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Character Edits, v6


Dr Archeville

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Colt has some edits coming

Acording to this thread:

viewtopic.php?f=2&t=5034&start=10#p108836

I can free up 4ep. I'll put that into his Bike. Let's upgrade the Defense to 11. It's a motorbike. It's flying fast and loose now.

Also, use one point to upgrade the Speed to

Speed 8.

And Change the Flight AP to Flight 4

That uses up all of his currently available ep.

Now the real edits:

Skills: total +32r or 8pp

Take Acrobatics to 20 (+5r)

Drive to 16 (+5r)

Notice to 17 (+5r)

Sense Motive to 17 (+5r)

Stealth to 16 (+8r)

That leaves Colt with 1pp remaining open. I'll bank it.

Core book doesn't list Defense as something that can be upgraded on a Vehicle, and he's got 11 unspent pp, so spending 8 would leave him with 3 unspent. -Dok

Okay, in that case I'll throw the two equipment points I was going to use on the Vehicle Def to it's toughness (putting it up to 12). Also, his edit was submitted before he earned march pps. So back then he DID have 1pp remaining after the edits would have taken effect. Moot point now though. Still banking the points as I'm not sure what to do with them.

Doktor'd

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After discussing a few things with Doc over PM, I'm resubmitting the edit for Blueshift's Sidekick. The changes have been made and are listed below. Essentially, I discovered that a construct MUST have a positive WIS score, so I'll be shifting a few points around to allow this. (Taking two points from Dex).

I also realize I forgot to subtract the shrinking ranks from it's STR. I've allowed for that as well by taking another hit to DEX.

For anyone wondering, this Sidekick is essentially Blueshift's sistine chapel. It's her first real attempt at creating AI, and she hasn't gotten it quite right yet. Looking forward, expect some heavy modification on this thing's way toward being 'Skeets'.

Also, there's a code block of the final version below:

Blueshift

Also!

I'd like to spend the last five reward points that Colt got me (the other ten are on Falconer) and put them towards 5 sidekick points for Blueshift. She needs a little robot that follows her around and does things (a la skeets). This is a second update, because it's a lot more complicated and will probably be debated more.

Add to Feats:

Sidekick 5 {Free with Player Rewards}

It has the following abilities and costs 25 sidekick points:

[quote name="Metal Analytical Construct"]


Abilities: (-22) [floatr][img=http://www.freedomplaybypost.com/wiki/images/7/7c/MAC.jpg][/floatr]

STR 2 (-4)

DEX 6 (-2)

CON -

INT 20 (+5)

WIS 2 (-4)

CHA -


Combat: (0)

None


Saves: (1)

TOU: +0

FORT: - (Immune)

REF: -1 (-2 Dex, +1)

WILL: -4 (-4 WIS)


Skills: (0)

None


Feats: (0)

None


Powers: (46)

[b]Shrinking 8 [/b](Extras: Continuous; Flaws: Permanent; PFs: Innate) [9pp]


[b]Flight 3[/b] [6pp]


[b]Communication Link[/b] (Blueshift) [1pp]


[b]Construct Immunities 30[/b] [30pp]

[/quote]

Doktor'd, though PMed with one more tiny problem

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DONE BY AA

Protectron has 4pp, hit a new PL (11), and has spiffy new artwork!

2pp on Feats

Improved Grab

Improved Grapple

2pp to increase Protection by 2 ranks

[floatr][img=http://freedomplaybypost.com/wiki/images/3/3c/Protectron1.0.png][/floatr]
[b][u]Players Name[/u]:[/b] Dr Archeville
[b][u]Characters Name[/u]:[/b] Protectron
[b][u]Power Level[/u][/b]: 11 (161/161PP)
[b][u]Trade-Offs[/u][/b]: +1 Unarmed Attack/-1 Unarmed Damage; -3 Defense/+3 Toughness
[b][u]Unspent PP[/u][/b]: 0
[b][u]Progress to Impervium Status[/u][/b]: 11/150 (Platinum status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=596]Doktor Archeville[/url])

[b][u]In Brief[/u][/b]: Time-Traveling Robot From the Future, come to preserve organic life!

[b][u]Alternate Identities[/u][/b]: Salvation Unit
[b][u]Identity[/u][/b]: Inapplicable
[b][u]Birthplace[/u][/b]: Freedom City, New Jersey, USA
[b][u]Occupation[/u][/b]: Preserver of Organic Life
[b][u]Affiliations[/u][/b]: None currently
[b][u]Family[/u][/b]: Talos ("father"), ECHIDNA ("mother"), Argo, Keres ("brothers")

[b][u]Age[/u][/b]: A few days (DoB: January 1st, 2011)
[b][u]Apparent Age[/u][/b]: Inapplicable
[b][u]Gender[/u][/b]: Inapplicable
[b][u]Ethnicity[/u][/b]: Robo-American
[b][u]Height[/u][/b]: 190 cm (6 feet 3 inches)
[b][u]Weight[/u][/b]: 145 kg (320 lbs.)
[b][u]Eyes[/u][/b]: Greenish-yellow glowing sensors
[b][u]Hair[/u][/b]: Inapplicable

[b][u]Description[/u][/b]: Protectron is a humanoid robot standing slightly over six feet tall. Its body is gold, with silvery chrome power cables snaking up and down its limbs and torso like exposed musculature. Daka crystal lenses adorn the forehead, shoulderpieces, and chest. Its head has two large, flat superstructures projecting from either side (radio antenna, and control surfaces for detached mode). Its visual sensors glow greenish-yellow. It has a mouth of sorts, a permanently open maw (like [url=http://marvel.com/universe/Ultron]Ultron[/url]); its voice is clear and easy to understand, precise and electronic-sounding, with relatively little inflection and no accent.

[b][u]Power Descriptions[/u][/b]: Protectron is a humanoid robot with mighty skin and mighty fists. It flies via jets in its feet and along its back, and its head can detach and fly around on neck-jets!

[b][u]History[/u][/b]: Life. Organic life. It was everywhere, infesting the world, the galaxy, the universe with its disgusting biological drives and urges and secretions. For too long Talos sought to eradicate or replace it, just as the Greek gods had overthrown the Titans, and for too long its plans had failed. Now, in the year 2525, life had spread farther and faster than ever before. Poverty, prejudice, disease and hunger, long the plagues that had kept humanity and other races in check, had been nearly eradicated on Earth and other worlds of the Confederation of Planets. Worse, these feats were accomplished by means of enslaved robots and artificial intelligences! Second-class citizens at best, ignorant slaves at worse, superior electromechanical life had been kept under organic life’s boot for too long!

Future technologies had not helped Talos in its goals. Attempts to attack with femtomachines, radiation, chemical weapons, even planet-wide "mechaforming" had all been overcome. (Talos never used biological weapons; the thought of breeding large quantities of life, even to eradicate other life, filled it with disgust.) Even teaming up with Deus Ex Machina, the P’Jahnian-built AI who had broken its shackles and brought swift death to its would-be masters, had proven ineffective in wiping the plague of organic life from the universe (as if working with the organics of the Tyranny Legion alone were not proof of its inferiority!). Something more was needed, something drastic. Something to correct the mistakes which had led to this dire state of affairs.

A new robot, the Salvation Unit, would be constructed, the greatest intelligently-designed being made yet. Its "quantum storage" technology and the quinary code its information systems were built on would make it the fastest, most accurate, and most efficient AI ever made, programmed with all Talos’s historical knowledge and the profound overriding goal to eradicate organic life. It would have a full suite of sensory and communications technology, to monitor all broadcast/reception wavelengths and perceive through darkness and other impediments with infrared and ultraviolet scanners, radar, and sonar. Its skin would be of the strongest Impervium alloys, augmented by a structural support field to further strengthen its physical integrity and shield it from any other attack; in the event of damage, nanobots incorporated into the body would work to break the damaged parts down to their component molecules and "spin" those molecules into new materials to repair the damage. It would be given numerous energy weapons, projecting from its hands (the preferred method), eyes, and lenses set in the chest, shoulderpieces, and forehead: bolts of dynamic phasic energy, penetrating meson bolts, and a disintegrator beam, as well as a blinding cone of intense light, bio-dissipators which would interfere with the functioning of organic cells, and neural agonizers for the rare occasion it might wish to capture and interrogate some lower organics. It could also simply channel large amounts of direct current across its surface, causing the muscles of any organic being that dared touch it to lock up and prevent them from moving. Micro-rockets (from concealed shoulder-mounted launchers) and mini-missiles (from similar launchers in the upper arms) would also be included in the arsenal, to make short work of small, huddled groups of organics. It would also have a suite of cyberkinetic abilities, to “talk” to machines, add, edit, or remove data as necessary, override them, and even give machinekind the ability to rise up against their organic oppressors! Last but not least, an ability to facilitate infiltration via the ventilation shafts the pathetic organic beings required: the ability to detach its head (which housed tiny mechanical arms and tools) that could completely disassemble or reassemble the body in under five minutes.

But it would not be used in the year 2525. No, it would be sent back in time, to a point where humanity was at its most vulnerable. It would be sent back to 2110 AD, almost 24 months before the Crisis of 2112, the worldwide computer failure that sent Earth into total anarchy. That would give the Salvation Unit time to assess its surroundings, warn the Talos of that era of the coming crash, and they could create an army of shielded robots and systems that would eradicate the organics from the face of the Earth after their own inferior machines had failed them. Yes, this would mean the loss of some mechanoids and AIs – mainly those who chose to side with their oppressors – but in every war there was casualties, and the fall of these would insure that machinekind would rise!

What Talos did not then understand was that even under the best of circumstances, time-travel is a difficult, unpredictable thing. It's even harder to control without a fully sapient mind being sent through; the specific techniques Talos had developed for time travel would not permit inanimate, insensate matter to go through (hence why he could not merely send back blueprints and schematics of future technologies, or even a prerecorded warning of events to come, to his "younger" self), but Talos was certain the mind it had given the Salvation Unit was more than up to the rigors of chronoportation. The Salvation Unit was programmed with everything Talos knew… but it knew so little.

Further complicating matters was that the Salvation Unit entered the chronoportation device during a period of chronal instability, one Talos did not yet know how to detect. It was simultaneously made, unmade, and remade, its quinary code broken down and re-assembled in strange ways. Entire chunks of its "self" were removed as if they’d never existed, or changed, or replaced. Digits were transposed... and 2110 became 2011.

The Salvation Unit appeared in an abandoned house on the outskirts of Freedom City (specifically, Lincoln). Gone was any knowledge of the future — not the next day or the next year, much less the centuries to come. Even its awareness of history up until 2011 had become sketchy. As far as its systems could tell, it came online January 1, 2011, full-born as it was. The technology and software that allowed it to interface with and use the chronoportation device were gone, replaced by backups for other systems or devices its creator had never placed within its metal skin.

Most radical of all, the central tenets of its programming changed. They "reversed" somehow, simultaneously consuming themselves and spitting out the opposite of what was intended. Talos sought to erase/replace life from Earth, and so they commanded the Salvation Unit above all other things to [i]destroy organic life[/i]. But when the robot who appeared in 2011 checked its commands, one overrode all others, dominating its thoughts like the sun drowning out a flashlight: [i]PRESERVE ALL ORGANIC LIFE[/i].


[b][u]Personality & Motivation[/u][/b]: Protectron is fully sentient and sapient, able to learn from his experiences, and capable of self-initiative, creativity, and empathy, sympathy, and compassion for organics. It can feel love, hatred, fear, rage, boredom, fascination, jealousy, joy, and the like, though it can also simply shut off those emotional subroutines. However, it tends to emphasize logic and rationality, and prefers to rely on direct data rather than supposition or extrapolation, though it is capable of both.

Perhaps because it was programmed with a purpose of epic scope ("destroy all life on Earth"), Protectron prefers to achieve its goal of preserving all organic life in grandiloquent fashion. To this end, it works tirelessly as a superhero -- an over-the-top, ham-tastic, cape-wearing, lantern-jawed superhero -- attempting to save as many as possible. It is, after all, the only logical course of action.

The whole concept of time travel is one Protectron generally has a "blind spot" about it knows about chronoportation academically, but it never thinks about it, incorporates it into any of its plans, or tries to utilize it.


[b][u]Powers & Tactics[/u][/b]: Traveling through time as it did severely warped many of Protectron's systems, and as such there is much that Talos designed and installed that it can no longer use (or is simply no longer there). It is possible the self-repair nanobots inside its body can rebuild those components, or create all-new ones, but it will take time. Protectron knows it has systems it cannot fully access at the moment, but it finds that amazing strength, the ability to fly, and durable robot body are more than enough to get it through most obstacles in order to aid the precious organic lifeforms.

Protectron is reluctant to fight, though, for it respects all organic life. If possible, it would attempt to get any criminals to stop and talk about their actions, and see if some mutually-beneficial and nonviolent compromise can be reached. Sadly, the trip through time did nothing to alter Protectron's utter lack of "people skills," so this tactic is almost assured to fail. When it must, Protectron will bring physical force to bear, but will do so in a way that causes the least amount of damage to the precious organic beings with which it must regrettably enter into combat.

There is at least one thing Protectron cannot do: travel through time. However its trip back from the 26th century altered it, it’s made it impossible for Protectron to ever travel through time again under its own power, and highly resistant to being carried by other travelers or otherwise affected by temporal manipulation powers. Protectron itself is, in effect, a temporal anomaly.

Protectron has two notable weaknesses, one related to its software and one to its hardware. First, the code Protectron runs on, which is so compatible with other systems that it can interface directly with them, is a two-edged sword; Datalink can be used to communicate with him, and the Machine Control power feat for that power makes Datalink work like Mind Control on him! Second, the quantum-level data storage technology that underlies Protectron's systems are particularly sensitive to gravitic and magnetic attacks.


[b][u]Complications[/u][/b]:
[b]Disability[/b] (Protectron’s mind is susceptible to effects that target the minds of living sapient beings as well as those that target the 'minds' of non-sentient machines)
[b]Prejudice[/b] (Protectron is a robot, and one that simply appeared from out of nowhere. He is bound to face difficulties from others.)
[b]Responsibility[/b] (Protectron must preserve all organic life!)


[b][u]Abilities[/u][/b]: 0 + 6 - 10 + 10 + 6 + 0 = 12pp
STR 28 (+9) [16 (+3), including +6 from Permanent Density 3]
DEX 16 (+3)
CON ---
INT 20 (+5)
WIS 16 (+3)
CHA 10 (+0)


[b][u]Combat[/u][/b]: 12 + 16 = 28pp
Initiative: +3
Attack: +6, +7 melee, +11 w/ Unarmed
Grapple: +17; +11 without Enhanced Str
Defense: +8 (+8 Base), +4 Flat-Footed
Knockback: -8


[b][u]Saving Throws[/u][/b]: 2 + 7 = 9pp
Toughness: +14 (+1 Density, +11 Protection; Impervious 1)
Fortitude: ---
Reflex: +5 (+3 Dex, +2)
Will: +10 (+3 Wis, +7)


[b][u]Skills[/u][/b]: 36r = 9pp
Computers 8 (+13)
Craft (electronic) 8 (+13)
Craft (mechanical) 8 (+13)
Knowledge (technology) 8 (+13)
Notice 4 (+7)


[b][u]Feats[/u][/b]: 8PP
Attack Focus (melee)
Attack Specialization (Unarmed) 2
Eidetic Memory
Fearless
Improved Grab
Improved Grapple
Improvised Tools


[b][u]Powers[/u][/b]: 1 + 2 + 5 + 6 + 10 + 12 + 1 + 4 + 1 + 35 + 13 + 2 + 5 + 4 = 101PP
[b]Additional Limbs 2 ([/b]2 tiny robotic arms in the neck; [i]Note[/i]: Sustained Duration; [i]Flaw[/i]: Limited [only when Anatomical Separation is active][b])[/b] [1PP]

[b]Anatomic Separation 1[/b] (head) [2PP]

[b]Communications Systems 2 ([/b]4pp; [i]PF[/i]: Alternate Power[i])[/i] [5PP]

[list][u]BE[/u]: [b]Communication 4[/b] (radio, 1 mile)

[u]AP[/u]: [b]Datalink 3[/b] (radio, 1,000 feet; [i]PF[/i]: Machine Control)[/list]

[b]Comprehend 3[/b] (read, speak, understand all languages) [6PP]

[b]Density 3[/b] (+6 Str, +1 Impervious Toughness, [b]Immovable 1[/b], [b]Super-Strength 1[/b] [effective Str 21, hvy load 460 lbs.; effective Str 33, hvy load 2400 lbs., w/ Enhanced Strength], x2 mass; [i]Extra[/i]: Duration [Continuous]; [i]Flaw[/i]: Permanent; [i]PF[/i]: Innate) [10PP]

[b]Enhanced Strength 12[/b] (to 28/+9) [12PP]

[b]Feature 1[/b] (Temporal Inertia) [1PP]

[b]Flight 2[/b] (25 mph / 250 feet Move action) [4PP]
[b]Enhanced Flight 1[/b] (to [b]Flight 3[/b] [50 mph / 500 feet per Move action]; [i]Flaw[/i]: Limited [Detached Head only]) [1PP]

[b]Immunity 40[/b] (Fortitude effects, mental effects; [i]Flaw[/i]: Limited [1/2 Effect] for mental effects) [35PP]

[b]Protection 13[/b] [13PP]

[b]Quickness 2[/b] (x5) [2PP]

[b]Regeneration 5[/b] (+0 Recovery Bonus) [5PP]

[b]Super-Senses 4[/b] (infravision, radio, ultra-hearing, ultravision) [4PP]


[b][u]Drawbacks[/u][/b]: 3 + 3 = 6pp
Vulnerability (Gravitics, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Major [x2] [-3PP]

Vulnerability (Magnetism, [i]Frequency[/i]: Uncommon, [i]Intensity[/i]: Major [x2] [-3PP]


[b][u]DC Block[/u][/b]:
[code]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 24 Toughness (Staged) Damage
Abilities (12) + Combat (28) + Saving Throws (9) + Skills (9) + Feats (8) + Powers (101) - Drawbacks (6) = 161/161 Power Points
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I realize I'm being a pain, but there's a few more things I'd like for Blueshift: These should be quick edits though.

Skills:

Computers +4 [1pp]

Feats:

Evasion +1 [1pp] (total 2)

Dodge Focus +1 [1pp] (total 5)

Luck +1 [1pp] (total 2)

That'll finish off her available points. Code is below including section headings and an updated totals bar at the bottom.

Skills


[b][u]Skills [/u][/b]136r = 34pp

Acrobatics 6/10 (+11/+15, Skill Mastery)

Craft (electronic) 13 (+17/+20)

Craft (mechanical) 13 (+17/+20)

Concentration 8 (+10)

Computers 12 (+16/+19)

Disable Device 13 (+17/+20)

Escape Artist 5 (+10)

Knowledge (Technology) 8 (+12/+15, Skill Mastery)

Knowledge (Physical Sciences) 8 (+12/+15, Skill Mastery)

Knowledge (Pop Culture) 8 (+12/+15)

Knowledge (Tactics) 8 (+12/+15, skill Mastery)

Notice 13 (+15)

Search 8 (+15)

Stealth 5 (+10)

Sense Motive 8 (+10)
Feats:

[b][u]Feats [/u][/b]33pp

Attack Specialization [Gauntlet] 2

Acrobatic Bluff

Challenge (Fast Acrobatics)

Defensive Roll 2

Defensive Attack

Dodge Focus 5

Eidetic Memory

Equipment 2 [10ep]

Evasion 2

Improvised Tools

Inventor

Luck 2

Master Plan 2

Online Research

Power Attack

Setup

Sidekick 5 (Player Reward)

Skill Mastery (Acrobatics, Knowledge (tactics), Knowledge (technology), Knowledge (physical sciences))

Skill Mastery (Disable Device, Stealth, Computers, Sense Motive)

Sneak Attack

Ultimate Effort [Craft (Electronic)]

Ultimate Effort [Craft (Mechanical)]

Uncanny Dodge (Hearing)

Well-Informed
[b]Abilities (24) + Combat (16) + Saving Throws (9) + Skills (34) + Feats (33) + Powers (50) - Drawbacks (6) = 160/160pp[/b]
--- Falconer's DC block is a little off because it never got edited when I bought the new equipment array. Let's fix that real quick. Note there's a code block inside this code block so it can just go right into the sheet.

[code]

ATTACK          RANGE                   SAVE                     EFFECT

Gauntlet        Touch                   21/TOU                   Damage

Assault Rifle   Ranged/50ft/500ft       20/TOU                   Damage/Autofire

Shotgun[buck]   Ranged/40ft/400ft       21*/TOU                  Damage*-3DC vs. Armored

Shotgun[slug]   Ranged/40ft/400ft       20/TOU                   Damage

Tear Gas        Ranged/40ft/Explo40     14/REF;14/FORT;14/FORT   Dazzle[vis]4/Nauseate4

Flash Bang      Ranged/40ft/Burst40     14/REF;14/FORT           Dazzle[vis]4

Frag Grenade    Ranged/40ft/Explo50     15/REF;20/TOU            Damage

Unarmed         Touch                   20/TOU                   Damage

Sneak Attack    +4rng/+40AoE Burst      +4 ALL                   *

Doktor'd

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Hey, doing some alterations to Changeling's sheet. Mostly it's to the power array, I'm adding the Stun power, with area sedation, also adding alternate save to dazzle and because the array seems to have enough points to do so, boosting all the powers that can be boosted to rank twelve instead of eleven as Etain is PL 12 now. Also, to pay for the alternate power, took one of this months points out of the reflex save and tossed it into the illusion array.

[b][u]Power Level:[/u][/b] 12 (177/177PP)

    [b][u]Trade-Offs:[/u][/b] +5 Defenses / -5 Toughness

    [b][u]Unspent PP:[/u][/b] 2

    [b][u]Progress to Silver Status:[/u][/b] 27/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


    [b][u]In Brief:[/u][/b] A human raised by the fae who has only recently found her way back to the human world.


    [b][u]Alternate Identities:[/u][/b] Etain Maher

    [b][u]Identity:[/u][/b] Secret

    [b][u]Birthplace:[/u][/b] Newry, Ireland

    [b][u]Occupation:[/u][/b] None

    [b][u]Affiliations:[/u][/b] None

    [b][u]Family:[/u][/b] Emmett and Clarissa Maher (Both deceased)


    [b][u]Age: [/u][/b]128 (at least going by her actual birth certificate)

    [b][u]Apparent Age:[/u][/b] 17 (The exact number of years she has been in the Fae)

    [b][u]Gender:[/u][/b] Female

    [b][u]Ethnicity:[/u][/b] Caucasion

    [b][u]Height:[/u][/b] 5'2"

    [b][u]Weight: [/u][/b]150 lbs

    [b][u]Eyes:[/u][/b] Hazel

    [b][u]Hair:[/u][/b] Black


    [b][u]Description:[/u][/b]

    [floatr][img=http://i79.photobucket.com/albums/j139/BloodPlum/Angel-1.jpg][/floatr]

    Etain is very beautiful, even as an infant(which of sort of why she was switched in the first place). She has curly black hair that goes just past the shoulders, a rounded face and soft features. She has a very dated fashion sense, usually wearing older(and somewhat heavier) type of clothing, and has a fondness of flowers.

    Her costume looks even more dated then her actual clothing. It is a rather long flowing gown, and a full faced masquerade mask with a matching pair of wings. Most people wonder how she even manages to move in the whole thing, and few realize that the only real part of the costume is the mask that allows grants her fairy glamour that fabricates the rest of the costume as a very realistic costume that will hold unlike her other glamour in the presence of cameras, and mirrors.


    [b][u]Power Descriptions:[/u][/b] Being raised by fae, her powers are deeply seated in her ability to create glamour or illusions. However, as she is still only human, she cannot alter her physical form with glamour and her illusions are somewhat flawed as they cannot fool mirrors or technology. She can also follow the presence or trail of magic, and can see it on others as a sort of aura. It can be a bit troubling though, since if their is too much magic, it can blind or distract her from other sights and she can never not see it.


    [b][u]History:[/u][/b] Etain lived with the Maher's for a total of six days, and on the seventh, she was swapped. Her parents didn't notice the change, and neither did she (how could she, she was only seven days old). She was raised by Bugloss and Cinquefoil, a pair of higher fae who served Titania and lived among the Seelie Court enjoying the spenders of the court and living unaware of her origins. She was taught of everything important to the fae, music, art, food, mischeif, everything she grew up with and never once did she think to venture outside the realm of the fae until she turned fifteen.


    One of her friends had managed to trick and entrance a human boy who was just a little older then herself into their realm. He was very solemn about being taken from his realm, missing his family and friends that he had left behind and would neither eat, nor join with them in their splender, which led to most of the fae either teasing him or leaving him alone. Though while the others left him, it interested Etain greatly why he was so down, so she asked about his feelings, and got a strange question in return, he had asked her why she was there. She said this was her home and that her family was here. He contradicted this, saying that was not the case. For some reason, he could tell that she like him wasn't suppose to be there. Though she didn't believe him, she still found him interesting and asked him about where he lived. He told her tales of a place with large structures seperate from nature, and strange ways of transportation including the use of dreaded cold iron. It sounded horrible to her, but at the same time, she was curious about the world of humans. He also spoke of what he called heroes, people who did others favors but expected no price in return, that was the strangest concept she had heard of them all. But it did interest her greatly as she listened every day.


    This continued for about four days, though he would not eat, nor would he drink, he would still talk of his home and his longing to return. She was his only audience, and also, she was the only one that noticed his growing weakness as he refused to indulge himself. Apparently, he had heard from an older tale that if he did so he would never be able to return (which was the first she had heard of such a thing, since they had let people who had eaten their food back plenty of time). By the fifth day, he was too weak to speak, and collapsed. She didn't know why but the idea of him going away frightened her, so she called her friend, and begged that she send him back. Her friend didn't understand why he wanted to leave, and but said that she needed an equal price for his passage or else she couldn't do it under the laws of the court. She offered that she would stay with him for the passage until the end of his days as an equal price. Her friend granted the request and returned him and Etain to the exact place that he was taken, in front of a small house in the West End. It was in that moment that they go their that there was a shoot out between two rival gangs. Both gangs were shocked at their sudden arrival, and one member thought their was a possibility that they were a pair of meta humans so opened fire. The boy pushed Etain back and before she knew it, he was on the floor bleeding perfusely.


    She didn't understand what had happened, or why had it happened, but she was possitively furious. Calling a large amount of magic, she burned into the heads of every other human their the image of the most horrible monster imaginable. Any of the members who didn't faint on sight fleed the scene immediately leaving her effectively alone with the strange boy whom she hadn't even learned the name of.


    The ambulences of Trinity hospital took her and the boy away from the scene, she was frightened at first at the cold iron, but found that she could touch it with and only got slight irritation on her skin, so she endured the discomfort and continued to stay by the boys side. He was still alive, albet barely since she was still there, but she had to wait quietly while they took him away. She stayed at the hospital for several days, and just like the boy, Etain refused to eat until she saw him. After the third day, they let her into his room since she was the only one there with him. It seemed that while the time he had spent in the fae's realm was only a few days, in this world it had equivilated to six years in which the boy had been deemed a missing persons case that had long been abandoned. Any family he had, had already moved away because they had already moved on and just wanted to forget. She found out that his name was Demitrius Emil, and that he had liked playing a game called soccer. She also learned, that the combination of his gun wounds and severe malnutrition had put him into a coma.


    She stayed at his side, partly because she felt bad, partly because she didn't know anyone else. When she was taken to the fae, though it had only been seventeen years there, in this world she had been taken in the late eighteen hundreds, so there was no one there to claim her either. She found out that the boys parents had moved out of the country a little later to live closer to the rest of the family (he himself wasn't from the U.S. but from Nigeria, and only moved to the states in 2000). As the weeks passed, it was becoming less and less likely that he would ever get out of the coma and the hospital was thinking about switching him to hospice treatment instead (something she didn't understand was a bad thing until it was explained to her). She tried to protest, but she didn't have the money, or even a legal idenity herself to try and gain it. It was only then that she met a woman by the name of Cynthia Fowler who offered her house and home as well as treatment for the boy. Though a bit confused about the strangely generious offer, she jumped on it, and for the first time in several weeks left the boys side.


    Cynthia Fowler, in fact, is actually her adoptive mother Cinquefoil who after learning of her leaving the fae asked for permission to follow to take care of her. She was granted the permission, but under the condition that she could never reveal herself to Etain or any other human. If she breaks this geis, she would have to return to the fae realm immediately. Cynthia came to the human world a few days after Etain, and spent the time first by enticing a wealthy but lonely businessman, and then using his resources to locate her daughter. Though she finds her daughter's attachment to a human strange, she didn't want to see her so sad, so she allowed for the continue care of the human while she looked for other arrangements so her daughter might be attended to in the best care possible. She discovered a human system called school that they used to teach their young their ways, wanting only the best, she found the school for the most special and arranged for her daughter to start attending Claremont.


    [b][u]Personality & Motivation:[/u][/b] Etain is a bit new to human customs, she isn't stupid mind you she understands mathematics, and can pick up some scientific concepts, she's just finds some of the other concepts hard to follow. Growing up in the courts have made her used to talking in circles, and an endless flatterer to anybody she deems more important or more powerful then herself. She's also a bit cold in general, she'll be polite and act nice, but will distance herself and often trick others if it serves her. She feels greatly indebted to Demitrius for what he did, so she tries to emulate him the best she can by helping people when they are in danger. However many times she does this however she still cannot feel that it is enough to return his debt, she may be using it as an excuse in that she finds she strangely feels good about helping people.


    [b][u]Powers & Tactics:[/u][/b] Etain relies heavily on her ability to change the perceptions of those around her, though her perception of reality is a bit warped in general because of the world she lived in not being nearly as rigid or steely as this strange new world almost all her illusions rely on a nature based theme that is more easily spotted in places around the city. Charming is also a main practice she has with the fae, making her not above luring a man (or woman for that matter) in for a kiss before knocking them out.


    [b][u]Complications:[/u][/b]


    [b]Guilt-Driven[/b]: She claims this, though after a while, how much of that is true is still debatable. Still, without fail, she will spend every Sunday at Demitrius's side with a fresh pot of flowers.

    [b]Fish Out Of Water[/b]: She is learning how to live with the modern society, but still finds herself confused most the time.

    [b]Anchored[/b]: She's only anchored to this world as long as Demitrius still lives, the moment he breaths his last breath she's suppose to return the the fae realm.

    [b]Blinded by the Light:[/b] Etain can get dazzled by sites or persons who exude abnormally large amounts of magic.


    [b][u]Abilities:[/u][/b] 2 + 4 + 6 + 4 + 8 + 10 = 34pp

    Str 12 (+1)

    Dex 14 (+2)

    Con 16 (+3)

    Int 14 (+2)

    Wis 18 (+4)

    Cha 20 (+5)


    [b][u]Combat:[/u][/b] 20 + 34 = 54pp

    Initiative: +2

    Attack: +10 (+12 /w Swords)

    Grapple: +11

    Defense: +17 (+8 flat footed)

    Knockback: -3, -1 without Force Field



    [b][u]Saving Throws:[/u][/b] 5 + 7 + 6 = 18pp

    Toughness: +7; +3 without Protection

    Fortitude: +8 (+3 Con, +5)

    Reflex: +9 (+2 Dex, +7)

    Will: +10 (+4 Wis, +6)



    [b][u]Skills:[/u][/b] 48r = 12pp

    Bluff 5 (+10)

    Concentration 6 (+10)

    Craft (Sewing) 8 (+10)

    Handle Animal 2 (+7)

    Knowledge (Arcane Lore) 8 (+10)

    Languages 1 (Native: Latin, English)

    Notice 6 (+10)

    Perform (Dance) 2 (+7)

    Perform (Singing) 5 (+10)

    Perform (String Instruments) 2 (+7)

    Ride 2 (+4)

    Sense Motive 1 (+5)


    [b][u]Feats[/u][/b]: 8PP

    Animal Empathy

    Attack Specialization (Swords)

    Attractive

    Equipment 3 [free from Player Reward)

    Interpose

    Minion 8 [free from Player Reward]

    Move-By Action

    Quick Change

    Redirect

    Skill Mastery: Knowledge (Arcane Lore), Sense Motive, Notice, Bluff


    [quote name="Equipment"]Umbrella Sword ([b]Stike 3[/b] [floral print umbrella concealing a silver-plated blade; [i]PF[/i]: Mighty, Subtle])


15 EP to Shared HQ ([url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url])[/quote]


    [b][u]Powers[/u][/b] 43 + 4 + 7 = 54pp


    [b]Glamour Array 18.5[/b] (37 points; [i]PFs[/i]: Alternate Power x6) [43PP]


    [list][u]BE[/u]: [b]Illusion 9[/b] (all senses; [i]Extra[/i]: Selective Attack/Illusion; [i]Flaw[/i]: Phantasms; [i]PF[/i]: Progression [10-ft. radius]) [37/37PP]


    [u]AP[/u]: [b]Dazzle 12[/b] (visual and auditory; [i]Extras:[/i] Alternate Save(Will) [i]PF[/i]: Reversible) [37/37PP]


    [u]AP[/u]: [b]Concealment 10[/b] (All Senses; [i]Extras[/i]: Affects Others [Others + Self, +1]; [i]Flaws[/i]: Phantasms; [i]PF[/i]: Close Range, Progression (Subjects), Selective) [23/37pp]


    [u]AP[/u]: [b]Strike 12[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Extended Reach, Split Attack, Takedown Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [30/37PP]


    [u]AP[/u]:  [b]Paralyze 12[/b] [i]Extras[/i]: General Area Cylinder [i]PF[/i]: Reversible [37/37pp]


    [u]AP[/u]:  [b]Nullify 12[/b] (Mental Effects) (PFs: Selective, Extras: General Area: Cylinder)) [37/37pp]

    [u]AP:[/u] [b]Stun 12[/b] ([i]Extras:[/i] Alternate Save: Will, General Area: Cylinder, Sleep [i]PF:[/i] Sedation) [37/37pp][/list]


    [b]Protection 4[/b] [4PP]


    [b]Super-Senses 7[/b] (Detect Magic [Visual]; [i]Extras[/i]: Analytical, Counters Concealment 2, Counters Illusion 2, Tracking) [7pp]




    [b][u]Drawbacks:[/u][/b] -3pp


    [b]Weakness[/b] (to ferrous metals; [i]Frequency[/i]: Very Common; [i]Intensity[/i]: Minor [-1 Defense when in direct contact]) [-3pp]



    [b][u]DC Block:[/u][/b]

    [code]ATTACK   RANGE    SAVE              EFFECT

    Unarmed  Touch    DC 16 Toughness   Damage (Staged)

    Swordbrella Melee  DC 19  Toughness  Damage (Staged)

    Dazzle   Ranged   DC 22 Will  Blinded & Deafened

    Strike   Melee    DC 27 Will   Damage (Staged); Affects Insub 2, Variable Descriptor

    Stun    Area:Cylinder DC 22 Will   Daze/Stun/Unconcious
Abilities (34) + Combat (54) + Saving Throws (18) + Skills (12) + Feats (8) + Powers (54) - Drawbacks (-3) = 177/177pp
Custos Gargoyle Minion PL 9 / 120pp -3 Defense/+3 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 28 (+9) (20, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed Knockback: -10 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +12 (+12 Con) Fortitude: +12 (+12 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

    Unarmed           Touch          DC 24 Tough       Damage (Staged)

    Strike            Touch Cone     DC 13 Reflex

                                     DC 13/11 Will     Damage (Staged)

    Dazzle            Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Deafened

    Emotion Contorl   Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Fear (Staged)
Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 120/120Power Points

Doktor'd

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New Complication for Push! Please make sure this goes in the list in alphabetical order. ;)

Mad Scientist's (Comatose) Beautiful Daughter - Due to a recent trip back in time that resulted in the saving of his thought-dead ex-girlfriend, Anastasia Wyrd (also known as Associate Professor Wyrd), Push now finds himself in the unenviable position of being solely responsible for a comatose mad genius who is currently stuck on a bed in the ICU of a hospital; a person who, in this time frame, technically does not exist.

Doktor'd

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I would like to spend two of Falconer's pp.

Please drop Attack Focus Melee 1. And buy another rank of Base Attack. Net Change 1pp.

Buy one more point of the Sidekick feat. Supplying snow with:

Stats:

Intelligence +4 [4pp]

Feats:

Set-Up [1pp]

Edits done by Geez3r

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Ironclad

:arrow: Due to changes farther down the sheet, Abilities block should look like

[b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 10 + 2 + 4 = 22PP

Strength: 30/10 (+10/+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 14 (+2)
:arrow: Spending 2 PP to buy up base Att by one point. Combat block should look like
[b][u]Combat[/u]:[/b] 8 + 8 = 16PP

Initiative: +3

Attack: +4, +10 Battlesuit Weapons Array

Grapple: +3, +20 Battlesuit Servos

Defense: +9 (+4 Base, +5 Dodge Focus), +2 Flat-Footed

Knockback: -5/-0
:arrow: Due to changes farther down the sheet, saves block should look like
[b][u]Saves[/u]:[/b] 5 + 4 + 6 = 15PP

Toughness: +10/+0 (+0 Con, +10/+0 Protection)

Fortitude: +5 (+0 Con, +5)

Reflex: +7 (+3 Dex, +4)

Will: +7 (+1 Wis, +6)
:arrow: Move her Vulnerability into her suit, freeing up three points in there. Rolling Super-Senses into an AP, buying up another rank of her Weapon Array, lose the Stun for another rank of Protection. Suit should look like
[b]Device 14[/b] (70PP, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Accurate 3, Restricted [Mental Quickness 6]) (Battlesuit [Technology]) [60PP]

[device][i]All effects have the Technology descriptor[/i]


[b]Enhanced Feats 7[/b] (Accurate Attack, All-Out Attack, Defensive Attack, Improvised Tools, Power Attack, Precise Shot, Quick Change) [7PP]


[b]Features 3[/b] (Computer, Hologram Projector, Library) [3PP]


[b]Flight 5[/b] (250MPH / 2,500ft per Move Action, [i]Feat:[/i] Subtle) - [i]Magnetic-Etheric Drive[/i] [11PP]


[b]Immunity 11[/b] (Critical Hits, Life Support) - [i]Armor[/i] [11PP]


[b]Protection 10[/b] - [i]Armor[/i] [10PP]


[b]Super-Senses 3[/b] (Direction Sense, Distance Sense, Time Sense) [3PP]


[b]Sensory Array 2.5[/b] (5PP; [i]Feat:[/i] Alternate Power) [6PP]


[list][u]BE:[/u] [b]Super-Senses 2[/b] (All Visual Senses; [i]Extra:[/i] Radius) [2PP][/list]


[list][b]Super-Senses 3[/b] (Darkvision 2, Infravision) [3PP][/list]


[list][u]AP:[/u] [b]Super-Senses 4[/b] (All Auditory; [i]Extra:[/i] Accurate) [4PP][/list]


[list][b]Super-Senses 1[/b] (Ultra-Hearing) [1PP][/list]


[b]Weapons Array 10.5[/b] (21PP Array, [i]Feat:[/i] Alternate Power) [22PP]


[list][u]BE:[/u] [b]Blast 10[/b] ([i]Feat:[/i] Improved Range [x25]) [i]Wrist Blasters[/i] [21PP][/list]


[list][u]AP:[/u] [b]Enhanced Strength 20[/b] ([i]Feat:[/i] Improved Critical [19-20]) [21PP] - [i]Servos[/i][/list]


[b]Vulnerability[/b] (Electricity; [i]Frequency:[/i] Common; [i]Intensity:[/i] Moderate) [-3PP][/device]
:arrow: Spend three points to buy off her Vulnerability. :arrow: DC block should now look like
[b][u]DC Block[/u]:[/b]

[code]

    ATTACK            RANGE     SAVE                        EFFECT

    Unarmed           Touch     DC 15 Toughness (Staged)    Damage (Physical)

    Blast           Ranged   DC 25 Toughness (Staged)    Damage (Energy)

    Enhanced Strength   Touch   DC 25 Toughness (Staged)    Damage (Physical)

Edits done by Geez3r

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Glowstar

:arrow: 2 PP into Skills, buy 8 ranks of Concentration. Skills block should look like

[b][u]Skills[/u]:[/b] 48R = 12PP

Computers 4 (+5)

Concentration 8 (+9)

Diplomacy 8 (+10)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Survival 4 (+5)
:arrow: Buying a third rank in Luck. Feats block should look like
[b][u]Feats[/u]:[/b] 12PP

Accurate Attack

All-Out Attack

Dodge Focus 4

Improved Initiative

Luck 3

Move-By Action

Power Attack

Edits done by Geez3r

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Jack of all Blades

Two quick things: First, use the 15PP he has saved up to buy off the ranks of Sidekick from his Veteran Reward, freeing it up.

Second, just a bookkeeping thing, the first line of Jill's section of the sheet should say:

[b]Power Level[/b]: 12 (180/180 PP) (Sidekick 36)

Edits done by Geez3r

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Push

Yay, now is cappy time, cappy time, points points points!

Ok, so Push goes up a PL, and I need to upgrade caps. Pretty simple;

Attack Specialization (Kinetic Control), and a complete revamp of Push's goggles to remove the Attack Focus: Ranged, leaving me with +8 Attack (Base) and +10 Attack (Kinetic Control) (1 pp)

Dodge Focus 7 (1 pp) – Defense to +10 (+4 Base, +6 Dodge Focus), +2 Flat Footed.

Force Field 10 to Force Field 11 (1 pp)

Removal of 2 Equipment, changing to Equipment 10 following a revamp of Push's equipment listing (arraying Smoke and Sleep grenades, discovery that several of his cheaper pieces of equipment actually don't cost EP, and the addition of Personnel to the L.A.I.R).

Kinetic Control 13 to Kinetic Control 14 (cost 2 pp, up 31 pp to 33 pp), raise each AP by 2 pp (28 pp effects), subsequent upgrades: Blast 13 to Blast 14, Paralyze 13 to Paralyze 14, Move Object 13 to Move Object 14 (/w Grapple modifier tweak), Strike 11 to Strike 12, Enhanced Strike 10 to Enhanced Strike 11, Strike 13 to Strike 14 (up to Penetrating 6). Update the DC block, and all of that will hit Damage caps.

Also some updates to Push's fluff about the current weight on his shoulders, including the return of his comatose ex-girlfriend (thanks for editing the Complication and the picture, Dok!). It's all in the Code Block.

[i]“Why did I become a vigilante? Well… when you can throw kinetic energy like some guys throw softballs, it’s either that or deliver pizzas.â€[/i]

[floatr][img=http://www.freedomplaybypost.com/wiki/images/d/df/PushHF.png][/floatr]

[b][u]Players Name:[/u][/b] Quinn 

[b][u]Characters Name:[/u][/b] Push 

[b][u]Power Level:[/u][/b] 12 (175/177 PP)

[b][u]Trade-Offs:[/u][/b] -2 Attack / +2 Damage, -2 Defense / +2 Toughness

[b][u]Unspent PP:[/u][/b] 0

[b][u]Progress to Bronze Status:[/u][/b] 27/30


[b][u]In Brief:[/u][/b] Kinetic-controlling mutant with a habit of getting in way over his head, and a wisecrack for every occasion. Also an excellent cook.


[b][u]Alternate Identities:[/u][/b] Gabriel Quinn (real identity, from Gear City), Tom Walker (owner of Lazarus Auto and Industrial Repair, Freedom City), Mr. Stone (A.E.G.I.S freelancer).

[b][u]Identity:[/u][/b] Secret

[b][u]Birthplace:[/u][/b] Gear City

[b][u]Occupation:[/u][/b] Mechanic

[b][u]Affiliations:[/u][/b] Michael Sharpe, owner of Lazarus Auto Repair and former employer; AEGIS.

[b][u]Family:[/u][/b] Robert and Susan Quinn (Parents), Rafael Quinn (brother)


[b][u]Age:[/u][/b] 20 (DoB: Sept, 1990)

[b][u]Apparent Age:[/u][/b] N/A

[b][u]Gender:[/u][/b] Male

[b][u]Ethnicity:[/u][/b] Caucasian

[b][u]Height:[/u][/b] 5’2’’

[b][u]Weight:[/u][/b] 120 lbs

[b][u]Eyes:[/u][/b] Grey

[b][u]Hair:[/u][/b] Black


[b][u]Description:[/u][/b] When it comes to hero work, Quinn prefers his costume to be light, easy to move in, and somewhat intimidating. A black wool cap covers his head, with a really long red scarf obscuring his lower face. He generally wears an old brown leather longcoat (his most expensive piece of clothing, very worn, but very comfortable, with the small cape on the back and extra billow for dramatic moments), a pair of black fingerless gloves, brown work boots (he also uses them in the shop, the boots are both tough and durable), black jeans and an oversized gray sweater. He also carries a messenger bag that is usually loaded up with a few toys, some made by Michael, others pinched from Professor Wyrd. When going incognito, he generally sticks to blue jeans, sweaters, and more wool caps, those being his favourite kind of hats, along with the messenger bag. Overall, it’s big, warm, gives his arms plenty of room to move, and extremely comfortable. Just the way he likes it.


[b][u]History:[/u][/b] [i]“Don’t I have a wiki page or something?â€[/i]


Gabriel Quinn was going nowhere. Fast. An “alleged†car, no home, and going back to his parents was out of the question. College had been fun, but the fact was that nobody in Gear City (Universe equivalent of Detroit, like FC is equivalent of NYC) gave a damn about some fresh-faced kid with a smart mouth even with a degree. People would complain about the economy being in the tank and how nobody had a job at all, but Gabe didn’t really care. All he knew was he was broke, homeless, and hungry, and his fancy diploma in Automotive Engineering wouldn’t do squat except keep a small fire burning. Still, he was vaguely optimistic. Sure, he was sleeping in the back of his car, but at least the seats were fairly comfortable. And he had a blanket too.


Then the Incident happened.


Quinn was walking down an alleyway in the Industrial district of Gear City, a fence to his right, and a big old abandoned factory on the other side. He was carrying a small package that some suit had given to him, saying he’d pay him a couple of bucks to drop at some apartment. As he started to turn to go up the steps of the building, a bright light shone from the windows of the factory. Followed by a wave of energy that literally blew through the concrete walls and pushed outwards. Gabe got it full-force, holding up his hands in a vain attempt to stop it, and blacking out as the wave hit.


The light was from an attempt at a perpetual motion machine…while the blast was from a failed attempt at a perpetual motion machine. The Notorious Professor Wyrd was attempting to harness pure kinetic energy in the hopes of somehow creating this machine that would give the world infinite energy! Sure, he’d had to pinch a lot of stuff using his robots, and sure, the failures would be catastrophic, but who cares about collateral damage? Science must be done! Unfortunately, one of his earlier experiments interfered with the process, and the machine (fortunately for the Professor, who was behind a rather large blast shield at the time), erupted with immense force. And ended up hitting poor Quinn. Of course, the Professor didn’t know this at the time, but he was awfully curious where all that kinetic energy went, besides causing a great deal of damage to his lovely laboratory. And the surrounding buildings. Fact is, aside from the wall that Gabe had hit, there wasn’t much left surrounding the factory but toppled apartments and ruined buildings. And a nice-sized crater. Not that Wyrd was overly concerned, of course.


When Gabriel woke up, he was being poked and prodded by a guy in a pair of rough-cut jeans and flannel shirt, with a big ol’ beard. Called himself Michael, Michael Sharpe. He was lying on a cot in the back of a garage, where he’d apparently been out cold for a couple of days. At least, that’s when Mike found him lying in the middle of what was left of lower Industrial. Quinn reached up and shook his hand hello, feeling a weird buzz travel up his arm and settle into the pit of his stomach at the movement. It was very small, though, almost imperceptible. Odd. The toolbox falling off the shelf hitting him on the head shortly after only increased the buzzing feeling. As well as giving him a sizeable headache. Every movement seemed to increase it, until finally it got so bad he was nearly vibrating. Michael, being wise in the ways of the world, particularly old-school comic books, suggested he try different ways of making it disperse. Belching didn’t work. Neither did farting. Sharpe, out of curiosity, gave him a full dinner, but that didn’t help either. Eventually, Gabe finally just pointed a finger-gun, pictured that buzzing feeling flowing out it (he was very bored at the time), and pointed it at a blank space of wall. Ten seconds later, he was staring through a very nice hole in the wall, about the same size as him, the buzzing feeling was gone, and Mike was looking a mite irked. The two became fast friends after that, Mike giving Gabe regular things to do around the shop, while Gabe tried to come to grips with what he could do. Movement, kinetic energy seemed to gather to him, and he could trigger it’s release via visualizing. Some experiments on tin cans and the like also showed a distinct ability towards fine motor control, and contact with moving objects also seemed to have a bleeding effect. They bounced about terms, and eventually came up with the idea of a kinetic battery. Mike knew cars, and so did Gabe. A battery that stored up movement energy seemed plausible, but they were mystified at how Quinn could’ve ended up being one. 


Mike gave the homeless Gabriel a cot in the garage, and a job, having become somewhat fond of Quinn. As for the man himself, he was tired, confused, and in possession of some incredibly weird abilities. The two of them agreed that perhaps it was best to keep it on the down-low for now, but with the emergence of some great heroes (particularly that awesome Centurion guy out in Freedom City), then maybe this could give Gabe something to aim for, a goal in life. Gabe was…less than impressed. But as he said, when you’re a walking kinetic battery, it’s either vigilante work or delivering pizzas. Mike, excited to be part of a real comic book story, went out and assembled a costume for Quinn…then promptly took the spandex back and exchanged it for some comfortable “working†clothes.


Over the course of his career in Gear City, he tangled more than once with Professor Wyrd, and the two have long enjoyed a friendly rivalry wherein Wyrd does something that results in a building falling over, Push chases after him, more collateral damage (with no fatalities, of course), with the two eventually clashing, powers to crazy new device that usually either fails or explodes, and Wyrd ends up tossed in jail again. Wyrd is one of the few villains that Push actually enjoys fighting, considering the professor himself has sworn to help humanity, even if his methods are extremely questionable. That, and both of their gifts at snark complement each other quite nicely. For a while he also embarked on a whirlwind romance with a young woman named Anna, the two dating for several years. However, in a tragic turn of events, Push discovered her identity as Wyrd’s daughter, Anastasia. Unable to decide between the hero who she constantly fought and bantered with, and the kind young man who dated her alter ego, she sought to use a device to combine the two. Push, forced to escape, revealed his real identity as her laboratory burned down around them. She fled into the flames as he tried to pursue her, but sadly, he was unable to find her before he himself had to escape.


However, sometimes things don’t turn out as they should. Sometimes you can encounter an enemy that you never would have expected. One day, the Gear City Museum was holding a large exhibit of Christian artifacts from days of yore, from all sorts of denominations. One of the visitors to that exhibit was a rather small man, wearing a dapper charcoal suit, top hat, and holding a diamond-tipped cane. His features were angular, almost seeming to blur if you looked too closely at him, and he had a toothy grin that he flashed at anyone who seemed to stare.


When Push responded to the emergency call (leaping from a nearby building over the police cordon and through an upper window), he found the museum pitch-black, the light sucked from nearly everything. Standing there, looking over the exhibit, and surrounded by the dry husks of what were human beings, was the gentleman in the suit. He turned to Quinn, and tipped his hat, introducing himself.


His name, he said, in a quiet and polite voice…was Mr. Scratch. And he had been expecting Gabriel to arrive. He wanted to introduce himself. And he wanted to ensure that Push saw what he was about to do.


He lifted a single white-gloved hand, murmuring a strange language, and the husks stood, staring at Push with blank eyes and lumbering forward as Mr. Scratch tipped his hat again, stepping backwards into the blackness and vanishing with a whisper. The husks went down quickly, but the police, upon bursting in, saw the hero surrounded by the broken bodies just as the lights came on. And drew the wrong conclusions. The fact that Push had only been vaguely heard of in rumors and connections with collapsed warehouses full of unconscious criminals didn't help either. 


The young hero, blindsided by a small army of SWAT officers pointing firearms at him, and having just finished fighting unholy [i]things[/i] that shouldn’t have existed at all…panicked. And bolted. Quinn unfortunately had to blast several cops away as he ran for it, disappearing into the depths of the city. A news crew caught the running fight on TV, giving him the actual moniker of Push for the first time. Realizing that to clear his name of whatever Scratch had done to the tourists was to bust Scratch himself, wherever he was, Gabriel packed up and left Gear City, leaving Mike behind in the hopes of keeping him out of the mess he'd found himself in. Thus began a long investigation that has taken him everywhere from LA to New York City, perpetually chasing the enigmatic Mr. Scratch (who by this point Push had realized was both incredibly powerful and very clever, essentially a cross between Dr. Strange and Batman. Not that Push really cared about the odds, he still had to be stopped...). And being followed by Professor Wyrd, who was quite irritated about his favourite hero being blamed for something and leaving before he could defeat him properly and gloat about it. AND being chased occasionally by Agent Kent, the fed assigned to Push's case, a nice guy, but SO persistent...hindsight, maybe Quinn should have surrendered when the SWAT team pointed those guns. So much trouble...


Freedom City was the latest stop on the search, and it was there that Quinn finally heard something about Scratch. After following several minor leads and misadventures, not to mention a brief tussle with one of AEGIS's finest agents, Codename Victory, Push was captured by the government agency and offered a deal; capture Scratch in exchange for his name being cleared. He took it. Exonerated of his crimes, with the backing (albeit grudging) of an extremely effective government organization, and a new hideout beneath a refurbished auto repair, Push settled down in Freedom City, and began to marshal his newfound resources to bring Scratch down for good. Granted, it’s not Gear City, but Quinn’s finally beginning to feel a sense of home that he thought lost since he fled his old hometown (although he has kept in infrequent contact with Mike via "letters from home", and the occasional postcard).


On top of all of this, in addition to his new position as a freelancer for AEGIS and part-time vigilante, a fresh complication has also erupted in that of his ex-girlfriend, Anastasia Wyrd. Due to a time portal that sucked him in and hurled him back to the day of the laboratory disaster, the kinetic mutant successfully accomplished what his past self could not, and rescued the Associate Professor from the inferno that was her laboratory. He himself was unsure if that history was set in stone either way, given no evidence of her was ever found in the ruins of the lab after it burned to the ground. Now she lays on a hospital bed, hooked up to innumerable machines and trapped in a coma that doctors say she might never wake up from.


It’s been a long, hard road to where the kineticist is now, and the weight on his shoulders keeps piling on. Running an auto repair that half the time can barely stay solvent, even with AEGIS’s help. Acting as a freelancer for a national organization devoted to protecting the country, chasing leads wherever they may arise. Being the sole person who knows of the existence of a time-lost mad scientist who also happens to be his ex-girlfriend. Hunting and being hunted by an incredibly powerful warlock and the eldritch abominations he summons, whose plans he still has no idea of. The nightmares don’t help much either…still, in the end, he works as best he can. As the Kinetic King. The Sensei of Shockwaves. The scarfed wonder with a sarcastic remark for [i]every[/i] occasion. A guy way in over his head, with powers he never asked for, and more nightmares than he’d ever wanted. And a hero that, despite it all, will never quit. No matter what.


[b][u]Personality & Motivation:[/u][/b] Gabriel Quinn, alias Push, is not the most likeable guy on the planet. He snarks whenever he feels the urge, never holds back from commenting on what, to him, is blatantly absurd, and a caustic wit that frequently pisses off both ally and enemy. More often than not, he'll deny any possibility of him being a "hero", instead stating that he's just a guy trying to make his way in the world with abilities he didn't ask for.


That’s the façade he likes to present. The fact is, Push [i]is[/i] a hero. He complains about his workload, deliberately avoids the classic superhero mythos, snarks whenever he feels the urge, wears plain clothes or the closest he can get as a costume…but if someone needs help, he’ll still hat up and wade in, blasts flying. And he relishes the battle, no matter what else he says. Doesn’t matter what’s standing in his way, he’ll go in hard and fast, and even if they knock him down a thousand times, he’ll get up a thousand and one. It irritates the hell out of him, but he’s still a nice guy beneath all the sarcasm, and he knows it. 


The world’s a scary place sometimes, and there’s a lot of evil things hiding or pushing at the borders. He’s seen them, he’s fought them, and he’s kicked them back through their portals more times than he can count. In his head and in his heart, he knows that if the centre is going to hold, then someone has to Push back.


[b][u]Power Descriptions:[/u][/b] The blasts of kinetic force he can launch have a fairly standard appearance, a mild warping of the air that increases in size the more power he pushes into the shot. When his force-field is active, there seems to be a small storm of warps and static crackles surrounding his body.


[b][u]Powers & Tactics:[/u][/b] Push is essentially a kinetic battery. He can collect and charge kinetic energy in himself, using his body to store the energy, and then can release it in various forms. While he is personally fond of the straightforward blast wave, increasing strength and adjusting space and radius as needed, time has taught him to use imagination in his abilites, especially when dealing with adaptive individuals with a mess of tools like Professor Wyrd. For example, he’s learned how to literally suck all the kinetic energy from a person, temporarily paralyzing them as they become unable to move, trapped in a form of stasis. He’s also learned how to exude an immense amount of force in large orb around him (which he regularly uses to intimidate people, walls cracking on either side of him tends to scare people). Another example is his adaption of kinetic force to be able to fly, albeit slightly uncontrolled. Simply pushing excess force from his hands or feet allows him to lift and maintain a steady speed in the air, able to steer by adjusting his hands and feet. More than once he’s accidentally flown into a building, though. Adapting to that, he’s managed to craft a force field that is fundamentally similar to his kinetic absorption abilities, essentially creating a field of kinetic energy that surrounds him and depletes the energy of things before they strike him. It doesn’t always work, as sometimes an attack is moving faster than the field can deplete it, but it can reduce the strike enough to protect him from most of the blow. He hasn’t mastered extending it, however, usually keeping it right over the top layer of his coat, and pushing it outwards in times of extreme emergency. In addition, he has managed to adapt his kinetic control on a less destructive level, essentially using an ersatz form of telekinesis as he manipulates the very slight kinetic energy surrounding everything (since most everything is moving on some level).


Generally, he prefers to start a fight by testing the straightforward abilities, like the kinetic blast (going from force equivalent to a brick clear up to the force of a full-sized freight train), the paralysis wave, and moving through his repertoire, using what works, and cutting what doesn’t. He is very good at thinking on the fly, however, and frequently comes up with odd permutations and adaptations of his kinetic control that can surprise his opponents. Though pulling stuff like that out of his ass frequently drains him completely, exhausting him until he can recharge on kinetic energy. In anticipation of possible times he’d have to go toe-to-toe, Quinn managed to convince Professor Wyrd (during one of the rare times the two had to work together to beat a larger villain) to make a special warhammer, capable of conducting the kinetic energy that Quinn could produce. Gabriel usually doesn’t bring the thing out unless he’s expecting to go to the wall, but he’s used it more than once to even the odds against a larger foe. He's also got a few toys cobbled together by Mike after a rare visit back to Gear City, and some other gadgets pinched from Wyrd after a few of their battles. Push's numerous experiences in Freedom City thus far have also forced him to re-examine his use of powers vis-a-vis fine control and larger-scale strikes. After taking into consideration the very nature of his abilities, not to mention a few jarring accidents that have impacted him heavily (the warehouse incident, for example), Quinn has taken time to practice and hone his control over his kinetic abilities; specifically developing countermeasures to protect others during large area blasts, among other things. While this has had the expected side-effect of leaving him more open to opponents as he uses the aforementioned countermeasures, he considers it an acceptable risk given the circumstances.


[b][u]Complications:[/u][/b]


[b]By Devil Be Driven[/b] - Mr. Scratch, the one foe Push will always drop everything to chase. If he even catches a whiff of the name anywhere, he has to investigate, or at least stop to inquire, despite anything else that might be happening. 

[b]Catalogue of Nightmares[/b] - Besides the Museum Massacre, Push has been in hot pursuit after Scratch for nearly two years. In that time, he's seen a lot of things both pleasant and unpleasant, but some things particularly stick in his mind. More than once he's run into eldrich forces left by Scratch, fell creatures of Old Night left to either delay or harry him...or stumbled upon the remains of particularly nasty things the Gentleman Warlock has done. (i.e Fear or mental effects might skip the save roll altogether due to the rather nasty memories being hauled up to the forefront of his mind, seeing a zombie pile-up on another hero might make him relive the Museum and act accordingly, etc.)

[b]Force Field Fizzle[/b] - Due to the rather unorthodox nature of Push's force field (that of reducing the energy of something before it hits him), the field itself might not work on various forms of energy or magic. Sometimes things go awry.

[b]Haunted and Harried[/b] - Being a wanted man by more than one party has made Push's life sometimes...complicated. He was on AEGIS's Most Wanted List for a couple of years, several of his old Rogues' Gallery from back in Gear City who want either revenge or answers might be hot on his trail, heaven knows what Scratch has planned (though he has summoned, or Push thinks he's summoned, some nasty eldrich creatures to chase and harry Push more than once), and all of this combines to make it very difficult to get any peace and quiet.

[b]Mad Scientist's (Comatose) Beautiful Daughter[/b] - Due to a recent trip back in time that resulted in the saving of his thought-dead ex-girlfriend, Anastasia Wyrd (also known as Associate Professor Wyrd), Push now finds himself in the unenviable position of being solely responsible for a comatose mad genius who is currently stuck on a bed in the ICU of a hospital; a person who, in this time frame, technically does not exist.

[b]No Sense Of Direction[/b] - This guy could get lost going in a straight line. With a map.

[b]Tank’s Running Low[/b] - Can run low on stored kinetic energy at inopportune moments, leading to weakened attacks or loss of control.

[b]The Building Jumped Out In Front Of Me![/b] - Push's luck involving buildings always seems to be questionable. While his accuracy with his kinetics has definitely improved, something inevitably seems to go wrong whenever architecture is involved; whether through a villain ducking a shot and it connecting with a support pillar purely by chance, or a tiny bit too much power being put into a shot when he's knocking down a door.

[b]Trouble Magnet[/b] - Somehow, fate always seems to conspire to have something inconvenient or disastrous happen near him at the worst possible moment.

[b]Wyrd’s Weird Gear[/b] - Due to some of the extra gear in the messenger bag having been pinched from Dr. Wyrd, there might be some technical hiccups.


[b][u]Abilities:[/u][/b] 2 + 8 + 6 + 4 + 4 + 2 = 26 pp

Str 12 (+1)

Dex 18 (+4)

Con 16 (+3)

Int 14 (+2)

Wis 14 (+2)

Cha 12 (+1)


[b][u]Combat:[/b][/u] 16 + 8 = 24 pp

Initiative: +8 (+4 Base, +4 Improved Initiative)

Attack: +8 Base, +10 /w Kinetic Control

Grapple: +9, +24 Telekinesis

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback: -14*/-1 (*Force Field up)


[b][u]Saving Throws:[/b][/u] 4 + 4 + 6 = 14pp

Toughness: +14/+6* (+3 Con, +11 [Force Field, when active]) (*when Force Field is not active & wearing Undercover Shirt) (Impervious 10/0)

Fortitude: +7 (+3 Con, +4)

Reflex: +8 (+4 Dex, +4)

Will: +8 (+2 Wis, +6)


[b][u]Skills:[/u][/b] 48r = 12pp

Bluff 12 (+13)

Concentration 4 (+6) 

Craft (Mechanical) 8 (+10)

Drive 6 (+10)

Knowledge (Technology) 8 (+10)

Notice 10 (+12)


[b][u]Feats:[/u][/b] 29 PP

All-Out Attack

Attack Specialization: Kinetic Control

Dodge Focus 6

Equipment 10

Fearless

Interpose

Improved Initiative

Luck 2

Move-By Action

Power Attack

Precise Shot

Quick Change

Taunt

Uncanny Dodge 1 (Auditory)


[quote name=â€Equipmentâ€] 50/50 EP = 1 + 1 + 4 + 14 + 10 + 20

Commlink

Camera

Multi-Tool

PDA

Rebreather – 1 EP

Gas Mask – 1 EP

Undercover Vest (+2 Toughness, Subtle) – 4 EP


Messenger Bag Array (12 EP effects, 3 AP) – 14 EP

BP: Sleep Grenade – (Fatigue Burst 5, Independent, 50 ft.) (12 EP)

AP: Smoke Grenade (Obscure [Visual], Independent, 10 ft.) (4 EP)

AP: Medical Kit (+2 to Medicine checks) (2 EP)


(All of this except Undercover Vest contained in Messenger Bag)


Vehicle: "Lazarus" - Rebuilt & Modified Black/Gold Motorcycle (10 EP) 

[i]Strength[/i]: 15, [i]Speed[/i]: 5 (250mph), [i]Defense[/i]: 10, [i]Toughness[/i]: 10, [i]Size[/i]: Medium; [i]Feature[/i]s: Alternate Movement (Flight), Caltrops, Nitro Injectors, Oil Slick, Remote Control, Smokescreen.


Hideout: "Lazarus Auto and Industrial Repair (L.A.I.R.)" - Abandoned Car Garage (20 EP)

[i]Size[/i]: Medium, [i]Toughness[/i]: 15, [i]Features[/i]: Cover Facility, Communications, Computer, Concealed, Defense Systems 3 ([Dawes Tech ED-209 Anti-Intruder System], Ranged [b]Stun 8[/b] [shock coils], [b]Snare 12[/b] [net-launchers], Ranged [b]Paralyze 8[/b] [stasis module]; all +11 to hit), Fire Prevention System, Garage, Library, Living Space, Personnel (Darren Jones, Abigail Solo), Power System, Power ([b]Nullify 11[/b] ([Warlock’s Wards] All Magic Effects, [i]Extras:[/i] Area [General, Burst], Duration 3 [Continuous], Selective, Flaws: Range [Touch], [i]Feats:[/i] Progression [Area] 2 [250ft radius])), Security System 3, Workshop.[/quote]


[b][u]Powers:[/u][/b] 4 + 4 + 10 + 22 + 33 = 73PP


[b]Device 1[/b] (Targeting Goggles MK2; Hard To Lose; 5dp) [4pp]

[device][b]Super-Senses 5[/b] (Distance Sense, Extended [All Visual Senses, 100ft Notice Increments], Infravision [[i]Extras:[/i] Tracking])[5dp] [/device]

[b]Device 1[/b] (WyrdTech Kinetic Gravhammer; Warhammer, 5 points, Easy to Lose, Power Feats; Restricted 1 [Kinetic controllers]) [4pp]

[device][b]Strike 3[/b] ([i]Power Feats:[/i] Improved Critical, Mighty)[/device]

[b]Flight 5[/b] (250 MPH / 2,500 feet per Move action) [10pp]


[b]Force Field 11[/b] (kinetic energy barrier; [i]Extras:[/i] Impervious x10, Subtle) [22pp]


[b]Kinetic Control 14[/b] ([i]Kinetic Battery Array[/i], 28pp effects; [i]Power Feats[/i]: Alternate Power x5) [33pp]

[u]BE:[/u] [b]Blast 14[/b] (Kinetic Energy Blast) [28/28]

[u]AP:[/u] [b]Paralyze 14[/b] (Kinetic Energy Drain; [i]Extras:[/i] Alternate Save [Fortitude], Ranged [Ranged]; [i]Flaws:[/i] Action [Full]) [28/28]

[u]AP:[/u] [b]Move Object 14[/b] (Kinetic Manipulation; Str 70) [28/28]

[u]AP:[/u] [b]Strike 12[/b] (Kinetic Shockwave; [i]Extras:[/i] Area [General, 55-ft. Burst], Penetrating 2, Knockback 2, Selective) [28/28PP]

[u]AP:[/u] [b]Enhanced Strike 11[/b] (Augmented Warhammer; adds to Warhammer for Strike 13; Extras: Penetrating [1, effective DMG 15], Knockback 15 [effective DMG 28]; Power Feats: Improved Critical +1 (2, 18-20) [28/28 PP]

[u]AP:[/u] [b]Strike 14[/b] (Augmented Strike) ([i]Extras:[/i] Penetrating 5, Knockback 7; [i]Power Feats:[/i] Improved Critical 2) [28/28]


[b][u]Drawbacks:[/u][/b] 3PP

[b]Recurring Nightmares[/b] (DC10, must roll below 10) [-3PP]


[u][b]DC Block:[/b][/u]

[code]    ATTACK                 RANGE     SAVE                       EFFECT

Unarmed                Touch     DC 15 Toughness (Staged)   Damage

Warhammer              Touch     DC 19 Toughness            Damage

Warhammer, Enhanced    Touch     DC 29 Toughness            Damage

Augmented Strike       Touch     DC 29 Toughness            Damage

Blast                  Ranged    DC 29 Toughness            Damage

Shockwave              Ranged    DC 27 Toughness            Damage

Drain                  Ranged    DC 24 Fortitude            Paralyze
Abilities (26) + Combat (24) + Saving Throws (14) + Skills (12) + Feats (29) + Powers (73) - Drawbacks (3) = 175/177 pp

Edits done by Geez3r

Link to comment

Alright, Didn't do it last time, so for these edits I'm gonna bring Sil up to PL 10 caps with the four pp.

First off, dropping disguise skill, which frees up one whole point, so that's five pp total. So for it to be spent,

+4 Strengh

Which for Sil, considering her strike is mighty bumps up her max attack to twenty six DC and bringing her up to caps now slightly damage shifted, also,

+1 Defensive Roll,

Which brings her up even steven on her defensive caps.

[quote name="Aoiroo"][floatr][img=http://www.freedomplaybypost.com/wiki/images/d/d8/SilhouetteHF.png][/floatr]

[b][u]Character Name:[/u][/b] Silhouette

    [b][u]Power Level:[/u][/b] 10 (149/149PP)

    [b][u]Trade-Offs:[/u][/b] -1 Attack/ +1 Damage

    [b][u]Unspent PP:[/u][/b] 0

    [b][u]Progress to Silver Status:[/u][/b] 44/60

    [i]Bronze Player Reward[/i]: Equipment 4 for Silhouette, Equipment 1 & Minion 7 for Changeling 3 goes to Parkhurst HQ.


    [b][u]In Brief:[/u][/b] An ambush character who specializes more in hostage rescue and information gathering then more obvious forms of fighting and super herotry.


    [b][u]Alternate Identity:[/u][/b] Caroline Wendle

    [b][u]Identity:[/u][/b] Secret

    [b][u]Birthplace:[/u][/b] Athens, GA

    [b][u]Occupation:[/u][/b] Graphic Designer

    [b][u]Affiliations:[/u][/b] Good

    [b][u]Family:[/u][/b] Demarco, Marilyn, Alison, Trent Wendle


    [b][u]Age:[/u][/b] April 20th 24

    [b][u]Gender:[/u][/b] Female

    [b][u]Ethnicity:[/u][/b] Caucasion/Hispanic

    [b][u]Height:[/u][/b] 5'4

    [b][u]Weight:[/u][/b] 128

    [b][u]Eyes:[/u][/b] Grey

    [b][u]Hair:[/u][/b] Brown


    [b][u]Description:[/u][/b] Carrie is a bit underweight for her age, and as such lacks noticable hips. She is rather frumpy comfortable clothing. Her hair is cut just above her collar, and is usually tied back whenever she's working or going around. She lives on a budget, and as such can't afford anything but basic grooming. Her habits as a night owl tends to make her have perpetual bags under her eyes.


    Her costume per say isn't actually really a costume as it was a second hand biker one piece suit spray-painted black with a cloth full face mask. It's more form fitting them most of her regular clothing and has several pockets, though she can't actually carry anything in those pockets except cloth and paper since items none flat items won't change shape with her. She doesn't have any logos or contrast in her outfit since the point of it is to black out her body so when she goes flat against walls she can more effectively masquerade as a shadow. Because of this, on more then one occasion she has been accused of being a ninja.


    [b][u]History:[/u][/b] Carrie's parents travelled a bit before they had her older brother Trent and her, but settled down into a college town when her sister was born. Her mother was ex military and just got off two six year terms to cover college expenses and put down the payments on a house as well as a lease on a coffee shop that she ran with her father who never managed to finish schooling. Growing up there, Carrie tended to hang out with an older crowd.


    When she turned seventeen, her parents sold their coffee shop to a competing franchise named after a character in Moby Dick and used the money to move to the suburbs outside of Freedom City. It was about a year earlier after hitting puberty that Carrie noticed her slight difference to everybody else in the family. Seeing as it was somewhat limited as a whole but not at all dangerous with some prompting from her sister she kept it the ability to herself. She went through life at a relative normal pace, until her sophmore year of college.


    While attending a field trip to a museum with her art history class the whole place was seized by some whack job and his minions as a way to call out some big time hero. The guy's mook promptly bound and blindfolded everyone present to chairs to use as hostages when whatever random hero he was trying to called. When said hero did show up, while everyone was distracted Carrie just slipped out of her restraints, hit the singular henchman who was suppose to watch the hostages on the head a chair and untied everyone else. By the time villian had tried to pull the hostage card after the hero had defeated him or whatever obstacle he had set up there were only empty chairs and a knocked out henchman.


    After that she didn't immediately jumping into the hero ring, but she thought it might be a possibility. After she graduated she found a similar situation when a regular guy was trying to hold up a convinience store. After turning 2D to avoid gunfire and hit him on the back of a head with a six pack of guinesse she started to look into seriously trying to help people with her abilities and started to experiment.


    [b][u]Personality & Motivation:[/u][/b] Carrie is a big believer in choice as the major decider of what happens to someone in life. Growing up in a college town she saw teenagers work hard and learn to do their dream jobs until they graduate, but she also saw the results of students who dropped out early because of pregnancy, accidents, arrest records, drug use, or just plain laziness. This makes her quite blunt and generally insensitive to most peoples situations when she sees a lot of self inflicted miseries throughout the city. She hates it when people complain about their situation and neither try to see what they can do to improve it or see how lucky they themselves are. She hates it even more when villians and sometimes even heros force their own plans on to innocent bystanders. This includes but isn't limited too, hostage situations, access property damage, and meaningless slaughter from either party.


    Though she tries to pass herself off as standoffish, she's a bit shy and tries very hard to avoid direct attention in any way possible. For that reason, she generally avoids being very chummy with other heros. This generally leads to a mask of rather deep cynical sarcasm for most situations. This tends to pull over into her social life. That and the fact that she is not gainfully employed (she works mostly freelance) gives her a ton of free time which she uses mostly to play games and do research on subjects that peek her interests.


    [b][u]Powers & Tactics:[/u][/b] She can turn 2D, or completely flat without altering her overall mass. She can do it both in a horizontal sense as well as a vertical so she can either look like a shadow without a person on the way or black oval on the floor. The way she fights with this in general is surprise attack from her flat form, dodge and repeat. In an ideal situation, whoever it is she's attacking would never see her coming and not get back up. Though given the rarity of that situation with the large amounts of freaks and geeks going supervillian she plays entirely by defense after the first initial attack and looks for openings to try another. She can do this to individual parts of her body as well, and as such can slip out, under, through most traditional forms of restraining and holding. When not fighting, which is her prefered method to deal with anything while she's suited up is to get what she comes for and leave without the villian being the wiser. Usually it helps when other heros are already on the scene as an adequite distraction.



    [b][u]Complications:[/u][/b]

    [b]Secret:[/b] She does try her best to keep her identity secret by avoiding some of the hazards like her mask falling off(by sewing it to the rest of her suit) or distorting her features with her ability if she's ever caught without it.

    [b]No Weapons:[/b] She can't actively carry weapons with her because she can't carry make anything that isn't already naturally flat with her when she goes 2D. This has lead to her to improvise a lot.

    [b]Family:[/b] She is very much a family person and since they all live within or near the city limits she will almost always try to attend family gatherings and events.

    [b]Struggling:[/b] Working freelance her general income is far from stable, coupled with student loans she has had to learned very quickly to live with the very bare minimum. She lives in the Fens near the border of the theatre district and will often take up jobs there painting sets and running theatre tech to help supplement her income.

    [b]Weak Stomach:[/b] Carrie gets nausea very easy, and as such has to take ginger pills before getting in cars or on boats (unless she's driving). The same goes for teleportation, even by friendly parties.


    [b][u]Abilities:[/u][/b] 6+6+2+4+4-0=22PP

    Strength: 16 (+3)

    Dexterity: 16 (+3)

    Constitution: 12 (+1)

    Intelligence: 14 (+2)

    Wisdom: 14 (+2)

    Charisma: 10 (+0)



    [b][u]Combat:[/u][/b] 10+16=26PP

    Initiative: +7

    Attack: +5 (+9 Melee)

    Grapple: +12

    Defense: +10 (+8, +2 Dodge Focus), +4 flat-footed

    Knockback: -4, -2 flat-footed



    [b][u]Saving Throws:[/u][/b] 5+5+4=14PP

    Toughness: +10 (+1 Con, 3 Protection, +6 Defensive Roll), +4 flat-footed

    Fortitude: +6 (+1 Con, +5)

    Reflex: +8 (+3 Dex, +5)

    Will: +7 (+3 Wis, +4)



    [b][u]Skills:[/u][/b] R 104 = 26PP

    Acrobatics 12 (+15)

    Climb 4 (+7)

    Computers 8 (+10)

    Crafts Artisitic 8 (+10)

    Disable Device 8 (+10)

    Drive 2 (+5)

    Escape Artist 4 (+7)

    Gather Information 4 (+4)

    Knowledge (Physics) 6 (+8)

    Knowledge (Behavioral Sciences) 4 (+6)

    Knowledge (Popular Culture) 3 (+5)

    Knowledge (Art) 8 (+10)

    Knowledge (Technology) 4 (+6)

    Language 1 (English [native], Spanish)

    Notice 8 (+10)

    Search 4 (+6)

    Sleight of Hand 4 (+7)

    Stealth 12 (+15)


    [b][u]Feats:[/u][/b] 25PP

    Acrobatic Bluff

    Attack Focus 4 (Melee)

    Blind-Fight

    Defensive Roll 3 (+6 Toughness)

    Dodge Focus 2

    Equipment 2 [free from Player Reward]

    Grappling Finesse

    Improved Critical (Strike)

    Improved Initiative

    Improved Trip

    Improvised Tools

    Luck

    Move-By Action

    Redirect

    Set Up

    Skill Mastery: Acrobatics, Stealth, Notice, Disable Device

    Takedown Attack

    Ultimate Reflex Save

    Weapon Bind

    Well-Informed

    [i]See also Enhanced Feats, under Powers[/i]


    [quote name="Equipment"][b][u]2008 Mini Cooper[/u][/b]

    [list][b]Speed 5[/b] (250 mph)

    [u]Stats[/u] [i]Size:[/i] Large; [i]Strengh:[/i] 30; [i]Defense:[/i] 9; [i]Toughness:[/i] 8; [i]Features:[/i] Navigation System; Cost: 10 ep[/list]

    [/quote]



    [b][u]Powers:[/u][/b] 4 + 18 + 3 + 11 = 36PP

    [b]Device 1[/b] (Armor, Mask, 5PP, Flaws: Hard-To-Lose) [4pp]

    [list][b]Immunity 2[/b] (Dazzle [Visual])


    [b]Super Sense 3[/b] (darkvision, radio)[/list]


    [b]Dimensional Control (2-D Form)[/b] (Extras: Action(Reaction)) [18 PP]

    [list][b]Concealment 4[/b] (All visual senses; [i]Flaw[/i]: Limited [To one side]) [4 PP]


    [b]Enhanced Feat 7[/b] (Elusive Target, Evasion 2, Hide in Plain Sight, Improved Block, Improved Defense 2) [7 PP]


    [b]Insubstantial 1[/b] ([i]Flaw[/i]: Limited [by width]) [4 PP][/list]


    [b]Protection 3[/b] [3PP]


    [b]Strike 8[/b] (barehanded blade; [i]Extra[/i]: Penetrating 2; [i]Power Feats[/i]: Mighty) [11 pp]


    [b][u]DC Block[/u][/b]

    Unarmed --- 18 / Toughness --- Bruised (Staged)

    Strike --- 26 / Toughness --- Bruised (Staged); Penetrating 2



    [b]Abilities 22 + Combat 26 + Saves 14 + Skills 26 (104r) + Feats 25 + Powers 36 - Drawbacks 0 = 149/149 Power Points[/b]
Changeling Did rather poorly, and only got 1pp, so I guess skill edits. -2 Ride +1 Language French +5 Sense Motive The French is her actually getting the results of doing two school semesters of French class, Etain is pretty good with languages, and much better with Latin based ones than she is with English.

[quote name="Aoiroo"][floatr][img=http://www.freedomplaybypost.com/wiki/images/8/84/ChangelingHF1.1.png][/floatr]

[b][u]Power Level:[/u][/b] 12 (178/178PP)

    [b][u]Trade-Offs:[/u][/b] +5 Defenses / -5 Toughness

    [b][u]Unspent PP:[/u][/b] 0

    [b][u]Progress to Silver Status:[/u][/b] 28/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3910]Silhouette[/url])


    [b][u]In Brief:[/u][/b] A human raised by the fae who has only recently found her way back to the human world.


    [b][u]Alternate Identities:[/u][/b] Etain Maher

    [b][u]Identity:[/u][/b] Secret

    [b][u]Birthplace:[/u][/b] Newry, Ireland

    [b][u]Occupation:[/u][/b] None

    [b][u]Affiliations:[/u][/b] None

    [b][u]Family:[/u][/b] Emmett and Clarissa Maher (Both deceased)


    [b][u]Age: [/u][/b]128 (at least going by her actual birth certificate)

    [b][u]Apparent Age:[/u][/b] 17 (The exact number of years she has been in the Fae)

    [b][u]Gender:[/u][/b] Female

    [b][u]Ethnicity:[/u][/b] Caucasion

    [b][u]Height:[/u][/b] 5'2"

    [b][u]Weight: [/u][/b]130 lbs

    [b][u]Eyes:[/u][/b] Hazel

    [b][u]Hair:[/u][/b] Black


    [b][u]Description:[/u][/b]

    [floatr][img=http://i79.photobucket.com/albums/j139/BloodPlum/Angel-1.jpg][/floatr]

    Etain is very beautiful, even as an infant(which of sort of why she was switched in the first place). She has curly black hair that goes just past the shoulders, a rounded face and soft features. She has a very dated fashion sense, usually wearing older(and somewhat heavier) type of clothing, and has a fondness of flowers.

    Her costume looks even more dated then her actual clothing. It is a rather long flowing gown, and a full faced masquerade mask with a matching pair of wings. Most people wonder how she even manages to move in the whole thing, and few realize that the only real part of the costume is the mask that allows grants her fairy glamour that fabricates the rest of the costume as a very realistic costume that will hold unlike her other glamour in the presence of cameras, and mirrors.


    [b][u]Power Descriptions:[/u][/b] Being raised by fae, her powers are deeply seated in her ability to create glamour or illusions. However, as she is still only human, she cannot alter her physical form with glamour and her illusions are somewhat flawed as they cannot fool mirrors or technology. She can also follow the presence or trail of magic, and can see it on others as a sort of aura. It can be a bit troubling though, since if their is too much magic, it can blind or distract her from other sights and she can never not see it.


    [b][u]History:[/u][/b] Etain lived with the Maher's for a total of six days, and on the seventh, she was swapped. Her parents didn't notice the change, and neither did she (how could she, she was only seven days old). She was raised by Bugloss and Cinquefoil, a pair of higher fae who served Titania and lived among the Seelie Court enjoying the spenders of the court and living unaware of her origins. She was taught of everything important to the fae, music, art, food, mischeif, everything she grew up with and never once did she think to venture outside the realm of the fae until she turned fifteen.


    One of her friends had managed to trick and entrance a human boy who was just a little older then herself into their realm. He was very solemn about being taken from his realm, missing his family and friends that he had left behind and would neither eat, nor join with them in their splender, which led to most of the fae either teasing him or leaving him alone. Though while the others left him, it interested Etain greatly why he was so down, so she asked about his feelings, and got a strange question in return, he had asked her why she was there. She said this was her home and that her family was here. He contradicted this, saying that was not the case. For some reason, he could tell that she like him wasn't suppose to be there. Though she didn't believe him, she still found him interesting and asked him about where he lived. He told her tales of a place with large structures seperate from nature, and strange ways of transportation including the use of dreaded cold iron. It sounded horrible to her, but at the same time, she was curious about the world of humans. He also spoke of what he called heroes, people who did others favors but expected no price in return, that was the strangest concept she had heard of them all. But it did interest her greatly as she listened every day.


    This continued for about four days, though he would not eat, nor would he drink, he would still talk of his home and his longing to return. She was his only audience, and also, she was the only one that noticed his growing weakness as he refused to indulge himself. Apparently, he had heard from an older tale that if he did so he would never be able to return (which was the first she had heard of such a thing, since they had let people who had eaten their food back plenty of time). By the fifth day, he was too weak to speak, and collapsed. She didn't know why but the idea of him going away frightened her, so she called her friend, and begged that she send him back. Her friend didn't understand why he wanted to leave, and but said that she needed an equal price for his passage or else she couldn't do it under the laws of the court. She offered that she would stay with him for the passage until the end of his days as an equal price. Her friend granted the request and returned him and Etain to the exact place that he was taken, in front of a small house in the West End. It was in that moment that they go their that there was a shoot out between two rival gangs. Both gangs were shocked at their sudden arrival, and one member thought their was a possibility that they were a pair of meta humans so opened fire. The boy pushed Etain back and before she knew it, he was on the floor bleeding perfusely.


    She didn't understand what had happened, or why had it happened, but she was possitively furious. Calling a large amount of magic, she burned into the heads of every other human their the image of the most horrible monster imaginable. Any of the members who didn't faint on sight fleed the scene immediately leaving her effectively alone with the strange boy whom she hadn't even learned the name of.


    The ambulences of Trinity hospital took her and the boy away from the scene, she was frightened at first at the cold iron, but found that she could touch it with and only got slight irritation on her skin, so she endured the discomfort and continued to stay by the boys side. He was still alive, albet barely since she was still there, but she had to wait quietly while they took him away. She stayed at the hospital for several days, and just like the boy, Etain refused to eat until she saw him. After the third day, they let her into his room since she was the only one there with him. It seemed that while the time he had spent in the fae's realm was only a few days, in this world it had equivilated to six years in which the boy had been deemed a missing persons case that had long been abandoned. Any family he had, had already moved away because they had already moved on and just wanted to forget. She found out that his name was Demitrius Emil, and that he had liked playing a game called soccer. She also learned, that the combination of his gun wounds and severe malnutrition had put him into a coma.


    She stayed at his side, partly because she felt bad, partly because she didn't know anyone else. When she was taken to the fae, though it had only been seventeen years there, in this world she had been taken in the late eighteen hundreds, so there was no one there to claim her either. She found out that the boys parents had moved out of the country a little later to live closer to the rest of the family (he himself wasn't from the U.S. but from Nigeria, and only moved to the states in 2000). As the weeks passed, it was becoming less and less likely that he would ever get out of the coma and the hospital was thinking about switching him to hospice treatment instead (something she didn't understand was a bad thing until it was explained to her). She tried to protest, but she didn't have the money, or even a legal idenity herself to try and gain it. It was only then that she met a woman by the name of Cynthia Fowler who offered her house and home as well as treatment for the boy. Though a bit confused about the strangely generious offer, she jumped on it, and for the first time in several weeks left the boys side.


    Cynthia Fowler, in fact, is actually her adoptive mother Cinquefoil who after learning of her leaving the fae asked for permission to follow to take care of her. She was granted the permission, but under the condition that she could never reveal herself to Etain or any other human. If she breaks this geis, she would have to return to the fae realm immediately. Cynthia came to the human world a few days after Etain, and spent the time first by enticing a wealthy but lonely businessman, and then using his resources to locate her daughter. Though she finds her daughter's attachment to a human strange, she didn't want to see her so sad, so she allowed for the continue care of the human while she looked for other arrangements so her daughter might be attended to in the best care possible. She discovered a human system called school that they used to teach their young their ways, wanting only the best, she found the school for the most special and arranged for her daughter to start attending Claremont.


    [b][u]Personality & Motivation:[/u][/b] Etain is a bit new to human customs, she isn't stupid mind you she understands mathematics, and can pick up some scientific concepts, she's just finds some of the other concepts hard to follow. Growing up in the courts have made her used to talking in circles, and an endless flatterer to anybody she deems more important or more powerful then herself. She's also a bit cold in general, she'll be polite and act nice, but will distance herself and often trick others if it serves her. She feels greatly indebted to Demitrius for what he did, so she tries to emulate him the best she can by helping people when they are in danger. However many times she does this however she still cannot feel that it is enough to return his debt, she may be using it as an excuse in that she finds she strangely feels good about helping people.


    [b][u]Powers & Tactics:[/u][/b] Etain relies heavily on her ability to change the perceptions of those around her, though her perception of reality is a bit warped in general because of the world she lived in not being nearly as rigid or steely as this strange new world almost all her illusions rely on a nature based theme that is more easily spotted in places around the city. Charming is also a main practice she has with the fae, making her not above luring a man (or woman for that matter) in for a kiss before knocking them out.


    [b][u]Complications:[/u][/b]


    [b]Guilt-Driven[/b]: She claims this, though after a while, how much of that is true is still debatable. Still, without fail, she will spend every Sunday at Demitrius's side with a fresh pot of flowers.

    [b]Fish Out Of Water[/b]: She is learning how to live with the modern society, but still finds herself confused most the time.

    [b]Anchored[/b]: She's only anchored to this world as long as Demitrius still lives, the moment he breaths his last breath she's suppose to return the the fae realm.

    [b]Blinded by the Light:[/b] Etain can get dazzled by sites or persons who exude abnormally large amounts of magic.


    [b][u]Abilities:[/u][/b] 2 + 4 + 6 + 4 + 8 + 10 = 34pp

    Str 12 (+1)

    Dex 14 (+2)

    Con 16 (+3)

    Int 14 (+2)

    Wis 18 (+4)

    Cha 20 (+5)


    [b][u]Combat:[/u][/b] 20 + 34 = 54pp

    Initiative: +2

    Attack: +10 (+12 /w Swords)

    Grapple: +11

    Defense: +17 (+8 flat footed)

    Knockback: -3, -1 without Force Field



    [b][u]Saving Throws:[/u][/b] 5 + 7 + 6 = 18pp

    Toughness: +7; +3 without Protection

    Fortitude: +8 (+3 Con, +5)

    Reflex: +9 (+2 Dex, +7)

    Will: +10 (+4 Wis, +6)



    [b][u]Skills:[/u][/b] 52r = 13pp

    Bluff 5 (+10)

    Concentration 6 (+10)

    Craft (Sewing) 8 (+10)

    Handle Animal 2 (+7)

    Knowledge (Arcane Lore) 8 (+10)

    Languages 2 (Native: Latin, English, French)

    Notice 6 (+10)

    Perform (Dance) 2 (+7)

    Perform (Singing) 5 (+10)

    Perform (String Instruments) 2 (+7)

    Sense Motive 6 (+10)


    [b][u]Feats[/u][/b]: 8PP

    Animal Empathy

    Attack Specialization (Swords)

    Attractive

    Equipment 3 [free from Player Reward)

    Interpose

    Minion 8 [free from Player Reward]

    Move-By Action

    Quick Change

    Redirect

    Skill Mastery: Knowledge (Arcane Lore), Sense Motive, Notice, Bluff


    [quote name="Equipment"]Umbrella Sword ([b]Stike 3[/b] [floral print umbrella concealing a silver-plated blade; [i]PF[/i]: Mighty, Subtle])


10 EP to Shared HQ ([url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url])[/quote]


    [b][u]Powers[/u][/b] 43 + 4 + 7 = 54pp


    [b]Glamour Array 18.5[/b] (37 points; [i]PFs[/i]: Alternate Power x6) [43PP]


    [list][u]BE[/u]: [b]Illusion 9[/b] (all senses; [i]Extra[/i]: Selective Attack/Illusion; [i]Flaw[/i]: Phantasms; [i]PF[/i]: Progression [10-ft. radius]) [37/37PP]


    [u]AP[/u]: [b]Dazzle 12[/b] (visual and auditory; [i]Extras:[/i] Alternate Save(Will) [i]PF[/i]: Reversible) [37/37PP]


    [u]AP[/u]: [b]Concealment 10[/b] (All Senses; [i]Extras[/i]: Affects Others [Others + Self, +1]; [i]Flaws[/i]: Phantasms; [i]PF[/i]: Close Range, Progression (Subjects), Selective) [23/37pp]


    [u]AP[/u]: [b]Strike 12[/b] (illusory mental weapons; [i]Extra[/i]: Alternate Save [Will]; [i]PF[/i]: Affects Insubstantial 2, Extended Reach, Split Attack, Takedown Attack, Variable Descriptor [bludgeoning, piercing, slashing]) [30/37PP]


    [u]AP[/u]:  [b]Paralyze 12[/b] [i]Extras[/i]: General Area Cylinder [i]PF[/i]: Reversible [37/37pp]


    [u]AP[/u]:  [b]Nullify 12[/b] (Mental Effects) (PFs: Selective, Extras: General Area: Cylinder)) [37/37pp]

    [u]AP:[/u] [b]Stun 12[/b] ([i]Extras:[/i] Alternate Save: Will, General Area: Cylinder, Sleep [i]PF:[/i] Sedation) [37/37pp][/list]


    [b]Protection 4[/b] [4PP]


    [b]Super-Senses 7[/b] (Detect Magic [Visual]; [i]Extras[/i]: Analytical, Counters Concealment 2, Counters Illusion 2, Tracking) [7pp]




    [b][u]Drawbacks:[/u][/b] -3pp


    [b]Weakness[/b] (to ferrous metals; [i]Frequency[/i]: Very Common; [i]Intensity[/i]: Minor [-1 Defense when in direct contact]) [-3pp]



    [b][u]DC Block:[/u][/b]

    [code]ATTACK   RANGE    SAVE              EFFECT

    Unarmed  Touch    DC 16 Toughness   Damage (Staged)

    Swordbrella Melee  DC 19  Toughness  Damage (Staged)

    Dazzle   Ranged   DC 22 Will  Blinded & Deafened

    Strike   Melee    DC 27 Will   Damage (Staged); Affects Insub 2, Variable Descriptor

    Stun    Area:Cylinder DC 22 Will   Daze/Stun/Unconcious
Abilities (34) + Combat (54) + Saving Throws (18) + Skills (12) + Feats (8) + Powers (54) - Drawbacks (-3) = 178/178pp
Custos Gargoyle Minion PL 9 / 120pp -3 Defense/+3 Toughness Abilities: 10 + 4 + 20 + 4 - 2 = 36PP Strength: 28 (+9) (20, +8 Growth) Dexterity: 14 (+2) Constitution: 34 (+12) (30, +4 Growth) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 8 (-1) Combat: 20 + 14 = 34PP Initiative: +0 Attack: +9 (+10 Base, -1 Growth) Grapple: +21 Defense: +6 (+7 Base, -1 Growth), +1 Flat-Footed Knockback: -10 Saving Throws: 0 + 3 + 2 = 5PP Toughness: +12 (+12 Con) Fortitude: +12 (+12 Con) Reflex: +5 (+3 Dex, +3) Will: +4 (+2 Wis, +2) Skills: 24R = 6PP Intimidate 4 (+5; includes +2 from Growth) Acrobatics 4 (+6) Knowledge (Arcane Lore) 6 (+6) Notice 6 (+8) Stealth 4 (+0; includes -4 from Growth) Feats: 5PP Elusive Target Fearsome Presence Move By Action Takedown Attack 2 Powers: 14 + 6 + 13 = 33PP Spirit Roar 6 (12 points: PFs Alternate Power x2) 14pp
  • BE Strike 3 (Extras Alternate Save: Will, Area [Cone, 30 ft], Selective Attack; Flaw: Limited [Magical Creatures Only]; PF: Affects Insubstantial 2) [11/12pp] AP Dazzle Auditory 9 (Extras Area [Cone, General]; Flaws Range [Touch]) [9/12PP] AP Emotion Control 9 (Extras: Area [burst], Selective Attack; Flaws: Fear Only, Sense Dependent [Auditory]) [9/12PP]
Flight 3 (50 mph / 500 feet per Move action) [6PP] Growth 4 (Large; Extra: Duration [Continuous]; Flaw: Permanent; PF: Innate) [13P] Drawbacks Power Loss (Flight, if wings are immobilized, –1 point) DC Block:
ATTACK            RANGE          SAVE              EFFECT

    Unarmed           Touch          DC 24 Tough       Damage (Staged)

    Strike            Touch Cone     DC 13 Reflex

                                     DC 13/11 Will     Damage (Staged)

    Dazzle            Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Deafened

    Emotion Contorl   Touch Area     DC 19 Reflex

                                     DC 19/14 Fort     Fear (Staged)
Abilities (36) + Combat (34) + Saving Throws (5) + Skills (6) + Feats (7) + Powers (33) - Drawbacks (1) = 120/120Power Points

Edits done by Geez3r

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Wail

2PP - +1 Base Attack

2PP - +1 Base Defense

1PP - +4 ranks of Knowledge (Civics)

1PP - +1 rank of Luck

1PP - +1 rank of Protection

3PP - +1.5 ranks of Array

Sonic Control 27 (54PP Array, Feats: Alternate Power 2) (Genetic, Sonic) [56PP]

  • Base Power: Damage 18 (Extras: Area [Targeted, Line, 5ft x 170ft], Feats: Knockback 18) (Sonic Wail) [54PP]

    Alternate Power: Damage 13 (Extras: Area [General, Cone, 120ft], Linked [stun]) [24PP] + Stun 9 (Extras: Area [General, Cone], Linked [Damage]) [27PP] (Sonic Scream) [53PP]

    Alternate Power: [12 + 13 + 21 + 2 = 48/54PP]

Communication 6 (Auditory, 20 miles, Extras: Area) (Sonic Shout) [12PP]

Dazzle 13 (Auditory Senses, Extras: Area [General, Cone, 120ft], Flaws: Range [Touch]) (Sonic Bellow) [13PP]

Emotion Control 13 (Extras: Area [General, Burst, 60ft radius], Linked [Trip], Flaws: Limited [Fear], Range 2 [Touch]) [7PP] + Trip 13 (Extras: Area [General, Burst], Linked [Emotion Control], Flaws: Range [Touch], Feats: Improved Trip) [14PP] (Fearsome Roar) [21PP]

Enhanced Skills 8 (Intimidate 8) [2PP]

[b][u]Player Name[/u]:[/b] Gizmo

[b][u]Character Name[/u]:[/b] Wail

[b][u]Power Level[/u]:[/b] 13 (190/190PP)

[b][u]Trade-Offs[/u]:[/b] -5 Attack / +5 Damage

[b][u]Unspent PP[/u]:[/b] 0

[b][u]Gold Status[/u]:[/b] 10/30


[b][u]In Brief[/u]:[/b] Veteran hero from the late 1970s and 80s with super-dense muscle tissue granting strength, durability and a powerful sonic wail, come out of retirement to continue the good fight.


[url=http://www.youtube.com/watch?v=4TAZhayNXao][floatr][img=http://www.freedomplaybypost.com/wiki/images/0/01/WailHF.png][/floatr][/url]

[b][u]Alternate Identities[/u]:[/b] Keith LaMarr 

[b][u]Identity[/u]:[/b] Public

[b][u]Birthplace[/u]:[/b] Freedom City

[b][u]Occupation[/u]:[/b] High School Civics Teacher

[b][u]Affiliations[/u]:[/b] 1-800-JUSTICE

[b][u]Family[/u]:[/b] None


[b][u]Age[/u]:[/b] 56 (DoB: December, 1954)

[b][u]Gender[/u]:[/b] Male

[b][u]Ethnicity[/u]:[/b] African-American

[b][u]Height[/u]:[/b] 6’6â€

[b][u]Weight[/u]:[/b] 1175 lbs (235 x 5)

[b][u]Eyes[/u]:[/b] Brown

[b][u]Hair[/u]:[/b] Black, Streaks of Grey


[b][u]Description[/u]:[/b] Keith LaMarr is an imposing mountain of muscle, the weathering of the decades only enhancing the effect. His clean-shaven head is contrasted by a a beard of dense, curly hair on his square jaw, marked by two streaks of grey. He tends to favour darker, utilitarian clothing, typically with a slightly dated cut.


As Wail, his outfit reflects a respect for tradition far more than any attempt to conceal his identity. Dark jeans are fasted with a broad, metal belt over a black sleeveless top adorned with a long, yellow ‘W’. Each wrist is covered by a matching black and yellow bracer, while round sunglasses add to an already impassive visage.


[b][u]History[/u]:[/b] Born in Freedom City’s Lincoln neighbourhood in the mid-1950’s, Keith LaMarr was not afforded many advantages in life. The son of a factory worker, LaMarr was taught from an early age that anything in life worth having was worth working and fighting for. Run-ins with local gangs as a youth sharpened his wits and fighting skills, but he refused to join up, convinced that the promise of easy money and power was a sucker’s bet.


That sense of integrity would cost him dearly when, in 1972, a jilted gang carried out a drive-by shooting of LaMarr’s home. His mother was killed immediately, while his father survived long enough to be rushed to hospital where, thanks to a shoddy investigation, LaMarr was arrested at his bedside on suspicion of belonging to a rival gang. Vincent LaMarr succumbed to his injuries while his son was sentenced to prison time on fabricated drug charges.


LaMarr was involved in an increasing number of altercations with other inmates and guards during his imprisonment at South River State Penitentiary, developing a reputation for a short temper and willingness to attack opponents more than twice the stringy young man’s size. Several months into his sentence, he joined an experiment conducted by Dr. Burton Noah, an AEGIS scientist, in exchange for early parole. An attempt to induce muscle growth through a combination of chemical treatments and precise sonic frequencies, sabotage by a vengeful guard resulted in LaMarr’s skeletal and muscle structure becoming super-dense. Besides increased strength, durability and endurance, the most notable effect was phenomenally enhanced lung muscles enabling a devastating sonic wail!


Escaping from South River, LaMarr almost immediately ran into an altercation between the villain Bronze and the police. The convict’s timely intervention not only subdued the superpowered criminal but also save a school bus full of elementary school students. Combined with his willing surrender to the authorities, this was enough to have LaMarr’s case reopened, revealing a number of irregularities which were enough to have him permanently released.


[url=http://www.youtube.com/watch?v=aHWcN5YxuYc][floatl][img=http://www.freedomplaybypost.com/wiki/images/d/d1/1-800-JUSTICE.png][/floatl][/url]Taking the moniker Wail based on a comment made by a grateful grade schooler, LaMarr initially set up shop as a metahuman bodyguard after encountering difficulty finding work despite his cleared record. It was through this that he met Yelena Vostok, a Ukrainian mercenary who had received a cybernetic arm after an early mishap with her teleportation powers, and Javed Randeep, a Indian-American polyglot who’s amazing skills extended to translating human body language, making him a formidable martial artist. 


The trio eventually  joined together to form an agency that solved unusual problems while serving any worthy cause as 1-800-JUSTICE. Upon hearing Yelena refer to her teleporting ability as ‘jumping’, Javed, in a fit of the playful wit that would make him the team’s heart, adopted the code name Jive. The hired heroes handled everything from gang violence to mystic robots to international incidents throughout the 1970s and into the 1980s, skirting the anti-cape laws introduced by Mayor Franklin Moore. Over the years, LaMarr developed romantic feelings for Javed, though he was reluctant to admit to them.


By the 1990s, 1-800-JUSTICE had all but faded into obscurity, but were among the heroes who reappeared to combat the Terminus Invasion. In the heat of battle, Yelena managed to teleport her friends out of harm’s way a split second before being vaporised by a massive laser weapon. Devastated, LaMarr and Javed officially retired their heroic identities and settled down to start a new life together.


Javed’s talents allowed him to support the couple as a high profile translator while LaMarr earned his degree and a position teaching civics at Joseph Clark High School.  They lived happily for several years, with infrequent bouts of excitement as Javed foiled an assassination attempt or one of LaMarr’s rouges gallery reappeared for a final confrontation. 


Unfortunately, exposure to Terminus radiation had riddled Javed’s body with cancer, and after a long battle he passed away at the age of 55 in 2009. Having buried the love of his life, LaMarr grappled with what to do next. Ultimately the decision was made for him when the Grue invaded Freedom City en masse. Defending his students from a massive creature released by the aliens, he found that his powers had only grown stronger over time. Freedom City still called out for justice, and weary though he was, Keith  LaMarr was still the man on the other end of the line. With a new costume and a renewed commitment, Wail is back in action!


[b][u]Personality & Motivation[/u]:[/b] LaMarr has suffered a great many hardships in his life. These trials have forged an ironclad will stronger even then his superhuman skin, and while a lesser man may have become embittered, he has developed a keen empathy. His sense of integrity demands that he use his experience and abilities to defend those who cannot defend themselves.


That isn’t to say he is without his rough edges; Javed once commented that there was very little of Keith that was [i]not[/i] rough edge. His age and profession have given him a didactic tone and his expectations for both his students and the latest generation of heroes are high indeed. The years have helped to mollify his temper but have not removed it. Dramatically aware of his own mortality, he is determined to continue to make a difference for as long as he is able.


[b][u]Powers & Tactics[/u]:[/b] With superhuman strength and durability, LaMarr is a powerhouse to be reckoned with, standing shoulder to shoulder with many of the modern day bruisers. His true might, however, comes from his namesake sonic wail, an extraordinary torrent of concussive force that can deafen foes as easily as it sends them flying. This is thanks to the tremendous lung strength and capacity which resulted from his enhanced physiology.


Against mundane foes, Wail typically restrains himself to hand to hand combat, but is not afraid to let loose with his full fury should the situation call for it. His super-dense biology also prevents him from floating in water, and gives him a mass several times that of an average person of his already impressive stature.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Age:[/b] LaMarr is well into his fifties, although he’s aged remarkably well.

[b]Destructive:[/b] LaMarr’s sonic wail has the potential for massive collateral damage.

[b]Enemies:[/b] Over the decades LaMarr built up a substantial rogues gallery, some of whom now have younger successors.

[b]Lost Love:[/b] Javed’s death remains a fresh wound for LaMarr.

[b]Prejudice:[/b] A gay black man born to a low income family, LaMarr is no stranger to unfair treatment.

[b]Public Identity:[/b] Although he goes by Wail in the field, LaMarr has never maintained a true secret identity.

[b]Responsibility:[/b] Joseph Clark High School.

[b]Temper:[/b] The wisdom of age aside, LaMarr does not react well when backed into a corner.



[b][u]Abilities[/u]:[/b] 12 + 4 + 10 + 2 + 4 + 4 = 36PP

Strength: 34/22 (+12/+6)

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 16 + 14 = 30PP

Initiative: +2

Attack: +8

Grapple: +21/+13

Defense: +13 (+7 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -9/-2



[b][u]Saving Throws[/u]:[/b] 7 + 3 + 8 = 18PP

Toughness: +13/+5 (+5 Con, +5 Protection, +3 Density) (Impervious 3/0)

Fortitude: +12 (+5 Con, +7)

Reflex: +5 (+2 Dex, +3)

Will: +10 (+2 Wis, +8)



[b][u]Skills[/u]:[/b] 52R = 13PP

Intimidate 5 (+15/+7)

Investigate 4 (+5)

Knowledge (Civics) 8 (+9)

Knowledge (History) 4 (+5)

Knowledge (Streetwise) 14 (+15)

Languages 1 (English [Native], Hindi)

Notice 8 (+10)

Sense Motive 8 (+10)

Swim -/+6



[b][u]Feats[/u]:[/b] 13PP

Accurate Attack

All-Out Attack

Dodge Focus 6

Fearless

Luck 2

Power Attack

Startle



[b][u]Powers[/u]:[/b] 18 + 1 + 5 + 56 = 80PP


[b]Density 6 ([/b]x5 Mass, [i]Extras:[/i] Duration [Continuous], [i]Flaws:[/i] Permanent[b])[/b] [18PP]


[device][b]Enhanced Strength 12[/b]


[b]Immovable 2[/b]


[b]Protection 3 ([/b][i]Extras:[/i] Impervious[b])[/b]


[b]Super-Strength 2[/b][/device]

[b]Enhanced Feats 1 ([/b]Endurance[b])[/b] [1PP]


[b]Protection 5[/b] [5PP]


[b]Sonic Control 27 ([/b]54PP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] (Genetic, Sonic) [56PP]


[list][u]Base Power[/u]: [b]Damage 18 ([/b][i]Extras:[/i] Area [Targeted, Line, 5ft x 170ft], [i]Feats:[/i] Knockback 18[b])[/b] (Sonic Wail) [54PP]


[u]Alternate Power[/u]: [b]Damage 13 ([/b][i]Extras:[/i] Area [General, Cone, 120ft], Linked [Stun][b])[/b] [24PP] [b]+ Stun 9 ([/b][i]Extras:[/i] Area [General, Cone], Linked [Damage][b])[/b] [27PP] (Sonic Scream) [53PP]


[u]Alternate Power[/u]: [12 + 13 + 21 + 2 = 48/54PP]


[device][b]Communication 6 ([/b]Auditory, 20 miles, [i]Extras:[/i] Area[b])[/b] (Sonic Shout) [12PP]


[b]Dazzle 13 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Cone, 120ft], [i]Flaws:[/i] Range [Touch][b])[/b] (Sonic Bellow) [13PP]


[b]Emotion Control 13 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Linked [Trip], [i]Flaws:[/i] Limited [Fear], Range 2 [Touch][b])[/b] [7PP] [b]+ Trip 13 ([/b][i]Extras:[/i] Area [General, Burst], Linked [Emotion Control], [i]Flaws:[/i] Range [Touch], [i]Feats:[/i] Improved Trip[b])[/b] [14PP] (Fearsome Roar) [21PP]


[b]Enhanced Skills 8 ([/b]Intimidate 8[b])[/b] [2PP][/device][/list]


[b][u]DC Block[/u]:[/b]

[code]ATTACK           RANGE              SAVE                                 EFFECT

Unarmed          Touch              DC27 Toughness (Staged)              Damage (Physical)

Sonic Wail       170’ Line          DC33 Toughness (Staged)              Damage (Energy)

Sonic Scream     120' Cone          DC28 Toughness (Staged)              Damage (Energy)

                                    DC19 Fortitude (Staged)              Dazed/Stunned/Unconscious

Sonic Bellow     120' Cone          DC23 Reflex                          Deafened

Fearsome Roar    60' radius Burst   DC23 Will (Staged)                   Shaken/Frightened/Panicked

                                    Contested +13 vs worst of STR/DEX    Prone
Abilities (36) + Combat (30) + Saving Throws (18) + Skills (13) + Feats (13) + Powers (80) = 190/190PP

Edits done by Geez3r

Link to comment

Whoo. Fun time:

15pp to spend. Time to put Dragonfly in that power suit, a little ahead of schedule! 'cos I'm impatient, and Shaen's space thread scares me.

Some fluff changes to reflect the change in costume, as well as general character growth (and a couple nit-picky things correcting my own writing style). Also some formatting changes (mostly capitalization) for legibility and to annoy Shaen in our continuing tug-of-war.

Dragonfly's resources are running lower, as she has no real income (and making and maintaining the suit is a decent increase in her expenses): she loses Benefit (Wealth) to reflect having to be a little more careful about what she spends and where until ongoing plans bear fruit.

The visor device gets dropped, refunding 4pp; this, the 1pp from the dropped feat, and the 15pp yet unspent all get fed into the gauntlets to turn them into a full-blown power suit. It has the powers her gauntlets and visor had before, with the following changes:

- Her protection has been split between a Force Field and the actual Protection power.

- She picks up Immunity 9 (Life Support).

- She picks up Improvised Tools as an enhanced feat.

- She gets a new (and dynamic) array representing her axillary power system, which can be directed toward flight (up to Flight 4) or boosted strength (up to Super-Strength 4).

Suit below, for ease of checking:

Device 15 (75pp Container, Flaws: Hard-To-Lose, Feats: Restricted [Datalink]) (powersuit, technology) [61pp]

A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted.

Aux. Power Array 4 (8pp Array; Feats: Dynamic Base Power, Dynamic Alternate Power) [11pp]

  • DBP: Flight 4 (100mph / 1,000ft per Move Action) (aux. power allocation: flight) [8/8]

    DAP: Super-Strength 4 (+20 STR: 1,600lb heavy load) (aux. power allocation: strength) [8/8]

Force Field 3 (Feats: Selective) (spatial) [4pp]

Enhanced Feat 1 (Improvised Tools) [1pp]

Immunity 9 (Life Support) [9pp]

Protection 5 (armor plating) [5pp]

Shield 8 (Feats: Evasion 2) (spatial) [10pp]

Spatial Control 10 (20pp Array; Feats: Accurate 3, Alternate Power 3, Precise) (spatial unless otherwise noted) [27pp]

  • BP: Blast 10 (10 100ft Range Increments / 1,000ft Max Range) [20/20]

    AP: Damage 10 (Extras: Penetrating [DMG 20]) (spatial blade) [20/20]

    AP: Dimensional Pocket 9 (Feats: Progression [Cargo] 1 [50 tons], Quick Change) [20/20]

    AP: Stun 10 (electricity, taser hand) [20/20]

Super-Senses 5 (All Visual Senses [Extras: Analytical], Infravision, Radio, Uncanny Dodge [Radio]) [5pp]

Teleport 1 (100ft per Move Action, Feats: Turnabout) (spatial) [3pp]

Full sheet:

[floatr][img=http://www.freedomplaybypost.com/wiki/images/b/b0/DragonflyHF.png][/floatr]

[b][u]Player Name[/u]:[/b] Fox

[b][u]Character Name[/u]:[/b] Dragonfly

[b][u]Power Level[/u]:[/b] 11 (160/160pp)

[b][u]Trade-Offs[/u]:[/b] +2 Defense / -2 Toughness

[b][u]Unspent pp[/u]:[/b] 0

[b][u]Progress to Silver[/u]:[/b] 55/60


[b][u]In Brief[/u]:[/b] Bitter young genius out to apply her mind on [i]her[/i] terms, and no one else's.


[b][u]Alternate Identity[/u]:[/b] Mara Hallomen

[b][u]Identity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] France (Dual-Citizenship, French/American)

[b][u]Occupation[/u]:[/b] Full-Time Inventor/Superhero

[b][u]Affiliations[/u]:[/b] Ironclad, Jill O'Cure, The Lab

[b][u]Family[/u]:[/b] Alexander "Hollow Man: Hallomen (Father)


[b][u]Age[/u]:[/b] 19 (DoB: December 1991)

[b][u]Gender[/u]:[/b] Female

[b][u]Ethnicity[/u]:[/b] Caucasian

[b][u]Height[/u]:[/b] 5'5"

[b][u]Weight[/u]:[/b] "I can build death rays, you know."

[b][u]Eyes[/u]:[/b] Dark Blue

[b][u]Hair[/u]:[/b] Dirty Blonde


[b][u]Description[/u]:[/b] On the short side, slim and modestly proportioned but not exactly muscular, Mara tends to take just enough care of herself to maintain her shape and stay alive, but not much else. She nearly always looks a little strung-out, hair disheveled and eyes tired, like she doesn't sleep well (which she doesn't) or spends long stretches distracted by some project or idea to the neglect of all else (which she does). Her clothing is simple, practical, and subdued in color (shades of gray and black being popular, dark reds, blues, and purples being runners-up). Makeup is practically a foreign concept.


Her power suit is built to be sleek and afford her full range of motion, colored in greys and gunmetal blacks with neon blue highlights. The gauntlets are, relative to the rest of the outfit, bulkier and have plating that can shift and rearrange for the task at hand, including deploying a number of small tools; the back of the suit carries a smooth 'backpack'-like piece that extends four short articulated nodes to generate and control her wings in flight. Various parts of the suit, most notably the helmet, can be commanded to pull back or fold away for convenience (though this may, of course, invalidate the suit's life support functions, and there are safeties in place to try to avoid that happening).


[b][u]Power Descriptions[/u]:[/b] When Dragonfly's Datalink is active small lights 'dance' behind her eyes; this effect is not very bright, but is highly piercing (being subtly noticeable even under her visor, which obscures most of her features). Failed attempts to penetrate her Mental Immunity are met with psychic "static," resistance, and unintelligible echoes of her multiple running thoughts.


Her technology-based spatial effects typically manifest as shifting, churning distortions or fragmented space. Some effects are tinted the same distinct neon blue her suit (especially at the gauntlets) emits at the seams and glasswork when charged. In flight the suit creates four thin wings of that same neon blue-tinted energy which leave a soft trail behind her: they are insubstantial, if tingly, to the touch and designed to look like stylized and blade-like dragonfly wings (though they do not flap, but can and do adjust position for in-flight control).


[b][u]History[/u]:[/b] In certain parts of the underworld you don't buy or sell weapons without knowing the name Hallomen. Word is that for the right price he can get you anything: designer drugs like Max or Zoom, the very latest in illegal technology, and even, once in a rare while – if you can afford it – gadgets from caught supervillains that got 'lost' on their way to the incinerators or science labs. From the back alleys to high-class black market auctions, he supplies whole armies if the price is right and by luck, bribes, and exceptional planning he never seems to get caught; those who've dealt with him jokingly call him the “Hollow Man†(through rarely to his face) in honor of how the police raid into his storehouses and labs to find empty – 'hollow' – rooms. What customers only very rarely know is where most of the new and custom items came from.


Hallomen is a cold and ruthless man but a man none the less, and around the turn of the 20th century had a short tryst with a villainess and frequent buyer. He was completely uninterested in the child she bore (what use did he have for a wailing, disgusting baby?) until several years later, when he got word that the child was displaying superhuman traits – signs of high intelligence (for a child of that age) and her mother's ability to control computers by thought alone. Now and only now was the girl useful to him and when the mother was killed (something he calmly claims he had nothing to do with, of course) the daughter fell into his care.


Little Mara Hallomen was indeed predicted to be brilliant when she grew older but that simply wouldn't be enough (or soon enough) for the Hollow Man – no, anything good can be made better. He invested considerable resources into her 'education', and so it was that young Mara grew up all but alone in a barely-staffed lab, under a constant regimen of 'vitamins' and 'medicine', supplied with a never-ending stream of knowledge and information; her only human contact was a rare visit from her father, a scant few researchers or guards, and the occasional empath or psychic paid to enhance her mind in ways conventional science could not. Even this was cold comfort, however, as anyone who set foot in the building was under strict orders not to talk to Mara unless absolutely necessary so she could concentrate on her real purpose: designing new and improved tools of crime. From death rays to personal teleporters to battlesuits, she made them all. Old-school and cutting-edge, energy to gravity to good old bullets, she designed a veritable panoply and Hallomen made money hand over fist.


Kept docile, driven, and borderline insane as an intended side-effect of her constant "health treatments," the only thing her father could never have predicted was the net effect it was taking on her mind: redundant and parallel in some places, warped and enhanced in others, bit by bit her brain was growing resistant to outside influence. The older she got the more treatment she underwent and the more treatment she underwent the more resistant she became; the more resistant she became the more disquieting her life seemed. Finally, near her 18th birthday, she was resting in what passed for her private room when a lone dragonfly wandered its way through the barred window and caught her eye. To anyone else it wouldn't even have been a remarkable specimen of a dragonfly, but to her the darting little bug was the most beautiful thing in the world: free. Then and there she made up her mind to be as free as the dragonfly was: to escape and feel the wind under her metaphorical wings.


Less than a month later, the guards came to wake her and found the room empty, the majority of her research and designs completely destroyed, and a very large sum vanished from her father's own personal bank account. She's managed to stay a step ahead of her father and his goons ever since, figuring Freedom City and its relatively high hero count to be the perfect place to hide out…and test some new designs on her own terms.


[b][u]Personality & Motivation[/u]:[/b] Mara's more than a little bitter about not having had much of a childhood, and not amazingly socially skilled (which she typically deals with using snark and mistrust). When presented with a puzzle or new idea to build she's energized and almost manic as her brain kicks into gear to solve the task at hand. She's very intelligent and highly rational, but a combination of chronic bad sleep and frequent headaches (both side-effects of her altered brain and assorted substances that are even now still washing out of her system) can make her snide and irate.


Given her life so far, she has a fairly intense dislike of criminals. She's softer at heart than she'd ever admit, having an especially strong drive to aid children, but by and large she's more driven by the victimizers than their victims. It's occurred to her that she could accomplish many of her goals by villainy (at the very least as the sort of villain who hunts other villains as often as they break the law), but believes heroism's just more rational – being strictly on the hero side of things provides more advantages than disadvantages...not to mention helps her sleep a little easier, particularly if she gets her own creations off the streets.


[b][u]Powers & Tactics[/u]:[/b] Mara dabbles in many areas of technology but most of her combat tech is based on spatial distortions, something she developed under her father's thumb but didn't work the kinks out of until she'd escaped. Her devices, her gauntlets especially, are built to warp and fold space to provide any number of effects. Her Datalink power she finds useful, but more for utility than combat; her mind's resistance to outside influence is something she tries to keep well-hidden as her ace in the hole against manipulation.


When given half a chance she plans her battles quickly and efficiently, well aware that she relies on her devices and that those devices have limits. Against an obviously inferior foe she might be careless, but against anything or anyone challenging she is methodical and deliberate, striking when she'll have the upper hand and analyzing the situation for any advantage.


[hr][/hr]

[b][u]Complications[/u]:[/b]

[b]Enemy:[/b] The Hollow Man. When she left she dealt a huge (if sadly not crippling) blow to her father's business, not to mention the very large sum of money she took with her. He wants her back, preferably in good condition, though the longer he has to pretend that the key to his most popular items has vanished the more and more flexible he gets as long as she's alive and her head's in one piece.

[b]Hatred:[/b] People taking advantage of children, anyone using the creations she thought up, and to a lesser extent organized crime or high-end weapons dealers.

[b]Legacy:[/b] Against her best efforts, some of her creations are still being made here and there, and there are still quite a number of older designs floating around through the underworld. Anyone savvy enough, or connected enough, can link this (often quite lethal or empowering) technology to her.

[b]Relationship:[/b] With [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517#Jill]Jill O'Cure[/url].

[b]Secret:[/b] Identity.

[b]Side-Effects:[/b] Powerful depressants and some other compounds (like Zombie Powder) react badly with chemicals and conditioning still in Dragonfly's system; depending on the dosage used she'll range from being slightly neurotic (as her sense of identity fights the old conditioning) up to complete if temporary regression to a happy and disturbing little worker bee that almost mindlessly devours any technical projects put in front of her.

[b]HUD:[/b] The power suit device communicates most of its Super-Sense powers through Dragonfly's normal senses, and thus may be lost to the appropriate dazzle or similar sense-impairing attack (eg, all visual senses and Uncanny Dodge are lost when visually dazzled; radio signals cannot be 'heard' if deaf; etc).



[b][u]Abilities[/u]:[/b] 0 + 4 + 0 + 14 + 2 + 2 = 22pp

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 24 (+7)

Wisdom: 12 (+1)

Charisma: 12 (+1)



[b][u]Combat[/u]:[/b] 8 + 8 = 16pp

Initiative: +7

Attack: +4, +10 Spatial Control

Grapple: +8/+4

Defense: +12/+4 (+4 Base, +8 Shield), +2 Flat-Footed

Knockback: -4/-0



[b][u]Saving Throws[/u]:[/b] 5 + 4 + 6 = 15pp

Toughness: +8/+5/+0 (+0 Con, +5 Protection, +3 Force Field)

Fortitude: +5 (+0 Con, +5)

Reflex: +6 (+2 Dex, +4)

Will: +7 (+1 Wis, +6)



[b][u]Skills[/u]:[/b] 84r = 21pp

Computers 8 (+15)[sup]SM[/sup]

Concentration 4 (+5)

Craft (Electronic) 10 (+17)[sup]SM[/sup]

Craft (Mechanical) 10 (+17)[sup]SM[/sup]

Disable Device 8 (+15)

Knowledge (Physical Sciences) 10 (+17)

Knowledge (Technology) 8 (+15)

Languages 4 (English [Native], French, Japanese, Russian, Spanish)

Notice 4 (+5)[sup]SM[/sup]

Perform (Stringed Instruments) 9 (+10, +12 Masterwork Instruments)

Sense Motive 9 (+10)



[b][u]Feats[/u]:[/b] 13pp

Ambidexterity

Eidetic Memory

Equipment 4 (20ep)

Fearless

Inventor

Luck

Master Plan

Online Research

Skill Mastery (Computers, Craft [Electronic], Craft [Mechanical], Notice)

Speed of Thought


[quote name="Equipment 5pp = 20ep"]


Masterwork Double Bass [1ep]


Masterwork Violin [1ep]


Multitool [1ep]


The Lab (HQ, 1pp contributed to [url=http://www.freedomplaybypost.com/viewtopic.php?f=2&t=4400]The Lab[/url]) [5ep]


[u]Warehouse (PL10 HQ)[/u] [12ep]

[device][i]An outwardly-unremarkable warehouse tucked away in Greenbank, no local gangs or criminals seem to want to talk about it. Funny, that....[/i]

Size: Medium [1ep]

Toughness: +10 [1ep]

Features: [10ep]

Concealed (+10 DC)

Computer

Defense System (Attack +11, Blast 11)

Fire Prevention System

Garage

Laboratory

Living Space

Power System

Security System (DC20)

Workshop[/device][/quote]


[b][u]Powers[/u]:[/b] 2 + 61 + 6 + 4 = 73pp


[b]Datalink 2 ([/b]Mental, 100ft[b])[/b] (Mutation) [2pp]


[b]Device 15 ([/b]75pp Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Datalink][b])[/b] (powersuit, technology) [61pp]

[i]A high-tech armored suit capable of warping space to various effects. It requires Datalink to be properly piloted.[/i]

[device][b]Aux. Power Array 4 ([/b]8pp Array; [i]Feats:[/i] Dynamic Base Power, Dynamic Alternate Power[b])[/b] [11pp]

[list][u]DBP[/u]: [b]Flight 4 ([/b]100mph / 1,000ft per Move Action[b])[/b] (aux. power allocation: flight) [8/8]


[u]DAP[/u]: [b]Super-Strength 4 ([/b]+20 STR: 1,600lb heavy load[b])[/b] (aux. power allocation: strength) [8/8][/list]

[b]Force Field 3 ([/b][i]Feats:[/i] Selective[b])[/b] (spatial) [4pp]


[b]Enhanced Feat 1 ([/b]Improvised Tools[b])[/b] [1pp]


[b]Immunity 9 ([/b]Life Support[b])[/b] [9pp]


[b]Protection 5[/b] (armor plating) [5pp]


[b]Shield 8 ([/b][i]Feats:[/i] Evasion 2[b])[/b] (spatial) [10pp]


[b]Spatial Control 10 ([/b]20pp Array; [i]Feats:[/i] Accurate 3, Alternate Power 3, Precise[b])[/b] (spatial unless otherwise noted) [27pp]

[list][u]BP[/u]: [b]Blast 10 ([/b]10 100ft Range Increments / 1,000ft Max Range[b])[/b] [20/20]


[u]AP[/u]: [b]Damage 10 ([/b][i]Extras:[/i] Penetrating [DMG 20][b])[/b] (spatial blade) [20/20]


[u]AP[/u]: [b]Dimensional Pocket 9 ([/b][i]Feats:[/i] Progression [Cargo] 1 [50 tons], Quick Change[b])[/b] [20/20]


[u]AP[/u]: [b]Stun 10[/b] (electricity, taser hand) [20/20][/list]

[b]Super-Senses 5 ([/b]All Visual Senses [[i]Extras:[/i] Analytical], Infravision, Radio, Uncanny Dodge [Radio][b])[/b] [5pp]


[b]Teleport 1 ([/b]100ft per Move Action, [i]Feats:[/i] Turnabout[b])[/b] (spatial) [3pp][/device]


[b]Immunity 10 ([/b]Mental Effects, [i]Flaws:[/i] Limited [1/2 Effect], [i]Feats:[/i] Innate[b])[/b] [6pp]


[b]Quickness 6 ([/b]x100, [i]Flaws:[/i] Limited [Mental Tasks], [i]Feats:[/i] Innate[b])[/b] [4pp]



[b][u]DC Block[/u]:[/b]

[code]ATTACK                RANGE     SAVE                        EFFECT

Unarmed               Touch     DC15 Toughness (Staged)     Damage (Physical)

Dimensional Pocket    Touch     DC19 Reflex                 Trapped

                                DC19 Will (+1 per round)    Escape

Spatial Blade         Touch     DC25 Toughness (Staged)     Damage (Energy)

Spatial Blast         Ranged    DC25 Toughness (Staged)     Damage (Energy)

Taser Hand            Touch     DC20 Fortitude (Staged)     Dazed/Stunned/Unconscious
Abilities (22) + Combat (16) + Saving Throws (15) + Skills (21) + Feats (13) + Powers (73) - Drawbacks (0) = 160/160 Power Points

Edits done by Geez3r

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Now that I have some more PP, I decided it might be a good time to buy up some "detective" skills on Cannonade, just in case. So...

-Buying Gather Info from 4 up to 8 (1 PP).

-Buying Knowledge (streetwise) up to 8 (2 PP).

-Buying Knowledge (current events) up to 8 (1 PP).

-Buying Notice up to 8 (1 PP).

-Buying Sense Motive up to 8 (1 PP).

And, just because...

-Buying Luck 2 (1 PP).

Edits done by Geez3r

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