage: Like it says on the tin: collateral damage. Turns out, holding the trigger of two fusion autocannons spinning at 3,000 rounds per minute each and firing super-heated metals in the city, or anywhere with infrastructure, isn't the smartest idea. Who knew? Nicole does, intellectually, but in the heat of battle there isn't time to think; only the surge of adrenaline and energy blasts flying. It's unfortunate, but damage does happen, especially when she pushes the suit to its full potential. Needless to say, there are consequences when this happens, even if she wins the fight. (Accident). Father Dearest: Her father isn't the nicest of people and just when Nicole had thought she had gotten rid of him, his ghost, or at least a very convincing simulacrum of it, has inhabited Bellios as its machine spirit. She has tried to get rid of it, but he unfortunately seems to be staying as an unwanted but essential component. Thankfully, he does seem more agreeable, seeing as she is his only heir. And while he wishes to see her alive and well, he cares not one whit for anyone not a Whitfield. This has sometimes resulted in a struggle between parent and child when their objectives conflict with each other, usually pitting risk anfthe acquisition of artifacts against her responsibility as a superhero (one other thing he cares little about). But his long term goals, if he even has one, are still a mystery. Of course, in a contest between man and spirit, more often than not, it is not often clear who will win. It Hungers for War: Bellios is first and foremost a machine of war. Its pistons hum in anticipation of battle, and the monistic links blur the line between wearer and suit. When Nicole rages, it responds with greater power. When Bellios rages, she responds by pushing it to its limits. Additionally, it is very susceptible to the appearance of the Fae. A whiff of emission from those foul beings causes in it a single-minded bloodlust. Luckily, these episodes have been rare, but less extreme emotions do sometimes bleed off, turning the well-thought out into just plain compulsive. Man and Machine: When Nicole enters Bellios she becomes more than human, and more than just an amalgam of steel and flesh. They become one, in all definitions of the word. The world outside sees one being and acts accordingly; any power that would have effected either her, as a mere human sorcerer, or the techno-magics enmeshed into Bellios would affect the whole that Salvo has become. To be able to process this, Nicole's mind translates the changes into a reality she could comprehend, creating a HUD and "eyes" to see from her helmet. Anything that would blind her, or interfer with the magic and electronics in the armor, would scramble that visual interface and all essential information arrayed within it . Something in the Dark: Many small things go Nicole's way at just the right time, and just the right way, to make her life easier. In much the same way, she finds herself in situations that would seem contrived in any book or movie, yet leading to additional difficulties she must overcome. While these minor coincidences are merely irritating or helpful during her everyday, they are more disastrous during a serious superhero mission. There is a crawling, nagging feeling of being watched whenever they happen, though even her armor's sensors can find no trace, magical or otherwise, to confirm her suspicions. The Gift of Blood: Family legend traces their line stretches back to the age of Christian Rome, during the first centuries of the first millennium. During that time, the pope decreed the library destroyed. Unable to bear such wanton waste of knowledge, her ancestor had made a pact with an agent of a powerful being from another world. He would be given the ability to save the contents of the library, but he and his offspring must bear a price (or a blessing as the official version states), and a destiny to be fulfilled long after his death. Whatever the truth is, Nicole and those of her blood possess, without fail, a compulsion. Knowledge, especially forbidden knowledge, is the sweetest water, and she occasionally finds herself using her powers to fulfill her family's quest. While non of her episodes have reached the two years working on Bellios, many smaller episodes are still smaller occurences, particularly during her heightened magical state while using her armor. Nicole's obsession has her pursue information above all else, usually by absent-mindedly hacking into databases when she is in the suit, though there are many other ways she may go about this. These seem like good ideas at the time, but done at the wrong time, and with the wrong systems, and a slip-up may land her in serious trouble. (Obsession) The Sins of Family: Ever since finding out about her family's unsavory secrets, Nicole has endeavored to do good where they would do wrong. Still, there are those who see her as nothing more than the last Whitfield or a foolish girl. Most see her as no better than those bearing the same name. Yet some would go out of their way to rid her for revenge or opportunity. While there are enough in the mundane world, it is the magical community who has suffered the most from her family's excesses. As few and isolated as they are, they have long memories. And many ways to trace magic signatures. Whitfields and Halls, they say, are particularly distinct. (Enemy and Reputation) This Magic of Mine: Her magic isn't so hot when outside Bellios, understatement of the year, but her armor does act as a focus for her magic, heightening it into a weapon of mass destruction. While most of her inner energy transfers seamlessly into its various systems, a leak is unavoidable sometimes, and a once controllable yet feeble magic turns uncontrollable and potent; a combination that's often bad news. Though she may choose to hold it inside for a time, risking her magic's side-effects, she must eventually discharge the surge of power. A badly-timed spike, or an unwanted manifestation of that magic, could turn the tables very quickly. Not always for the better. Abilities: 0 - 2 + 0 + 14 + 0 + 0 = 12PP Strength: 18/10 (+4/0) Dexterity: 8 (-1) Constitution: 20/10 (+5/0) Intelligence: 24 (+7) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 6 + 5 = 11PP Initiative: -1 Attack: +3 Base, +3 Melee, +3 Ranged, +5 Weapons Suite Array [+9 Containment Foam, +10 Missile Batteries] Grapple: +18/4/0 Defense: +5/3 (+3/2 Base, +2/1 Dodge Focus), +1 Flat-Footed Knockback: -7/0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +15/0 (+5/0 Con, +10 Protection) Fortitude: +5/0 (+5/0 Con, +0) Reflex: +5/-1 (-1 Dex, +6) Will: +5/0 (+0 Wis, +5/0) Skills: 68R = 17PP Computers 10 (+17) Craft (Chemical) 5 (+12) Craft (Electronic) 8 (+15) Craft (Mechanical) 5 (+12) Disable Device 6 (+13) Knowledge (Arcane Lore) 8 (+15) Knowledge (History) 3 (+10) Knowledge (Physical Science) 5 (+12) Knowledge (Technology) 8 (+15) Knowledge (Theology and Philosophy) 3 (+10) Language 2 (English, French, Spanish) Notice 3 (+3) Search 2 (+9) Feats: 5PP Artificer Benefit (Wealth) Eidetic Memory Inventor Ritualist Powers: 113 + 1 = 114PP Device 28 (Battlesuit, Magical, Tech; 145DP; Extra Effort [Device]; Feats: Restricted [Beings with Magic]) [117PP] Descriptors: All (Hermetic) Magic and Technology combined. Magitech. Protocol Sy 6.6 (35PP Container) [33DP] Enhanced Strength 8 [8DP] Enhanced Constitution 10 [10DP] Enhanced Combat 1 (Defence 1) [2DP] Enhanced Saves 16 (Fortitude 2, Reflex 8, Will 6) [16DP] Enhanced Feats 2 (Attack Specialization (Weapons Suite), Dodge Focus) [2DP] Communications 4 (Radio, 1 mile; Extras: Area; Flaws: Action [Move]; Feats: Selective, Subtle) [6DP] Hexagrammic Paneling 4.8 (24PP Container) [24DP] Immunity 9 (Life Support) [9DP] Protection 10 [10DP] Living Metal 5 (Regeneration; Recovery Rate [Bruised (1 Round), Injured 4 (1 Round)]) [5DP] Sensory Suite Array 5.5 (13PP Array; Feats: Alternate Powers 2) [15PP] BE: Super-Senses 13 (Direction Sense [+1], Distance Sense [+1], Radio [+1], Radar [+3]; Radar [Enhancements: Accurate (+0), Acute (+0), Analytical (+1), Counters Concealment (+2), Counters Obscure (+2), Extended 2 [1,000 ft] (+2), Radius (+0), Ranged (+0)]) {13/13} AP: Super-Senses 13 (Mental [Magic] Awareness [+3]; Awareness [Enhancement: Accurate (+2), Acute (+1), Analytical (+1), Counters Concealment (+2), Counters Obscure (+2), Extended [1,000 ft] (+2), Radius (+0), Ranged (+0)]) {13/13} AP: Data Link 5 (Radio, 5 miles; Extras: Area, Linked [Enhanced Feats]; Flaws: Check Required [Computers]; Feats: Machine Control, Online Research, Rapid 4 [x10,000], Selective, Subtle) {13/13} Servo-Dynamos 6.5 (13DP Array, Feats: Alternate Power 2, Dynamic 3) [18DP] DBE: Flight 0-6 (500 mph / 5,000 per Move Action; Feats: Subtle) {0-13} DAP: Super-Strength 0-6 (Effective Strength 16-46, Heavy Load ~200 lbs-~6 tons) {0-12} DAP: Invisibility Matrix 0-1 (Invisibility; All Visual Senses; Feats: Close Range) {0-9} Weapons Suite Array 19.5 (39PP Array; Feats: Alternate Powers 5) [44DP] BE: Kinetic Beam 10 (Blast; Extras: Linked [Dazzle], Range [Perception]; Flaws: Action [Full]; Feats: Knockback 8 [18 Total], Variable [Energy/Tungsten]) {29} + Dazzle 10 (Visual; Extras: Linked [Blast], Range [Perception]; Flaws: Action [Full]) {10} = {39/39} AP: Containment Foam 11 (Snare; Extras: Regenerating; Feats: Accurate 2, Affects Insubstantial 2, Improved Critical 2 [18-20]) {39/39} AP: Flamethrowers 10 (Hellfire; Extras: Area [General, Cone], Vampiric; Flaws: Range [Touch]; Feats: Affects Insubstantial 2, Dimensional 2 [Magical], Incurable, Split Attack 2, Variable Descriptor 2 [Electricity/Fire/Water]) {39/39} AP: Fusion Autocannons 15 (Blast; Extras: Autofire; Flaws: Distracting; Feats: All-out Attack, Improved Critical 2 [18-20], Precise Shot 2, Power Attack, Split Attack, Variable Descriptor 2 [Any Metal]) {39/39} AP: Matter Manipulation 12 (Transmutation; Flaws: Duration [Concentration], Range [Touch]; Feats: Extended Range, Precise, Progression) {39/39} AP: Missile Batteries 10 (Blast; Extras: Area [Targeted, Burst]; Feats: Accurate 2, All-out Attack, Attack Focus [Ranged], Homing, Improved Critical 2 [18-20], Indirect, Power Attack) {39/39} Magic 1 (2PP Array; Flaws: Unreliable) [1PP] Dazzle 1 (Visual + Auditory) [2PP] Drawbacks: -2 + -1 + -4 = -7PP Disability (Paraplegic) -2PP (Frequency: Uncommon; Intensity: Moderate) Nearsighted -1PP (Frequency: Uncommon; Intensity: Minor) Normal Identity -4PP (Frequency: Very Common; Intensity: Moderate) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19/15 Toughness Damage (Physical, Bludgeoning) Kinetic Beam Perception DC 25 Toughness (Penetrating) Damage (Energy/Bludgeoning) Dazzle Perception DC 20 Reflex/Fortitude Dazzle (Staged) Containment Foam Ranged DC 21 Reflex Snare (Staged) Flamethrowers Ranged DC 25 Toughness Damage (Electricity/Fire/Water) Fusion Autocannons Ranged DC 30 Toughness (Autofire) Damage (Physical) Matter Manipulation Touch DC 23 Fortitude Transmutation Missile Batteries Ranged DC 25 Toughness Damage (Missiles) Dazzle Perception DC 11 Reflex/Fortitude Dazzle (Staged) Totals: Abilities (12) + Combat (11) + Saving Throws (0) + Skills (15) + Feats (5) + Powers (114) - Drawbacks (7) = 156/156 Power Points Totals: 145/145 Device Points
  23. Lady Lincoln - (10PL) - SomethingHere

    Player Name: SomethingHere Character Name: Carol Weaver Power Level: 10 (150/150PP) Trade-Offs: +2 Attack / -2 Damage; +1 Defense / -1 Toughness Unspent Power Points: 0 In Brief: Self-proclaimed defender of Lincoln at night, mild schoolteacher by day. Has some custody issues with her daughter, may or not be secretly an heir to an ancient West African tribe. Residence: Lincoln Base of Operations: N/A Catchphrase: Fear The Might of Lincoln! Alternate Identity: Lady Lincoln Identity: Secret Birthplace: Monrovia, Liberia Occupation: Elementary School Teacher Affiliations: People and/or groups you work with. Family: Tyrone Taylor (ex-husband), Cora Taylor-Weaver (daughter), Marcus Weaver (father), Nora Weaver (mother), Jennika Weaver (sister) Description: Age: 28 Apparent Age: N/A Gender: Female Ethnicity: African-American Height: 5'4 Weight: 115 lbs Eyes: Brown Hair: Dark-brown to Black Carol is a fairly pretty, although somewhat plain woman in her late-20s to early 30s. She tends to keep her very curly black hair in a bun or ponytail if possible, and regularly gets her hair straightened to make this easier. She has a wide nose and full flips, and her eyebrows are slightly arched. Trying to balance practicality and fashion, she tends to wear cardigans with floral dresses and flats, preferring colors like yellow and green above all else. As Lady Lincoln however, she wears a black and yellow spandex bodysuit, and she wears her hair in a tightly made bun to prevent it from getting into her face. Power Descriptions: Whenever she begins to mimic the power of an animal, Carol's eyes flash orange, and an aura of sorts seems to emanate from her. In addition to this, a faint outline of whatever animal she is channeling seems to form around her. History: Carol Weaver was born in Monrovia, Liberia, to Marcus and Nora Weaver. The eldest of two siblings, Carol grew up mainly helping out in the family business, which was selling and hawking various items in the bazaar, although oftentimes the products were somewhat more shady, including charms and totems made by her mother. This was all seen as normal to young Carol, and up until the age of 12, she believed that she would continue on in the family legacy of becoming a merchant - perhaps not much of an exciting life, but one that would provide her a good chance at a steady living. When she was 12, however, her life would change dramatically with the First Liberian Civil War. When unrest and protests broke out, Marcus and Nora decided it would be best for their family to get a fresh start faraway, so they fled to America, specifically Freedom City. Adjusting to life in Lincoln was hard for Carol and her family, although they tried their best to approach their problems with a positive attitude and belief that eventually, things would one day be better. Marcus found a job as a plumber, and Nora found work as a nanny for one the more affluent families in the neighborhood, so during this time, Carol's contact with her family was fairly limited, although her younger sister Jennika continued to be a comforting and stabilizing presence as she moved through middle school. All throughout middle school, Carol remained a fairly decent student, although she was more inclined to the athletic side of things, joining the girls' volleyball and track teams. Entering high school though, Carol met Tyrone. The captain of the basketball team, Tyrone was the guys all wanted to be, and all the girls wanted to be with, and by dating him, Carol was able to catapult herself to the top of the leaderboard. A whirlwind romance, Tyrone and Carol had an often tempestuous relationship, often breaking up and getting back together. This relationship continued well into college, where Carol decided to major in Education, and it was during her senior year that, in a heat of passion, Tyrone and Carol ended up having a child by accident. Met with surprise and some amount of scorn for both of their families, Tyrone and Carol decided to have a shotgun marriage, and both ended up regretting the decision. Both Tyrone and Carol were unprepared for a long-term commitment, and many of their days were spent arguing and bickering, all while trying to care for Cora. While both of them attempted to be good parents for their young daughter, their mutual animosity meant that something was desired when it came to their parenting skills, and it was decided by the judge that shared custody between the two of them would be the best, as long as their families also assisted in the raising of Cora. Now newly divorced, Carol finally found a job as a second-grade teacher at a local public school, in which she discovered she greatly enjoyed working with the children and helping them with their schoolwork. Around this time, her family life gradually improved once more, with her parents pitching in to take care of their granddaughter, helping Carol to slowly pave things over with her grandparents. However, it was during a routine class field trip to the zoo when everything went wrong. While in the zoo with her class, warnings started going off about radioactive energy within the zoo, and so a mass evacuation was underway. Carol helped her class to escape the Zoo inside, but she remained trapped as the doors and the gates all shut. The next day, Carol emerged from the zoo, apparently unharmed, but unmistakably changed. It first started when she was looking for her cat, and she began to be able to see in the dark, then when she was able to crawl on walls when thinking of spiders. Carol was confused and terrified, until she told her parents about what had happened. With her mother pulling out a dusty old book, she showed Carol a tale of an old Kpelle tribal warrior, the Lady of Light, they called her, who defended the Kpelle from invaders and deliver justice. While Carol didn't know if she believed in that specific story, she did know that something needed to be done to protect Lincoln. Like the Kpelle had the lady of light, Lincoln needed a new defender, someone to protect people from all of the gangs and all of the trouble that was going down. So, Carol took up the mantle of Lady Lincoln, to protect her home from danger. Personality & Motivation: Carol is outgoing, personable, and friendly, but also impulsive, rash, and prone to jumping to conclusions. She likes to be the one taking charge and taking initiative whenever it comes to working together, but this also means she's incredibly likely to try to get people to fight at the very first sign of danger, rather than trying to figure out something's weaknesses or work up a strategy beforehand. Carol's primary motivation is to defend Lincoln and by extension Freedom City, which means that she's usually going to be reacting to threats, but if she's got a lead on something, she's definitely going to follow it. Powers & Tactics: Carol's powers means that she can manifest the spirit, or at least some abilities of any animal of her choosing, such as spider which lets her crawl on walls, a tiger, letting her claw people, even a squirrel that lets her glide temporarily. However, because Carol is quite inexperienced with her powers, it still takes her a somewhat length amount of time in combat to fully summon the powers of an animal, and using her power too often often results in a splitting headache the morning after. In combat, Carol is quick and vicious, tending to prefer small but quick and numerous strikes that allow her to quickly overwhelm her opponent, as well as use her superior reflexes to dodge out of the way of incoming attacks. Complications: Baby Please: Carol aims to get full custody of Cora because she believes Tyrone is an unfit father for her, but she is currently stuck in a lengthy legal battle with him. This has started to seep over into her professional life as well, with her almost flying into a rage anytime someone mentions him. A Helping Hand: In almost all cases, Carol will attempt to save someone before pursuing an attacker, even if their capture is vital. This also means that she will never kill, always offering mercy as a last resort. What About The Children: Carol's job as a second-grade teacher often means she has the children on her mind, and this means that if she ever sees a child harmed, all her attacks are redirected at whoever committed the attack, as well as giving her a penalty to Defense. Abilities: 4 + 8 + 8 + 2 + 4 + 4 = 30PP STR 24 [14] (+7/+2) DEX 28 [18] (+9/+4) CON 28 [18] (+9/+4) INT 12 (+1) WIS 14 (+2) CHA 14 (+2) Combat: 12 + 10 = 22PP Initiative: +9/+4 ATK: +6 (+12 Melee) DEF: +11 (+5 Base, +6 Dodge Focus, +3 Flat-Footed) Grapple: +19/+14 Saving Throws: 1 + 2 + 5 = 8PP TOU +9 (+9 Con) FORT +11 (+9 Con, +1) REF +11 (+9 Dex, +2) WILL +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 8 (+17) Climb 7 (+14) Handle Animal 11 (+13) Knowledge: Life Sciences 10 (+11) Medicine 6 (+8) Notice 8 (+10) Sense Motive 8 (+10) Survival 13 (+15) Swim 5 (+12) Languages 1 (English, Kpelle (native)) Diplomacy 2 (+4) Ride 1 (+10) Feats: 22PP Acrobatic Bluff Animal Empathy Attack Focus: Melee 6 Dodge Focus 6 Improved Initiative Luck 2 Move-By Action Power Attack Skill Mastery (Acrobatics, Climb, Notice, Sense Motive) Takedown Attack Uncanny Dodge (auditory) Powers: 18 + 10 + 10 + 10 = 48PP Animal Mimicry 2 [18 pp] '10 pp' -Sample Allocation Big Cat: Leaping 4 (x25) [4], Speed 3 (50 MPH) [3], Super-Senses 3 (Acute Tracking Olfactory, Low-Light Vision) Enhanced CON 10 [10 pp] Enhanced DEX 10 [10 pp] Enhanced STR 10 [10 pp] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage (Physical) Totals: Abilities (30) + Combat (22) + Saving Throws (8) + Skills (20) + Feats (22) + Powers (48) - Drawbacks (0) = 150/150 Power Points
  24. Feeding Frenzy Power Level: 10 (150/150) Unspent Power Points: 0 Trade offs: -3 defense/+3 toughness, melee -5 attack/+5 damage In Brief: Atlantean wereshark struggling to be a hero and not an animal. Catchphrase: Chow time Theme: Jaws Theme/monster by Skillet Alternate Identity: Koa Halelani (public) Birthplace: Pacific Ocean Residence: Claremont Base of Operations: Claremont Occupation: Student Affiliations: Claremont Family: Mother, Celeste Halelani Description: Age: 16 (DoB: 2000, September 15) Apparent Age: 16 Gender: Male Ethnicity: Atlantean Height: 5'9" Weight: 125 lbs Eyes: silver Hair: black Koa is a dark skinned very skinny boy. He's thin and on the shorter side. He hates wearing shirts and prefers to go around bare chested. If he has to wear a shirt he tries to leave as many buttons open as he can. His entire upper body is covered in black and red Polynesian style tattoos. He usually wears either cargo shorts, jean shorts, or swim shorts. He has webbing between his fingers and toes which forces him to wear zori sandals or go barefoot. His mouth has a few rows of sharpened teeth. When he's doing hero work he wears a pair of red goggles and a tight red swim cap. He also wears a pair of red and black swimming shorts. He also has a small utility belt with meat sticks in it. As a wereshark, Feeding Frenzy is a massive creature. He hunches over and still stands at seven feet tall. His fin sprouts from his back between his shoulder blades. Back between his legs is a large crescent shaped tail. His tattoos are all expanded over his tough black flesh. His face is totally unrecognizable, it's a massive shark head with rows and rows of teeth. His silver eyes are still present. History: As a boy, Koa remembered waiting for his father to come home. His father was a soldier. He fought for the kingdom of Atlantis and would often be gone for long stretches of time. However, he knew his father wasn't a normal soldier. He knew this because he wasn't a normal Atlantean boy. He and his father had the same set of abilities. From the time he could swim on his own Koa found himself very different from those outside his clan. His voracious appetite was the first thing. He could consume his entire body weight in a single sitting. But nothing set him off like blood. Any kind of blood even miles away beneath the waves made him fly into a rage. His father was one of the few people who could hold him back. For good reason, when they smelled blood they both would face that same fury. That same hunger. Koa's father trained him to resist the blood frenzy. When he turned twelve he began to find that his fury was matched with a change in his physical body (which, adding to puberty? Really really sucked.) his body became a slender shark with arms and legs. Atlantean Military training from his father made that more and more muscular. Koa would have wanted to continue to train under his father. But then Atlantis went to war. His father was part of the invasion force in Freedom City. He never came home. His mother couldn't train her son, and was afraid of what he might do if he lost control. So she pulled strings with her husband's military and government friends. Koa arrived at Claremont to learn to be a hero. He resented the deep ones for taking his father from him. On the other hand everyone looked at him with trepidation, he looked and fought like the invaders. So he decided to do one thing. Prove them wrong. He decided to be a hero. Not just a hero, the best hero. His way, his terms, but Koa would be undeniably heroic. Through and through. He wanted to show them that he was up to snuff. Personality & Motivation: Koa's farther was a hero. He raised his son to want to do right for the world. Koa wants to do right for his home nation. At Claremont he is trying to learn to become the man his father wanted him to be. He fights to prove the Atlantean aren't all terrible, and because he wants to prove that for himself. Powers & Tactics: Most people can't tell tell that Koa is a wereshark. This allows him to go around incognito or get a lot closer than he could as a humanoid shark. Usually Koa prefers to drop in and snatch people out of the way and into the dark. When forced to fight openly he prefers to grab enemies and grapple them. He is a grappler first and foremost in his Frenzy form. He batters away smaller enemies he can and bites those he can't just smack away. When he does fight outright Koa fights like a pro wrestler (cause that's what he thinks Surface heroes are.) shouting out the names of attacks and striking poses. He secretly loves this even if he knows it isn't his strength. Power Descriptions: Most of Koa's regular strength comes from Atlantean physiology. He's tougher, faster, and stronger than a normal human. He has gills in his neck and webbed hands. In his wereshark form his magic lends him his tremendous strength. He tends to opt for a crushing bite down on targets, due to years of training he doesn't devour enemies, but they will be left with pretty nasty wounds. Complications: Am I a monster?: At a very basic level turning into a terrifying shark on legs is enough to make people run screaming. In addition, most weresharks are ruthless and frenzied flesh eating berserkers. This means most Atlanteans, even those who appreciate his potential military uses, usually give him a wide berth. On another level, people still remember the Atlantean invasions. It's hard to wake up every morning trying to be someone who no matter what face you have is a scary one. Blood lust: When seized by the Frenzy Koa can't turn back until he has eaten flesh. He also can't control how much of a thing he eats when he starts there's no stopping until it is gone. Usually his keen senses can find something so that he can turn back, but if he can't the hunger will grow and grow. The longer and more times he transforms the more he needs to eat to grow back. Hunger of the Shark: Koa is a voracious eater, consuming triple his weight on a daily basis. In addition, he cannot turn back from his wereshark form unless he can eat meat. Needs water: Koa needs to spend at least fifteen minutes a day fully immersed in Salt water or he begins to become very sick. My Country Right or Wrong: Koa's father, was part of the invasion and Koa saw the videos of atrocities and even war crimes committed by his fellows, but he still stands by his people. A hero point should be awarded for forcing him to go against the nation of Atlantis. Abilities: 18+0+14+2+4+8=46 Str 28/40 (+9/+15) Dex 10/16 (+0/+3) Con 24 (+7) Int 12 (+1) Wis 14 (+2) Cha 18 (+4) Combat 8+8=16 Atk: +4 (+5 melee) Def: +7 (+4 base, +3 dodge focus) Initiative:+0/+3 Grapple: +17/+29 Knockback: -6 Saves +3+3+3=9 Toughness +13/+7 (+7 con, +6 protection (wereshark)) Fort: +10 (+7 con, +3) Ref: +3/+6 (+0/+3 Dex, +3) Will:+5 (+2 wisdom, +3) Skills 60r=15pp Intimidate 10 (+14) skill mastery Language 2: Atlantean(Native), English, Hawaiian Medicine 6 (+8) Notice 10 (+12) skill mastery Search: 11 (+12) Sense motive 8 (+10) skill mastery Stealth: 13 (+13/+16) skill mastery Feats 10 Attack Focus: Melee 1 Dodge focus 3 Environmental Adaptation: Water Hide in plain sight Move by action Power attack Skill mastery: (intimidate, notice, Stealth, sense motive) Uncanny Dodge: Olfactory Powers 8+3+6+1+42=61 Atlantean Movement Array 3.5 (7pp Array, feats; Alternate power) [8pp] BP: swimming 7 (250 MPH) {7/7} AP: speed 3 (50 MPH) and Leaping 4 (242ft/317 ft standing jump) {6/6} Immunity 3 (breathe normally underwater, cold, high pressure) [3PP] Super senses 2 (acute scent, infravision) [2PP] Super strength 3 (Heavy Load: 3 tons) [6PP] Wereshark 9.4: (47 PP container, duration: Sustained, drawback: involuntary transformation [-5, smell of blood, DC 15 will save to resist]) [42 pp] Enhanced strength 12 (+6) [12 pp] Protection 6 (obvious) [6PP] Super Senses 6 (tracking, accurate olfactory, extended olfactory 3) [6PP] Enhanced Feat 1: Improved Grab [1PP] Super Strength 6 (Effective strength 85: Heavy Load 1,600 tons) [12 PP] Enhanced Dexterity 6 [6PP] Regeneration 3: (recovery rate: bruised, once per round) [3PP] Concealment 2: (visual, limited: only in water, passive) [1 PP] Drawbacks: -3-4=-7PP Vulnerability: Silver (uncommon, Major) -3pp Vulnerability: Heat (common, Major) -4pp DC Block ATTACK RANGE SAVE EFFECTUnarmed Touch DC 22 Toughness Damage Unarmed (wereshark) Touch. DC 30 Toughness. Damage Total: Abilities (46) + Combat (16) + Saves (9) + Skills (15) + Feats (10) + Powers (61) - Drawbacks (7)=150/150
  25. Comrade Frost (PL 10/13) - Impervium

    Comrade Frost Power Level: 10/13 (various) (205/206PP) Trade-Offs: +2DMG/-2ATK, +2TOU/-2DMG Unspent PP: 1 Alternate Identity: Dr. Dimitri Ivanovitch Peshkov, the "Ice Commissar" Identity: Public, though the fact that he is a vampire is not known to the general public Birthplace: Moscow, Russia Occupation: Liaison between People's Heroes and Freedom League Affiliations: People's Heroes, Freedom League Family: No blood relatives living In Brief: Ex-Soviet cryokinetic vampire supersoldier turned occult investigator Age: 104 (Born August 1, 1913) Apparent Age: 30 Gender: Male Ethnicity: Caucasian [turns extremely white when using his powers] Height: 5'8" Weight: 150 lbs Eyes: Light blue [pink when using his powers] Hair: Light blond [white when using his powers] Physical Description: Comrade Frost these days dresses in a blue, white fur-lined parka over a dapper white suit. He wears a blue domino mask with black eyepieces and usually keeps the hood up, and white gloves in situations where he knows he'll need to use his powers (using them for any length of time generally makes his hands very cold to the touch). His skin turns extremely white while using his powers. In more formal occasions, he loses the parka and mask and simply rocks the suit. In very formal occasions, he'll don the modified blue and white uniform he wore as a zampolit in World War II. That's also the only time you'll see him wear his medals, and between one thing and another he's got a lot of those. Power Descriptions: Comrade Frost is a cold manipulator only, unlike many other cryokinetics who can summon large amounts of ice and snow. He can drain the heat out of large groups or individuals, as well as brittly freezing solid objects or paralyzing someone's muscles with a touch. He can heal his own injuries by draining the heat from the environment around him, but only when he focuses his attention on a single target: otherwise the heat becomes lost to him. He can fly by transforming himself into icy fog; he can make himself tougher by freezing himself solid. His eyes turn an albino's pink when he's actively using his powers, and his hair frosts white like snow. Personality and Motivations: Surprisingly warm for a century-old Communist vampire, Comrade Frost has an avuncular relationship with young people, especially young heroes. He's ultimately a gentle man who enjoys a joke, even one at his own expense, and is only really roused to anger by Nazis, pseudonatural creatures, and other unholy monsters. His decades of unlife have taught him to respect magic, but he fears it in the wrong hands, and won't be afraid to utterly destroy some mystic artifact rather than let it fall into the hands of evil. History: Born in a small town outside Moscow in 1913, Dimitri Peshkov was not an attractive man in life. A bright student, he grew up lazy and a little jaded, convinced of his own intellectual superiority over his fellow students in high school and college. He became a veterinarian, tending to the animals in collective farms, out of a mild interest in helping those less fortunate but mostly for the chance to be the smartest and best-educated man in the room. When war threatened his country in 1941, he joined the NKVD, not the Red Army, not out of a special patriotism, but because he thought it would keep him away from the battlefield. He was wrong; and that would be the death of him. The old Dr. Dimitri Peshkov died beneath the sacrificial blade of the Thule Society in the spring of 1942. The NKVD doctor had been captured on the Arctic front during the defense of Murmansk and had, under the Commissar Decree, been handed over by the Wehrmacht to the SS for execution. He might simply have been shot, but a passing group of Thule mystics needed him for a special task. Operating in the far north under Kantor's commnd, the Thule circle had found an ancient Norse altar, consecrated to Hel and her father Loki, and had learned they needed human blood to open the gateway to another world. And so they did. But as Peshkov fell into darkness, a voice came to him. The life-long atheist found himself floating before Hel, the guardian of Niflheim and ruler of the Norse underworld, one of the first new arrivals in her realm in a long time. Hel explained to Peshkov, as one would to a child, that she could not be summoned to Earth by such powers the Nazis had. In the heart of the greatest war the world had ever known, Death already stalked the land, and no wizard could hope to control it. But she had seen the capture of her haughty uncle Donar, and knew the plans of the Thule Society for the world of men, and she loathed them for the blasphemers they were. So she offered Peshkov a choice. He was a descendent of Rurik and had died at the hands of her enemies; if he stayed in Niflheim in her palace, he could have a place at her side to tell her about the world above, and perhaps as master of those few Thule sorcerors who had fallen into her hands when they had died of disease or accident after taking up the worship of the Asgardians. Or he could walk the Earth again as a draugr, a being of great power and might, with the heart taken from him by the Nazis replaced by a gateway to the icy realm of Niflheim. Given the choice, Peshkov chose to live. If you could call it living. Dimitri awoke on the altar and froze his captors solid, burning their shrine down behind him and feeding on the heat within as he began the long, painful walk back to Soviet lines. He learned how to control his powers and feed from the heat of the sun, from burning fires and life's heat rather than life's blood, and when he arrived back among his own people (and immediately, wonderfully, was plunged into a hot bath...that he immediately froze solid), Dimitri Peshkov was ready to begin his new identity: Comrade Frost, costumed defender of the Soviet Union! But of course it wasn't that easy. Dimitri was the only one of his allies familiar with magic, something which his own government denied the existence of. Comrade Frost rapidly became the Peoples' Heroes' magic expert, a role he had to play very subtly. He took every chance he could to team up with the Allies of Freedom and the Liberty League, desperately trying to pool his resources with those better-connected and better-educated in these matters as he tried to stave off the threat of magical darkness at home. And there was the war, grim and terrible. Comrade Frost was one of the first Soviet super soldiers into Berlin, and was there for the last great convulsion of the Reich. His superiors denied his request to join the hunt for Kantor, and so he wasn't there when the Allies of Freedom were betrayed and murdered by the forces of darkness. It was a hard blow for the super-soldier and he slipped into a deep depression after the war. Only a battle against the snake-cultists of Lithuania roused him from his funk in 1948, the mystic-trained hero recognizing the cultists of Yig for what they were! If the cultists of the Unspeakable One and his dread allies had come to the Soviet Union, there were urgent matters to deal with indeed. His war wasn't over. Comrade Frost was not one of the better-known Soviet super-soldiers to the general public; he was just there in the various engagements with American heroes, German holdouts, Baba Yaga, and the other famous battles of the Peoples' Heroes but he was well-known to superheroes. Sometimes he was an enemy to mystic heroes in the United States and elsewhere, stealing mystic artifacts out from under their noses for the Soviet Union's use but for the most part he was an ally: a fellow enemy of darkness who could always recognize that there were threats to the universe as deadly as any nuclear missile. Briefly imprisoned in 1953, he was freed after Stalin's death. He was a busy man in the 1960s as Stalinist controls lapsed and the world of magic became more and more powerful in the Soviet Union, taking time out to fight Superior in Cuba in 1962 and war against the forces of Baba Yaga in the 1970s. Dispatched to Afghanistan in the late 1970s to help battle undead warriors summoned to life there by Muslim clerics, Peshkov was horrified at the violence and pointless waste of yet another war; when he returned home in the 1980s, he let others take over his role as magical champion while working to support Gorbachev's reforms. With the fall of the Soviet Union, Peshkov resumed his work as a defender of the world against magical threats, for the first time working regularly in countries besides the land of his birth now that he was free to travel. There was a whole world out there! Peshkov is currently assigned to Freedom City to act as the liaison between the Peoples' Heroes and the Freedom League, as well as deal with the worrisome reports he's heard about magical activity in Freedom City. Barriers he helped erect many, many years ago now are beginning to melt. Complications: Is very old [a hundred year old Russian]Is an Ice Vampire [a terrible ice monster, albeit one who can pass for men]Has made a lot of enemies over the years [has fought a lot of terrible monsters from beyond space] Has made friends - and would die for most of themThe ladies (can't touch this!) [very solicitous towards women whose powers might let them actually have a relationship with him, though he is capable of dimming his cold aura]Niflheim's Champion [What else does Hel want with him?] Abilities: 0 + 0 - 10 + 10 + 6 + 6 = 12PP Strength: 24/10 (+7/+0) Dexterity: 10 (+0) Constitution: --- Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 12 + 12 = 24PP Initiative: +8 Attack: +6, +8 Unarmed, +8 w/ Thermovore Array Grapple: +6, +13 w/ Icy Body Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed Knockback: -6, -11 w/ Icy Armor -4, -7 w/ Icy Armor vs. blessed/holy, magic, or silver Saving Throws: 6 + 5 = 11PP Toughness: +12 (Imp 10 w/ Icy Armor) +8 (Imp 6 w/ Icy Armor) vs. blessed/holy, magic, or silver Fortitude: --- Reflex: +6 (+0 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 68 ranks = 17PP Bluff 7 (+10, SM) Concentration 3 (+6) Intimidate 7 (+10) Handle Animal 2 (+5) Knowledge (Arcane Lore) 5 (+10, SM) Knowledge (History) 5 (+10) Knowledge (Theology and Philosophy) 5 (+10) Languages 8 (Danish, English, German, French, Old Norse, Old Slavonic, Japanese, Spanish, Base: Russian) Medicine 2 (+5, SM) Notice 7 (+10, SM) Sense Motive 7 (+10) Stealth 10 (+10) Feats: 13PP Attack Specialization (Unarmed) 1 Beginner's Luck Benefit 2 (Status [Freedom League Reservist, People's Heroes]) Dodge Focus 2 Eidetic Memory Improved Initiative 2 Jack of all Trades Ritualist Skill Mastery (Bluff, Knowledge (Arcane Lore), Medicine, Notice) Uncanny Dodge (visual) Powers: 1 + 3 + 21 + 5 + 21 + 30 + 8 + 4 + 3 + 4 + 3 + 29 = 132PP Drain Constitution 2 (blood drain; Flaw: Requires Grapple) [1PP] Environmental Control 2 (cold 2 [extreme], 10 feet; Extra: Duration [Base, +0], Range [Touch], PF: Precise) [3PP] Gadgets 3 (Assorted Devices; 15PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]; Flaws: Hard-To-Lose) [21PP] Sample Allocation: Greatcoat (Protection 4 (Extra: Impervious 3)) {7/15} Hel's Eye (Enhanced Thermovore Array 4) {8/15} Healing 1 (thermovore; Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Fire/HeatAttacks]) [5PP] Icy Body 10 (20 points; PF: Alternate Power) [21PP] BE: Enhanced STR 14 (to STR 24/+7) {14} + Impervious Toughness 6 (icy armor; note: Active Sustained effect) {6} {14+6=20/20} AP: Flight 4 (100 MPH/1000FPM, PFs: Move-By Action, Subtle) {10} + Insubstantial 2 (icy fog) {10} {10+10=20/20] Immunity 30 (Fortitude effects) [30PP] Protection 8 (icy flesh) [8PP] Protection 4 (vampiric flesh; Extra: Impervious; Flaw: Limited [not against blessed/holy, magic, or silver]) [4PP] Regeneration 6 (Recovery 5 [+0 total], Resurrection 1 [1 week]; Flaw: Source [blood or heat over 37oC/98oF]) [3PP] Super-Senses 3 (infravision [enhancement: tracking 3 [full-speed]]) [4PP] Super-Senses 3 (Magic Awareness 3 [visual]) [3PP] Thermovore Array 12 (24 points; PFs: Accurate, Alternate Power 4) [29PP] BE: Damage 12 (thermovorous touch; Extra: Vampiric) {24/24} AP: Drain Toughness 12 (brittle cold; Extras: Affects Objects, Penetrating; Flaw: Limited [Objects Only]) {24/24} AP: Paralyze 12 (Extra: Alternate Save [Fortitude]) (icy grasp) {24/24} AP: Damage 12 (thermovorous touch 2.0; Extra: Alternate Save [Fortitude]) {24/24} AP: Damage 12 (thermovorous storm, Extras: Alternate Save [Fortitude], Area [General, Cylinder], Flaw: Action [Full]) {24/24} Drawbacks: -4PP Vulnerable (Cold [common], major [x2]) [4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Brittle Cold Touch DC 22 Fort (Staged) Drain Toughness Paralyze Touch DC 22 Fort (Staged) Snare Thermovorus Touch Touch DC 27 Toughness (Staged) Damage (Physical) Damage Touch DC 27 Fortitude Save Damage (Physical) Damage Touch DC 22 Reflex Save/ DC 27 Fortitude Save Damage (Physical) Totals: Abilities (12) + Combat (24) + Saving Throws (11) + Skills (17) + Feats (13) + Powers (132) - Drawbacks (4) = 205/206 Power Points
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