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Character Edits, v7


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Gabriel

No big overhaul this time, but I'm dropping a whopping 10PP down, so for the ease of the Refs I'm dropping the codeblock below.

Changes:

Skills: Spent 3PP for 12 skill ranks.

Put 4 into Knowledge (Art), since he is a theater professor.

Put 8 into Knowledge (Streetwise), to represent him still being pretty well-connected to the community of Southside in particular, Freedom City more generally, and at least having an idea of how things interact within that domain.

Feats: Spent 7PP on Feats.

Inspire 5, to give me a reason to make those big speeches we all love so much.

Leadership, to help his friends shake off negative effects.

Rallying Cry, because why fear when you've got a mortal archangel with you?

Basically, skills are rounding out my vision of the character, and feats are making him the "buffer" I've always kind of wanted him to be.

EDIT REASON: Realized my Paralyze DC Block number was off by 1, fixed it.

Here's the codeblocked sheet:

[floatr][img=http://www.freedomplaybypost.com/wiki/images/e/e4/GabrielHF1.png][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple

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

[b][u]Power Level[/u]:[/b] 15 (226/226PP)

[b][u]Trade-Offs[/u]:[/b] None

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

[b][u]Progress To Gold Status[/u]:[/b] 76/90


[b][u]dentity[/u]:[/b] Secret

[b][u]Birthplace[/u]:[/b] Limerick, Ireland (Chalk it up to the Almighty's sense of humor)

[b][u]Occupation[/u]:[/b] Drama Teacher

[b][u]Affiliations[/u]:[/b] Freedom College

[b][u]Family[/u]:[/b] Angus Keefe (Father), Bevin Keefe (Mother), Brody Keefe (Older Brother), Doyle Keefe (Younger Brother), Riona Keefe ("Baby Sister"), Brogan Keefe (Paternal Grandfather), Bridget Keefe (Paternal Grandmother), Colin Doherty (Maternal Grandfather), Moreen Doherty (Maternal Grandmother)


[b][u]Age[/u]:[/b] 28 ([i]DoB:[/i] March 21, 1984)

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

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

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

[b][u]Height[/u]:[/b] 6'

[b][u]Weight[/u]:[/b] 170 lbs.

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

[b][u]Hair[/u]:[/b] Red

[b][u]Speech Color[/u]:[/b] Maroon


[b][u]Description[/u]:[/b] Tall and fairly thin, Carson is nonetheless a comparatively unremarkable figure in his civilian guise. Often electing to wear jeans and a plain polo shirt, Carson manages to strike a balance between "comfortable" and "professional" that many people find baffling. He almost always has an easy smile on his face.


Gabriel is a bit sterner figure, but still one that tends to put innocents at ease when they meet him. His outfit, once reminding others of a heroic priest-figure, now seems more like a warrior-priest. Loose white pants, rugged gray leather boots, a gray cloth belt, and a baggy white shirt form the base of his outfit. Covering everything but his mouth and lower nose is a white mask pulled over his head. Over his chest is a sculpted breastplate; at a glance it looks almost like silver, but its obvious strength and lack of corrosion bely that. His hands have fingerless gloves that seem to have an inner layer of cloth or leather, but an outer layer of fine chainmail (of a material similar to his breastplate); over his forearms are smooth vambraces of the same otherworldly material. His lower legs bear smooth greaves of the same holy metal as the rest of him. And over his head is an open-faced helmet of that polished silver-steel. Most amazingly, the metal seems to actually [i]flex[/i] with him when he moves, which seems to make it extraordinarily comfortable to wear. Finally, a predominately white leather duster sits on top of everything else, with a black trim bearing intricate gold patterns consisting of Celtic knots and crosses. The most amazing part of this outfit is its ability to, in a flash of light, exchange itself for his normal outfit (though leaving the, ah, bottom-most layer intact) from its hiding place as an elegantly simply silvered wristwatch.


[b][u]Power Descriptions[/u]:[/b] At its most basic, all of Gabriel's abilities loop back to his innate mastery of Sound. His Charisma, his more explicit powers, everything. It all goes back to those little vibrations moving through various sorts of matter.


Just as noticeable as his armor is Gabriel's new weapon. Where before he relied solely on his sonic powers, he now has a shining spear to help surprise unsuspecting opponents, or those who display unusual resistance to his favored powers. The spear itself is exactly as long as Gabriel is tall (6'), with 10 inches being the the leaf-shaped blade; said blade has a smooth curve, and flares out to 4 inches wide before narrowing down again. The whole weapon seems made of silver, yet notably stronger than said metal has any right to be. The spear has incredible power within itself, shining out when Gabriel wishes it. Just as incredible is its ability to turn into into a great shining silver trumpet, or its ability to turn into a simple silver ring on his right hand (so that it's available when he wants it without being obvious). All in all, Gabriel looks the part of the guardian angel so many already think of him as.


[b][u]History[/u]:[/b]


[b]Early History[/b]

[spoiler]Carson Finbar Keefe was born on the Emerald Isle, that ancient land known as Ireland. Raised on the outskirts of Limerick, he grew up in a large, loving Catholic family. His father and paternal grandfather own and operate a pub, The Falcon and Cent. His mother and paternal grandmother both helped raise the kids, seeing as his paternal grandparents lived in a small cottage just down the road from his parents' house. His maternal grandparents were present almost as frequently, often coming over for big family dinners and get-togethers on the weekends. They lived and worked in Dublin, his Grandpa Colin being a board member in a mid-sized business in the city. Thus it was that the Keefe family never had to live hand to mouth. They have never been rich, but they had what they needed, and that was good enough. Besides, family weekends were always fun!


As he grew older, Carson started experiencing a sense of dissatisfaction. At first, he couldn't even pin his finger on it. His mother could tell something was often bothering her middle son, but she couldn't tell what it was. It wasn't until Carson was in high school that he began to grasp the meaning of this sense of discontent. Like many others, he saw a world that felt so flawed, with so many people wandering around with little hope. But Carson wasn't a superhero. He wasn't even a normal genius; his grades were merely on the high end of average. No, his real talent lay in acting; from the tender age of 6, he'd often been the leading man in any plays his school put on. The fact that he could sing as well as he could act helped during the Christmas plays, for sure. But how to fit his love of acting with this sense of, dare he say it, holy discontent?


Then he thought of the drama teacher at his school. Miss O'Brian, a kindly lady in her late 50's. Not only did she struggle to make sure kids like him had a chance to express themselves, she often helped serve as a mentor or a tutor. Suddenly, he had a sense of certainty. He'd be a teacher like her! Well, maybe eventually be a real actor, too. Like Peter O'Toole, or Liam Neeson! That would be really nifty...


So it was that Carson redoubled his focus on the fine art of theater performance. His parents were touched by the drive and focus he displayed. Once they sat down and talked with him, and he confirmed that his desire was genuine, they got behind him 100%. But Carson took things even more seriously. Several times a week, he would kneel down before going to sleep, and fervently pray that the Lord would grant him the strength to help the unfortunate, the influence to change lives, and the skill to help those who needed it. He prayed for success in his studies, and more generally for the strength and guidance to accomplish this task. Of course, it was only a couple of years later that something more incredible happened to Carson.[/spoiler]


[b]Origin of a Hero[/b]

[spoiler]Three nights after he turns 17, Carson was on a walk in the nearby park, enjoying the early evening weather and view. Suddenly, a brilliant light blinded him, causing him to stumble backwards. As his vision started to clear, he heard a voice. [b]"Fear not, Carson Finbar Keefe. My visit to you is one of greatest import, for you have a great destiny ahead of you. Your prayers have been heard. Now, they shall be answered, in a way more wonderful than you could have dreamed."[/b] When he could see more clearly, there before him stood an angel! Flowing robes, glowing hair and eyes, white wings, and...a trumpet? Carson quickly crossed himself and muttered a short prayer. "Why...why have you come to me? And which angel are you?" Then his courage took some root, and he straightened a bit as he clutched his rosary. "How do I know you're truly an angel, and not working for the Enemy? He can disguise himself, can't he?" The angel slowly walked forward, stopping right in front of Carson. There he(?) knelt, slowing reaching his free hand out...to grasp the rosary. It did not react at all with the being at first; after a few moments, it took on a deep, unearthly glow. And Carson knew this angel was genuine. [b]"I applaud your courage, Carson. You will need it for the years ahead. I am indeed a true angel. An Archangel, in fact. I am Gavriel, Herald and Messenger of the Most High. I have come because you have been chosen, Carson Finbar Keefe. You have been chosen to be an agent for Good in the world. Your current dreams are worthy, yes. Such is the work of many Saints. But you shall have a task higher still. You will be endowed with a small fraction of my power. You shall craft sound into a weapon against the forces of Evil, large and small. You have great things ahead, Carson. Or should I say...Gabriel."[/b]


And with no warning, Gavriel was simply gone. Carson looked down, to find himself clad in simple white clothes. Shirt, pants, gloves, boots, coat...mask, hood? Almost all of it, shining white. He felt power welling up within himself. He had a grasp on at least the basics of what to do, though he knew he needed practice. And oddly enough, he suddenly knew how to play the trumpet, as well as a couple of other similar instruments. But...what would he tell his parents.


In the end, Carson broke down and told his father and mother what had happened. He made them promise not to speak of it to any of the other family, and to instead help cover for him as he took the time to start mastering his abilities, while still working hard to go to school. At first they were reluctant, but after Carson showed them his new outfit (which sadly he could not simply summon and de-summon at will), and some of the things he could do, they became convinced. So Angus and Bevin worked hard to help their middle son. They served as sympathetic listeners as he related his frustrations with school, his powers, and the continuing uncertainty of where exactly he should go.


Carson graduated high school, and immediately entered the closest university with a strong fine arts program. There, he honed his dramatic and vocal skills, while also working on methods to do the same for his future students. He applied all his energy to the program, graduating with a Masters in Theater Education, and a Minor in Counseling, in only 5 (grueling) years. It was perhaps his happiest moment yet, one full of a sense of accomplishment and purpose.


Not two days later, he awoke in a cold sweat. He'd had a dream, one with a sense of purpose. But all he could remember was flashing images of his heroic identity fighting criminals and super-villains in a city. Carson got up and went about a typical morning in his house. But when he happened to glance at the paper, something caught his eye, tugged at his heart, and left his rosary feeling warm on his chest. Specifically, there was a story about another conflict between superheroes and supervillains in Freedom City, seemingly the center of such activity in America. At that moment, he knew where he had to go. "Ma, Da, I know where I'm going to teach. Freedom City." At first, they looked at him with confusion. Then they saw the certainty, the conviction, in his eyes. Slowly, his father nodded, pride shining in his eyes. His mother managed to avoid crying, though a single tear slipped out of one eye as she gazed on her boy, now a man. "If that's what you feel you need to do, son, we'll help you get everything squared away."


His parents kept his word. Oh, he didn't move to Freedom City the next week or anything. It took Carson just over a year to get a passport, work visa, and various certifications before he was able to move to America. During that time, he'd been helping his father at the pub, as well as doing some teaching at the local schools. Between all of that, and a bit of help from Grandfather Colin, he managed to arrange for halfway decent housing close to the campus. While he had an Irish driver's license, he didn't want to try dealing with either public transportation or getting his own car for a while. Besides, walking did him good.[/spoiler]


[b]Recent Times[/b]It hasn't taken Carson long to find himself in the thick of the action in Freedom city. Demons, mobs, undead, sorcerors, time travel, and so much more. He's seen a lot and fought more. Along the way, he's made friends, and a few enemies; he's now allies with several of the more powerful and well-known heroes of the City, and there's even rumors from his friends he might end up on the Freedom League roster. All in all, Carson has found himself doing good things for people who need it.


[b][u]Personality & Motivation[/u]:[/b] Carson is, at heart, an optimistic people-person. He loves talking to and helping people, be they a close friend or stranger. He believes that most people can, and will, do good things if given the chance and a little encouragement. He believes that if enough people honestly stand up and try their best, the world can be made a better place. He's realistic enough to acknowledge it would be a long, slow, painful process; that people would still disagree and argue and fight and mess up. But the goal, the ideal, is something Carson believes is worth fighting for.


This belief in the potential for good in people is what drives him to be a teacher at Freedom College. Seeing that more kids from poor and broken homes ended up there, he sought to be a beacon to the students. Not only does he teach drama/theater classes, Carson volunteers to mentor a couple of kids each year. He views these mentorships as one of his best opportunities. Carson always strives to provide the best positive role model to the students he helps; his words are backed up by sincere actions. He acknowledges that sometimes, students will still make bad choices, and that he cannot blame himself. Once he has done his best, the rest is up to the students.


As Gabriel, his focus has been on helping "the little guy," such that he tends to target non-powered petty criminals. Some of these people he tries to help start down the road to redemption; some, he realizes, won't be swayed by his words alone. It makes him sad when he has to use force on a teenager who's robbing a convenience store to feed a destructive habit, or even to try scraping together money to feed themselves and/or their family. But Gabriel believes in the law, and in right and wrong, strongly enough to not let that sadness stop him from doing the right thing. That said, he's not afraid to mix it up with more powerful foes, since they can often offer an even greater immediate danger to civilians.[/spoiler]


[b][u]Powers & Tactics[/u]:[/b] Most of Gabriel's powers revolve around disabling foes, rather than directly beating them unconscious. Often times, he will batter a foe or group of foes with a hit from each of his varied tricks, keeping them severely off-balance, leaving them vulnerable to a final knockout blow from his sonic blast.


Gabriel's supernatural charisma is, in his mind, his most powerful tool. With it, he can often convince petty criminals to lay down their weapons, and cooperate with the police. In turn, he will speak with the police afterwards to ensure the criminals (often fairly young) receive good treatment, and get as much of their prison time converted to things like community service. It also helps convince civilians to clear the area, and can occasionally allow him to put a more threatening opponent off-guard long enough to get a better hit in.


[hr][/hr]

[b][u]Complications[/u]:[/b][b]Demons, Why Did It Have To Be Demons?:[/b] Gabriel has had a large number of encounters with demons, with the worst outcome being a withdrawal by his opponent. These encounters have left him with a natural caution for the demonic, and a reputation among their kind that makes them particularly hostile to him (not to mention their dislike of his faith and the One whom he works for). A GM may give Gabriel a Hero Point if he finds himself a specific target of one or more demons, whether as part of a longer-term plot, or the focus of their ire in a fight.

[b]I Hate Faeries!:[/b] Due to a trip to ancient Ireland, as well as several poor meetings at other times, Gabriel has a bit of intense dislike reserved for faeries, or most anything having to do with them. The only real exception so far is the heroine Grimalkin, whom he has had several friendly meetings with in the course of his hero work. A GM may feel free to give him a Hero Point if this dislike drives him to sour an initial meeting with another hero who derives his power from the Faerie Realm, or if it causes him to recklessly attack faeries (as opposed to watching out for himself and his comrades).

[b]Old Wounds:[/b] Gabriel has acquired a fair number of scars during his comparatively short time as a hero; the worst set by far are the large ones across his chest, dealt to him by a "super-ghoul" in October of 2010. Any and/or all of these wounds can occasionally give him trouble, be it due to cold weather, wet weather, or even being around too much necromantic energy (which resonates with the cause of his chest scars). A GM should feel free to give him a Hero Point if the flare-up of these scars is induced, giving him a small to moderate penalty of the GM's choosing, while making sure said flare-ups don't work as a sort of "evil indicator" or the like.

[b]Responsibility:[/b] Carson is employed as a Drama/Theater teacher at Freedom College. He has to balance his time spent as Gabriel with his job, especially since he views his work as equally important. A GM should feel free to give Gabriel a hero point when his hero work and teaching work come into notable conflict.

[b]Secret (Identity):[/b] Gabriel has several people he wishes to protect, most notably his family. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

[b]Shepherd of The Flock:[/b] Gabriel feels intensively protective of others, especially those without powers to fight back against powerful villains. Thus, he may be borderline reckless attempting to protect those he feels need it. A GM should feel free to give Gabriel a hero point when his protective instinct drives him to reckless decisions.

[b]Relationship:[/b] Carson Keefe is in a romantic relationship with Sonya Sokolova; anyone who knew of his dual identity might seek to harm him through her (though she's not an easy target), and if she's in danger for one reason or another, Carson may not think rationsally. A GM should feel free to give Gabriel a hero point whenever his romance leads to immediate and dangerous difficulty in his life. 



[b][u]Abilities[/u]:[/b] 4 + 4 + 6 + 6 + 4 + 10 = 34PP

Strength: 14 (+2)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 14 (+2)

Wisdom: 16 (+3)

Charisma: 50/30/20 (+20/+10/+5)



[b][u]Combat[/u]:[/b] 16 + 16 = 32PP

Initiative: +6

Attack: +8, +12 Spear, +12 Sonic Control

Grapple: +11

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -6/-4, -3/-1 Flat-Footed



[b][u]Saving Throws[/u]:[/b] 5 + 6 + 9 = 20PP

Toughness: +12 (+3 Con, +4 Defensive Roll, +5 Holy Armor), +8 Flat-Footed

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

Reflex: +8 (+2 Dex, +6)

Will: +12 (+3 Wis, +9)



[b][u]Skills[/u]:[/b] 120R = 30PP

Acrobatics 8 (+10)

Bluff 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Diplomacy 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Gather Information 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Intimidate 10 (+40/+20/+15)[sup]SM[/sup] [sup]UE[/sup]

Knowledge (Arcane Lore) 8 (+10)

Knowledge (Art) 4 (+6)

Knowledge (Streetwise) 8 (+10)

Knowledge (Theology & Philosophy) 8 (+10)

Notice 12 (+15)

Perform (Acting) 10 (+40/+20/+15)

Perform (Wind Instruments) 10 (+40/+20/+15)

Sense Motive 12 (+15)



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

Attack Specialization (Sonic Control) 2

Beginners Luck

Defensive Roll 2 (+4 Toughness)

Dodge Focus 4

Improved Initiative

Inspire 5

Leadership

Luck 5

Rallying Cry

Skill Mastery (Bluff, Diplomacy, Gather Information, Intimidate)

Ultimate Bluff

Ultimate Diplomacy

Ultimate Intimidate

Ultimate Gather Information

Uncanny Dodge (Auditory)

Well-Informed



[b][u]Powers[/u]:[/b] 8 + 14 + 10 + 2 + 1 + 43 + 3 = 81PP


[b]Device 2 ([/b]10PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [8PP] (Holy Armor)


[device][b]Features 1 ([/b]Quick Change[b])[/b] [1PP]


[b]Immunity 2 ([/b]Critical Hits[b])[/b] [2PP]


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

[b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP][/device]

[b]Device 4 ([/b]20PP Container, [i]Flaws:[/i] Easy-To-Lose, [i]Feats:[/i] Subtle [Transforms into a Ring], [i]Features:[/i] Masterwork Wind Instrument [Transforms into a Trumpet][b])[/b] [14PP] (Heavenly Spear)


[device][b]Light Control 5 ([/b]25ft radius, [i]Flaws:[/i] Range [Touch][b])[/b] [5PP]


[b]Strike 10 ([/b][i]Feats:[/i] Accurate 2, Mighty[b])[/b] [13PP] (Blessed/Holy, Piercing, Silver)


[b]Super-Movement 1 ([/b]Dimensional Movement 1 [Earth-Prime and Sanctuary] [b])[/b] [2PP][/device]

[b]Enhanced Charisma 10 ([/b]to 30/+10[b])[/b] [10PP]


[b]Flight 1 ([/b]10mph / 100ft per Move Action[b])[/b] [2PP]


[b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP]


[b]Sonic Control 12 ([/b]34PP Array, [i]Feats:[/i] Alternate Power 9[b])[/b] [43PP] (Mutation)

[array][u]Base Power[/u]: [b]Dazzle 12 ([/b]Auditory Senses, [i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extras:[/i] Autofire [b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Communication 6 ([/b]Auditory, 20 miles ["Anywhere In Freedom City"], [i]Extras:[/i] Area, Linked [Comprehend, Super-Senses], [i]Feats:[/i] Selective, Subtle[b])[/b] [14PP] [b]+ Comprehend 3 ([/b]Languages 3 [Speak Any, All At Once, Understand All], [i]Extras:[/i] Linked [Communication, Super-Senses][b])[/b] [6PP] [b]+ Super-Senses 3 ([/b]Extended Hearing 4 [100,000ft / 20-mile Notice Increments], [i]Extras:[/i] Linked [Communication, Comprehend], [i]Flaws:[/i] Limited [Speech], [i]Feats:[/i] Selective[b])[/b] [4PP] (Far-Hearing, The Tongues of Men & Angels, Ventriliquism) [14 + 6 + 4 = 24PP]


[u]Alternate Power[/u]: [b]Confuse 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], Selective[b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects, Range [Ranged][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Enhanced Charisma 20 ([/b][i]Extras:[/i] Linked [Enhanced Skills][b])[/b] [20PP]  + [b]Enhanced Skills 10 ([/b]40 Ranks: Bluff 10, Diplomacy 10, Intimidate 10, Gather Information 10 [b])[/b] [10PP]  [20 + 10 = 30PP]


[u]Alternate Power[/u]: [b]Emotion Control 12([/b][i]Extras:[/i] Area [General, Shapeable, 12 5ft cubes][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Flight 9 ([/b]Rank 10, 10,000mph / 100,000ft per Move Action, [i]Feats:[/i] Moving Feint, Subtle[b])[/b] [20PP]


[u]Alternate Power[/u]: [b]Nauseate 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP]


[u]Alternate Power[/u]: [b]Paralyze 12 ([/b][i]Extras:[/i] Range [Ranged][b])[/b] [34PP][/array]

[b]Super-Senses 3 ([/b]Ultrasonic Hearing, [i]Extras:[/i] Accurate[b])[/b] [3PP] (Echolocation)



[b][u]Drawbacks[/u]:[/b] -0PP

None



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

[code]ATTACK             RANGE          SAVE                       EFFECT

Unarmed            Touch          DC17 Toughness (Staged)    Damage (Physical)

Blast              Ranged         DC27 Toughness (Staged)    Damage (Energy)

Confuse            Ranged         DC22 Will                  Confused

Dazzle             Ranged+Area    DC22 Reflex                1/2 Effect

                                  DC22 Reflex                Deafened

                                  DC22 Fortitude             Recover

Drain              Ranged         DC22 Fortitude             Drain Toughness

Emotion Control    Perception     DC22 Will (Staged)         Special

Nauseate           Ranged         DC22 Fortitude (Staged)    Sickened/Nauseated/Helpless

Paralyze           Ranged         DC22 Will (Staged)         Slowed/Paralyzed

Spear              Touch          DC27 Toughness (Staged)    Damage (Physical)
Abilities (34) + Combat (32) + Saving Throws (20) + Skills (30) + Feats (29) + Powers (81) - Drawbacks (0) = 226/226 Power Points

'I' BALL'D by GIZMO

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Cobalt Templar

Right, only 5PP unspent on this guy, but a lot more actually happened.

Toughness and Defense were shifted to 0 Trade-Off normally; I dropped 5 Protection inside the Ring (freeing up 5PP inside said ring); used 1PP of CT's 5 earned to buy 1 rank of Dodge Focus, and put the other 4PP earned into the Ring; inside the ring, 8 of the now 10 free PP went into Enhanced Defense 4, which makes his total Defense 12, and his Toughness 12. At least normally. The other 2 PP inside the ring brought his flight up to 7 ranks.

Meanwhile, I beefed up his big form by making the Growth 4 non-dispersal, and giving him another rank of Density (as well as no longer removing the toughness boost there). A single rank of Protection, combined with a -7PP Temporary Drawback of -4 Attack / -4 Defense, means he should be sitting nicely at -5 Defense / +5 Toughness and -5 Attack / +5 Damage (because of all his strength-boosting). As well, I used the spare points in the Giant form to give him Impervious 6, so in that form at least he can shrug off a fair bit of small arms fire.

That should cover everything beyond some minor formatting to shrink the sheet in a bit with spoiler tags. Full sheet code-blocked below; you can see the non-code-blocked look here.

EDITED: Due to Ref ruling on the Temporary Drawbacks (as it takes from Base Defense and Base Attack, as was my original intent).

[floatr][img=http://www.freedomplaybypost.com/wiki/images/4/4d/CobaltTemplar1.JPG][/floatr][b][u]Player Name[/u]:[/b] KnightDisciple

[b][u]Character Name[/u]:[/b] Cobalt Templar

[b][u]Power Level[/u]:[/b] 12 (187/187PP)

[b][u]Trade-Offs[/u]:[/b] 0 (Normal); -5 Defense / +5 Toughness and -5 Attack / +5 Damage (Giant Form)

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

[b][u]Progress to Gold Status[/u]:[/b]: 67/90 (41PP earned pre-bump, 10PP earned post-bump, 15PP bump; Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4043]Gabriel[/url])


[b][u]In Brief[/u]:[/b] A teenage boy who aspires to be an archeologist stumbles across an ancient artifact: a ring that grants him incredible power! Now, as the Cobalt Templar, Corbin Hughes must work to discover the origins of his powers, and his destiny, all while fighting to protect the innocent from evil!


[b][u]Alternate Identity[/u]:[/b] Corbin Alphonse Hughes

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

[b][u]Birthplace[/u]:[/b] St. Louis, Missouri, USA

[b][u]Occupation[/u]:[/b] Claremont Student

[b][u]Affiliations[/u]:[/b] The Claremont Academy

[b][u]Family[/u]:[/b] Albert Hughes (Father), Sarah Hughes (Mother)


[b][u]Age[/u]:[/b] 18 ([i]DoB:[/i] October 27, 1993) 

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

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

[b][u]Ethnicity[/u]:[/b] Caucasian European Mix (1/2 German, 1/4 Norwegian, 1/4 French)

[b][u]Height:[/u][/b] 6'6" (9ft Giant Form)

[b][u]Weight:[/u][/b] 250 lbs. (1,800 lbs Giant form)

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

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


[b][u]Description[/u]:[/b]
[spoiler]Corbin is a tall, broad-shouldered teenage boy. Though he's still "filling in," he is already quite fit and muscular; combined with his height, it means he tends to stand out in a crowd. His dark hair is worn in a fairly short cut, just above "buzz cut;" Corbin says he likes not having to mess with it. His face is clean-shaven. Whenever possible, he wears loose, plain-color t-shirts and cargo shorts. When the weather is colder, he'll throw on jeans, and eventually a hooded sweatshirt or the like when he's outside. His one indulgence is a peculiar-looking [url=http://fc02.deviantart.net/fs43/i/2009/072/d/5/Steampunk_Pocketwatch_by_purpleglovez2.jpg]pocket watch[/url] that he says his father bought for him several years ago. Otherwise, all of his clothes seem to be the sort of thing you'd find in a Wal-Mart, rather than a Ralph Lauren.


The Cobalt Templar is decidedly more exotic-looking. His image evokes an armored knight, though one with plenty of colored paint; his costume is primarily cobalt blue, with maroon red trim (base layer, mask, and most of the armor is cobalt blue; armor has maroon red trim). The base seems to be a thick cloth, itself almost metallic-looking. Over that, he wears a what looks like a strong armored breastplate covering most of his torso, long armored gloves that go past his elbows, leg-plates that reach halfway up his thighs, and armored faulds that protect his upper legs and lowest torso. His identity is protected by a domino mask, with a simple helmet worn over his head. Much of the Templar's armor seems to have an odd mix of classical and futuristic lines, giving him a rather other-worldly appearance. Topping all of this off is a maroon cape that not only seems somewhat frayed, but is actually noticeably transparent; sometimes it will move as if flapping in the wind, even if there is no wind to move it.[/spoiler]



[b][u]Power Descriptions[/u]:[/b] 
[spoiler]Cobalt Templar's costume is just for show; the ring that is his source of power actually reinforces his body with a sort of force field just around skin level, meaning he is always protected. The "armor" is just a construct of its power; the material feels like something between plastic and aluminum if examined more closely. The ring's power allows him to effortlessly and almost instantly shift between his "civilian" wear and his "work" attire.


As well, the powers of the ring allow him to survive in the most hostile of environments, including space. It greatly enhances his accuracy in combat through unconsciously guiding his aim and swings. It even helps him unconsciously sense danger, giving him an edge in combat. His flight seems unsupported by any wings or other visible means of propulsion, simply lifting him into the air as if gravity were an option, rather than a law. He is able to see in even the deepest of darkness.


The most obvious powers of the Cobalt Templar center around his control of the unearthly cobalt fire that the ring produces. Strangely enough, he is not limited to burning things with blasts of this fiery power. Not only can he form hand-held weapons out of it, he can also create various simple objects, including walls, chairs, and the like. A quick, intense burst of the flames can blind foes for precious seconds. And most amazingly, the ghostly flames can wrap harmlessly around people and objects, quickly moving them out of harm's way. His unique artistic streak shines through in his power usage here, as his attacks almost always look at least slightly different each time, manifesting the blasts and strikes of energy in unique ways. He will even use it to taunt enemies on occasion, drawing mocking pictures with his fire constructs.[/spoiler]



[b][u]History[/u]:[/b] 

[u]Early History:[/u]

[spoiler]Albert and Sarah Hughes had not originally planned to have a child just yet. After all, they were up-and-coming businesspeople in two different, rapidly growing companies! They were young; there was plenty of time for kids when things settled down a bit! But, sometimes life doesn't turn out how we plan for it. So, they buckled down and worked hard to make sure Sarah could take sufficient maternity leave to stay healthy. More efficient that way and all. Truth be told, they were both happy about the event, unplanned that it might have been. They adjusted their lives and plans, and several months later, Corbin Alphonse Hughes  was born (October 27, 1993). None of them realized what an incredible destiny lay ahead of him.


Corbin grew up in ever-increasing affluence, as both Albert and Sarah worked their way up from junior investors, to senior investors, to assistant vice-presidents. More and more Albert and Sarah found themselves on the road, leaving Corbin with family friends or caretakers (as they had no other close living relatives). They tried to stay connected with their son, but the onset of his teenage years made it increasingly difficult.


Compounding the problem was the fact that while young Corbin seemed to have a mind well able to grasp all the various "business lessons" his parents gave him, he lacked a [i]desire[/i] for said lessons. Oh, he'd learn what they were telling him, and talk about how to apply it. But it was blatantly obvious his heart and mind were elsewhere.


You see, Corbin had grown up with a love for books, especially adventure stories and (oddly) history books. As he grew, he read and watched stories about men who went to dangerous places on earth to dig up lost treasures and knowledge. He just [i]knew[/i] he was going to do that one day. And while many childhood career dreams change almost daily, this one stuck with Corbin even as he became a teenager. Oh, his idea of what that sort of work entailed became more realistic; he knew he'd likely never run across a single ancient "booby trap" of any sort, let alone the kinds of things Indiana Jones was dodging in his films. But still, something about working to uncover the past, to decipher the clues, intrigued him. Plus, just the general study of history was fun. The fact that he'd managed to pick up a few ancient languages over the years helped; he had a bit of a knack for them. His friends at school occasionally ribbed him about it, but his warm nature combined with his large size meant he never got any real trouble from other students. In fact, Corbin often sought to stand up for the various "underdogs" who got picked on at the school, his own size often stopping incidents before they started. All in all, things weren't too bad for Corbin, despite his workaholic parents who were only home half of the time.[/spoiler]



[u]Stirring of Destiny[/u]

[spoiler]Of course, it was too good to last. Just after his sophomore year of high school ended, Corbin's parents broke the new to him. Albert had been appointed Chief Human Resources Officer of Rath and Stromberg Investments, and his mother was to be the Chief Analytics Officer at the Rhodes Foundation. They were moving to Freedom City, out on the East Coast. And they were doing so during the summer. Corbin was horrorstruck. All this time, they'd managed to stay in one place. His parents were the ones who traveled, not him. And now? He had to move across the country, away from every one of his friends, just so they could move up a couple pay grades. Only the news that they were taking him on a long-desired trip to the Middle East, specifically Israel, helped. Volatile as the region could be, Corbin's interests were piqued. After all, there were so many historical sites! So much archeology! Even better, his parents were arranging the trip with actual archeologists, not a generic tourism firm. Only the best for their son. It didn't take away all of his anger, but Corbin was content to take the trip, nonetheless.


So it was that Corbin Hughes, nearly age 17 traveled to the ancient lands of the Middle East. There, he visited several ancient sites, including Jerusalem, Nazareth, Tel Megiddo, and Masada, to name a few. It was at Masada that his life changed forever.


At Masada, Corbin was exploring some of the less-public areas of the ruins with two Professors of Archeology; Jacob Smith from the US, and Chaim Amar from Israel. Corbin, being younger and more athletic, was carrying around a couple of cameras and his "rough and tumble" sketch pad, occasionally going into areas the two Professors had more difficulty accessing. Two-way radios ensured they were always in communication. At one point, the discovered a tunnel entrance behind some crumbling rock. After a short distance sloping downwards, the tunnel ended at a 20-foot deep straight shaft. After talking it over, Corbin rigged up a safety line and lowered himself down the shaft. At the bottom, he found another tunnel, this one leading only a few yards deeper into the earth before ending at...a stone door. There were several lines of Hebrew scrawled across the door; Corbin took out each camera in turn, and took several pictures of the door. He then radioed the professors, asking what his next move should be. Before they could respond, the door opened of its own accord. This was also reported, and dismissed as "settling rock", though Corbin wasn't sure. He proceeded carefully into the chamber. The chamber was 10 feet in diameter, in a perfect circle; the only feature in the room was a 4 foot tall pedestal in the exact center. It was a smooth cylinder, with, of all things, a ring slotted into a notch on the top, once more in the exact center. The walls were nearly covered in writing and pictographs; Corbin quickly started taking as many panoramic pictures as possible, trying to capture the whole wall on film. Just as he finished his slow turn in place, he noticed the door slowly shut. When he tried to shove it open, it wouldn't budge. His radio was suddenly filled with static, but he managed to roughly communicate that he was trapped. The inside of the door had a few markings as well; belatedly, he took a few more pictures.


Suddenly, he noticed the faint blue glow lighting the walls alongside the flashlight strapped to his shoulder. He turned, and saw the ring apparently on fire. Specifically, a deep cobalt blue fire. Oddly, the ring was completely unharmed, as was the stone around it. Suddenly, Corbin heard a voice echo in the chamber.


[b]:Chosen.:[/b]


He looked around, but saw no way someone could be speaking into this room. The same voice, same word rolled across the room again. Louder; dust fell from the ceiling. Corbin's eyes became glued to the ring as his right hand slowly reached forward, until it was inside the blue flame, touching the ring. Moving on automatic, he slowly pulled the ring from the notch, before his left hand reached up, grasped the ring, and guided it on his right ring finger. The pedestal slowly sunk into the floor until it was flush, and the voice echoed once more. "[b]CHOSEN![/b]" Suddenly, with an ear-splitting *crack*, the chamber began to collapse in on itself. The next few moments are still blurry in Corbin's memory; all he can really recall is blue fire, and crumbling rock, and a feeling of weightlessness. When he was next fully aware, both Professors were standing over him, marveling at how he got all the pictures out intact; he must have taken a small side passage that opened up as that section of the dig collapsed. Neither commented on the new ring on his finger. Corbin himself forgot it as he was quickly flown back to the States, to his new home in Freedom City, by his worried parents.


It was two weeks later, while he was roaming his family's new house in  North Bay, that the ring that he'd essentially forgotten about suddenly flared with light.Albert Hughes was actually home at that time, and came running when he heard Corbin cry out. He came to a dead halt when he saw his son kneeling on the floor, staring in shock at the ring on his hand. The ring that was surrounded by ethereal blue flames, which were flowing forth to form...a rock on the floor. One that wasn't scratching or burning the expensive wood paneling. After several long moments, Corbin gained control. He looked up at his father, genuine fear filling his eyes, right before he passed out. When he came to, his father was examining the ring. He explained that he'd attempted to remove it, but it seemed unwilling to budge. Corbin manged to take it off with no problems, but when he tried to place it on the coffee table, it hovered in the air for a moment before settling. As an experiment, his father slipped it on his hand; nothing happened. When Corbin donned it again, the ghostly flames wreathed his hand for several seconds. Father and son looked at each other, and knew everything had changed.


Just two weeks before Corbin's junior year started, his parents managed to work some connections, and get Corbin in to speak to some of the faculty at Claremont Academy. In the couple of weeks since the "awakening" of the ring, Corbin had managed to gain a notable amount of control, discovering another power, or variation of a power, every few days. The Claremont instructors spoke with him, asking about the situation surrounding his acquisition of the ring, what it could do, how well he could control it, and so on. Albert and Sarah were visibly uncomfortable with the whole situation. They wanted to know why they couldn't just have Corbin take off the ring and get rid of it. Corbin insisted he ought to [i]do something[/i] with this power. The instructors noted that the ring's nature wasn't fully known yet; attempting to discard it so casually might have dire consequences. Thus, it was decided that Corbin would spend his junior (and presumably senior) year at Claremont Academy, not only continuing his traditional education, but also learning to control the powers granted to him by the ring. Corbin's feelings were mixed, especially as his parents arranged for him to live on campus 5 nights a week (Sunday-Thursday). Corbin got the impression his parents wanted to forget about the whole "kid with powers" thing by shoving him off in a corner. The fact that they more strictly enforced his access to any and all money from his trust funds only reinforced this notion. He knew they loved him, but he also knew they liked order and predictability in their lives. Right now, he was almost the polar opposite of either of those things. So Corbin accepted his lot at life, and started trying to fit in at Claremont.[/spoiler]



[u]Recent Times:[/u]

At Claremont, Corbin found himself soon a part of Young Freedom, the premier team of young heroes at the school for young heroes. Between his team and other friends he made, the transition to Claremont wasn't nearly as painful as he thought it might be. He even found love among his fellow students. Corbin Hughes has a bright, heroic future ahead of him. 


[b][u]Personality & Motivation[/u]:[/b] 
[spoiler]Corbin Hughes is boy of contradictions. Despite his athletic build and apparent love for rock-climbing, he's looking to become an archeologist and historian. On top of that, he has a not-very-secret love of drawing and painting, something which he has some decent talent at. That he loves to read is well known to his friends; occasionally, he can be found lounging in odd nooks around Claremont, casually reading a book. That these "nooks" are sometimes 10 feet off the ground seems no concern to the boy.

Corbin tends to read various sorts of suspense books, as well as alternate history fiction, classical epics, westerns, and sword and sorcery. His taste in movies tends to run similar to his literary tastes, with more allowance for individual films that he enjoys.

As for music, he enjoys most blues and jazz, as well as soft, blues, folk, southern, and classic rock and roll.[/spoiler]



[b][u]Powers & Tactics[/u]:[/b] 
[spoiler]Cobalt Templar has gone from a cautious fighter to, if not reckless, certainly a more straightforward combatant. He relies upon his incredible resistance to injury to see him through a fight, and he often abandons caution even more to give himself a better chance at a telling blow. He is equally capable of fighting up close or at range, though against notably tough foes he will try to get close, as his melee abilities have a greater chance of bypassing their defenses (via concentrating all that energy into something that cannot leave his hands).[/spoiler]



[hr][/hr]

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

[b]The Fires of Hell Shall Not Prevail:[/b] Beings which channel the energies from the deepest pits of Hell (or similar places and energies) tend to have a better chance of hurting Cobalt Templar, despite his not-insignificant protections. A GM should feel free to let Cobalt Templar earn a Hero Point by somewhat increasing the effectiveness of hellfire-based attacks, or other effects and powers of a similar nature, against him.

[b]I'm In Charge?[/b]: Cobalt Templar has recently become a senior member and leader of Young Freedom, working closely with Sage to help keep the team alive and bring in "new blood" in the form of juniors to fill out the ranks. They have been tasked with guiding this new group of young people to their destiny as heroes. A GM might grant Templar a Hero point if he faces serious troubles, especially in the field, while trying to help lead the new iteration of Young Freedom.

[b]Secret (Identity)[/b]: While his parents and the people at Claremont know of his powers, the Cobalt Templar is not at all officially connected to Corbin Hughes. Which is how Corbin would like to keep things. A GM should feel free to give him a Hero Point when trying to keep his heroic identity secret becomes notably difficult.

[b]With Great Power...:[/b] Corbin's own sense of responsibility and personal code of ethics mean that he feels he must be a hero, since he has powers. Often, he will prioritize protecting and rescuing bystanders over pursuing escaping villains. A GM should feel free to give him a Hero Point when Cobalt Templar faces a choice between protecting bystanders and dealing with villains.

[b]You Must Know No Fear!:[/b] Corbin's powers (or the ones still granted directly from the ring) tend to have serious troubles when he's experiencing serious amounts of fear (such as from the powers of a villain). Often, they work with less effectiveness, or stop working entirely. A GM should feel free to grant Corbin a Hero Point if he fails a save versus a fear affect, which should cause him to lose power, perhaps by losing ranks in his attack powers, defenses, and so on granted by his ring.

[b]Dethroner of Omega:[/b] Corbin, or "Cobalt Templar the Swordsman" as the Furions have dubbed him, is one of the members of the iteration of Young Freedom that faced off against Omega on a dead world, and helped "kill" the Knight of Entropy. While many would consider him a hero, this has obviously earned him the ire of the Terminus (or at least made him the target of ambitious Annihilists). A GM should feel free to give CT a Hero Point when his participation in the defeat of Omega brings the forces of the Terminus to him (perhaps attacking him unawares, or drawing him into a conflict he may have otherwise avoided). 



[b][u]Abilities[/u]:[/b] 6 + 6 + 6 + 4 + 4 + 2 = 28PP

Strength: 44/28/16 (+17/+9/+3)

Dexterity: 16 (+3)

Constitution: 32/28/16 (+11/+9/+3)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 12 (+1)



[b][u]Combat[/u]:[/b] 24 + 12 = 36PP

Initiative: +7/+3

Attack: +12/+7 (Giant Form)

Grapple: +15, +28 Ring, +32 Giant Form

Defense: +12 (+6 Base, +2 Dodge Focus, +4 Enhanced), +3 Flat-Footed, +7 Giant Form

Knockback: -8/-1



[b][u]Saving Throws[/u]:[/b] 2 + 4 + 8 = 14PP

Toughness: +17/+12/+3 (+11/+9/+3 Con, +6/+3 Protection, 10 Impervious (Giant Form only))

Fortitude: +13/+11/+5 (+11/+9/+3 Con, +2)

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

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



[b][u]Skills[/u]:[/b] 44R = 11PP

Acrobatics 8 (+11)

Craft (Artistic) 8 (+10)

Knowledge (Business) 8 (+10)

Knowledge (History) 8 (+10)

Language 4 (Arabic, English [Native], Greek, Hebrew, Latin)

Notice 8 (+10)



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

All-Out Attack

Dodge Focus 2

Luck 2

Power Attack

Precise Shot 2



[b][u]Powers[/u]:[/b] 90PP


[b]Device 22 ([/b]110PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted 2[b])[/b] [90PP] (Power Ring [Blessed/Holy, Magic])

[device][b]Create Object 1 ([/b]1 5ft cube, Toughness +1, Lifting Strength 5 [[i]Heavy Load:[/i] 50 lbs.], 10 10ft Range Increments / 100ft Max Range; [i]PFs[/i]: Precise, Tether[b])[/b] [4PP] (Fires of Creation)


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


[b]Enhanced Defense 4[/b] [8pp]


[b]Enhanced Feats 3 ([/b]Improved Initiative, Quick Change 2[b])[/b] [3PP]


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


[b]Flight 7 ([/b]1,000mph / 10,000ft per Move Action[b])[/b] [14PP]


[b]Holy Fire Control 12 ([/b]24PP Array; [i]PFs[/i]: Affects Insubstantial 2, Alternate Power 3[b])[/b] [29PP] (Fires of Judgement)

[array][b][u]BP[/u]: Blast 12 ([/b]10 120ft Range Increments / 1200ft Max Range[b])[/b] [24PP]"Rain of Fire"


[b][u]AP[/u]: Damage 12 ([/b][i]Extras[/i]: Area [Targeted, Shapeable {12 5-ft cubes}][b])[/b] [24PP]"Heart of the Blaze"


[b][u]AP[/u]: Growth 4 ([/b]9ft height, 10ft reach, Large size; [i]Extra[/i]: Linked [Density], [Protection], [Super-Strength][b])[/b] [12PP] [b]+ Density 4 ([/b]+8 Str, [b]Immovable 1[/b], [b]Super-Strength 1[/b], +2 Toughness Mass x3; [i]Extra[/i]: Linked [Growth], [Protection], [Super-Strength][b])[/b] [12PP] [b]+ Protection 1 ([/b][i]Extra[/i]: [b]Impervious Toughness 10[/b] Linked [Density], [Growth], [Super-Strength][b])[/b] [11pp] [b]+ Super-Strength 2 ([/b] [i]Extra[/i]: Linked [Density], [Growth], [Protection][b])[/b] [4PP]; [b]Temporary Drawback ([/b] -4 Defense, -4 Attack[b])[/b] [-16pp] [12+12+11+4-16=23PP] "Giant's Strength"

[u]Results of Form[/u]
[spoiler]+16 Strength (+8 modifier), +4 Con, +3 Toughness, Large Size (-1 Attack/Defense, +4 Grapple, -4 Stealth, +2 Intimidate, 10ft space, 10ft reach), Immovable 1, +1 Super-Strength, -4 Attack, -4 Defense.

Strength total: 44 (+17); Constitution Total: 32 (+11); Toughness Bonus: +17 (10 Impervious); Defense Bonus: +7; Attack Bonus: +7; Damage Bonus: +17; Super-Strength 10 (Effective Strength 94)[/spoiler]



[b][u]AP[/u]: Strike 3 ([/b][i]Extra[/i]: Penetrating 12 [DMG 24], [i]PF[/i]: Mighty[b])[/b] [16PP] "Unlimited Blades"[/array]



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


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


[b]Super-Senses 2 ([/b]Darkvision[b])[/b] [2PP]


[b]Super-Strength 7 ([/b]Lifting STR 61 [[i]Heavy Load:[/i] 58 tons 1,760 lbs.][b])[/b] [16PP][/device]



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

[code]ATTACK     RANGE     SAVE                          EFFECT

Unarmed    Touch     DC24/18 Toughness (Staged)    Damage (Physical)

Unarmed(G) Touch     DC32 Toughness (Staged)       Damage (Physical)

Blast      Ranged    DC27 Toughness (Staged)       Damage (Energy)

Strike     Touch     DC27 Toughness (Staged)       Damage (Energy)
Abilities (28) + Combat (36) + Saving Throws (14) + Skills (11) + Feats (8) + Powers (90) - Drawbacks (0) = 187/187 Power Points

RUN RINGS AROUND by GIZMO

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El Heraldo

Well, now that the problems are revealed, time to do something about them.

:arrow: Removing 4 ranks in Knowledge(Current Events).

:arrow: Removing Improved Pin.

:arrow: Changing the Attack Focus to Attack Specialization(Unarmed). Dropping two points off that. Buying 2 ranks of Base Attack

:arrow: Removed Super-Sense Ultrasound, bought another rank in Protection.

:arrow: Dropped Will to 6, Ref to 5.

:arrow: Bought 2 ranks in the Strike Power, with the Mighty feat.

EDIT JUNE 2012: Changed Unspent PP to account for June awards.

EDIT JUNE 2012 #2: Changed the Container to Active/Sustained, put the Super-STR and Strike inside the Container.

[floatr][img=http://freedomplaybypost.com/wiki/images/0/01/HeraldoHF.png][/floatr]

[b]Player Name:[/b] Arichamus

[b]Character Name:[/b] El Heraldo ("The Herald")

[b]Power Level:[/b] 9 (136/136PP)

[b]Trade-Offs:[/b] -2 Attack / +2 Damage, -3 Defense / +3 Toughness

[b]Unspent Power Points[/b]: 0

P[b]rogress To Silver Status:[/b] 31/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4486]King of Suits[/url])


[b]In Brief: [/b]Son of recently-immigrated Peurto Ricans granted powers by the burgeoning national spirit of Puerto Rico, who uses his new-found abilities in defence of those most vulnerable to crime. A student at the Claremont Academy.


[b]Alternate Identity:[/b] Subito Sondo

[b]Identity:[/b] Secret

[b]Birthplace[/b]: Puerto Rico, Adjuntas Municipality, Guayo Barrio

[b]Occupation:[/b] Student, Clerk (Grocery Store)

[b]Affiliations:[/b] Claremont Academy, Labor Union (Grocers)

[b]Family:[/b] Pavor Sondo (Father), Broma Sondo (Mother), Galanta Sondo (Sister), Rodrigo Fuego (Cousin)


[b]Description:[/b]

[b]Age:[/b] 16 (July 5th, 1995)

[b]Apparent Age:[/b] 19

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Latin American

[b]Height:[/b] 5'6"

[b]Weight:[/b] 184 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


A stocky fellow, Subito nonetheless manages to look taller than he actually is by the practice of good posture and carriage, which he augments with thick-soled boots and a baseball cap. His hair is curly, and cut shortly and as neatly as he can manage it, his eyes are spaced close together and are often shaded out of sight by the cap, and when seen have a narrow, suspicious look. His nose is short and broad, while his mouth is often turned slightly downward to help convey the message given by the eyes. His limbs are short, and he has rather large hands and feet for his age. he frequently wears white t-shirts and blue jeans.


In his guise as the gaudy El Heraldo, he wears a brilliantly-colored and heavily-padded jacket. His pants are blue-and-red gold-checkered tights, and his feet are covered with heavy leather boots. A broad cloth bandanna around his head suffices to conceal his identity, with a sky blue feathered hat hat completing the bizarre costume. He carries in this guise a large flagpole, to which is bound the flag of Puerto Rico.


[b][u]Power Descriptions:[/u][/b]

El Heraldo's powers are signaled by a glow around Subito's body, which takes the rough form of an immense flag made of golden smoke. His powers are an extension of the national spirit he is the host of, which increased his physical power and hearing, as well as the power of flight and a slowly increasing range of powers related to communication.


[b][u]History:[/u][/b]

[spoiler]Subito Sondo was born in the year 1995 on the island protectorate of Peurto Rico, in the municipality of Adjuntas. His parents, Pavor and Broma, were lower-middle class artisans, specifically metalworkers. His sister was a bold and and terrifying champion of the oppressed for miles around in their town, and the rest of his family were the thunderous, solid people who usually went totally unnoticed in a crowd. Throughout his young life, Subito was surrounded by noise: cars, passing celebrants, loud arguments or even deafening conversations on engrossing topics all combined to make what he can recall of his life in Puerto Rico an endless din. As a result, he grew up expecting noise to be around him at all times, and was rarely dissapointed. Noise became for him a sort of sanctuary, a comforting indicator that all was well. Silence became a warning, a mark that something horrible or disagreeable had happened.


His family had a good employ for 8 of Subito's years of life, but a sudden tragedy,the attack of the supervillain Mas Severas against a visit by the Allies of Justice to the municipality, which while it resulted in no loss of life did destroy the family's business. Leaving for Freedom City in 2003, the family got themselves well-ensconced in the Lincoln district, where some relatives helped them find open positions in the Fun-Time Toys factory still active near the docks. Glad for the gainful employment, Pavor and Broma managed to slowly but steadily raise their standard of living over the years, their children proceeding smoothly through school and all things considered life was good.


When Subito turned 15 life continued to be good, even after Subito lied about his age to get a job at the same factory his parents worked at (a lie aided by his unusually strong and tall build), and on his first day he tried to catch a wroker who had leaned a bit too hard against an insufficiently-secured handrail, dozens of feet above vats of a solution that worked wonders keeping paint on surfaces, but was deathly hazardous to humans. Subito's footing failed him when he grabbed the other man around the waist, and both tumbled towards a certain death, the workers who could see the scene trying futilely to do something to help.


Subito and the other man were abruptly stopped in mid-air, a few yards above the poisonous vat of blue mixture. Surprised, Subito looked up to behold a golden fog about him, and looking after a minute's hesitant experimentization, found he could move himself through the air. Carrying the other man back up to the catwalk, he realized that his strenth had been enhanced (and as he later learned, his endurance), his hearing incredibly sharpened, and that because of the latter he could hear clearly the furious argument being carried out between his parents, the union leaders, and the manager of the factory.


Thankfully, the only negative thing that resulted from that episode was that he was merely fired for lying about his age. His family were too surprised, the union too grateful (both for the extra bargaining room and because nobody was hurt in that instance), and the management too furious to discover that one of Toy-Boy's subtler booby-traps had escaped their notice, for any graver punishement to befall him. Also adding to his sense of giddiness as he went to sleep that night was the quiet, insistent voice that grew louder in his sleep, trying to tell him something in Spanish about a meeting. He gave it no thought until later that night, when he was awoken by a gentle tap on his head, jumping out of bed to his feet, he was greeted by a vision of a Hispanic woman wearing blue armor, bearing a vast collection of weapons on her back, and riding a ram sheep, in the vision almost totally transparent.


This apparition informed Subito that his family was in possession of an old battle-standard, bearing the coat-of-arms of Puerto Rico (the original flag having been destroyed in 1511), which had been used in nearly every successful battle involved in making Puerto Rico a Spanish holding since it had been made in 1500. As a result, a spirit of victory had attached itself to the banner, lending strength of will and protection from harm to those who held it. The spirt then told Subito that it had slowly grown over the ages, until it had become the national spirit of Puerto Rico, having melded with the ruling entities of the island's Taino tribes after their destruction by the Spanish colonists in the Taino rebellion. The infusion of the memories and power of the tribal spirits was a gigantic step on the Blue Dame's path to sapience.


Over the years she (used for ease of reference, 'it' wasn't considered acceptable to her) had grown in knowledge and strength, but the various forces that fought for the island divided and weakened her over and over again. It was only now, when the island nation's sense of self was at another height, that she could empower an individual with her gifts as her herald. She told Subito that she had chosen him over his sister because of his more focused personality. Galanta, to the spirit's mind, while excellent material for a herald of hers was rather too concerned with fighting as an end to itself to give much thought to what the fighting was for. But, she warned the nearly gleeful Subito, she would not stand for any slacking in what she was entrusting to him. As he followed her directions to the hidden chest containing the banner, she told him that he would, to keep his powers, have to keep from acting selfishly or with his sole betterment in mind, and any reneging would be instantly punished.


The chest was easy enough to find with the Blue Dame's instruction, and with little trouble he put it back together and took it to a nearby abandoned lot, where the Blue Dame taught him how to use the banner to don the traditional costume of a Herald of Puerto Rico. After a crash course on how to use his powers, the Blue Dame retired into the banner, telling Subito to hurry home, due to the extreme lateness of the hour, and that in the morning he would find the next step on his journey waiting for him. Subito slept soundly, and it took Galanta hauling him out of bed, seating him in a chair, and giving him a light cuff on the shoulder to wake him. He found himself staring into the piercing gaze of a narrow, darkly-clothed man with graying hair at the temples, the rest brown and cut short.


The Raven II, Subito learned later, had an informant in the factory the accident had occurred in, and had told Summers about the bizarre incident the same day it had happened.


The interview with Duncan Summers was short and painless, except for Broma and Pavor outdoing each other in tearfully telling Subito how he must remember to do what they would wish him to do at the bizarre school Summers was offerring to train him at. Galanta kept her peace, saying as much as their parents with a cold, narrow-eyed stare. After agreeing with Summers that it would be a great idea to learn how to use his powers correctly in a more controlled environment, little was left to do but pack and prepare for the autumn quarter.[/spoiler]



[b][u]Personality & Motivation:[/u][/b]

As El Heraldo, Subito acts as he thinks he ought to, doing his best to be just, kind, fair and honest as he knows how. He enjoys the anonymity of the mask, as it lets him be what he likes without repercussion on how he is viewed as Subito.


Out of costume, he is loud, impetuous and full of gusto for whatever he does, having been brought up to see silence as suited only for holy or sorrowful occaisions. His morals are fairly straightforward, and he gives litle thought or time to the why of his ethics. He equates thinking with doing, incomprehending how somebody could think up things they might do, and never act on any of them, and has a hard time understanding how one philosophy or belief system being true doesn't negate the others' validity. On the other hand, he is loath to bring issues like that up in conversation, seeing them as interesting challenges to be overcome on one's own, and would never dream of trying to make people more like himself.


[b][u]Powers & Tactics:[/u][/b]

El Heraldo has limited resources and severe limits to his gifts, meaning hie must take great care with whom and how he fights. As a profoundly heated individual, however, he is unlikely to do so, instead dashing into the fray with unmitigated aplomb and vigor, no matter how outmatched he might be, using the power of his standard to evoke hope for victory in any compatriots.



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

[b]Power Loss:[/b] Subito is granted his powers only so long as he uses them for the benefit of others. If he uses them for the sole purpose of bettering himself, they shall be revoked.

[b]Responsibility:[/b] Family. He feels honor-bound to serve his family's needs above his own.

[b]Secret: [/b]Identity. While he always has his powers, he knows his family is largely defenseless.

[b]Underaged:[/b] Subito isn't a legal adult, with all the restrictions that come with that condition.

[b]The Who-What Now?:[/b] Subito has almost no idea who's who or what's what in the complex world of jet-powered apes and time travel he's gotten himself into. Feel free to blindside him.

[b]What are you [i]wearing?![/i]:[/b] El Heraldo's garb is..distinctive, to say the least, and it's flashiness is fertile ground for misconceptions, easy recognition by enemies, and being nearly impossible to sneak in. 


[b]Abilities:[/b] 10 + 4 + 10 + 2 + 0 + 8 = 34PP

Strength: 28/20 (+9/+5)

Dexterity: 14 (+2)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 10 (+0)

Charisma: 18 (+4)



[b]Combat:[/b] 10 + 4 = 14PP

Initiative: +2

Attack: +5 Base, +7 Unarmed

Grapple: +13/+11

Defense: +6 (+2 Base, +4 Dodge Focus), +1 Flat-Footed

Knockback: -7/-2



[b]Saving Throws:[/b] 1 + 3 + 8 = 12PP

Toughness: +12 (+5 Con, +1 Protection (Costume), +6 Protection (Dame's Ward); [Impervious 8/0])

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

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

Will: +8 (+0 Wis, +8)



[b]Skills:[/b] 32R = 8PP

Diplomacy 6 (+10)

Intimidate 4 (+8)

Knowledge (Current Events) 4 (+5)

Knowledge (Popular Culture) 4 (+5)

Languages 2 (English, Latin, Spanish [Native])

Notice 4 (+4)

Sense Motive 8 (+8)



[b]Feats:[/b] 18PP

Accurate Attack

Attack Specialization (Unarmed) 1

Dodge Focus 4

Interpose

Inspire 4

Leadership

Luck 3

Move-by Action

Power Attack

Quick Change 1


[b][u]Powers:[/u][/b] 29 + 13 + 2 + 4 + 4 = 52PP


[b]Herald's Charge 6[/b] (30PP Container [Active, Sustained], [i]Drawback:[/i] Noticeable [Banner of Light]) [29PP]

[equip][b]Enhanced Strength 8[/b] (to 28 [+9]) [8PP]


[b]Flight 3[/b] (50mph / 500ft per Move Action) [6PP]


[b]Protection 6[/b] [6PP] (Dame's Ward)


[b]Super-Strength 3[/b] ([i]Light Load:[/i] 1 1/2 tons; [i]Power Feat:[/i] Super-Breath) [7PP]


[b]Strike 2[/b]([i]Power Feats:[/i] Mighty)[3PP] [/equip]


[b]Device 4[/b] ([i]Bandera de la Victoria[/i] [Banner of Victory]; 25PP Container; [i]Flaws:[/i] Easy-To-Lose; [i]Power Feats:[/i] Restricted 1 [Magic Users]) [13PP]

[device][b]Emotion Control 5[/b] ([i]Flaws:[/i] Limited [Hope]) [5PP]


[b]Feature 1[/b] (Repair Clothes) [1PP]


[b]Impervious Toughness 3[/b] [3PP]


[b]Protection 1[/b] [1PP] (Costume)


[b]Trip 9[/b] ([i]Extras:[/i] Knockback; [i]Flaws:[/i] Range (Touch); [i]Power Feats:[/i] Improved Trip) [10PP][/device]


[b]Comprehend 1[/b] (Languages [understand all spoken]) [2PP]


[b]Immunity 4[/b] (Cold, Drowning, Pressure, Poison) [4PP]


[b]Super-Senses 4[/b] (Auditory; Accurate, Extended 2 [1,000' Notice Increments]) [4PP]



[b][u]Drawbacks:[/u][/b] -2PP


[b]Vulnerability[/b] (Sonic Powers, Frequency: Common, Intensity: Moderate [x1.5]) [-2PP]



DC Block:

[code]ATTACK           RANGE           SAVE                            EFFECT

Unarmed          Touch           DC 24/20 Toughness (Staged)     Damage (Physical)

Bandera          Perception      DC 15 Will                      Hope

Super-Breath     Area [Cone]     STR/DEX vs Opposed at +9        Trip        

Strike           Touch           DC26/22 Toughness (Staged)      Damage (Physical)

Trip             Touch           STR/DEX vs Opposed at +9        Trip
Totals: Abilities (34) + Combat (14) + Saving Throws (12) + Skills (8) + Feats (18) + Powers (52) - Drawbacks (2) = 136/136 Power Points

51st State'd by trollthumper

Link to comment

7pp for Dead Head

2pp to bump up Wisdom, to 12/+1.

1pp to increase his Protection by 1 rank.

4pp to upgrade his shovel from Equipment to a Device.

Device 1 (Shovel, 5 points; Flaw: Easy to Lose; PF: Subtle [shrinks down]) [4PP]

Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP]

BE: Strike 2 (PF: Mighty) {3/3}

AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3}

AP: Super-Strength 1 (leverage; STR 27 [Heavy Load: 1,040 lbs.]; PF: Breaking) {3/3}


[b]Characters Name:[/b] Dead Head
[b]Power Level:[/b] 12* (224/224PP)[list]PL 12 Offense, PL 15 Toughness but averages to PL 12[/list]
[b]Trade-Offs:[/b] -3 Attack / +3 Damage w/ Body Weapons, +1 Attack / -1 Damage w/ Shovel; -5 Defense / +5 Toughness
[b]Unspent PP:[/b] 0
[b]Progress To Orichalcum Status:[/b] 118/180 (Impervium status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=596]Doktor Archeville[/url])

[b]In Brief:[/b] The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children!

[b]Alternate Identities:[/b] Burton "Burt" Lee
[b]Identity:[/b] Secret
[b]Birthplace:[/b] Durham, North Carolina, USA
[b]Occupation:[/b] Advocate, Ghostbuster, Psychopomp
[b]Affiliations:[/b] Midnighters
[b]Family:[/b] David Lee (Father), Jamie Lee (Mother), Keith Lee (Brother), Katherine Lee (Sister), numerous aunts, uncles, and cousins; all believe Burt Lee died ten years ago.

[b]Age:[/b] 33 (DoB: October 1977)
[b]Apparent Age:[/b] Early 20s?
[b]Gender:[/b] Male
[b]Ethnicity:[/b] Caucasian (some Irish on his mother's side, some English from his father's side)
[b]Height:[/b] 6'2" (1.88 m)
[b]Weight:[/b] 170 lbs. (77.11 kg)
[b]Eyes:[/b] Ectoplasmic Blue-Green Flames (formerly Green flames, formerly Blue)
[b]Hair:[/b] White-Grey (formerly Platinum-Blonde)

[b][u]Description[/u]:[/b] Dead Head is a mostly preserved corpse, dry though not [i]quite[/i] mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1469]Avenger[/url]'s old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body).

[spoiler][b]Old Appearance:[/b] Dead-Head's skin used to be shriveled and rotting, and purplish-grey in color. The trauma of his death changed his hair from platinum blonde to white-grey, and his eyes (once blue) glow with green, ectoplasmic flames. His mouth has been partially frozen into a rictus grin, and his voice usually sounds like a harsh, strained whisper. (Sometimes, such as when his head is separated from his body, it has an eerie reverb.) Having neither job nor source of income, he wears whatever he can get from where ever he can get it, though he's sure to always obtain a shovel. Currently, he's wearing discarded Army boots, old jeans, a t-shirt full of holes, and a well-worn black leather jacket; his current shovel is stainless steel model with a spade-like blade and a D-shaped handle. He smelled as bad as he looked.[/spoiler]
[b][u]Power Descriptions[/u]:[/b] Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go [i]through[/i] him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers.

[spoiler][b]Old:[/b] Dead Head's body is in a state of "dynamic stasis" -- constantly putrefying and rotting yet also regenerating. He takes damage like any other person -- powerful blasts don't bounce off him, they go [i]through[/i] him -- but his body restores itself so quickly it takes a lot for him to even notice. His eyes constantly glow with an emerald light, which flares when using his Animate Dead and Resurrection abilities.[/spoiler]
[b][u]History[/u]:[/b] For full history and background, see [url=http://freedomplaybypost.com/wiki/index.php?title=Dead_Head]his Wiki page[/url].

[floatl][img=http://freedomplaybypost.com/wiki/images/0/0f/Evilern2.jpg][/floatl]By September 2009, he had made his way to Freedom City, perhaps [i]the[/i] hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue [i]kaiju[/i], but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead.
Fortunately for Dead Head, he knows a few powerful and skilled [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=1910]mages[/url] and [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3968]benevolent necromancers[/url], who could help him relearn those abilities. These lessons are 'paid' in part by helping out around [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url], a task he happily does.

[b][u]Personality & Motivation[/u]:[/b] At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of [i]Tales from the Crypt[/i]'s Crypt Keeper. He is, in fact, very much like a member of [i]The Addams Family[/i]: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider, or stretching and twisting in ways no living person should or could) unnerves some people.

He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers).

[floatr][img=http://freedomplaybypost.com/wiki/images/7/75/Scarecrow.png][/floatr][b][u]Powers & Tactics[/u]:[/b] Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could.

He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew.

[hr][/hr]
[b][u]Complications[/u]:[/b]
[b]Appearance:[/b] It's a zomumbie! Eek!
[b]Creepy and Kooky, Mysterious and Spooky:[/b] Even when he's trying to present himself as 'normal,' Dead Head always has an '[i]Addams Family[/i] vibe' about him.
[b]Enemies:[/b] Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up.
[b]Pain Don't Hurt:[/b] Dead Head feels no pain, literally. He wouldn't know there's a knife stuck in his back unless someone points it out to him. This could get problematic if he's in a situation where he's being damaged but doesn't directly see it.
[b]Spare Change? Chaaange? :[/b] No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or [url=http://www.freedomplaybypost.com/viewtopic.php?f=28&t=1469]Avenger[/url]'s closet).
[b]Temper/Hatred:[/b] Dead Head has a special dislike of those who harm children or disturb the dead.


[b][u]Abilities[/u]:[/b] 14 + 4 + (-10) + 2 + 2 + 2 = 14PP
Strength: 24 (+7), effective Str 29 w/ Shovel
Dexterity: 14 (+2)
Constitution: ---
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 12 (+1)


[b][u]Combat[/u]:[/b] 10 + 4 = 14PP
Initiative: +2
Attack: +5 Ranged, +9 Melee, +13 Shovel
Grapple: +16, +17 Shovel
Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed
Knockback: -17, -10 vs Blessed, Magic, or Silver


[b][u]Saving Throws[/u]:[/b] 0 + 4 + 6 = 10PP
Toughness: +20 (Impervious 14 [not vs Blessed, Magic, or Silver])
Fortitude: ---
Reflex: +6 (+2 Dex, +4)
Will: +7 (+1 Wis, +6)


[b][u]Skills[/u]:[/b] 68R = 17PP
Disguise 0 (+1, +31 Morph)
Gather Information 14 (+15)
Intimidate 16 (+17)
Knowledge (Arcane Lore) 9 (+10)
Knowledge (Life Sciences) 4 (+5)
Knowledge (Popular Culture) 4 (+5)
Knowledge (Theology & Philosophy) 9 (+10)
Notice 8 (+9)
Sense Motive 4 (+5)


[b][u]Feats[/u]:[/b] 20PP
All-Out Attack
Attack Focus (Melee) 4
Attack Specialization (Shovel) 2
Contacts
Dodge Focus 2
Equipment 0 (+1 Veteran Reward)
Fearless
Jack of all Trades
Luck
Minion 0 (+15 Veteran Reward)
Power Attack
Ritualist
Sneak Attack
Startle 2 (Move Action)
Takedown Attack 2

[equip][b]Steel Shovel 1.5 ([/b]3EP Array, [i]Feats:[/i] Alternate Power 2[b])[/b] [5EP]
[array][b][u]BP[/u]: Strike 2 ([/b][i]Feats:[/i] Mighty[b])[/b] {3/3}

[b][u]AP[/u]: Burrowing 3 ([/b]Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action[b])[/b] {3/3} (Digging)

[b][u]AP[/u]: Super-Strength 1 ([/b]effective STR 27 [[i]Heavy Load:[/i] 1,040 lbs.][b])[/b] {2/3} (Leverage)[/array]

5 EP to [url=http://www.freedomplaybypost.com/viewtopic.php?f=46&t=5186]Parkhurst Hotel[/url][/equip]

[b][u]Powers[/u]:[/b] 3 + 13 + 2 + 2 + 4 + 1 + 30 + 1 + 7 + 3 + 17 + 20 + 34 + 1 + 9 + 2 = 149PP

[b]Anatomic Separation 1 ([/b][i]Extras:[/i] Variable Split[b])[/b] [3PP]

[b]Animate Objects 2 ([/b][url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=2626&p=83917#p83917]animate dead[/url]; [i]Extras[/i]: Horde, Range [Perception], Type; [i]Flaws[/i]: Action [Full], Limited [to corpses]; [i]PFs[/i]: Mental Link, Progression 4 [up to 25 zombies][b])[/b] [13PP]

[b]Comprehend 1 ([/b]Spirits[b])[/b] [2PP]

[b]Device 1 ([/b]Shovel, 5 points; [i]Flaw[/i]: Easy to Lose; [i]PF[/i]: Subtle [shrinks down][b])[/b] [4PP]
[device][b]Shovel 1.5 ([/b]3 points; [i]PFs[/i]: Alternate Power 2[b])[/b] [5PP]
[array][b][u]BE[/u]: Strike 2 ([/b][i]PF[/i]: Mighty[b])[/b] {3/3}

[b][u]AP[/u]: Burrowing 3 ([/b]digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action[b])[/b] {3/3}

[b][u]AP[/u]: Super-Strength 1 ([/b]leverage; STR 27 [[i]Heavy Load:[/i] 1,040 lbs.]; [i]PF[/i]: [url=http://www.freedomplaybypost.com/viewtopic.php?f=27&t=5403&p=128951#p128951]Breaking[/url][b])[/b] {3/3}[/array][/device]

[b]Enhanced Strength 0 ([/b][i]Feats:[/i] Affects Insubstantial 2[b])[/b] [2PP]

[b]Features 1 ([/b]Internal Compartment[b])[/b] [1PP]

[b]Immunity 30 ([/b]Fortitude Effects[b])[/b] [30PP]

[b]Immunity 2 ([/b]Critical Hits, [i]Flaws:[/i] Limited [Not vs Blessed, Magic, or Silver][b])[/b] [1PP]

[b]Impervious Toughness 14 ([/b][i]Flaws:[/i] Limited [Not vs Blessed, Magic, or Silver][b])[/b] [7PP]

[b]Insubstantial 1 ([/b][i]Drawbacks:[/i] Action 2 [Standard][b])[/b] [3PP] (Disturbingly Limber)

[b]Necromancy 6.5 ([/b]13PP Array; [i]Feats:[/i] Alternate Power 4[b])[/b] [17PP]
[array][b][u]Base Power[/u]: Anatomic Separation 2 ([/b]"Fall To Pieces"; Total Rank 3; [i]Extras:[/i] Action [Free] [3], Variable Split [2][b])[/b] {9pp} [b]+ Flight 1 ([/b]"Aspect of The Penanggalan"; 10mph / 100ft per Move Action; [i]Flaws:[/i] Limited [Only when head is detached][b])[/b] {1pp} {9+1=10/13}

[b][u]AP[/u]: Enhanced Feats 12 ([/b]"Boo!"; Fearsome Presence 12 [60-ft. radius, DC 22][b])[/b] {12/13}

[b][u]AP[/u]: Morph 6 ([/b]"Faces of Death"; Any Humanoid, +30 Disguise; [i]Flaws[/i]: Limited [Dead People]; [i]PFs[/i]: Covers Scent, Precise, Voice Mimicry[b])[/b] {9} [b]+ Shrinking 4 ([/b]"Creepy Dead Kid"; Small[b])[/b] {3} {9+4=13/13}

[b][u]AP[/u]: Strike 6 ([/b]body weapons; [i]PFs[/i]: Extended Reach, Improved Disarm, Improved Trip, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing][b])[/b] {12/13}

[b][u]AP[/u]: Teleport 9 ([/b]900 feet/anywhere on Earth; [i]Flaw[/i]: Limited [only places of death {cemeteries, morgues, etc.}]; [i]PFs[/i]: Easy, Progression [250 lbs. cargo], Subtle, Turnabout[b])[/b] {13/13}[/array]

[b]Protection 20[/b] [20PP]

[b]Regeneration 32 ([/b]Recovery 14 [+9], Recovery Rate: Injured 6 [No Action], Disabled 5 [1 minute], Resurrection 7 [1 minute], [i]Feats:[/i] Persistent, Regrowth[b])[/b] [34PP]

[b]Speed 1 ([/b]Undead Stamina; 10mph / 100ft per Move Action[b])[/b] [1PP]

[b]Super-Senses 12 ([/b]Communication Link [mental, with Mutt], Darkvision [[i]Drawbacks:[/i] Noticeable], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Postcognition [[i]Flaw[/i]: Unreliable][b])[/b] [9PP]
[b]+ Enhanced Super-Senses 4 ([/b]Acute Analytical Mental Senses [All], [i]Flaws:[/i] Limited [Necromantic Effects][b])[/b] [2PP]

[b][u]Drawbacks[/u]:[/b] -0PP
None


[b][u]DC Block[/u][/b]
[code]ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 22 (24*) Toughness (Staged) Damage (Physical)
Necromancy Touch/Area DC 22 Will (Staged) Shaken/Frightened/Panicked
Body Weapons Touch DC 28 (30*) Toughness (Staged) Damage (Physical)
Shovel Touch DC 24 (26*) Toughness (Staged) Damage (Physical)
Shovel, Breaking Touch DC 17 Fort (Staged) Drain Toughness; Objects Only
DC 22 Toughness (Staged) Damage (Phys); Objects Only

* Sneak Attack
[floatr][img=http://www.freedomplaybypost.com/wiki/images/a/a7/DeadHeadHF.png][/floatr][b]Players Name:[/b] Dr. Archeville
Abilities (14) + Combat (14) + Saving Throws (10) + Skills (17) + Feats (20) + Powers (149) - Drawbacks (0) = 224/224 Power Points
Characters Name: A Mutt (a pun on the name of a certain other critter)
    Alternate names: Carcass, Scraps
Power Level: 6/10 (149/150pp) Trade-Offs: None Unspent PP: 1 [floatr] Ain't he the cutest thing?![/floatr]In Brief: Dead Head's faithful hound! Description: A mix of Mastiff (Neopolitan and Tibetan), Newfoundland, and Saint Bernard, standing about two feet (~0.6m) tall at the shoulder. Most foes only see his terrible jaws and glowing red eyes, though. History: One of Papa Legba's loyal hounds, loaned to Dead Head after the events of the Hades/Samedi debacle. Personality & Motivation: Much like Dead Head, A Mutt is friendly, loyal, protective, and tolerant. A Mutt loves the water, as fitting a creature from Guinee, the Island Beneath the Sea. He is highly intelligent (for a dog), and very protective of children. Powers & Tactics: A Mutt is a spirit, and as such naturally exists in an incorporeal and invisible/inaudible/un-sensable form. He can run up walls and across the air with ease, and his mighty jaws can bite corporeal and insubstantial foes, whether he is corporeal or not; these wounds are slow to heal. He can let our a baleful howl, far more terrifying than the call of any mere wolf. Most impressive of all, though, is his extraordinary sense of smell, which allows him to track creatures even across other dimensions! Abilities: [6 + 4 + 10 + -4 + 4 + 0 = 20pp] Str 16 (+3) Dex 14 (+2) Con 20 (+5) Int 6 (-2) Wis 14 (+2) Cha 10 (+0) Combat: [4 on Attack, 8 on Defense = 12pp] Attack +2 (ranged), +6 (melee) Grapple +9 Damage +4 (bite); +2 more w/ Sneak Attack Defense +6 (+4 Base, +2 Dodge Focus), +2 flat-footed Knockback -3 Initiative +2 Saves: [0 + 3 + 3 = 6pp] Toughness +6 Fort +5 (+5 Con, +0) Ref +5 (+2 Dex, +3) Will +5 (+2 Wis, +3) Skills: [48 ranks = 12pp] Intimidate 14 (+14) SM Notice 13 (+15) SM Stealth 13 (+15) SM Survival 8 (+10) SMFeats: [20 feats] Attack Focus (Melee) 4 Dodge Focus 2 Fearsome Presence 10 (50 ft., DC 20) Improved Trip Skill Mastery (Intimidate, Notice, Stealth, Survival) Sneak Attack Startle Powers: [21 + 3 + 12 + 22 + 10 + 1 + 4 + 10 = 83pp] Concealment 10 (all non-Mental senses; PFs: Selective) [21PP]
    Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be un-concealed, and if unable to sustain the power, he goes completely concealed.
Flight 1 ("air walking"; 10 mph / 100 feet per Move Action; PF: Subtle) [3PP] Immunity 12 (aging, life support, need for sleep, starvation/thirst) [12PP] Insubstantial 4 (ghost form; affected by blessed, magical or silver attacks; PFs: Selective, Subtle) [22PP]
    Note: Duration is reversed (a +0 Extra). It is an active sustained effect for him to be corporeal, and if unable to sustain the power, he goes completely incorporeal.
Mighty Jaws of Doom 4.5 (9 points; PF: Alternate Power) [10PP]
BE: Strike 1 (standard jaws of doom; Extra: Affects Corporeal 4; PFs: Affects Insubstantial 2, Incurable, Mighty) {9/9} AP: Strike 1 (spirit-shredding jaws of doom; Extras: Affects Corporeal 4, Alternate Save [Fort] 4; Flaw: Action [Full round] 4; PFs: Affects Insubstantial 2, Incurable, Mighty) {9/9}
Protection 1 [1PP] Super-Movement 2 (mystical dimensions) [4PP] Super-Senses 6 (communication link [mental, with Dead Head], darkvision, scent, tracking [olfactory; Extra: Extended; PFs: Dimensional 3], ultra-hearing) [10PP] Drawbacks: [-4PP] Disability (no hands; very common, moderate; -4PP) DC Block

Unarmed/Claws Melee DC 18 (20*) Toughness Damage (Staged)
Jaws, Standard Melee DC 19 (21*) Toughness Damage (Staged)
Jaws, Soul-Shred Melee DC 19 Fortitude Damage (Staged)

* Sneak Attack
ATTACK             RANGE      SAVE                    EFFECT
Totals: Abilities 20 + Combat 12 + Saves 6 + Skills 12 (48 ranks) + Feats 20 + Powers 83 - Drawbacks 4 = 149/150 Power Points

Stunts for Dead Head's Necromancy 6.5 (13 points): Healing 10 (Extra: Resurrection [up to 30 months]; Flaws: Distracting, Resurrection only, Unreliable [sometimes they Come Back Wrong]; PFs: Progression 8 [3 months per rank]) {13/13}

Dead and Buried by Supercape

Link to comment

Overclock

Wow, been a while since I did edits for Overclock. These shouldn't be much trouble, though - mostly upping his skills and snagging some lovely, lovely feats to bring him up to PL 9 caps.

14 PP to spend, only going to spend 11 for now - divide as such.

4 PP - Cha 14 (+2)

1 PP - Feat - Tough (+1 Toughness)

1 PP - Feat - Attack Focus (Melee) (+1 Attack)

1 PP - Feat - Dodge Focus (7) (+1 Dodge Focus) (+1 Def)

1 PP - Feat - Equipment 1 (5 points - Commlink (1), Handcuffs (1), Weighted Gauntlets/Boots (+1 Damage Bonus) (3)

1 PP - Feat - Monkey Climber

1 PP - Feat - Challenge (Fast Acrobatic Bluff)

1 PP - Skills - 10 PP = 40r - (1 rank to Diplomacy (now 8, +10), 3 ranks to Perform (Wind Instruments), now 10, +12)

And that's 11/14.

And all of that's in the code block behind the spoiler. Cheers!

[u][b]Name:[/b][/u] Overclock

[u][b]Character's Name:[/b][/u] Quinn

[u][b]Power Level:[/b][/u] 9 (131/134 PP)

[u][b]Tradeoffs[/b][/u]: N/A

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

[u][b]Progress to Silver Status:[/b][/u] 11/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=4533]Push[/url])


[u][b]In Brief:[/b][/u] A trained martial artist who can only use his immense speed and strength (the Woosh) when the adrenaline hits.


[u][b]Alternate Identities:[/b][/u] Ezekiel Irons, "Iron Z" (stage name).

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

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

[u][b]Occupation[/b][/u]: Jazz musician ("Iron Z"), busker.

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

[u][b]Family:[/b][/u] Jacob and Hannah Irons (parents)


[u][b]Age[/b][/u]: 25 

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

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

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

[u][b]Height[/b][/u]: 5'8"

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

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

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


    [b][u]Description:[/u][/b] Zeke's not exactly a man who cares about his appearance, save for trying to maintain a semi-attractive unkempt look that fits his 'tude. Physically, he's [i]very[/i] fit, with a fairly decent-looking face that's attracted more than a few female jazz fans who've seen him perform, his hair usually done into thick dreadlocks (a personal affectation, he thinks it makes him look rakish), and a light beard down his jawline leading to a neatly trimmed goatee. When not on patrol, he'll amble about in whatever clothes he's thrown together for the day, usually something baggy and soft, with his saxophone case on his back – unless he has a gig, in which case his standard outfit is a pair of black slacks, a white shirt with the cuffs rolled up, a dark green waistcoat with silver buttons, and either a newsboy cap or a fedora. 


When on patrol, however, he wears a specially-made costume; a black [url=http://leandropavanelli.files.wordpress.com/2010/09/spiderwip2-2ga.jpg]headmask[/url] with wide, gold-tinted eye-goggles, a black and gold [url=http://www.yodaboys.com/impulsesketch2.jpg]bodysuit[/url] (swap black for the red & white), light – now weighted - gauntlets, and a pair of plated boots in similar colors.


[u][b]History[/b][/u]: Iron Z, aka Ezekiel Irons, had things pretty good. Sure, he wasn't rich, but he had a good gig playing the Secret Bar downtown. On retainer three nights of the week, playing cool jazz with a hot horn and keeping the atmosphere like the years that he loved to read about and hear about. The spy-themed bar got a lot of the nostalgia crowd, for all it's gimmicky ways, and he loved sitting back after a set and listening to the regulars talk about how things were back in their day. Talking about Centurion and the big heroes, about how Freedom City was a shining beacon of light on the East Coast before the Moore Administration, the new types of music and art and books and everything that kept popping up. Zeke was happy hearing about the past, it was one of the reasons he learned how to play the saxophone and got a job as a professional musician. Granted, he wasn't exactly getting a record label or anything, but he was young and hopeful. Who knew, maybe one day the right guy with the right briefcase'd walk in, right?


Truth be told, it wasn't just the music that Ezekiel loved hearing about; listening about the superheroes of the past generations was entertaining as heck for him too. Sometimes when he was practicing for another gig, he'd let the music and practice carry him to daydreams of heroism; maybe he'd be some kind of music controller, playing like the Pied Piper and leading villains to jail. Maybe he'd be some kind of speedster, like Johnny Rocket, judging by how many times he'd had to bolt across town to reach a job in time and always barely making it under the wire. Maybe he'd be some grim avenger of grim darkness, like the Raven, standing on rooftops and brooding as he looked over his city. He daydreamed, played his music, and made a living from it. Which made it come a bit out of left field when his daydreams came crashing rather unceremoniously right into reality.


Irons had been taking a shortcut through some back alleys to get back to his apartment when he saw them. A pack of what looked like no-goodniks, circling an old man who just leaned on a heavy cane, sighing. One ganger jumped forward with a lead pipe, only to get clouted over the head with the cane and the point of it shoved into his gut, sending him wheezing to the ground. Two more tried to attack from the rear, but the old man whirled and lashed his foot out in a vicious kick, once, twice! And both hit the ground missing teeth, the others backing up. Irons just stood there, rooted to the spot, his mouth slack as he watched the 'victim' deliver the swift and sure blows. Unfortunately, that's when the last four decided that one-at-a-time fighting was a bad idea.


When they drew pistols, that's when Ezekiel's feet moved as if on his own accord. He charged forward, praying he'd make it in time. He could see their fingers contract on the triggers, smell the cordite as the bullets began moving forward in the chambers. Time seemed to stop. And then....Woosh.


It was like nothing he'd ever felt before; an adrenaline rush so powerful it was almost as if his entire body was on fire. He felt strength flow into his muscles, his feet move faster than he'd ever seen them move before, the thugs frozen as if they were standing still. He lashed out with his hands and feet, hitting the thugs as hard as he could and watching with detached amusement as they fell and tumbled away as in slow motion. When he'd finally struck the last one with a vicious right hook to the jaw, he stopped, breathing heavily, as the rush ended and a punishing exhaustion hit his body. The old man stood and watched as Zeke simply blurred and then reappeared, before falling to the ground unconscious.


When Irons woke up, he heard the sounds of battle and 'kiyi!'s coming from a nearby room, and sat bolt upright. Then promptly regretted it, as his body began complaining most violently. A small old man dressed in a weathered old gi sat nearby, stirring a pot. Zeke sat up, looking at the old man. The old man looked at him. Irons tilted his head to the side. The old man did the same. Finally, Zeke introduced himself; it seemed only polite, and he really had no idea where he was. The old man introduced himself in return; Master Lee. Of Lee's School of Self Defense, Hanover. He even had a flyer to prove it. Zeke raised an eyebrow.


It turned out the old man was the one being mugged in that alleyway. Mugged being the operative term, Irons had heard of Master Lee's School of Self Defense, it'd be hard not to in Freedom City, and those thugs would've been in for a rough time even if he hadn't somehow...wooshed in there like that. Master Lee concurred with Zeke. Although he was still rather impressed. The two sat talking for a while, Lee curious as to how Zeke managed such a feat of speed; after the pain went away the two even went into the now-empty dojo (it was well after midnight by then), and tried to replicate it. Zeke found, to his surprise, he could in fact move faster than before (and he was no slowpoke when a gig was on the line), and his reflexes were better...but he couldn't reach that same insane speed he'd used against the thugs. Lee tilted his head to the side, and shrugged. The two stayed up the whole night talking and experimenting with Zeke's new speed, Lee showing him the basics of the dojo's martial arts. Zeke found himself amazed and fascinated by the skill of the Master, the multitude of styles the old man knew; kung fu, muay thai, aikido, karate...when the sun finally came up and the first students for Lee's morning classes arrived, they found Irons passed out on a pile of mats and Lee sighing; he had a lot of work to do.


Ezekiel Irons returned to that dojo, repeatedly, over multiple years. Master Lee saw in Irons a good heart, and an honest one; Zeke saw in himself, well, mostly burgers and tacos, but he liked that the Master seemed to think he had potential. For two years, he experimented with his new speed, noting that when he was in heated sparring sessions with other students, he could move faster, and faster, and even faster than he'd expected. He could feel the adrenaline flowing and his system working at even greater speeds, his strength, resilience, and manual dexterity accelerating during those brief periods. He asked Lee to teach him these martial arts; seeing in his new ability a chance at those daydreams of heroism he'd always hoped for. Finally, five years to the day after he first woke up in Master Lee's School of Self Defense, Ezekiel Irons was playing the saxophone as a busker in downtown Freedom (gigs weren't his only way of earning cash, after all), when he heard a scream from a nearby alley. A wide smile creased his features, and he picked up a duffel bag he'd began carrying with him.


Overclock was on the job.


[u][b]Personality and Motivations:[/b][/u] Before Zeke found the Woosh, he was a pretty simple guy. He loved his music, he liked his loft in that old repurposed factory, he was fond of his old beaten-up car, he lived his Bohemian lifestyle as best he could. He loved hearing stories of what Freedom City used to be like, and whenever there was some big heroic shindig going on, he always tried his level best to get there and either watch, or help out getting people away from the danger zone. He was a free spirit in his own way, to put it lightly. Then, once Zeke found the Woosh and Master Lee's school, it was like a new lease on life. He had a chance at being a hero, something he'd always dreamed about; and now here was his opportunity. He threw himself into Lee's training, working as hard as he could to master what the school of self-defense had to teach him. He's still the same free spirit and Bohemian he was before, but now he's got a responsibility to his city; one he takes very seriously indeed.


[u][b]Power Descriptions:[/b][/u] Overclock's power is essentially a mutated adrenaline rush without the bodily damage afterward (save a really bad headache or muscle pains); he moves faster, punches harder, can take a lot more abuse than an average person. But what his real power is (so he thinks) is what he dubs the "Woosh", in a fight or when the adrenaline really flows, he can kick his body to absolutely insane speeds, running faster than a speeding bullet or moving so quickly it seems as if the world is in slow motion around him. And on top of all that, he's an expert (not a master, yet) of mixed martial arts, having learned a great deal of many different styles at Master Lee's School of Self Defense.


[u][b]Powers and Tactics[/b][/u]: As stated above, Zeke's power is in his insane speed, heightened strength and resilience, and he takes full advantage of it. When in a fight, he stays at a fairly low speed, gauging his opponent and only using the minimum amount of force neccessary to disable or knock them out, only increasing his speed if the foe displays abilities that merit it. He's more than willing to go max-speed to goonsweep an army of thugs, however; he's not stupid. If he can finish a fight by surprising an opponent with a blindingly-fast punch or kick, he'll do it.


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


[b]Adrenaline Rush[/b] - Zeke can only tap into the full force of the Woosh when in a situation that would merit a huge adrenaline rush; a fight, a building collapsing, chaos all around him. Sometimes he can give it a kick-start, sometimes he can't. (Save for Speed 2 and Quickness 2, full range of powers will only be accessible at GM's discretion.)


[b]Adrenaline Crash [/b]- While his body does seem to compensate easily when he comes down from the Woosh, sometimes it doesn't always work properly; there is the rare occasion when the rush doesn't end like it should...


[b]Arrogant Kung Fu Guy[/b] - Despite his training and recriminations from Master Lee, Overclock can occasionally get a little uppity in a fight, messing with his opponent when he should really be finishing the job ASAP, or sometimes simpy enjoys the fight way too much to want to end it so soon.


[b]Master Lee's School of Self Defense[/b] - Zeke owes a lot to Master Lee and the man's students for teaching him and helping him adapt to his new abilities, and would do a lot to keep that school and the people who attend it safe. Should he also run into any of Master Lee's renegade students, he'd also make a beeline straight for them to teach them the errors of their ways, or they might aim right for him to teach a most violent lesson.


[b]Struggling[/b] - Zeke's a jazz musician with a semi-steady gig at the Secret Bar (though he's been getting some flak for disappearing abruptly when crime's in the offing), and works occasionally as a busker around town (good cover for patrols!); unfortunately, sometimes the guy can get a bit strapped for cash.


[u]Abilities[/u]: 8 + 8 + 8 + 0 + 4 + 4 = 32 pp

STR 26/18 (+8/+4)

DEX 26/18 (+8/+4)

CON 22/18 (+6/+4)

INT 10 (+0) 

WIS 14 (+2) 

CHA 14 (+2) 


[u]Combat[/u]: 8 + 4 = 12 pp

Init: +8/+7

ATK: +4, +5 Melee, +9 Unarmed/Melee

Grapple: +12/+8

DEF: +9 (+2 Base, +7 Dodge Focus), +2 Flat-Footed

Knockback: -4/-3, -3/-2 Flat-Footed


[u]Saves[/u]: 0 + 0 + 5 = 5 pp

TOU +9/+7, +7/+5 Flat-Footed (+6/+4 Con, +2 Defensive Roll, +1 Tough)

FORT +6/+4 (+6/+4 Con, +0)

REF +11/+4 (+8/+4 Dex, +3 Enhanced Reflex, +0)

WILL +7 (+2 Wis, +5)


[u]Skills[/u]: 10pp=40r

Acrobatics 5 (+13) 

Diplomacy 8 (+10) 

Notice 6 (+8)

Perform (Wind Instruments) 10 (+12)

Search 5 (+5)

Sense Motive 6 (+8) 


[u]Feats[/u]: 28 pp

Acrobatic Bluff,

All-Out Attack,

Attack Focus (Melee),

Attack Specialization (Unarmed) 2,

Challenge (Fast Acrobatic Bluff),

Defensive Roll, 

Dodge Focus 7,

Equipment 1,

Evasion 2,

Improved Critical (Unarmed)

Luck,

Move-By Action,

Monkey Climber,

Power Attack,

Quick Change,

Stunning Attack,

Takedown Attack 2,

Tough,

Uncanny Dodge (Auditory) 


[quote]Equipment 1 = 5 EP:

Commlink – 1 EP

Handcuffs – 1 EP

Weighted Gloves and Boots (+1 Damage) – 3 EP[/quote]


[u]Powers[/u]: 4 + 8 + 3 + 8 + 2 + 3 + 16 = 44pp


[b]Enhanced CON 4[/b] [4 pp]


[b]Enhanced DEX 8[/b] [8 pp]


[b]Enhanced Reflex Save 3[/b] [3pp]


[b]Enhanced STR 8[/b] [8 pp]


[b]Quickness 2[/b] (x5 speed) [2pp]


[b]Speed 2[/b] (25mph) PF: Moving Feint [3pp]


[b]"Woosh" Power Reserve 8[/b] (16pp reserve; Quickness [up to 18 (x1,000,000 speed)] or Speed [up to 18 (5,000,000MPH or 50,000,000' per round]) [16PP]


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

[code]

ATTACK              RANGE     SAVE                         EFFECT

Unarmed             Touch     DC 24/20 Toughness (Staged)  Damage (Physical)

Unarmed (Stun)      Touch     DC 19/15 Fortitude           Dazed/Stunned/Unconscious
Abilities 32 + Combat 12 + Saves 5 + Skills 10 + Feats 28 + Powers 44 = 131/134PP

KER-POWED! by 'Cape

(NB: I presumed Weighted Gloves had the mighty feat to bring them to 2 EP, and also there is no need to charge for small items like commlinks and handcuffs here, they are assumed to be free if you want them)

Link to comment

Silhouette

Skills

-4 Climb

+6 Sleight of Hand

+2 Search

Feats

+1 All Out Attack

+1 Agile Climber

+4 Attack Focus Melee

-2 Attack Specialization (Strike)

+1 Challenge (Fast Acrobatic Bluff)

+1 Improvised Weapons

[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] 12 (185/186PP)

[b][u]Trade-Offs:[/u][/b] None

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

[b][u]Progress To Gold Status:[/u][/b] 81/90

[i]Bronze Reward:[/i] Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling

[i]Silver Reward:[/i] 3rd PC, PL8/120PP ([url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/url])


[b][u]In Brief:[/u][/b] An ambush character and close ranger brawler with the ability to turn flat.


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

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

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

[b][u]Occupation:[/u][/b] Freelancer

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

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


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

[b]Age:[/b] 25 ([i]DoB:[/i] April 20th 1986)

[b]Gender:[/b] Female

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

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

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

[b]Eyes:[/b] Grey

[b]Hair:[/b] Brown


The transition into superheroism has left an effect on Carrie's physique. She is no longer underweight, and far less skinny putting on a few pounds of muscle and training up. She's a lot more lean now, but her stance and figure is a lot more poise, and her posture and habits have improved. She looks a lot more healthy in that she has adjusted her sleep schedule to fit her new night job, and her eating habits have improved to compensate for her needing more energy.


Her costume a form fitting leather one piece biker suit she spray painted back with a baclava sewn into the collar. Over that is a specially made mask(curtiousy of Dragonfly) with a built in radio feed and lenses that helps her see in the dark. The black out assemble is completed with leather gloves and boots which gives her really the look of a modern ninja. She has several pockets which usually contain things like business and phone cards, some zip ties, bandages, and her car key.


[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.


What started as an experiment became a full on lifestyle, which Carrie adjusted too accordingly. It wasn't hard to change her sleep and work schedule to suit her going out at nights as she worked freelance anyway, and already had a penchant for sleeping in late. What really became hard was the fact that she had to effectly lie to everyone she met about that part of her life, which Fulcrum whom she befriended as a civilian and does custom tailoring for.


[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. This being said, it's really just a self defense mechanism because she herself is very insecure about her own lack of power and is almost constantly comparing herself to others. However insecure she is about whether she is in fact a hero or not, it still doesn't stop her from working hard, and maintaining her own set of morals and ideals about how heroes should act, and about how people should act. This makes her especially hard on herself if she doesn't live up to it herself.


Carrie outside of costume is a nerd, plain and simple. She loves works of fiction, any fiction, comics, movies, novels, she has shelves of these just lined up and well bent from rereading them. She also has a taste for the older styles, loving old cars, and older designs and cuts of clothing, as well as steampunk things and clothing (some of which she owns is geniune because of a visit to an actual steampunk alternate universe). If she had the choice she'd be driving some full on classic American muscle cars instead of her mini cooper, or a really nice old chopper, but the car was a gift, and it was better than what she had before, which was nothing.


[b][u]Powers & Tactics:[/u][/b]

Silhouette can turn flat, which sounds like a rather lame power, but she ultilizes it quite well. Her fingers and limbs are incredibly sharp, and she does not have to assume full form to use them making her able to brawl effectively both in and out of costume with little(or really less) suspect to her idenity. Her black costume allows her to masquerade as a shadow as she moves along walls, and her now more refined use of acrobatics makes her able to run circles around opponents easily before sneaking in for a hit. When alone, she usually relies on divide and conquer methods of attack, while in battle she'll both act as a distraction, and use the distraction of others while trying to maintain the safety of civilians or to catch the villians off guard.


[hr][/hr]

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

[b]Bad Cravings:[/b] Carrie used to smoke in college, and quit afterwards because she couldn't afford to keep up the habit. As a result she gets very, very irratable near bars or clubs or anywhere else filled with cigerette smoke as it gives her cravings.

[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]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]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]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 + 10 + 8 + 4 + 4 - 0 = 32PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat:[/u][/b] 8 + 12 = 20PP

Initiative: +13

Attack: +4, +10 Melee, +12 Strike

Grapple: +11

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -5, -2 Flat-Footed



[b][u]Saving Throws:[/u][/b] 6 + 9 + 5 = 20PP

Toughness: +12, +4 Flat-Footed (+4 Con, +8 Defensive Roll)

Fortitude: +10 (+4 Con, +6)

Reflex: +14 (+5 Dex, +9)

Will: +7 (+2 Wis, +5)



[b][u]Skills:[/u][/b] 108R = 27PP

Acrobatics 15 (+20)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

Gather Information 4 (+4)

Knowledge (Art) 8 (+10)

Knowledge (Behavioral Sciences) 4 (+6)

Knowledge (Physical Sciences) 6 (+8)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Technology) 4 (+6)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Search 8 (+10)

Sleight of Hand 10 (+15)

Stealth 15 (+20)



[b][u]Feats:[/u][/b] 51PP

Accurate Attack

Acrobatic Bluff

Agile Climber

All-Out Attack

Attack Focus Melee 6

Attack Specialization (Strike) 1

Challenge (Fast Acrobatic Bluff)

Dazzling Attack

Defensive Roll 4 (+8 Toughness)

Dodge Focus 6

Equipment 3 (+4 Veteran Reward = 7 [35EP])

Grapple Finesse

Improved Critical (Strike) 2

Improved Disarm

Improved Initiative 2

Improved Grapple

Improvised Weapons

Luck 4

Move-By Action

Ninja Run

Paralyzing Attack

Power Attack

Redirect

Set Up

Skill Mastery (Acrobatics, Disable Device, Notice, Stealth)

Stunning Attack

Takedown Attack 2

Ultimate Save (Reflex)

Uncanny Dodge (Hearing)

Well-Informed


[quote name="Equipment 6PP = 30EP"]


[b][u]2008 Mini Cooper[/u][/b]

[list][b]Speed 6[/b] (500 mph)

[u]Stats[/u] [i]Size:[/i] Large; [i]Strengh:[/i] 30; [i]Defense:[/i] 9; [i]Toughness:[/i] 12; [i]Features:[/i] Disguise, Navigation System, Remote Control;

[u]Powers:[/u]

Concealment 6 (All Audial & Visual) Flaws: Blending 6ep

Immunity 5 (Falling Damage) 5ep

Protection 4 4ep

Super-Movement (Wall Crawling) Flaw: Only Wile Moving 1ep

Cost: 24 ep[/list]


[b]HQ[/b] (Underground Under Closed Down Video Store) 6ep

[list]Size Medium (1ep)

Computer

Defense System (Blast 10)

Garage

Living Space

Power System[/list][/quote]


[b][u]Powers:[/u][/b] 4 + 18 + 14 = 36PP


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


[device][b]Immunity 2 ([/b]Dazzle [Visual][b])[/b] [2PP]


[b]Super-Senses 3 ([/b]Darkvision, Radio[b])[/b] [3PP][/device]

[b]Dimensional Control (2-D Form) 3 ([/b]15PP Container [Sustained Duration], [i]Extras:[/i] Action [Reaction][b])[/b] [18PP]


[device][b]Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Limited [Side View][b])[/b] [4PP]


[b]Enhanced Feats 7 ([/b]Defensive Attack, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Defense 2[b])[/b] [7PP]


[b]Insubstantial 1 ([/b][i]Flaws:[/i] Limited [Width][b])[/b] [4PP][/device]


[b]Strike 9 ([/b][i]Extras:[/i] Penetrating [2, DMG 14], [i]Feats:[/i] Affects Insubstantial 2, Mighty[b])[/b] [14PP] (Mutation, Training, Ultrasharp Fingers & Feet)



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

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

Strike --- 27 / Toughness --- Bruised (Staged); Penetrating 2



[b]Abilities (32) + Combat (20) + Saves (20) + Skills (27) + Feats (51) + Powers (36) - Drawbacks (0) = 186/186 Power Points[/b]

Link to comment
  • 2 weeks later...

Ironclad

:arrow: Two points into Con score, bringing it up to 12.

:arrow: One point into Will save.

Monitored by AA

[floatr][img=http://www.freedomplaybypost.com/wiki/images/5/51/IroncladHF2.png][/floatr][b][u]Characters Name[/u]:[/b] Ironclad II

[b][u]Power Level[/u]:[/b] 12 (193/193PP)

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

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

[b][u]Progress To Gold Status[/u]:[/b] 88/90


[b][u]In Brief[/u]:[/b] Genius teen uses her intellect and her fortune to fight crime!


[b][u]Alternate Identities[/u]:[/b] Jessica Anne Parker

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

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

[b][u]Occupation[/u]:[/b] Full-time superhero, engineer

[b][u]Affiliations[/u]:[/b] Dawes Tech, Dragonfly, the Lab

[b][u]Family[/u]:[/b] Gregory Parker (father), Heather Dawes-Parker (mother), Malcolm Dawes (grandfather, deceased).


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

[b][u]Age[/u]:[/b] 19 (DoB: June 3, 1993)

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

[b][u]Ethnicity[/b]:[/u] Northern European

[b][u]Height[/u]:[/b] 6'

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

[b][u]Eyes[/u]:[/b] [url=http://images.theage.com.au/ftage/ffximage/2008/12/16/husky_gallery__600x397.jpg]Pale blue[/url]

[b][u]Hair[/u]:[/b] [url=http://www.hairfinder.com/haircollections4/evo1.jpg]Strawberry blonde[/url], dyed [url=http://styletips101.com/wp-content/uploads/2009/01/auburn-hair.jpg]auburn[/url]


[b][u]Description[/u]:[/b] Jessica Parker is a tall, slim girl, her body build of straight lines and long, lean limbs. She usually keeps her wavy, strawberry-blonde hair in a short crop or pixie cut, though lately she's taken to dying it a darker color. Her pale blue eyes shine with intelligence, and her thin lips curl readily into a smile. What most people don't see is her tattoo; a ring of lightning bolts centered on her belly button in the style of an old movie reel radio tower


The Ironclad suit is a solid piece of green and gold metal, albeit segmented to allow full freedom of movement. While the suit generally follows Jessica’s body structure, it’s bulkier and beefier almost everywhere. It’s a necessary trade-off to fit all the sensors and machinery in a man-sized package.


Jessica doesn’t wear makeup or jewelry as a rule, but she’s rarely without at least one specific piece. It's a slim titanium wristband that at first glance just seems to be a digital watch. In fact it’s the ‘anchor’ or ‘beacon’ that summons the Ironclad armor from its extradmensional storage space.


[b][u]Power Descriptions[/u]:[/b]Jessica has an almost intuitive understanding of technology and machinery, allowing her to make fantastic designs generations ahead of her time. She can also connect to machines and electronics mentally, interrogating and controlling them. When mentally linking with machines, blue-white lights dance in front of her eyes, faintly visible even through her armor.


[b][u]History[/u]:[/b]Jessica Anne Parker was born to privilege. Her father Gregory was president of Dawes Tech, the number three consumer electronics company in the world and a major supplier of the US government, and militaries worldwide. Still, it’s her grandfather, Malcolm, which she most admires and identifies with. They both have a lobe of gadgets and a fierce sense of justice. She enjoyed debating with her grandfather over engineering matters, usually pitting her love of modern electronics against Malcolm’s faith in more mechanical methods.


One day, to prove a point, Malcolm revealed that he had been Ironclad, a government-backed hero that retired after the Vietnam War. Jessica’s imagination was fired and she started designing a new, sleeker suit of armor, and in time she took to the streets and skies of Freedom City as the new Ironclad, using her armor to fight crime and villainy. Her grandfather was, understandably, quite angry.


Still, Jessica could be as stubborn as the old man when she put her mind to it. They reached a compromise; she went out in the field in the armor and he kept back, advising her remotely. That still doesn’t stop her from taking risks, and it doesn’t stop him from yelling at her when she does.


Towards the end of 2010 Jessica’s life changed quite a bit. She met a number of other heroes and expanded her social circle. Most notably she started dating Blake Salazar, better known as the hero Warlock. Her world was shaken when her grandfather passed away, but she came out of the crisis stronger and with a closer relationship with her boyfriend. At the very end of the year she survived a chemical attack underneath Jameson Airport. As a side-effect of medical treatments, she developed technopathic powers.


[b][u]Personality & Motivation[/u]:[/b]It’s easy to mistake Jessica Parker for a timid girl, because most of the time she is a very quiet young woman. It’s not to say that she doesn’t care to talk to other people, it’s just that her technical training predisposes her to hold her tongue when she doesn’t have any expertise on a topic. When she can be persuaded to speak, she can actually be something of a chatterbox – her high IQ means that she can quickly leave others in the dust.


As Ironclad, she’s much more assertive and self-assured. With a literal layer of armor between herself and her audience, she feels more confident, more able to express her own opinion. Whether that will leak into her ‘civilian’ identity, only time will tell. Still and all, when Jessica sets her mind to something, she can be next to impossible to convince otherwise.


Jessica is a compulsive fixer. Whether it’s machines, people, or events, when she sees that something is broken she tries to sit it to rights. On the one hand that means she tends towards optimism, and doesn’t let herself get disheartened by failure. On the other hand it means she butts into other people’s business, a habit that can range from rude to lethal.


[b][u]Powers & Tactics[/u]:[/b]In the suit, Ironclad prefers to keep range from her opponents, using full All-Out Attack and full Power Attack when the situation merits, trusting in her armor to keep her safe from any reprisals. If necessary though, she can enter melee range or use her other combat feats to gain an edge.


In a team-based situation, Ironclad is likely to use her extra-sturdy construction to shield her more fragile allies.


[hr][/hr]

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

[b]City Girl:[/b] Some of Jessica's powers come as a result of 'time-sharing' brain-space with computer networks. Any time she's outside a developed, urban area she loses any power in the Technopath container.

[b]HUD:[/b] The Ironclad armor receives all its data through sensors; if these sensors are blinded, the operator can't see anything that's happening.

[b]Limited Use:[/b] When the Ironclad armor is 'collapsed,' the user can only access the Quick Change, Time Sense, and Direction Sense abilities.

[b]No Plans, No Prototype:[/b] Jessica has a habit of putting prototype designs in her suit; between that and her constant tweaks, there's a chance that any given system could fail.

[b]Obsession:[/b] Jessica can't help herself from examining high-tech machines, and especially super-tech.

[b]Responsibility:[/b] Jessica feels that she has to protect Dawes Tech and the Lab. Attacking either is a sure way to get her to show up.



[b][u]Abilities[/u]:[/b] 0 + 6 + 2 + 10 + 2 + 4 = 24PP

Strength: 34/10 (+12/+0)

Dexterity: 16 (+3)

Constitution: 12 (+1)

Intelligence: 20 (+5)

Wisdom: 12 (+1)

Charisma: 14 (+2)



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

Initiative: +5

Attack: +4, +12 Battlesuit Weapons Array

Grapple: +4, +23 Battlesuit Servos, +27 at full Super-Strength

Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed

Knockback: -8/-0



[b][u]Saving Throws[/u]:[/b] 6 + 4 + 8 = 18PP

Toughness: +17/+1 (+1 Con, +16 Protection)

Fortitude: +7 (+1 Con, +6)

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

Will: +9 (+1 Wis, +8)



[b][u]Skills[/u]:[/b] 116R = 29PP

Computers 10 (+15)[sup]Skill Mastery[/sup]

Concentrate 9 (+10)

Craft (Chemical) 10 (+15)

Craft (Electronic) 15 (+20)

Craft (Mechanical) 15 (+20)[sup]Skill Mastery[/sup]

Disable Device 10 (+15)[sup]Skill Mastery[/sup]

Knowledge (Physical Sciences) 10 (+15)

Knowledge (Technology) 15 (+20)

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

Notice 9 (+10)[sup]Skill Mastery[/sup]

Sense Motive 9 (+10)



[b][u]Feats[/u]:[/b] 12PP

Benefit (Wealth 2 [Rich])

Dodge Focus 3

Eidetic Memory

Equipment 0 (+3 Bronze Reward)

Inventor

Interpose

Luck 3

Skill Mastery (Computers, Craft [Mechanical], Disable Device, Notice)


[b][u]Equipment[/u]:[/b] 3PP = 15EP

[equip]5 + 10 = 15 


[url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP]


[hr][/hr]

[b][u]Midtown Apartment (PL10 HQ)[/u][/b] [12EP]


[b]Size:[/b] Medium [1EP]


[b]Toughness:[/b] +10 [1EP]


[b]Features:[/b] [8EP]

[list]Computers

Defense System: [b]Snare 12[/b]

Laboratory

Library

Living Space

Security System 2 (DC25)

Workshop[/list][/equip]


[b][u]Powers[/u]:[/b] 78 + 4 + 3 + 4 + 4 + 1 = 94PP


[b]Device 19 ([/b]95PP Container, [i]Flaws:[/i] Hard-To-Lose, [i]Feats:[/i] Restricted [Mental Quickness 6+], Subtle[b])[/b] [78PP] (Battlesuit [Technology])


[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[b])[/b] [7PP]


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


[b]Flight 1 ([/b]10 MPH/100 ft per round, stacks for [b]Flight 5[/b] 250 MPH/2 500 ft per round[b])[/b] [2PP]


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


[b]Power Reserve 4 ([/b]8PP, Flight, Super Strength[b])[/b] [10PP]


[b]Protection 16[/b] [16PP] (Armor)


[b]Sensor Array ([/b]13PP Array, [i]Feats:[/i] Alternate Power[b])[/b] [14PP]


[array][u]Base Power[/u]: [b]Super-Senses 13 ([/b]Infravision, Ultravision, Analytical Visual Senses [All], Counter All Visual Obscure, Extended Visual Senses [All] 2 [1000 ft increments], Radius Visual Senses [All][b])[/b] [13PP]


[u]Alternate Power[/u]: [b]Super-Senses 9 ([/b]Ultrasonic Hearing, Accurate Auditory Senses [All], Analytical Auditory Senses [All], Extended Auditory Senses [All] [100 ft increments][b])[/b] + [b]Super-Senses 4 ([/b]Radar, Accurate Radar Sense, Extended Radar Sense [100 ft increments][b])[/b] [13PP][/array]

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


[b]Vulnerability ([/b]Electricity, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [+50%][b])[/b] [-3PP]


[b]Weapons Array 13 ([/b]26PP Array, [i]Feats:[/i] Accurate 4, Alternate Power 3[b])[/b] [25PP]


[array][u]Base Power[/u]: [b]Blast 12 ([/b][i]Feats:[/i] Improved Range 2 [2 500ft Increments / 1,000ft Max Range][b])[/b] [22PP] (Wrist Blasters)


[u]Alternate Power[/u]: [b]Enhanced Strength 24[/b] + [b]Super-Strength 1[/b] [22PP] (Servos)


[u]Alternate Power[/u]: [b]Snare 12 ([/b][i]Feat:[/i] Reversible[b])[/b] [21PP] (Glue Capsules)


[u]Alternate Power[/u]: [b]Blast 12 ([/b][i]Extra:[/i] Area/Targeted [Shapeable], [i]Flaw:[/i] Action/Full[b])[/b] [20PP] (Cluster Munitions)[/array][/device]

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

[spoiler]Mental Quickness 6 means that Ironclad can make the following checks.


Computers to

[list]
[*]search for a file on a massive network as a full round.

[*]crash a computer as a free action.

[*]destroy or damage programming in 6 rounds.

[*]write a program in 6 rounds.[/list]

Knowledge to

[list]
[*]Take 10 as a free action.

[*]Take 20 in 6 rounds.[/list]

Notice to

[list]
[*]make a Notice check as a free action.[/list][/spoiler]


[b]Super-Senses 1 ([/b]Radio[b])[/b] [1PP] (Technopath)


[b]Technopathy 3 ([/b]1.5 points; [i]PF[/i]: Alternate Power[b])[/b] [4PP]

[array][u]Base Power[/u]: [b]Datalink 2 ([/b]Radio, 100ft; [i]Feats:[/i] Machine Control[b])[/b] [3]


[u]Alternate Power:[/u] [b]Communication 2 ([/b]Radio, 100 ft; [i]Feat:[/i] Subtle[b])[/b] [3][/array]

[b]Technopath Container[/b]

[device][i]All effects have the Mutant descriptors[/i]

[b]Enhanced Feats 4[/b] (Online Research, Jack of All Trades, Speed of Thought, Well-Connected[b])[/b] [4PP]


[b]Quickness 6 ([/b]x100, stacks for Mental Quickness 12 [x10 000], [i]Flaw:[/i] Limited [Mental Tasks] [3PP]

[spoiler]Mental Quickness 12 means that Ironclad can make the following checks.


Computers to

[list]
[*]search for a file on a massive network as a free action.

[*]crash a computer as a free action.

[*]destroy or damage programming as a free action.

[*]write a program as a free action.[/list]

Knowledge to

[list]
[*]Take 20 as a free action.[/list]

Notice to

[list]
[*]make a Notice check as a free action.[/list][/spoiler]
[/device]


[b][u]Drawbacks[/u]:[/b] -0PP

None



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

[code]ATTACK             RANGE        SAVE                        EFFECT

Unarmed            Touch        DC15 Toughness (Staged)     Damage (Physical)

Wrist Blaster      Ranged       DC 27 Toughness (Staged)    Damage (Energy)

Servos             Touch        DC 27 Toughness (Staged)    Damage (Physical)

Glue Capsule       Ranged       DC 22 Reflex (Staged)       Entangled (Physical)

Cluster Munitions  Ranged/Area  DC 27 Toughness (Staged)    Damage (Physical)
Abilities (24) + Combat (16) + Saving Throws (18) + Skills (29) + Feats (12) + Powers (94) - Drawbacks (0) = 193/193 Power Points
Link to comment

Glowstar

Blasted by AA

:arrow: One lonely point into Impervious Toughness. He's just about bulletproof, now!

[floatr][img=http://www.freedomplaybypost.com/wiki/images/7/76/GlowstarHF2.0.png][/floatr][b][u]Player Name[/u]:[/b] Raveled

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

[b][u]Power Level[/u]:[/b] 13 (192/192PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Gold Status[/u]:[/b] 42/90 (Silver Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url])


[b][u]In Brief[/u]:[/b] Son of a pair of villains, out to prove that he can be a hero.


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

[b][u]Birthplace[/u]:[/b] Little Rock, AK

[b][u]Occupation[/u]:[/b] Student

[b][u]Affiliations[/u]:[/b] Claremont Academy, the Irregulars

[b][u]Family[/u]:[/b] William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother)


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

[b][u]Age[/u]:[/b] 18 (January, 1994)

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

[b][u]Ethnicity[/u]:[/b] Northern European/Sub-Saharan African

[b][u]Height[/u]:[/b] 5' 11"

[b][u]Weight[/u]:[/b] 190 lbs

[b][u]Eyes[/u]:[/b] Black sclera, red iris.

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


Brian Harris is a young man of average height, with a slight, athletic build. His skin is naturally a creamy mocha color, but since he likes to spend a lot of time out-of-doors, it’s often tanned much darker. His face is broad and square-jawed: he shaves nearly every day and keeps his fine, flyaway hair trimmed short. It used to be golden blond, but it’s darkened several shades since his powers manifested. His eyes are his most shocking feature; the sclera is pure black, and the iris is bright red.


Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he's expecting a fight, he dresses in a loose, silvery jumpsuit with dark red stripes that start at his boots, continue up his side and on the underside of his arms, and terminate at his fingertips. A scarlet half-cape completes the look. When not needed, the costume folds into a silver ring with a thin red line down the center. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges.


[b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before and compensating for sleep and food. He doesn't even need to breathe anymore, and doesn't seem affected by weather or his environment.


[b][u]History[/u]:[/b] Brian Harris thought he had a pretty normal life. So sure, his parents didn’t have regular jobs, always going off on consulting gigs for a few days, and once even two weeks, but the family always had money and his parents were always there for important things. Brian was in Scouts, his high school baseball team, and had a girlfriend; he was prepared to live a normal life in American suburbia. He wasn’t prepared for the police to bust in during dinner in full riot gear and try to arrest his parents. He really wasn’t prepared to blast two of them off his mother with black and red energy blasts. She escaped; his father didn’t.


Later, the folks from Social Services filled in some of the blanks. His parents weren’t just his parents. His father had been known as the Saucer Lord, and had used extradimensional technology to battle the forces of good on every planet in the Solar System. His mother was once called Curare, and in her prime had been the most hunted and sought after assassin on three continents. They had disappeared from the super-scene at roughly the same time, and until recently no one had considered that they might’ve retired together.


Brian, though, was a complication no one had planned for – or rather, his powers were. No one wanted to put a kid in Blackstone or any other prison, but they couldn’t just set him up with a normal foster family, not with his abilities and background. At some point, someone contacted Duncan Summers, and Duncan and Brian had a long talk. The upshot was that Brian got a spot at Claremont Academy, and the chance to prove that he could be better than his heritage suggested.


[b][u]Personality & Motivation[/u]:[/b] Brian Harris’s parents raised him right: don’t cheat, don’t steal – don’t lie. It’s this last one that makes his parents’ betrayal so painful. The truth of their lives upset his life almost as much as the sudden appearance of his superpowers. He’s still reevaluating his life, seeing what makes sense and what needs to be adjusted. Some things don’t seem likely to change, though; he doesn’t like being regarded as a threat, as a villain-in-waiting. He does seem to genuinely enjoy helping people. And last, he’s still loyal to his parents, still loves them despite what they didn’t tell him.


Brian is most happy when he's doing something, physically working to solve a dilemma or further his goals. Whenever there's a problem in front of him, he's likely to try and take some action, even if sitting and waiting would be the wiser decision.


[b][u]Powers & Tactics[/u]:[/b] Brian knows he's the big guns and acts like it. In a fight he tends to try and identify the most powerful threat, and deal with it personally. If civilians are in danger or his teammates go down, he'll protect them and try to get them out of the line of fire. He's not used to fighting foes on his level yet and can overextend himself in combat.


[hr][/hr]

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

[b]The Family Business:[/b] Brain has to deal with a lot due to his parents. On the one side are people who distrust him because his parents were villains and they expect him to go down the same path, or else blame him for his parents' actions. On the other side are villains who expect him to help them because his parents went bad.

[b]Golden Age Honor:[/b] Glowstar tries to be very careful about how people view him. To try and avert his intimidating appearance, he sticks to a strict 'heroic' code of honor: he always engages in Diplomacy first, he always accepts a villain's surrender, and he will never endanger a civilian.

[b]Herald of the Destroyer! :[/b] Brian doesn't know it yet, but the energies he generates and manipulates are those of entropy, of the Terminus.

[b]Power Glows:[/b] Whenever Brain uses his powers it generates a strong glow around his body. While this usually isn't a problem, it makes it almost impossible for him to be stealthy.

[b]Terminus Baby:[/b] Brian's parents were passing through Freedom City when the second Terminus Invasion hit and had to take shelter with the rest of the civilian population. It wasn't until later that Camille realized she had been a full month pregnant at the time. It's almost certainly that [i]in utero[/i] exposure to Terminus energies which caused Brian's powers.

[b]They're The Only Family I've Got:[/b] They may have lied to him and hurt him, but Will and Cammy are still his parents, and he'll defend them, physically if need be.

[b]Never Say Die:[/b] Glowstar's usually the last to retreat in a fight.



[b][u]Abilities[/u]:[/b] 6 + 4 + 6 + 2 + 2 + 4 = 24PP

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 16 + 16 = 32PP

Initiative: +6

Attack: +8, +12 Terminus Energy Array

Grapple: +24

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -9/-1



[b][u]Saving Throws[/u]:[/b] 9 + 7 + 8 = 24PP

Toughness: +12/+3 (+3 Con, +9 Protection, Impervious 7)

Fortitude: +12 (+3 Con, +9)

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

Will: +9 (+1 Wis, +8)



[b][u]Skills[/u]:[/b] 80R = 20PP

Acrobatics 16 (+18)

Concentration 8 (+9)

Diplomacy 13 (+12)

Gather Information 3 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)



[b][u]Feats[/u]:[/b] 15PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Defensive Attack

Dodge Focus 4

Improved Initiative

Luck 4

Move-By Action

Power Attack



[b][u]Powers[/u]:[/b] 4 + 1 + 5 + 10 + 6 + 9 + 44 = 79PP


[b]Environmental Control 2 ([/b]Light, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Range [Touch][b])[/b] [4PP]


[b]Features 1 ([/b]Quick Change[b])[/b] [1PP] (Morphic-Molecule Costume)


[b]Flight 3 ([/b]50mph / 500ft per Move Action, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [5PP]


[b]Immunity 11 ([/b]Life Support, Sleep, Food/Water; [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [10PP]


[b]Impervious Toughness 7 ([/b][i]Drawback:[/i] Power Loss [Daka Crystals][b])[/b] [6PP]


[b]Protection 9[/b] [9PP] (Energy)


[b]Terminus Energy Control 19 ([/b]38PP Array, [i]Feats:[/i] Accurate 2, Alternate Power 4, Affects Insubstantial, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [44PP]

[array][u]Base Power[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range, [i]Extras:[/i] Autofire, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Entropic Multi-Blast, Energy)


[u]Alternate Power[/u]: [b]Blast 12 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Penetrating [DMG 24], [i]Feats:[/i] Precise[b])[/b] [37/38PP] (Focused Entropic Blast, Energy)


[u]Alternate Power[/u]: [b]Create Object 12 ([/b]Lifting STR 60 [i]Heavy Load:[/i] 50 tons], Toughness +12, [i]Extras:[/i] Movable, [i]Feats:[/i] Stationary, Tether[b])[/b] [38/38PP] (Energy)


[u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Boom!, Energy)


[u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Linked [Drain, +1])[/b] [24PP] + [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects [+0], Linked [Strike], [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [13PP] [37/38PP] (Entropic Strike, Energy)[/array]


[b][u]Drawbacks[/u]:[/b] -2PP

[b]Vulnerability ([/b]Daka crystals, [i]Frequency:[/i] Uncommon [-1], [i]Intensity:[/i] Moderate [DC x 1.5][b])[/b] [-2PP]



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

[code]ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC18 Toughness (Staged)     Damage (Physical)

Boom             Touch/Area     DC22 Reflex                 1/2 Effect

                                DC27 Toughness (Staged)     Damage (Energy)

Create Object    Ranged         DC22 Reflex                 Trapped

Focused Blast    Ranged         DC27 Toughness (Staged)     Damage (Energy)

Multi Blast      Ranged         DC27* Toughness (Staged)    Damage (Energy)

Strike           Touch          DC22 Fortitude (Staged)     Drain Toughness

                                DC27 Toughness (Staged)     Damage (Energy)

*Up to DC32 with Autofire.
Totals: Abilities (24) + Combat (32) + Saving Throws (24) + Skills (20) + Feats (15) + Powers (79) - Drawbacks (-2) = 192/192 Power Points

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Starlight

Edited by AA

:arrow: Starlight is putting 3 PP into Skills this month. 5 ranks of Perform (Singing), 5 ranks of Perform (Piano), 2 ranks of Concentration.

[floatr][img=http://freedomplaybypost.com/wiki/images/3/32/StarlightHF.png][/floatr][b][u]Player Name[/u]:[/b] Raveled

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

[b][u]Power Level[/u]:[/b] 11 (170/171PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent PP[/u]:[/b] 1

[b][u]Progress To Gold Status[/u]:[/b] 21/90 (Silver achieved with [url=http://freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad II[/url])


[b][u]In Brief[/u]:[/b] Grue drone awakened to sentience by the White Light. Travels to Earth to better learn how to use the mystic power.


[b][u]Alternate Identity[/u]:[/b] Leyla, Elizabeth Moya

[b][u]Identity[/u]:[/b] Unnamed Grue Drone (Secret)

[b][u]Birthplace[/u]:[/b] Gruen-Prime

[b][u]Occupation[/u]:[/b] Student at FCU, intern at Albright Institute

[b][u]Affiliations[/u]:[/b] Albright Institute, FCU

[b][u]Family[/u]:[/b] Genetically related to all of the Grue Unity


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

[b][u]Age[/u]:[/b] 7 (From when she left the Unity)

[b][u]Apparent Age[/u]:[/b] Mid-twenties

[b][u]Gender[/u]:[/b] Technically neuter, nominally female

[b][u]Ethnicity[/u]:[/b] Grue

[b][u]Height[/u]:[/b] Any, normally 5' 4" or 6' 4"

[b][u]Weight[/u]:[/b] 110 lbs.

[b][u]Eyes[/u]:[/b] Any, normally green or pure gold

[b][u]Hair[/u]:[/b] Any, normally blue-black or none


As a Grue drone, Leyla's default form is a masculine humanoid with brick-red skin and dead, pale green eyes. As Liz Moya, she is a woman of average height and curvaceous build, with smooth, olive skin, large, dark green eyes, deep black hair that's usually cut to shoulder length and tightly braided, and a wide, expressive mouth. She favors simple clothes with elaborate stitching, rather than a riot of colors. She usually wears minimal makeup.


As Starlight, she is as a towering, impossible slender woman carved from alabaster, a smooth, unbroken form of pure white. Her eyes are pools of pure gold, and the rest of her head is blank and smooth unless she needs a nose, mouth, or hair; she wears a golden breastplate with flared shoulders, and banded sleeves of gold down to plated gloves. Her legs are protected by similar greaves, a metal skirt, and high boots.


[b][u]Power Descriptions[/u]:[/b] Starlight is a fusion of two separate lineages. On the one hand, she's a fully functional Grue drone. She can morph into a variety of humanoid forms, and even generate clothes and other accessories from her body. Her past as a Grue drone, however, has left her particularly vulnerable to abilities that target the mind.


On the other hand, she is the bearer of the White Light, a mystic legacy reaching back to prehistoric times. She can generate and manipulate strong light, focusing it into blasts or shapes of pure energy. She can even use its mystic powers to heal others of their injuries. When she uses it to travel, her form appears to dissolve into a thousand motes of light, only to reform at her destination.


[b][u]History[/u]:[/b] Elizabeth Moya was born on a farm in the north of Spain, and grew up a precocious, friendly young woman. She showed such intelligence that her grandfather, an old friend of Langston Albright, worried that her mind would be wasted on taking care of animals all day. When the woman was of age, he contacted his friend in Freedom City and convinced the man to give the young woman a shot at a special scholarship. She did well enough to impress him and secured herself a spot at Freedom City University, as well as a part-time job at Albright Insitute. She's just a freshman now, but great things are expected of her.


That's what most people believe, anyway. The truth is a little more complicated. In a distant star system, the Grue Unity was fighting a war against a technologically undeveloped alien species. Normally there would have been no contest, with the more advanced interstellar aliens crushing their backwards opponents, but these primitives had mastery of powerful magics. Most notable was the champion of their species, a bearer of the mystic White Light. Unfortunately, even such a champion could not hold back the inevitable, and the hero lead the alien invaders to the edge of his star system in an attempt to finish things in a single climactic, suicidal battle.


After a long and indecisive engagement, the Unity finally managed to gain the upper hand. With his back against the metaphorical wall, the hero unleashed the full power of what human occult scholars would call the Light of Pharos, burning out his life in order to wreck the Grue fleet. The plan worked -- the energy ran rampant through the ships, destroying most -- but there was an unexpected side-effect. Before destroying the last of the invaders, the Light empowered a lowly drone. This Grue was ripped free of the Meta-Mind's control; almost immediately it began to regret what it had done as a part of the Unity and teleported far away.


The free Grue, calling herself Leyla and later taking the moniker of Starlight, began to fight for good in the galaxy. In time she heard stories of Earth and their great calamities, especially one where a pair of human superheroes had wielded powers which sounded a lot like what she could do. She traveled to that little blue marble and landed in Europe, specifically in Spain, where she started fighting the local criminals and villains. In time though, she was confronted by the Freedom League. Her first instinct was to flee, but when the hero Pseudo revealed himself and his story to her, she decided to let the League choose her fate.


The heroes took her back to Freedom City and introduced her to Langston Albright. The retired Beacon was startled, to say the least, to find out that the Light of Pharos had chosen an alien -- and a Grue at that! Still, he agreed to train her and support her while she adapted to life on Earth. He suggested she enroll in college, both to gain important skills and to learn what it was like to live as a normal person. She agreed, and now Freedom is home to the bearer of the Light of Hope once more.


[b][u]Personality & Motivation[/u]:[/b] Starlight can come off as rather cold, detached, and alien to most people she meets. She tends to hold herself apart from groups for fear of her own secrets being exposed. However, she has an abiding love of novel experiences and can become very involved in any situation she hasn't come across before, as she tried to learn all she can about it.


As the Lightbearer she is the self-proclaimed champion of liberty and justice in the world. She is well aware that without the touch of the Light, she would still be a thrall of the Meta-Mind, and very little angers her like someone who would psychically or magically dominate another. She usually focuses on protecting individuals rather than governments or institutions, but at the same time she is no anarchist; she realizes that a fair and just system is necessary for individuals to thrive.


[b][u]Powers & Tactics[/u]:[/b] Starlight doesn't have as much variety in her powers as previous Lightbearers did. Her tactics are pretty simple: Bear down on the enemy and blast them with concentrated beams of light and magic! In a team situation, she's likely to try and provide cover for her teammates with Create Object. If her allies are down or civilians are endangered, she will usually adopt a more defensive posture and try to get the injured out of the line of fire before returning to the fight.


[hr][/hr]

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

[b]Secret[/b] Liz strives to keep her identity a secret, as well as her past. Largely because...

[b]Grue Defector[/b] ... People don't trust Grue, even those that claim to have broken away from the Meta-Mind. Not only that, she's going to be hunted by the Unity wherever she travels. As if that wasn't enough...

[b]Rival[/b] ... Starlight made the Grue Arcane a particular target of hers, leading to an intense rivalry with a particular sorcerer who went by Phantasmagore. That's not even getting into...

[b]Legacy[/b] ... Her status as the latest Lightbringer. It is her job to protect the world, indeed all of the universe, against the power and disciples of Darkness.

[b]A Special Kind of Evil[/b] Due to her past as an appendage of the Meta-Mind, Starlight finds herself uncomfortable around psychics or others who can influence a person's mind.

[b]Amnesia[/b] Starlight's memories of her time with the Unity seem to be locked away in her skull...

[b]Flashbacks[/b] ... Except when some sensory input triggers an overwhelming memory.



[b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 4 + 10 + 8 = 28PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 20 (+5)

Charisma: 18 (+4)



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

Initiative: +7

Attack: +4, +10 Mystic Light Array

Grapple: +4, +17 Movable Create Object

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

Knockback: -5, -15 against energy effects



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

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

Fortitude: +6 (+0 Con, +6)

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

Will: +10 (+5 Wis, +5)



[b][u]Skills[/u]:[/b] 76R = 19PP

Bluff 8 (+12)

Concentration 10 (+14)

Diplomacy 6 (+10)

Disguise 9 (+13/+33/+18 or +38 as Starlight)

Knowledge (Arcane) 3 (+5)

Knowledge (Pop Culture) 3 (+5) [sup]Skill Mastery[/sup]

Knowledge (Life Sciences) 3 (+5) [sup]Skill Mastery[/sup]

Knowledge (Theology & Philosophy) 3 (+5)

Language 3 (English, Grue [native], Lor, Spanish)

Notice 8 (+12) [sup]Skill Mastery[/sup]

Perform 6 (Piano) (+10)

Perform 6 (Singing) (+10)

Sense Motive 8 (+12) [sup]Skill Mastery[/sup]



[b][u]Feats[/u]:[/b] 17PP

Attack Specialization (Mystic Light Array) 3

Connected (Albright Institute)

Dodge Focus 6

Improved Initiative

Luck 3

Move-By Action

Skill Master (Knowledge [Pop Culture, Life Sciences], Notice, Sense Motive)

Uncanny Dodge (Auditory)



[b][u]Powers[/u]:[/b] 2 + 9 + 5 + 3 + 16 + 27 + 10 + 6 = 78PP


[b]Flight 1 ([/b]10 MPH[b])[/b] [2PP] (Magic)


[b]Immunity 9 ([/b]Life Support[b])[/b] [9PP] (Alien, Magic)


[b]Impervious Toughness 10 ([/b][i]Flaw:[/i] Energy Only[b])[/b] [5PP] (Magic)


[b]Morph 4 ([/b]Any humanoid; [i]Extra:[/i] Duration [Continuous]; [i]Feats:[/i] Precise, Quick Change 2[b])[/b] [15PP] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] (Alien)


[b]Morph 1 ([/b]Starlight form, [i]Extra:[/i] Duration [Continuous], [i]Feat:[/i] Quick Change[b])[/b] [3PP] (Alien)


[b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 5[b])[/b] [27PP] [Magic & Light)

[array][u]BE:[/u] [b]Blast 10 ([/b][i]Feats:[/i] Homing, Indirect[b])[/b] {22/22}


[u]AP:[/u] [b]Create Object 7 ([/b]Str 35, [i]Extra:[/i] Movable, [i]Feat:[/i] Stationary[b])[/b] {22/22}


[u]AP:[/u] [b]Environmental Control 7 ([/b]Bright Light, [i]Extras:[/i] Range [Perception], Independent, [i]Feat:[/i] Slow Fade 1[b])[/b] {22/22}


[u]AP:[/u] [b]Healing 7 ([/b][i]Extra:[/i] Total[b])[/b] {21/22}


[u]AP:[/u] [b]Dazzle 10 ([/b]Visual Senses, [i]Feat:[/i] Reversible[b])[/b] {21/22}


[u]AP:[/u] [b]Teleportation 6 ([/b]20 miles, [i]Extra:[/i] Accurate; [i]Flaw:[/i] Long-Range Only; [i]Feat:[/i] Change Direction, Change Velocity, Easy, [b])[/b] {21/22}[/array]


[b]Protection 10[/b] [10PP] (Force Shield, Magic)


[b]Super-Senses 6 ([/b]Detect Magic [Visual], Magic Awareness [Mental]) [6PP]



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


[b]Vulnerability ([/b]Mental, [i]Frequency:[/i] Common, [i]Intensity:[/i] Major) [-3PP]



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

[code]ATTACK          RANGE     SAVE                        EFFECT

Unarmed         Touch     DC 18 Toughness (Staged)      Damage (Physical)

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

Create Object   Ranged    DC 17 Reflex                  Trapped

Dazzle          Ranged    DC 20 Reflex/DC 20 Fortitude  Dazzle (Visual)

Totals: Abilities (28) + Combat (16) + Saving Throws (18) + Skills (16) + Feats (17) + Powers (78) - Drawbacks (3) = 170/171 Power Points

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Blodeuwedd

Welshed by AA

Added following feats : Attack Specialization : Unarmed Attack, Uncanny Dodge (Auditory)

Raise Equipment to 3, drop kit from equipment add Throwing Knives and add Slowfall and Speed 1 to Grapple Gun

Grapple Gun (Super-Movement 3 (Slowfall, Swinging, Wall-Crawling), Speed 1) [7EP]

Throwing Knives (Blast 2 (Improved Disarm, Mighty 3)) [8EP]

[b][u]Player Name[/u]:[/b] Tiffany Korta

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

[b][u]Power Level[/u]:[/b] 8 (127/127PP)

[b][u]Trade-Offs[/u]:[/b] "None"

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Silver Status[/u]:[/b] 7/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505#p119429]Revenant[/url])


[b][u]In Brief[/u]:[/b] A Welsh Ninja trained since an early age to battle rogue gods and spirits.


[b][u]Alternate Identity[/u]:[/b] Cerys Pefr

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

[b][u]Birthplace[/u]:[/b] Caerdathyl, Gwynedd, wales

[b][u]Occupation[/u]:[/b] Student

[b][u]Affiliations[/u]:[/b] Amddiffynnwr O Lleu Llaw Gyffes(Defenders of Lleu Llaw Gyffes)

[b][u]Family[/u]:[/b] None, orphaned at birth


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

[b]Age:[/b] 16 ([i]DoB:[/i] 1st March 1996)

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Welsh.

[b]Height:[/b] 5’7â€

[b]Weight:[/b] 125 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


Blodeuwedd is a pretty young woman but her features are not overly distinctive, the order has taken time to teach how to follow the fashion of the day. She could be any girl off the streets of Cardiff or Merthyr Tydfil. She is actually an attractive young woman, but unless she making an effort rarely apply make-up or styles her hair beyond a simple ponytail. Her body is lithe and athletic, a figure gained from years of dedicated training. Whilst she tries to dress in all the latest fashions, it always seem to come across as slightly off as if she doesn’t quite understand the whole process (which is close to the truth), she also tends to pick clothes which allow for movement in case of trouble.


Her costume is simply the artefacts she has been entrusted by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight.


[b][u]Power Descriptions[/u]:[/b]

Blodeuwedd has no natural powers only the years of training that has been provided to her by the Order. The Order has however managed over the centuries to have acquired, legally or via industrial espionage and even outright theft, a number of items both magical and technical. The best of this equipment has been given to Blodeuwedd to aid her in the mission. Each has been given a name after one of the fabled treasures of the British Isles.


Dyrnwyn “White-Hilt†: Scholars of the order debate whether this sword is the actual mythical weapon or a similarly named item. The debate is centred on the fact that the sword is actually a more medieval broadsword than the more suitable Celtic designs. Like the mythical sword this one becomes covered in a magical fire when it is drawn, though whether the sword will burn the unworthy is still unproven.

Gwyddbwyll Gwenddoleu ap Ceidio “The Chessboard of Gwenddoleu ap Ceidio : These goggles appear to be a simple set of oversized night vision goggles, and they doindeed  allow her to see in the dark. They also however contain a pair of specially prepared magical lenses that allow her to detect magical energies. The large flat lenses glow with a slight green light.

Llan Tegau Eurfron “The Mantle of Tegau Eurfron : A tight fitting body suit and floor length cloak, with hood, weaved out of cutting edge materials that are not only light weight and flexible, but provides substantial protection to the owner. The suit is colored a dark blue to assist stealthy operations during night time. Made of advanced memory fibres it also has the ability to appear as a set of normal clothes.

Ffoniwch Eluned “Ring of Eluned†: This item is an alien ring, of unknown origins, which has been gifted to the order by one of their allies working from Cardiff. The ring projects a thin field of energy around the wearer which not only provides a degree of protection it also allows the wearer to camouflage themselves into the environment


[b][u]History[/u]:[/b]

Blodeuwedd never knew her parents, they died when she was young, all she has known is the sanctuary of the Amddiffynnwr o Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes). The men and women of the order were caring people and she was raised in a loving caring environment, but from an early age she was trained as an athlete and a warrior. Trained to be an agent of the order.


According to legend the Order was founded by Lleu Llaw Gyffes himself as a body of men (and later women) to help defend him and the Kingdom of Gwynedd (later Wales) from the vengeance from the goddess, and his mother, Arianrhod. Through the centuries the order has expanded there remit to defend the nation from any supernatural threat being from the Celtic gods and spirits. Mostly from within Wales but occasionally the acted on threats outside the country.


A small and deeply secretive order they rarely concern themselves with matters outside of Wales, but in the last few years there augers and intelligence network, have heard rumours that one of the Celtic god or goddess have allowed one of their offspring to live in Freedom City in the United States. After much debate the order decided to send an agent to the city to monitor the situation. As the seer showed the main focus was an unusual school they needed someone of the right age to infiltrate the school.


Blodeuwedd knew nothing about this; she was being trained to recover dangerous Celtic artefacts. The first she knew was when she was informed of her mission by the Order and sent to America to infiltrate the school. Her orders were simple, find out if such people exists and if they do what danger they present to the order. So far her first days in her new identity as Cerys haven’t gone well. On arrival at Claremont the Headmaster called her in and proceeded to tear apart her newly constructed identity, only to inform her that she had undergone an excellent training and telling her that she was welcome to stay.


[b][u]Personality & Motivation[/u]:[/b]

Blodeudwedd is a quiet and reserved person with all her word and actions being carefully considered. She’s a quiet and conscientious student who watches everything and considers all the fact before asking questions. She a very stern and serious person who will have little to do with any kind of frivolity. Having grown in as part of a small order, based near a tiny village in North Wales, Bloeudwedd doesn’t have much experience with dealing with the vast multitude of people who live in Freedom City. She can come across as curt and rude, but is in fact is more than a little shy, not to mention awe struck.


[b][u]Powers & Tactics[/u]:[/b]

Blodeuwedd has been trained to be a cautious fighter. She will spend as much time as possible calculating her enemy’s abilities and weaknesses, if possible at a distance from a hiding place. Then when she is ready she will strike quickly and swiftly trying to disable her opponent. She has had it drummed into her to always spare her hand against human enemies, only against the gods and their allies are she allows unleashing her full fury.

[hr][/hr]


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

[b]Ceyrs Matters:[/b] Raised from birth in an isolated location with a focus on training for her chosen task Blodeuwedd has never had any concerned other than her duty. As Ceyrs she now has time to herself, and almost no idea what to do with herself.

[b]I thank the Lord I’m Welsh:[/b] Raised by a very pro-Welsh Order Blodeuwedd is naturally very proud of her Welsh heritage, it takes a great effort of will to hide her nationality or even her accent. She, and the order, aren’t however rabid nationalist fighting for independence. In their mind if the Queen was unfit to rule the land then the land we become barren. Only then would they have to act.

[b]Secret Identity:[/b] Blodeuwedd know the importance of secrecy to both her personal safety and to the order as a whole. So she endeavours to keep up the facade of the cover story she has been provided with.

[b]So Unpretty:[/b] Blodeuwedd is still uncomfortable in her Cerys persona. Her interactions with other people are hindered by an almost crippling shyness and her general posture tends to downplay her attractiveness. All this combines to make it difficult for her to use her highly honed social skills.


[b][u]Abilities[/u]:[/b] 6 + 8 + 6 + 0 + 2 + 6 = 28PP

Strength: 16 (+3)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 12 + 6 = 18PP

Initiative: +4

Attack: +6 Melee, +6 Ranged, +8 Dyrnwyn

Grapple: +9

Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

Knockback: -4



[b][u]Saving Throws[/u]:[/b] 5 + 3 + 6 = 14PP

Toughness: +3/8 (+3 Con, +4 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned])

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

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

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



[b][u]Skills[/u]:[/b] 116R = 29PP

Acrobatics 13 (+17)[sup]Skill Mastery[/sup]

Bluff 9 (+11, +18 w/Attractive)[sup]Skill Mastery[/sup]

Climb 6 (+9)[sup]Skill Mastery[/sup]

Diplomacy 8 (+10, +14 w/Attractive)

Disable Device 12 (+12)[sup]Skill Mastery[/sup]

Gather Information 4 (+7)

Intimidate 11 (+14)[sup]Skill Mastery[/sup]

Knowledge (Arcane Lore) 5 (+5)

Language 1 (Welsh [Native], English)

Notice 11 (+12)[sup]Skill Mastery[/sup]

Sense Motive 13 (+14)[sup]Skill Mastery[/sup]

Sleight of Hand 10 (+14)

Stealth 13 (+17)[sup]Skill Mastery[/sup]

Survival 1 (+2)

Swim 1 (+4)



[b][u]Feats[/u]:[/b] 14PP

Attack Specialization : Unarmed Attack

Attractive 1

Dodge Focus 5

Equipment 3

Luck 1

Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth)

Uncanny Dodge (Auditory)


[quote name="Equipment 3PP = 15EP"]

[equip]Grapple Gun (Super-Movement 3 (Slowfall, Swinging, Wall-Crawling), Speed 1) [7EP]


Throwing Knives (Blast 2 (Improved Disarm, Mighty 3)) [8EP][/equip][/quote]



[b][u]Powers[/u]:[/b] 8 + 4 + 4 + 8 = 40PP


    [b]Device 2 ([/b]Dyrnwyn “White-Hiltâ€, Magical Sword, 10PP, [i]Flaws:[/i] Hard-To-Loose) [8PP]

    [device][b]Damage 5 ([/b]Flaming Sword [i]Feats[/i]: Accurate 1, Mighty, Improved Critical, Weapon Bind, Weapon Break) [10PP][/device]


    [b]Device 1 ([/b]Gwyddbwyll Gwenddoleu ap Ceidio “The Chessboard of Gwenddoleu ap Ceidio, Hi-Tech Googles with Magical lenses, 5PP, [i]Flaws:[/i] Hard to Loose) [4PP]

    [device][b]Super-Senses 5 ([/b]Awareness : Magic, Darkvision) [5PP][/device]


    [b]Device 1 ([/b]Llan Tegau Eurfron “The Mantle of Tegau Eurfronâ€, Hi-Tech Body Suit, 5PP, [i]Flaws:[/i] Hard to Loose) [4PP] 

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

[b]Morph 1 ([/b]Single Form (Normal Clothes), +5 Disguise) [1PP][/device]


    [b]Device 2 ([/b] Ffoniwch Eluned “Ring of Elunedâ€, Alien Ring, 10PP, [i]Flaws:[/i] Hard to Loose) [8PP]

    [device][b]Concealment 4 ([/b]All Visual Senses, [i]Feats:[/i] Close Range) [9PP]

    [b]Protection 1[/b][/device]



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

[code]  ATTACK        RANGE     SAVE                        EFFECT

  Dyrnwyn       Touch     DC23 Toughness (Staged)     Damage (Physical) 

  Knives        Ranged    DC21 Toughness (Staged)     Damage (Physical) 

  Unarmed       Touch     DC18 Toughness (Staged)     Damage (Physical) 

 
Totals: Abilities (28) + Combat (18) + Saving Throws (14) + Skills (29) + Feats (14) + Powers (24) - Drawbacks (0) = 127/127 Power Points

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Wave-Eye

Costumed by AA

Adding to the description with an actual costume. Apologies.

"In imitation of the heroes who protect the surface world he wears a costume in the form of light ornamental bronze armor decorated with carvings of sea life."

[b]Player Name:[/b] Arichamus

[b]Character Name:[/b] Wave-Eye

[b]Power Level:[/b] 8 (120/132PP)

[b]Trade-Offs:[/b] -4 Attack/ +4 Damage (Conch)

[b]Unspent Power Points:[/b] 12

[b]Progress To Silver Status:[/b] 12/60 (Bronze status earned with King of Suits)


[u][b]In Brief:[/b][/u] De-powered and disgraced triton who has come to Freedom City hoping to gain entry to the Freedom League(believing them to be Siren 's retinue), and make amends for what he's done.

[b]Alternate Identity:[/b] Nochehuatl

[b]Identity:[/b] Public

[b]Birthplace:[/b] What is now the Rocas Atoll off the coast of Brazil. actual birthplace lost in geologic shifts.

[b]Occupation:[/b] Marine guardian, superhero.

[b]Affiliations:[/b] Atlantis, sea gods, marine creatures, Freedom City Coast Guard, Charity.

[b]Family: [/b]Chimali(biological father, long deceased), Tlaloc(stepfather) Chalchiuhtlicue(mother)


[u][b]Description:[/b][/u]Age: 12,007 (DoB: 9989 B.C. 

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

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Red-scaled from waist to foot(when transformed), otherwise vaguely ruddy, with prominent facial features with no distinguishable analog to human ethnicity.

[b]Height:[/b] 7ft. 

[b]Weight:[/b] 400lbs./181.4kg.

[b]Eyes:[/b] Blue.

[b]Hair:[/b] Dull green.


Nochehuatl is an unusually tall, broad-shouldered, roughly human sort. His broad mouth full of sharp teeth, interconnected hairs, bulging eyes(a trait he inherited from his father), spined, claw-like hands and reddish, finely scaled skin proves otherwise however; not to mention the fact that he can transform his legs into a powerful tail, tipped with a dragon's arrowhead. A marker of his cultural origin, he retains the piercings, tattoos and ritual scars that cover most of his body from head to tail from his days in the armies he has fought with. In imitation of the heroes who protect the surface world he wears a costume in the form of light ornamental bronze armor decorated with carvings of sea life. 


[u][b]Power Descriptions:[/b][/u]None of his external powers have returned yet, though he can change his tail into a pair of scaled legs similar to a humans with a flash of light.


[u][b]History:[/b][/u]A "triton" is one of two things: the oceanic deity and messenger of the sea, or one of the manifold children of sea gods who serve as guards and solders of the marine deities. Wave-Eye is one of the second. 


Born thousands of years ago off the coast of what was to become Brazil to the ancient human sailor Chimali, and Chalchiuhtlicue the Aztec goddess of water, Nochehuatl lived many years in the rush of constant training, eager to take his place in the serried ranks of the marine deities' armies. His adoption by the dreaded fertility god Tlaloc after his marriage to Chalchuihtlicue was a profound impetus in that direction due to the god's distinct disfavor on a half-blooded creature as his ward. In those days, the waves hurled and crashed over an immense, bitter struggle for control of the waters of the planet, into which he enthusiastically flung himself at the tender age of 56, an auxillary commander in the army of his mother. His motivation by filial affection was tempered somewhat by the ever-present fear of his father, who while he ruled a pastoral afterlife of ease and plenty, never lost his taste for blood. One of his first duties as a young triton was to gather the souls of those sacrificed to his father and bring them to the Tlalocan, which left an indelible impression on him, a mingling of fear at what the god demanded in return for his services, and awe that people would give so much for them. In contrast to his distant paternal relationship, he often saw and spoke with his mother in her murky home far below the surface, in the underground lakes and rivers that he spent much of his childhood in and learned the rudiments of morality in her care. At the age of 240 he obtained his parent's permission to leave his home, and travel abroad, where he fought for and against nearly every power in the waters, watching with curiosity as the Atlanteans built up their civilization after sinking beneath the waves. He tended to avoid them, as they had little love for creatures like him.


By the time the majority of the war was over in 4000 B.C., he had been banished into the worming caves beneath the surface of the Earth, serving whatever dragons or small gods would have his power, deformed by a curse of the dragon Mizuchi to bear a mark of shame for his initial refusal to send deadly serpents into the boats and homes of fishermen who refused to worship him(an incident resulting from the stirrings of a late-born conscience), gnawing the bitter anger of his shaming for what he saw as a foolish and childish exercise. At length, as he slid and swam through the dark caverns of the world, he heard rumors of the slow changes, and he felt the shift of the dimensions at the sealing of the Pact. Encouraged by this though grieved that it would now be much harder to visit his parents, he ventured out into the wider world of the dimly-remembered waters in the year 1500 A.D.


In the ensuing ages, he gave his strength to whatever cause seemed kindest and most likely to benefit humans. However, aside from bringing fish to people and driving away sea monsters, his efforts were distressingly limited. It was in the year 2004 A.D. that he first heard about Siren, from two Newfoundland fishermen. The paucity of truly beneficial work he could do led him to thinking: seeing as this Siren did good works all over the world, maybe he could make up for some of his evil actions towards humans if he got into her service. After deliberating for the better part of a decade, he finally set out for the Freedom City in 2010, taking care to reconnoiter the waters around the city as best as he could. In the centuries after the 1800's, he had done very little in the way of exercise or combat practice, and so had gradually retreated from battle altogether, leaving him in a state he knew was downright pitiable compared to his old glory. 


At last, in 2012, he ventured into the city itself, centuries since he had last walked among humans... 



[u][b]Personality & Motivation:[/b][/u]After all that's happened to him, Nochehuatl is grim. A life filled with endless struggle, battle and nearly ceaseless killing on the behalf of others has deeply embittered him to fighting after learning its real cost, but it's the only thing he's known or fully understood in eons, and old habits die hard. The ancient gods hold the majority of his awe(though he knows how selfish and cruel most of them can be), but humans he has much more indeterminate feelings about, a mingling of curiosity at what they'll end up doing in the physical world and envy that he'll never really be part of it. On the other hand, he bitterly regrets the evils he did to them in the past, and has been wondering how to make up for them in the eons after he was cursed. 

Ultimately he has no idea what he really wants to do, whether to remain in Siren's service if he gets into it, seek out something higher, or to find a way to become more human in his morals and thought.


[u][b]Powers & Tactics:[/b][/u]The deterioration of his skills has reduced the once nigh-legendary warrior to a simple brute. He leaves finer combat to others, and simply lunges into the fray, relying on his diminished strength to win the day for him. Defensively, his skin is tough enough to repel small arms fire, and even the shots of a machine gun, so he rarely seeks cover unless he absolutely needs to.



--------------------------------------------------------------------------------


[u][b]Complications:[/b][/u]Monster!: Nochehuatl looks quite fearsome to humans, and his appearance is likely going to get him into trouble sooner or alter.

[b]Reputation:[/b] Among magical circles, Nochehuatl's history as a a brutal mercenary is well-known, and finding allies amongst such beings might be that much more difficult.

[b]"This looks like a job for...!": [/b]He tends to assume he knows more about a situation than he really does, which translates to him attempting to take the lead on things he often knows next to nothing about. 



[u][b]Abilities:[/b][/u] 16 + 6 + 16 + 0 + 0 - 4 = 34PP

Strength: 26 (+8)

Dexterity: 16 (+3)

Constitution: 26 (+8)

Intelligence: 10 (+0)

Wisdom: 10 (+0)

Charisma: 6 (-2)



[u][b]Combat:[/b][/u] 8 + 12 = 16PP

Initiative: +3

Attack: +4 Base, +8 Melee

Grapple: +20, 22 w/Move Object

Defense: +8 (+6 Base, +2 Dodge Focus), +3 Flat-Footed

Knockback: -4



[u][b]Saving Throws:[/b][/u] 1 + 2 + 6 = 9PP

Toughness: +8 (+8 Con, +8 Impervious)

Fortitude: +9 (+8 Con, +1)

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

Will: +6 (+0 Wis, +6)



[u][b]Skills:[/b][/u] 32R = 8PP

Handle Animal 12(+10)

Intimidate 8(+6)

Knowledge(History) 12(+12)


[u][b]Feats:[/b][/u] 9PP

Animal Empathy

Attack Specialization 2(Unarmed)

Dodge Focus 2

Environmental Adaption(Underwater)

Improved Grab

Improved Pin

Interpose



[u][b]Powers:[/b][/u] 2 + 6 + 13 + 4 + 5 + 8 + 5 = 43PP


[b]Comprehend 2[/b](Animals; Flaws: Broad Type(Sea Creatures))[2PP]


[b]Comprehend 3[/b](Languages, All Spoken and Understood)[6PP]


[b]Device 4[/b](Easy-To-Lose, Feats: Restricted(divine beings)[13PP] Conch of the Red Wave


[device][b]Wave-Forming Array 9[/b](18PP Array, Feats: Alternate Power 2)[20PP]


BP: [b]Damage 12[/b]( Extras: Area(Targeted, Cone 1200ft), Selective; Flaws: Action(Full-Round), Distracting; Feats: Indirect, Homing 2, Progression(Area) 3)[18PP]


[array]AP: [b]Create Object 12[/b](120ft. cube; Extras: Continuous, Movable; Flaws: Action(Full-Round), Distracting, Fades; Feats: Innate, Progression(Size), Slow Fade, Stationary, Subtle, Tether)[18PP]


AP: [b]Move Object 18[/b](Effective Strength 90, Heavy Load 32k tons, Grapple 22, Range 240-1200ft.; Flaws: Limited(Water)[18PP][/device][/array]



[b]Immunity 4[/b](Aging, Cold(environment), High Pressure, Drowning)[4PP]


[b]Super-Senses 5[/b](Darkvision, Tremorsense)[5PP]


[b]Super-Strength 4[/b](Light Load: 685Lbs., Medium Load: 1466Lbs., Heavy Load: 1840Lbs., Maximum Load: 3680Lbs.)[8PP]


[b]Tail Array 2[/b](4PP Array; Feats: Alternate Power)[5PP]


BP: [b]Swimming 4[/b](25MPH)[4PP] 


AP: [b]Speed 2[/b](25 MPH)[2PP]



[u][b]Drawbacks:[/b][/u] (-3) + (-0) = -3PP

Vulnerable(vs. Fire Attacks)(Common, Moderate)[-3PP]



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

[b]Code: [/b][code]ATTACK        RANGE    SAVE                      EFFECT

Unarmed       Touch    DC23 Toughness (Staged)   Damage (Physical)

Blast         Touch    DC27 Toughness (Staged)   Damage (Physical)

Create Object Ranged   DC27 Toughness (Staged)   Damage (Physical)
Totals: Abilities (34) + Combat (20) + Saving Throws (9) + Skills (8) + Feats (9) + Powers (43) - Drawbacks (3) = 120/132 Power Points
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Myrmidon

Done with German efficiency by AA

Spending 5 PP to increase his Tech Augmentation ranks from 4 to 5.

Updated his age, & some fixed some minor typos.

[b][u]Player Name[/u]:[/b] Semi-Autogyro[floatr][img=http://freedomplaybypost.com/wiki/images/4/4f/MyrmidonHFSingle.png[/img][/floatr][floatr][img]http://freedomplaybypost.com/wiki/images/a/a4/John_Civilian.jpg][/floatr]

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

    [b][u]Power Level[/u]:[/b] 13 (194/194 PP)

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

    [b][u]Unspent PP[/u]:[/b] 5

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

    [i]Bronze Reward[/i]: Equipment 4 for Myrmidon


    [b][u]In Brief[/u]:[/b] Psionic Overshadow clone created for battlefield supremacy.


    [b][u]Alternate Identities[/u]:[/b] Johann (John) T. Smith

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

    [b][u]Birthplace[/u]:[/b] SHADOW Complex AA12, Clone Tank RC-1207

    [b][u]Occupation[/u]:[/b] High School Student

    [b][u]Affiliations[/u]:[/b] Claremont Academy (student), Irregulars (member)

    [b][u]Family[/u]:[/b] None, Genetically Modified Overshadow [Wilhelm Kantor] Clone


    [b][u]Age[/u]:[/b] 5 (DoC: May 6th, 2007)

    [b][u]Apparent Age[/u]:[/b] 17-18

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

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

    [b][u]Height[/u]:[/b] 6'

    [b][u]Weight[/u]:[/b] 185

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

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


        [b][u]Description[/u]:[/b] Like the man he was cloned from, Myrmidon would be considered an ideal poster boy for the Reich. Tall and solidly built, he is far lighter on his feet than his farmer's frame would suggest. In his day to day wear at Claremont, he favors old army surplus gear usually with a pair of combat boots, military cap and sunglasses to obfuscate his features..  His combat uniform is an amalgamation of his past and present – The VANGUARD combat armor he wears has a distinct SHADOW heritage as due to it being a working field prototype of theirs.  The dark exterior is traced with faintly glowing blue lines that are a result of psionic bleed from his powers. The helmet possesses a mirrored reflective faceplate, and it seamlessly integrates with the armor making while making a call back to his roots as a faceless SHADOW minion. In addition, it has the effect of obscuring his voice, requiring a commlink to talk through which further conceals his identity. 


  [b][u]Power Descriptions[/u]:[/b] According to the non-damaged files Raven retrieved from the SHADOW complex, their scientists believe he is 'assembling' the augmented technology from some sort of alternate dimension. Once the items completed they are in tune with the energies of this dimension, making them ‘fundamentally real’ and independent of his involvement. Since he was the one that ‘assembled’ them, only he knows the proper steps to disassemble the items and has to physically make contact in order to do so. How he makes the technology operate without knowing the underlying sciences involved is a mystery, however. 


The ‘psionic bleed’ effect that is the result of using his powers is normally represented by a faint light blue/white tracings or highlights. However SHADOW found a use for this: as a result the color, intensity, pattern, and behavior of the bleed can be easily controlled by Myrmidon, which he utilizes for various mundane functions. These can range from status indications (greenish tint which indicates poison or similar affliction), to stealth (obscuring the bleed completely), even improvised battlefield communication (‘flashing’ the colors in a Morse code manner).


    [b][u]History[/u]:[/b] RC-1207 AKA Myrmidon AKA John Smith was extracted from a SHADOW research base by Raven and Daedalus as the only surviving prototype clone of what was termed Project: Myrmidon,  which itself was an offshoot of the Project: MIMIR. Said clone used advanced techniques for faster gestation and stable mutations compared to older model SHADOW clones. This new clone was designed to be an autonomous psychic commander, vastly improving the combat performance of SHADOW replica troopers and forces when operating in concert with them. Raven and Daedalus destroyed the SHADOW base and extracted the sole active clone and all related information that could be salvaged. Upon further testing the clone was found to be self-aware; although undeveloped in many areas.


    Daedalus, by using data found at the SHADOW complex found that the cloning process was incomplete and needed to be finished in order for the clone to fully develop. In addition, the immortal inventor added further social conditioning in lieu of the standard SHADOW indoctrination programming in hopes of giving the clone free will. He was wildly successful in removing most, if not all of the programming.


    Numerous attempts to remove mutations and genetic modification from the clone proved fruitless as over the next year as it reached maturity. The clone proved intelligent and physically sound, but still only had a basic grasp of social concepts and interaction. At this point Duncan Summers suggested enrolling him at the Claremont Academy to allow him to develop the necessary skills to reintegrate into society under the alias John Smith.


    [b][u]Personality & Motivation[/u]:[/b] The politest way to describe John is socially stunted. He has no real experience in dealing with normal social interaction. That being said, he does enjoy new experiences and meeting people. Common things most people have already encountered are novel and fascinating things to him. He views using his power for good as a sort of balance to the misdeeds of his genetic donor, and is adamant that he will not be used like that ever again. He does not have any solid plans for the future, but he is sure he will find something eventually to his liking. He is a very, very driven (some have called him intense) individual who gives 110% in all situations: from finding a hobby to fieldwork. He is openly friendly and polite, but still remains wary of others (especially scientists) outside of his social circle. 


    [b][u]Powers & Tactics[/u]:[/b] Myrmidon was created and trained to be a sublime battlefield commander and soldier. He uses his abilities to coordinate allies while maximizing and exploiting enemy weaknesses. His augmentations allow unparalleled versatility on the battlefield, affording him multi-role utility and capabilities. In order to make the most of his powers SHADOWs' mental and physical programming/augmentations focused on asymmetric warfare, infiltration, and elimination techniques. John is a combat pragmatist first and foremost, and doesn't subscribe to the idea of a fair fight. He prefers to analyze a situation before going in hot if at all possible to ascertain any advantage he gain garner. But once in the thick of things he favors ending a fight as quickly as possible, not holding back regardless of the opponent. He refers to his augmentation powers in terms of ‘protocols’ or ‘configurations’.  Protocols refer to the source of the augmented item, while configuration refers to the purpose of the augmented item. For example, using a battery to electrify his armor, Myrmidon might refer to it as using a ‘Voltage Protocol’ and the final result as ‘Configuration: Tesla Armor’.  


[hr][/hr]

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

[b]A Man Chooses, A Slave Obeys:[/b] Being chained/restrained/controlled. Myrmidon definitely does not want to be considered an exploitable resource ever again and will fight till the bitter end in those circumstances.

[b]Cold Fury:[/b] Myrmidon has more in common with Wilhelm Kantor than just his physical appearance:  he retains his genetic donors’ legendarily frosty temper and ability to hold grudges. Combined with Myrmidons’ personality, this can lead to moments of unsettling dissonant serenity. 

[b]Hero with an 'F' in Social Skills:[/b] Myrmidon has little or no clue about the context, subtleties, nuances, and taboos of inherent in social dialogue and relationships. Additionally his military demeanor, mindset, and way of approaching/interpreting these situations can also lead to or exacerbate problems. Myrmidon also has a pronounced wariness and distrust when it comes to scientists of any stripe, due to his history at the hands of such people. 

[b]Irregularity in the System:[/b] To his continuing surprise, John has found true companions: Morgan Crowe (Crow), Victoria Knight (Wisp), Etain Maher (Changeling), Brian Harris (Glowstar), and Kate Moriarty (FCPD Captain). When situations arise that concern his friends, John tends to be rather insubordinate and audacious in response. Some also know his true identity as well, something that further makes him feel duly responsible for their well-being.

[b]Lost Experiment; Reward for Return:[/b] John possesses first-hand experience and classified knowledge of SHADOW and its various assets. Needless to say, SHADOW would go to extreme lengths to retrieve or eliminate Myrmidon if they ever found concrete evidence to his continuing existence. As such he attempts to keep as low of a profile as possible, deferring his contributions and preferring to remain anonymous versus the spotlight.

[b]Six Degrees of Overshadow: [/b] Overshadow/SHADOW enemies tend to be his enemies until aware of who/what Myrmidon exactly is, and the same applies in reverse for allies of Overshadow/SHADOW.

[b]Sunglasses at Night: [/b] While in passive mode, the VANGUARD armor system appears to be no more than a pair of sunglasses. The only active components in this state are the Flash Goggles, Night Vision Goggles, and Quick Change features. In addition, in their passive state they are considered to be Easy to Remove.

[b]You Seem [i]Horribly[/i] Familiar:[/b] Myrmidon most definitely gets off on the wrong foot with any heroes/people that know what Overshadow/Shadow Clones look like under their masks.


[b][u]Abilities[/u]:[/b] 10 + 10 + 10 + 10 + 0 + 0 = 40 PP

Strength: 20 (+5)

Dexterity: 20 (+5)

Constitution: 20 (+5)

Intelligence: 20 (+5)

Wisdom: 10 (+0)

Charisma: 10 (+0)


[b][u]Combat[/u]:[/b] 24 + 28 = 52 PP

Initiative: +5; +21 w/ Knowledge [Tactics]

Attack: +12

Grapple: +17

Defense: +14 (+14 Base, +0 Dodge Focus), +7 Flat-Footed

Knockback: -5, -2 Unarmored


[b][u]Saving Throws[/u]:[/b] 5 + 5 + 10 = 20 PP

Toughness: +10 (+5 Con, +5 VANGUARD Armor)

Fortitude: +10 (+5 Con, +5)

Reflex: +10 (+5 Dex, +5)

Will: +10 (+0 Wis, +10)


[b][u]Skills[/u]:[/b] 96 Ranks = 24 PP

Acrobatics 10 (+15) [sup]Skill Mastery[/sup]

Drive 4 (+9)

Demolitions 3 (+8, +10 Masterwork Demolitions Kit)

Knowledge [Tactics] 16 (+21) [sup]Skill Mastery[/sup]

Knowledge [Technology] 3 (+8) 

Languages 3 (English [Native], German, Russian, Sign Language) 

Medicine 3 (+8, +10 Masterwork Medical Kit)

Notice 10 (+10) [sup]Skill Mastery[/sup]

Perform [String Instruments] 3 (+3, +5 Masterwork Instrument [Guitar])

Pilot 4 (+9)

Search 10 (+10) 

Sense Motive 10 (+10)

Stealth 14 (+19) [sup]Skill Mastery[/sup]

Survival 3 (+3, +5 Masterwork Survival Kit)


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

Accurate Attack

All-Out Attack

Benefit 2 (Use Knowledge [Tactics] to Feint & Trick, as Move Actions)

Benefit (Use Knowledge [Tactics] for Initiative Checks)

Defensive Attack

Eidetic Memory

Equipment 0 (+4 Bronze Reward)

Evasion 

Fearless

Hide in Plain Sight

Leadership

Luck 2 

Masterful Tactics (Use Knowledge [Tactics] to spot ambushes & avoid feints)

Master Plan 2 (Use Knowledge [Tactics] for Master Plan checks)

Power Attack

Rallying Cry

Second Chance (Saves vs. Emotion Effects)

Set Up

Skill Mastery (Acrobatics, Knowledge [Tactics], Notice, Stealth)

Takedown Attack 

Teamwork 3


[b][u]Equipment[/u]:[/b] 4 PP = 20 EP 


15 + 2 = 17 EP (3 EP Unused)

[device][b]Utility Gear[/b] (4+2+2+1+1+1+1+1+1+1) = [15 EP]

[spoiler][b]Omnioculars[/b] [Binoculars + Parabolic Microphone][b] + Super-Senses 2[/b] [Distance Sense (rangefinder), Direction Sense (digital compass)] [4 EP]

[b]Assorted Technological Parts aka "Protocols" [/b]([i]PFs[/i]: Variable Descriptor 2 [Any Technological]) [2 EP]

[b]Encrypted Commlink [/b]([i]PFs[/i]: Insidious, Subtle) [2 EP]

[b]Aural Dampers [/b](+5 to Saves vs. Audio Dazzle Effects) [1 EP]

[b]Filtration Scrubbers[/b] (+5 to Saves vs. Olfactory Dazzle Effects) [1 EP]

[b]Flash Goggles[/b] (+5 to Saves vs. Visual Dazzle Effects) [1 EP]

[b]Masterwork Demolitions Kit [/b](+2 to Demolitions Checks) [1 EP]

[b]Masterwork Medical Kit [/b](+2 to Medicine Checks) [1 EP]

[b]Masterwork Night Vision Goggles [/b] [1 EP]

[b]Masterwork Survival Kit [/b](+2 to Survival Checks) [1 EP]

[b]Masterwork Flashlight [/b] [0 EP][/device][/spoiler]



[device][b]Miscellaneous Equipment[/b] (1+1) = [2 EP]

[spoiler][b]Masterwork Guitar [/b](+2 to Perform [String instruments] Checks) [1 EP]

[b]Super-Senses 1 [/b][Time Sense (atomic watch)] [1 EP]

[b]Smartphone [/b](Camera/Cellphone/Digital Audio Recorder/PDA/Video Camera) [0 EP][/spoiler]
[/device]

[b][u]Powers[/u]:[/b]  13  + 2 + 24 = 39 PP


[b][i]Descriptors[/i]:[/b] Psionic, Technology


[b]Device 2 [/b](10 PP Container, [i] Flaws:[/i] Hard-To-Lose, [i]PFs:[/i] Indestructible, Restricted [Tech Augmentation], Subtle) [13 PP] (VANGUARD Armor, Technology)

[device][b]Enhanced Feats 1 [/b](Quick Change) [1 PP] 

[b]Immunity 2[/b] (Critical Hits) [2 PP] 

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

[b]Super-Senses 2 [/b](Radio, Ultra Hearing) [2 PP][/device]

[b]Super-Senses 2[/b] (Danger Sense [Mental], Uncanny Dodge [Mental]) [2 PP] (Ψ-Mind, Psionic) 


[b]Tech Augmentation 5 [/b](25PP Variable Power, All Powers of Technological Origin, [i]Extras:[/i] Duration [Continuous] +1, Affects Objects Only +0; [i]Flaws:[/i] Limited Dismissal -1, Medium (Requires Technology/Equipment) -1; [i]Drawback[/i]: Noticeable [Augmented Item appearance shifts to mimic granted powers -1]) [24 PP] (Ψ-Augmentation, Psionic & Technology)

[device][b]Sample Configurations[/b]:

[spoiler][u][b]Armors[/b]:[/u]

[b]Concealment 8[/b] (Visual, Auditory, Radar) ([i]PFs[/i]: Close Range, Challenge [Accelerated Stealth]) + [b]Super-Movement 2[/b] (Trackless) [20 PP] (Imperceptor Armor) 

[b]Immunity 9[/b] (Life Support)  [9 PP] (HEV Armor)

[b]Protection 0 [/b]([i]Extras[/i]: Impervious 10) + [b]Immovable 10[/b] [20 PP] (Breaching Armor)


[u][b]Support Items[/b]:[/u]

[b]Corrosion 6[/b] ([i]PFs[/i]: Incurable, Precise) [20 PP] (Thermic Lance)

[b]Flight 5[/b] [250mph / 2500ft per Move Action] + [b]Super-Movement 2 [/b][Slow Fall] ([i]Drawbacks[/i]: Power Loss [Air Intakes/Thrusters]) [6 EP] (Jetpack)

[b]Healing 6[/b] ([i]Extras[/i]: Total +1; [i]PFs[/i]: Persistent, Regrowth) [20 PP] (Health Kit)


[u][b]Weapons[/b]:[/u]

[b]Damage 5[/b] ([i]PFs[/i]: Improved Critical 2 [18-20], Mighty, Variable Descriptor 2 [Any Physical])  [10 EP] (Assault Gauntlets & Greaves)

[b]Damage 5[/b] ([i]Extras[/i]: Penetrating 10 [DMG 20] +1; [i]PFs[/i]: Improved Critical 2 [18-20], Improved Sunder, Mighty) [19 PP] (Nanoblade)

[b]Damage 8 [/b]([i]Extras[/i]: Range [Ranged] +1; [i]PFs[/i]: Improved Critical 2 [18-20], Precise, Ranged Pin) [20PP] (Railway Rifle)[/spoiler]
[/device]

[b][u]Drawbacks[/u]:[/b] -6 PP


[b]Vulnerability [/b](Mind Control; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)

[b]Vulnerability [/b] (Mind Reading; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)

[b]Vulnerability [/b](Possession; Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2 PP] (SHADOW Mental Conditioning)


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

[code]ATTACK                          RANGE        SAVE                           EFFECT

Assault Gauntlets & Greaves     Touch        DC 25 Toughness (Staged)       Damage (Any Physical); Crit 18-20

Nanoblade                       Touch        DC 25 Toughness (Staged)       Damage (Piercing, Slashing); Crit 18-20 

Railway Rifle                   Ranged       DC 23 Toughness (Staged)       Damage (Ballistic, Piercing); Crit 18-20

Thermic Lance                   Touch        DC 16 Fort                     Drain Toughness

                                             DC 21 Toughness (Staged)       Damage (Energy, Fire)

Unarmed                         Touch        DC 20 Toughness (Staged)       Damage (Physical)
Abilities (40) + Combat (52) + Saving Throws (20) + Skills (24) + Feats (25) + Powers (39) - Drawbacks (6) = 189/194 Power Points
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Young Britannia

Brother Jonathan'd by AA

Straight forward save boosting increase Wisdom by 2, and increase Will Save by 1. Also a few minor changes to account for her changes into permanent YB.

[floatr][img] http://freedomplaybypost.com/wiki/images/e/ea/YoungBritanniaHF.png [/img][/floatr][

[b][u]Player Name[/u]:[/b] Tiffany Korta

[b][u]Character Name[/u]:[/b] Young Britannia

[b][u]Power Level[/u]:[/b] 8 (127/127PP)

[b][u]Trade-Offs[/u]:[/b] None

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

[b][u]Progress To Silver Status[/u]:[/b] 25/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505]Revenant[/url]


[b][u]In Brief[/u]:[/b] The Spirit of Justice trying to help rebuild a life.


[b][u]Alternate Identities[/u]:[/b] Annice Avebury / Annice Stone (stage names), Agnus Stone (real name)

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

[b][u]Birthplace[/u]:[/b] Glastonbury, Somerset, England, UK

[b][u]Occupation[/u]:[/b] Singer, Business Woman

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

[b][u]Family[/u]:[/b] Geri Stone (Mother) Winston Stone (Father) 


[b][u]Age[/u]:[/b] 20 (DoB: July 24th 1991)

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

[b][u]Ethnicity[/u]:[/b] Caucasian / Afro-Caribbean

[b][u]Height[/u]:[/b] 6’0â€

[b][u]Weight[/u]:[/b] 165 lbs

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

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


[floatl][img] http://freedomplaybypost.com/wiki/images/1/13/Agnes.jpg [/img][/floatl][b][u]Description[/u]:[/b] Annice is an it girl, dressed in the latest fashions her hair and make-up perfectly complimenting her clothing. She carried herself with a confidence and why not she is better than you in every way.


As Young Britannia she holds herself with a confident and regal bearing that inspires confidence in others. Whilst her friendly and open face suggests that she understand and appreciates all that you’ve done and wants to thank your personally. Even her voice has a charming and yet commanding tone and an almost musical tone. In fact even without the face mask she wears few would realize that they were dealing with the same person. 


Here costume is a simple jumpsuit in blue emblazoned with the Union Jack, one bar of the cross running down the middle and the other wrapping around her waist. Her face is partially covered by an open mask similar to Britannia’s.


Agnes is a combination of the two she dresses down in comfortable and practical clothes and rarely wears any kind of make-up. But her face is still attractive and still carries herself with an air of self-confidence.


[b][u]Power Descritpions[/u]:[/b] Young Britannia is always surrounded by a nimbus of bright white light that radiates out from her body.


When using any of her powers the glow tends to intensify and concentrate around the source of her power, normally her hands.


The memories of the past Young Britannia’s live on in the spirit allowing her to access their memories and knowledge’s, a tiny glow in her eyes when she first accesses the knowledge for the first time.


[b][u]History[/u]:[/b] Each of the Genius Loci, like Lady Liberty and Britannia are strange and powerful spirits, but each can and occasion are shaped and altered by the will of the people of their land. Britannia has another aspect once that has existed since the Magna Carta, the idea of Justice for All regardless of the laws of the land. Since the middle of the last century this has been amongst the youth of the country against the injustice of the older generation. 


For a while Agnes, as Annice, had everything at eighteen she was picked as a winner of a reality TV show, she was billed as a true pop sensation with a long a promising career. With a string of massive number one hits (in the UK) it seemed to be destined to happen. But with waning public interest and a demanding artist who wanted to do "new things" she was quickly and quietly dropped by her label as the hits dried up. 


But she had resisted the urge to just give everything up and decided one last try to rekindle her career. She managed to arrange a meeting with the show’s Producer and Guru Simone Kowal. Before she could even pitch her comeback someone burst into the office brandishing a gun, she never found out who maybe another failed pop star, and pointed it at the producer. Without worrying about her own safety she tried to protect Simone and wrestle the gun from the assailant. In the scuffle the gun went off and she was wounded, a seemingly fatal wound.


In the hospital on the verge of death a woman came to her in a dream and offered her another chance at life, to begin again as a better person. But she would have to make amends, by helping people and making sure justice was done.


The next day a miraculously healed Annice checked herself out of the hospital and disappeared.


And so Annice went missing and for the very few that still cared her parents covered for her by saying she was in retreat. But even they feared that she was gone.


Meanwhile strange reports were coming from all over the UK of a strange woman, or women, would turn up when needed to help people in trouble, before disappearing again. Sometime they would be in costume, other times in old period dress, all were however of a girl not yet out of her teens. And while pictures of her all looked different people were sure it was the same person. One of papers picked up on the name Young Britannia(s) which seemed perfect to describe this strange woman.


After a year of wandering the country and helping people and much wiser and humbler Agnes returned home to rebuild her life.


Whilst she has embraced her superhero side as Young Britannia her career has been slower to recover. That was until recently when she managed to convince a hot young US producer to take a chance on her. It means spending a couple of months in Freedom City, but it may be her only chance to make it as a serious music artist. She also heard rumours of a chance to invest in his production company which could cement her future if not her career.


[b][u]Personality & Motivation[/u]:[/b]

Annice she was loud and outgoing the gregarious party girl that laughed and flirted and generally always had a good time. Part of that is still there, Agnes has always been an outgoing person quick to laugh and slow to anger. But her time spent helping has tempered her a little, she a little more quiet and serious and thinks before giving her opinion.


[b][u]Powers & Tactics[/u]:[/b] Infused with the Spirit of Britannia Young Britannia is a mini powerhouse, though Agnes is still a little inexperienced and tend to hold back before getting to conflict. 


[hr][/hr] 

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

[b]Almost Famous:[/b] Whilst Annice was never as big in the US, there are a few people who have heard her hits and recognize the face. Especially in Freedom City where her studio is based and she now spend a lot of time and effort.

[b]For Queen and Country:[/b] The spirit that empowers Agnes is tied is strongly tied to the United Kingdom. Whilst she can travel quite freely around the world if she stays too long away from home and her powers would fade. How long this takes depends on the countries connection to the Mother Country, in Commonwealth countries (and the US) it can be up to six months whilst in countries hostile to the UK it can be only days.

[b]Secret identity:[/b] Whilst Agnes enjoys being a hero, as much as possible all she really wants is an ordinary quiet life.



[b][u]Abilities[/u]:[/b] 20 + 0 + 16 + 0 + 4 + 6 = 46PP

Strength: 30 (+10)

Dexterity: 10 (+0)

Constitution: 26 (+8)

Intelligence: 10 (+0)

Wisdom: 14 (+2)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 6 + 4 = 10PP

Initiative: +4

Attack: +3, +5 melee, +6 ranged,  +8 burst of light

Grapple: +6/+13 up to +17 with Dynamic Super-Strength

Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed

Knockback: -7/-0



[b][u]Saving Throws[/u]:[/b] 0 + 4 + 4 = 8PP

Toughness: +3/+8 (+3/+10 Con [Impervious 7/0])

Fortitude: +3/+8 (+3/+8 Con, +0)

Reflex: +4 (+0 Dex, +4)

Will: +6 (+2 Wis, +4)



[b][u]Skills[/u]:[/b] 24R = 6PP

Bluff 2 (+5, +9 w/Attractive)

Diplomacy 2 (+5, +9 w/Attractive)

Knowledge (Popular Culture) 3 (+3)

Notice 8 (+9)

Perform (Singing) 9 (+12) 



[b][u]Feats[/u]:[/b] 6PP

Attack Focus (ranged) 1

Attractive 1

Benefit 1 (Wealth 1)

Dodge Focus 2

Luck 1



[b][u]Powers[/u]:[/b] 1 + 2 + 7 + 7 + 21 + 11 + 5= 54PP



[b]Enhanced Feats 1[/b] (Beginner’s Luck) [1PP]


 [b]Flight 1[/b] (10MPH / 100ft per Move Action) [2PP]


[b]Immunity 7[/b] (Environmental Effects, Suffocation (All)) [7PP]


[b]Impervious Toughness 7[/b] [7PP]


[b]Light Control 8[/b] (14PP Array, [u]Feats:[/u] Alternate Power 3) [21PP]

[list][u]Base Power:[/u] [b]Blast 8 ([/b]80ft Range [i]Feats:[/i] Accurate 2) [18PP] (Burst of Light)

[u]Alternate Power[/u]: [b]Dazzle 4[/b] (Visual Senses, 80ft Range, 40ft Burst Radius, [i]Extra:[/i] Area (Burst), Selective [i]Feats:[/i]Progression(Area) 1, Progression (Range) 1) [18PP] (Blinding Light)


[u]Alternate Power[/u]: [b]Healing 8[/b] ([i]Feats:[/i] Regrowth, Stabilize) [18PP]


[u]Alternate Power[/u]: [b]Teleport 9[/b] (20,000 miles as full action [i]Extra:[/i]Accurate, [i]Flaw:[/i] Long-range) [18PP][/list]


[b]Might 4[/b] (8PP Array, [u]Feats:[/u] Dynamic Alternate Power, Dynamic Base Power) [11PP]

[list][u]Base Power (Dynamic)[/u]: [b]Flight 4[/b] (Rank 5, 250MPH / 2,500ft per Move Action) [8PP]


[u]Alternate Power (Dynamic)[/u]: [b]Super-Strength 4[/b] (Lifting STR 50 [[i]Heavy Load:[/i] 12 tons]) [8PP][/list]


[b]Past Lives 2.5 ([/b]4PP Array, [u]Feats:[/u] Alternate Power) [5PP]

[list][u]Base Power[/u]: [b]Comprehend 2 ([/b]Read All Languages, Speak All Languages) [4PP]


[u]Alternate Power[/u]: [b]Enhanced Feats 4 ([/b]Attack Specialization (Unarmed), Eidetic memory, Jack of all Trades, Well Informed) [4PP][/list]



[b][u]Drawbacks[/u]:[/b] (0) = 0PP



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

[code] ATTACK           RANGE     SAVE                          EFFECT

Unarmed          Touch     DC25 Toughness (Staged)    Damage (Physical)

Burst of Light   Ranged    DC23 Toughness (Staged)       Damage  (Energy)

Blinding Light   Area          DC 14 Ref/Fort                             Blinding
Totals: Abilities (46) + Combat (10) + Saving Throws (8) + Skills (6) + Feats (6) + Powers (54) - Drawbacks (0) = 127/127 Power Points

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Gabriel

Spending some of my Silver Reward.

Add the following to the Feats section:

Equipment 3 (15EP) (+3 Veteran Reward)
Add this below Feat section (but above Powers):
[quote name="Equipment 3PP= 15EP"]

Headquarters ([url=http://www.freedomplaybypost.com/viewtopic.php?f=40&t=4052&p=147243#p147243]Monastery[/url])

[quote]Size: Huge (3EP), Toughness +10 (1EP)

Features: Isolated, Living Space, Personnel (Monks), Gym, Library, Masterwork Infirmary, Power System, Animal Pens, Chapel 

Power: Super-Movement (1EP)


[b]Super-Movement 1 ([/b]Dimensional Movement (Sanctuary<->Earth Prime), [i]Extras[/i]: Portal, Duration (Continuous) [i]Flaws[/i]: Limited (Others); Action (Standard)[b])[/b]  (Dimensional Portal inside the Monastery, effectively a Feature) (1EP)

[b]Masterwork Infirmary ([/b]+2 to Medicine checks[b])[/b][/quote][/quote]

ATTEMPTED BY AA

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  • 2 weeks later...
  • 3 weeks later...

Blodeuwedd

Increased her Attack to +7, also rearranged her attack stats to reflect her unarmed attack.

Raised Acrobatics, Climb, and Stealth by 1, added Medicine +1

[b][u]Player Name[/u]:[/b] Tiffany Korta

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

[b][u]Power Level[/u]:[/b] 8 (130/130PP)

[b][u]Trade-Offs[/u]:[/b] "None"

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Silver Status[/u]:[/b] 10/60 (Bronze status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=5505#p119429]Revenant[/url])


[b][u]In Brief[/u]:[/b] A Welsh Ninja trained since an early age to battle rogue gods and spirits.


[b][u]Alternate Identity[/u]:[/b] Cerys Pefr

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

[b][u]Birthplace[/u]:[/b] Caerdathyl, Gwynedd, Wales

[b][u]Occupation[/u]:[/b] Student

[b][u]Affiliations[/u]:[/b] Amddiffynnwr O Lleu Llaw Gyffes(Defenders of Lleu Llaw Gyffes)

[b][u]Family[/u]:[/b] None, orphaned at birth


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

[b]Age:[/b] 16 ([i]DoB:[/i] 1st March 1996)

[b]Gender:[/b] Female

[b]Ethnicity:[/b] Welsh.

[b]Height:[/b] 5’7â€

[b]Weight:[/b] 125 lbs.

[b]Eyes:[/b] Hazel

[b]Hair:[/b] Dark Brown


Blodeuwedd is a pretty young woman but her features are not overly distinctive, the order has taken time to teach how to follow the fashion of the day. She could be any girl off the streets of Cardiff or Merthyr Tydfil. She is actually an attractive young woman, but unless she making an effort rarely apply make-up or styles her hair beyond a simple ponytail. Her body is lithe and athletic, a figure gained from years of dedicated training. Whilst she tries to dress in all the latest fashions, it always seem to come across as slightly off as if she doesn’t quite understand the whole process (which is close to the truth), she also tends to pick clothes which allow for movement in case of trouble.


Her costume is simply the artefacts she has been entrusted by the order, with the cloak around her and the strange glow of the goggles she can cut quite an imposing sight.


[b][u]Power Descriptions[/u]:[/b]

Blodeuwedd has no natural powers only the years of training that has been provided to her by the Order. The Order has however managed over the centuries to have acquired, legally or via industrial espionage and even outright theft, a number of items both magical and technical. The best of this equipment has been given to Blodeuwedd to aid her in the mission. Each has been given a name after one of the fabled treasures of the British Isles.


Dyrnwyn “White-Hilt†: Scholars of the order debate whether this sword is the actual mythical weapon or a similarly named item. The debate is centred on the fact that the sword is actually a more medieval broadsword than the more suitable Celtic designs. Like the mythical sword this one becomes covered in a magical fire when it is drawn, though whether the sword will burn the unworthy is still unproven.

Gwyddbwyll Gwenddoleu ap Ceidio “The Chessboard of Gwenddoleu ap Ceidio : These goggles appear to be a simple set of oversized night vision goggles, and they doindeed  allow her to see in the dark. They also however contain a pair of specially prepared magical lenses that allow her to detect magical energies. The large flat lenses glow with a slight green light.

Llan Tegau Eurfron “The Mantle of Tegau Eurfron : A tight fitting body suit and floor length cloak, with hood, weaved out of cutting edge materials that are not only light weight and flexible, but provides substantial protection to the owner. The suit is colored a dark blue to assist stealthy operations during night time. Made of advanced memory fibres it also has the ability to appear as a set of normal clothes.

Ffoniwch Eluned “Ring of Eluned†: This item is an alien ring, of unknown origins, which has been gifted to the order by one of their allies working from Cardiff. The ring projects a thin field of energy around the wearer which not only provides a degree of protection it also allows the wearer to camouflage themselves into the environment


[b][u]History[/u]:[/b]

Blodeuwedd never knew her parents, they died when she was young, all she has known is the sanctuary of the Amddiffynnwr o Lleu Llaw Gyffes (Defenders of Lleu Llaw Gyffes). The men and women of the order were caring people and she was raised in a loving caring environment, but from an early age she was trained as an athlete and a warrior. Trained to be an agent of the order.


According to legend the Order was founded by Lleu Llaw Gyffes himself as a body of men (and later women) to help defend him and the Kingdom of Gwynedd (later Wales) from the vengeance from the goddess, and his mother, Arianrhod. Through the centuries the order has expanded there remit to defend the nation from any supernatural threat being from the Celtic gods and spirits. Mostly from within Wales but occasionally the acted on threats outside the country.


A small and deeply secretive order they rarely concern themselves with matters outside of Wales, but in the last few years there augers and intelligence network, have heard rumours that one of the Celtic god or goddess have allowed one of their offspring to live in Freedom City in the United States. After much debate the order decided to send an agent to the city to monitor the situation. As the seer showed the main focus was an unusual school they needed someone of the right age to infiltrate the school.


Blodeuwedd knew nothing about this; she was being trained to recover dangerous Celtic artefacts. The first she knew was when she was informed of her mission by the Order and sent to America to infiltrate the school. Her orders were simple, find out if such people exists and if they do what danger they present to the order. So far her first days in her new identity as Cerys haven’t gone well. On arrival at Claremont the Headmaster called her in and proceeded to tear apart her newly constructed identity, only to inform her that she had undergone an excellent training and telling her that she was welcome to stay.


[b][u]Personality & Motivation[/u]:[/b]

Blodeudwedd is a quiet and reserved person with all her word and actions being carefully considered. She’s a quiet and conscientious student who watches everything and considers all the fact before asking questions. She a very stern and serious person who will have little to do with any kind of frivolity. Having grown in as part of a small order, based near a tiny village in North Wales, Bloeudwedd doesn’t have much experience with dealing with the vast multitude of people who live in Freedom City. She can come across as curt and rude, but is in fact is more than a little shy, not to mention awe struck.


[b][u]Powers & Tactics[/u]:[/b]

Blodeuwedd has been trained to be a cautious fighter. She will spend as much time as possible calculating her enemy’s abilities and weaknesses, if possible at a distance from a hiding place. Then when she is ready she will strike quickly and swiftly trying to disable her opponent. She has had it drummed into her to always spare her hand against human enemies, only against the gods and their allies are she allows unleashing her full fury.

[hr][/hr]


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

[b]Ceyrs Matters:[/b] Raised from birth in an isolated location with a focus on training for her chosen task Blodeuwedd has never had any concerned other than her duty. As Ceyrs she now has time to herself, and almost no idea what to do with herself.

[b]I thank the Lord I’m Welsh:[/b] Raised by a very pro-Welsh Order Blodeuwedd is naturally very proud of her Welsh heritage, it takes a great effort of will to hide her nationality or even her accent. She, and the order, aren’t however rabid nationalist fighting for independence. In their mind if the Queen was unfit to rule the land then the land we become barren. Only then would they have to act.

[b]Secret Identity:[/b] Blodeuwedd know the importance of secrecy to both her personal safety and to the order as a whole. So she endeavours to keep up the facade of the cover story she has been provided with.

[b]So Unpretty:[/b] Blodeuwedd is still uncomfortable in her Cerys persona. Her interactions with other people are hindered by an almost crippling shyness and her general posture tends to downplay her attractiveness. All this combines to make it difficult for her to use her highly honed social skills.


[b][u]Abilities[/u]:[/b] 6 + 8 + 6 + 0 + 2 + 6 = 28PP

Strength: 16 (+3)

Dexterity: 18 (+4)

Constitution: 16 (+3)

Intelligence: 10 (+0)

Wisdom: 12 (+1)

Charisma: 16 (+3)



[b][u]Combat[/u]:[/b] 14 + 6 = 20PP

Initiative: +4

Attack: +7 Base, +9 Unarmed, +9 Dyrnwyn

Grapple: +10

Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

Knockback: -4



[b][u]Saving Throws[/u]:[/b] 5 + 3 + 6 = 14PP

Toughness: +3/8 (+3 Con, +4 [Mantle of Tegau Eurfon], +1 [Ffoniwch Eluned])

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

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

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



[b][u]Skills[/u]:[/b] 120R = 30PP

Acrobatics 14 (+18)[sup]Skill Mastery[/sup]

Bluff 9 (+11, +18 w/Attractive)[sup]Skill Mastery[/sup]

Climb 7 (+10)[sup]Skill Mastery[/sup]

Diplomacy 8 (+10, +14 w/Attractive)

Disable Device 12 (+12)[sup]Skill Mastery[/sup]

Gather Information 4 (+7)

Intimidate 11 (+14)[sup]Skill Mastery[/sup]

Knowledge (Arcane Lore) 5 (+5)

Language 1 (Welsh [Native], English)

Medicine 1 (+2)

Notice 11 (+12)[sup]Skill Mastery[/sup]

Sense Motive 13 (+14)[sup]Skill Mastery[/sup]

Sleight of Hand 10 (+14)

Stealth 14 (+18)[sup]Skill Mastery[/sup]

Survival 1 (+2)

Swim 1 (+4)



[b][u]Feats[/u]:[/b] 14PP

Attractive 1

Dodge Focus 5

Equipment 3

Luck 1

Skill Mastery 2 (Acrobatics, Bluff, Climb, Disable Device, Intimidate, Notice, Sense Motive, Stealth)

Uncanny Dodge (Auditory)


[quote name="Equipment 3PP = 15EP"]

[equip]Grapple Gun (Super-Movement 3 (Slowfall, Swinging, Wall-Crawling), Speed 1) [7EP]


Throwing Knives (Blast 2 (Improved Disarm, Mighty 3)) [8EP][/equip][/quote]



[b][u]Powers[/u]:[/b] 8 + 4 + 4 + 8 = 40PP


    [b]Device 2 ([/b]Dyrnwyn “White-Hiltâ€, Magical Sword, 10PP, [i]Flaws:[/i] Hard-To-Loose) [8PP]

    [device][b]Damage 5 ([/b]Flaming Sword [i]Feats[/i]: Accurate 1, Mighty, Improved Critical, Weapon Bind, Weapon Break) [10PP][/device]


    [b]Device 1 ([/b]Gwyddbwyll Gwenddoleu ap Ceidio “The Chessboard of Gwenddoleu ap Ceidio, Hi-Tech Googles with Magical lenses, 5PP, [i]Flaws:[/i] Hard to Loose) [4PP]

    [device][b]Super-Senses 5 ([/b]Awareness : Magic, Darkvision) [5PP][/device]


    [b]Device 1 ([/b]Llan Tegau Eurfron “The Mantle of Tegau Eurfronâ€, Hi-Tech Body Suit, 5PP, [i]Flaws:[/i] Hard to Loose) [4PP] 

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

[b]Morph 1 ([/b]Single Form (Normal Clothes), +5 Disguise) [1PP][/device]


    [b]Device 2 ([/b] Ffoniwch Eluned “Ring of Elunedâ€, Alien Ring, 10PP, [i]Flaws:[/i] Hard to Loose) [8PP]

    [device][b]Concealment 4 ([/b]All Visual Senses, [i]Feats:[/i] Close Range) [9PP]

    [b]Protection 1[/b][/device]



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

[code]  ATTACK        RANGE     SAVE                        EFFECT

  Dyrnwyn       Touch     DC23 Toughness (Staged)     Damage (Physical) 

  Knives        Ranged    DC21 Toughness (Staged)     Damage (Physical) 

  Unarmed       Touch     DC18 Toughness (Staged)     Damage (Physical) 

 
Totals: Abilities (28) + Combat (20) + Saving Throws (14) + Skills (30) + Feats (12) + Powers (24) - Drawbacks (0) = 124/124 Power Points

WELSH'D by GIZMO

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Silhouette

Skills

Previous skills says it adds up to 104, it's actually 106 ranks, so fixing that.

-4 Climb

+6 Gather Information

+2 Seach

+6 Sleight of Hand

Feats

+1 All Out Attack

+1 Agile Climber

+4 Attack Focus Melee

-2 Attack Specialization (Strike)

+1 Challenge (Fast Acrobatic Bluff)

+1 Improvised Weapons

[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] 13 (188/192PP)

[b][u]Trade-Offs:[/u][/b] None

[b][u]Unspent PP:[/u][/b] 4

[b][u]Progress To Gold Status:[/u][/b] 87/90

[i]Bronze Reward:[/i] Equipment 4 for Silhouette, Equipment 3 & Minion 8 for Changeling

[i]Silver Reward:[/i] 3rd PC, PL8/120PP ([url=http://www.freedomplaybypost.com/viewtopic.php?f=44&t=5542]Catalyst[/url])


[b][u]In Brief:[/u][/b] An ambush character and close ranger brawler with the ability to turn flat.


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

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

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

[b][u]Occupation:[/u][/b] Freelancer

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

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


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

[b]Age:[/b] 25 ([i]DoB:[/i] April 20th 1986)

[b]Gender:[/b] Female

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

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

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

[b]Eyes:[/b] Grey

[b]Hair:[/b] Brown


The transition into superheroism has left an effect on Carrie's physique. She is no longer underweight, and far less skinny putting on a few pounds of muscle and training up. She's a lot more lean now, but her stance and figure is a lot more poise, and her posture and habits have improved. She looks a lot more healthy in that she has adjusted her sleep schedule to fit her new night job, and her eating habits have improved to compensate for her needing more energy.


Her costume a form fitting leather one piece biker suit she spray painted back with a baclava sewn into the collar. Over that is a specially made mask(curtiousy of Dragonfly) with a built in radio feed and lenses that helps her see in the dark. The black out assemble is completed with leather gloves and boots which gives her really the look of a modern ninja. She has several pockets which usually contain things like business and phone cards, some zip ties, bandages, and her car key.


[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.


What started as an experiment became a full on lifestyle, which Carrie adjusted too accordingly. It wasn't hard to change her sleep and work schedule to suit her going out at nights as she worked freelance anyway, and already had a penchant for sleeping in late. What really became hard was the fact that she had to effectly lie to everyone she met about that part of her life, which Fulcrum whom she befriended as a civilian and does custom tailoring for.


[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. This being said, it's really just a self defense mechanism because she herself is very insecure about her own lack of power and is almost constantly comparing herself to others. However insecure she is about whether she is in fact a hero or not, it still doesn't stop her from working hard, and maintaining her own set of morals and ideals about how heroes should act, and about how people should act. This makes her especially hard on herself if she doesn't live up to it herself.


Carrie outside of costume is a nerd, plain and simple. She loves works of fiction, any fiction, comics, movies, novels, she has shelves of these just lined up and well bent from rereading them. She also has a taste for the older styles, loving old cars, and older designs and cuts of clothing, as well as steampunk things and clothing (some of which she owns is geniune because of a visit to an actual steampunk alternate universe). If she had the choice she'd be driving some full on classic American muscle cars instead of her mini cooper, or a really nice old chopper, but the car was a gift, and it was better than what she had before, which was nothing.


[b][u]Powers & Tactics:[/u][/b]

Silhouette can turn flat, which sounds like a rather lame power, but she ultilizes it quite well. Her fingers and limbs are incredibly sharp, and she does not have to assume full form to use them making her able to brawl effectively both in and out of costume with little(or really less) suspect to her idenity. Her black costume allows her to masquerade as a shadow as she moves along walls, and her now more refined use of acrobatics makes her able to run circles around opponents easily before sneaking in for a hit. When alone, she usually relies on divide and conquer methods of attack, while in battle she'll both act as a distraction, and use the distraction of others while trying to maintain the safety of civilians or to catch the villians off guard.


[hr][/hr]

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

[b]Bad Cravings:[/b] Carrie used to smoke in college, and quit afterwards because she couldn't afford to keep up the habit. As a result she gets very, very irratable near bars or clubs or anywhere else filled with cigerette smoke as it gives her cravings.

[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]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]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]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 + 10 + 8 + 4 + 4 - 0 = 32PP

Strength: 16 (+3)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 14 (+2)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat:[/u][/b] 8 + 12 = 20PP

Initiative: +13

Attack: +4, +10 Melee, +12 Strike

Grapple: +11

Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed

Knockback: -5, -2 Flat-Footed



[b][u]Saving Throws:[/u][/b] 6 + 9 + 5 = 20PP

Toughness: +12, +4 Flat-Footed (+4 Con, +8 Defensive Roll)

Fortitude: +10 (+4 Con, +6)

Reflex: +14 (+5 Dex, +9)

Will: +7 (+2 Wis, +5)



[b][u]Skills:[/u][/b] 116R = 29PP

Acrobatics 15 (+20)

Computers 8 (+10)

Crafts Artisitic 8 (+10)

Disable Device 8 (+10)

Gather Information 10 (+10)

Knowledge (Art) 8 (+10)

Knowledge (Behavioral Sciences) 4 (+6)

Knowledge (Physical Sciences) 6 (+8)

Knowledge (Popular Culture) 3 (+5)

Knowledge (Technology) 4 (+6)

Language 1 (English [Native], Spanish)

Notice 8 (+10)

Search 8 (+10)

Sleight of Hand 10 (+15)

Stealth 15 (+20)



[b][u]Feats:[/u][/b] 51PP

Accurate Attack

Acrobatic Bluff

All Out Attack

Agile Climber

Attack Focus Melee 6

Attack Specialization (Strike) 

Challenge (Fast Acrobatic Bluff)

Dazzling Attack

Defensive Roll 4 (+8 Toughness)

Dodge Focus 6

Equipment 3 (+4 Veteran Reward = 7 [35EP])

Grapple Finesse

Improved Critical (Strike) 2

Improved Disarm

Improved Initiative 2

Improved Grapple

Improvised Weapons

Luck 4

Move-By Action

Ninja Run

Paralyzing Attack

Power Attack

Redirect

Set Up

Skill Mastery (Acrobatics, Disable Device, Notice, Stealth)

Stunning Attack

Takedown Attack 2

Ultimate Save (Reflex)

Uncanny Dodge (Hearing)

Well-Informed


[quote name="Equipment 6PP = 30EP"]


[b][u]2008 Mini Cooper[/u][/b]

[list][b]Speed 6[/b] (500 mph)

[u]Stats[/u] [i]Size:[/i] Large; [i]Strengh:[/i] 30; [i]Defense:[/i] 9; [i]Toughness:[/i] 12; [i]Features:[/i] Disguise, Navigation System, Remote Control;

[u]Powers:[/u]

Concealment 6 (All Audial & Visual) Flaws: Blending 6ep

Immunity 5 (Falling Damage) 5ep

Protection 4 4ep

Super-Movement (Wall Crawling) Flaw: Only Wile Moving 1ep

Cost: 24 ep[/list]


[b]HQ[/b] (Underground Under Closed Down Video Store) 6ep

[list]Size Medium (1ep)

Computer

Defense System (Blast 10)

Garage

Living Space

Power System[/list][/quote]


[b][u]Powers:[/u][/b] 4 + 18 + 14 = 36PP


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


[device][b]Immunity 2 ([/b]Dazzle [Visual][b])[/b] [2PP]


[b]Super-Senses 3 ([/b]Darkvision, Radio[b])[/b] [3PP][/device]

[b]Dimensional Control (2-D Form) 3 ([/b]15PP Container [Sustained Duration], [i]Extras:[/i] Action [Reaction][b])[/b] [18PP]


[device][b]Concealment 4 ([/b]All Visual Senses, [i]Flaws:[/i] Limited [Side View][b])[/b] [4PP]


[b]Enhanced Feats 7 ([/b]Defensive Attack, Elusive Target, Evasion 2, Hide In Plain Sight, Improved Defense 2[b])[/b] [7PP]


[b]Insubstantial 1 ([/b][i]Flaws:[/i] Limited [Width][b])[/b] [4PP][/device]


[b]Strike 9 ([/b][i]Extras:[/i] Penetrating [2, DMG 14], [i]Feats:[/i] Affects Insubstantial 2, Mighty[b])[/b] [14PP] (Mutation, Training, Ultrasharp Fingers & Feet)



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

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

Strike --- 27 / Toughness --- Bruised (Staged); Penetrating 2



[b]Abilities (32) + Combat (20) + Saves (20) + Skills (29) + Feats (51) + Powers (36) - Drawbacks (0) = 188/192 Power Points[/b]

FLATTENED by GIZMO

Link to comment

Ghost Girl

3PP - 12 ranks of Skill

  • +2 Bluff
    +2 Diplomacy
    +2 Intimidate
    +6 Knowledge [Arcana]

8PP - Minion 8 - Avro the Manitcore Kitten

11PP -

Friendship is Magic Array 4 (8PP, Power Feats: Alternate Power 3) [11PP]

Base: Anatomic Separation 2 (Extras: Action [Free], Variable Split) [8PP] (Dead Head’s Dismemberment)

AP: Obscure 4 (Visual Senses, 100' long, icy fog; Extras: Action [Move], Area [Cone, +0], Independent [+0], Flaws: Range [Touch]) [8PP] (Siobhan’s Shroud)

AP: Super-Senses 4 (Detect Death [Mental]; Extras: Extended 1 [100'], Radius, Ranged) [4PP]

Super-Senses 4 (Postcognition; Extra: Affects Others, Flaw: Limited [Moments of Death]) [4PP] (Nick’s Necrovision)

AP: Telekinesis 2 (Rank 4 Total; Extras: Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve’s Elevation)

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

[b][u]Power Level[/u][/b]: 13 (201/201PP)

[b][u]Trade-Offs[/u][/b]: None

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

[b][u]Progress to Orichalcum Status[/u][/b]: 45/150 (Impervium status earned by [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=2517]Jack of all Blades[/url])


[b][u]In Brief[/u][/b]: Teenage poltergeist with an upbeat personality and chilling powers.

[floatr][img=http://www.freedomplaybypost.com/wiki/images/f/fd/KimberHFHuman.png[/img][img]http://www.freedomplaybypost.com/wiki/images/c/cd/KimberHF.png[/img][img]http://www.freedomplaybypost.com/wiki/images/0/0a/KimberHFGhostGirl.png][/floatr][b][u]Characters Name[/u][/b]: Ghost Girl

[b][u]Alternate Identities[/u][/b]: Kimber Storm

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

[b][u]Birthplace[/u][/b]: Thunder Bay

[b][u]Occupation[/u][/b]: Student

[b][u]Affiliations[/u][/b]: Claremont Academy, Young Freedom, Midnighters

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


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

[b][u]Age[/u][/b]: 16 (DoB: August, 1979; DoD: January, 1996)

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

[b][u]Ethnicity[/u][/b]: Deceased-Canadian (Caucasian)

[b][u]Height[/u][/b]: 5’7â€

[b][u]Weight[/u][/b]: None

[b][u]Eyes[/u][/b]: Ice-Blue (Sea Green)

[b][u]Hair[/u][/b]: Ice-Blue (Chestnut Brown)


In her natural state, Kimber appears as the image of teenage girl rendered in frosty, luminous blues, slightly translucent and floating a few feet off of the ground as though she were swimming through the air. Long hair drifts about her face, carried by an absent wind, while the faint chill of fresh snow surrounds her. The disturbing sight is considerably softened by her perpetually chipper expression and broad, friendly smile - even if she still had bones, none of them would be mean. Expressive and given to animated gestures, she tends to flit about a room, chattering excitedly.


Her phantasmal abilities allow her to take on a more lifelike appearance, returning colour to her flesh and bright green eyes while dropping dark drown hair back to fall between her shoulder blades. Although she can appear as almost anyone she likes, direct sunlight reveals her true form, making it impossible for her to maintain the day-to-day illusion of a normal life. In her heroic identity as Ghost Girl, she shrouds herself in a long, tattered reaper's cloak of the same pale blue, its hood and a simple domino mask concealing her face.


[b][u]Powers Description[/u]:[/b] Kimber's ghostly nature renders her both completely incorporeal and translucent to a degree. Keeping the aura of cold that perpetually surrounds her to a barely perceptible minimum takes considerable concentration on her part; if she is distracted the temperature about her rapidly drops to well below freezing. She is also able to render herself completely invisible, though telepaths may sense her as a mental echo and electronics equipment will hiss with static at her passing.


Not being restrained by any actual physiology, Kimber has a considerable ability to alter her appearance, from her clothing and apparent age to disguising herself as other individuals. The most extreme application of this sees her taking on an aspect that combines heartbreaking beauty and the sheer, existential horror of piercing, for a moment, the veil between life and death. The more paranoid might wonder if this is, in fact, her [i]true[/i] nature revealing itself.


[b][u]History[/u]:[/b] Kimber's life before her passing is largely a mystery. Her own memories are few and indistinct - she could tell you who the Prime Minister was when she was alive or what her favourite brand of cereal was, but she has little actual context for any of that information. Even after her death, she lost several years, punctuated by infrequent but steady reports of strange, terrifying activity surrounding a particular log cabin in the camping grounds near Thunder Bay. Trespassing teenagers related tales of horrible faces in windows, dishware smashing itself against the walls and an unearthly chill that defied campfires and generator-powered space heaters alike.


Eventually the stories caught the attention of Daniel Storm, an outdoorsman with no small amount of experience with the sorts of supernatural hazards that become more frequent the further north and away from large settlements one travel. A terse, unsociable sort, Storm wasn't typically one to get involved, but for whatever reason, his interest was piqued. Despite the poltergeist's repeated attempts to drive him away, he eventually found the long dead remains of a young woman in the woods. What little cooperation the admittedly suspicious Storm was able to get from the local authorities pointed to the winter of 1996, one of the coldest on record, as the time of death. Taking it upon himself to give the Jane Doe a proper cremation should have put the ghostly apparition to rest. Instead, Storm found himself face to face with the floating but quite distinct image of an alarmed girl.


Although understandably distressed as she came to understand her situation, the phantom adapted with surprising speed, taking the name Kimber because, "I just [i]feel[/i] like a 'Kimber', right?" Storm did his best to fill in as many blanks for her as he could over several weeks, and contacted various occult peers when it became clear that the situation fell well outside his personal experience, not just in terms of supernatural phenomena, but also dealing with a teenage girl! Eventually, through friends of friends, he was put in touch with Duncan Summers, a gentleman with no small expertise in helping teenagers of unusual natures. Nonchalantly suggesting that she might as well use his last name for the resulting paperwork, he sent the heroine-in-training out into the world for a second shot at life!


[spoiler]In life, Kimber was Rebecca Stone, a Thunder Bay native born in 1979. Observant and astute, she was otherwise mainly notable for her energetic disposition, growing into a happy if largely unremarkable teen. Becca had little connection with superheroics; the Mulroney administration saw government funding of super teams heavily reduced then cut altogether, and North American opinion remained for the most part negative towards costume vigilantes until the Terminus Invasion in 1993. The newly elected Liberal government under Chrétien rode the rocketing popularity of superheroes that resulted, and the band posters in Becca's room were replaced with images of national heroes.


In 1996, Becca and several friends went on a winter camping trip, despite the weather that was frigid even by Northern Ontario's standards. The group camped out in a log cabin, but while out hiking through the wooded trails, Becca became separated from the others and lost her way among the twisting paths. Heavy snow hampered any search efforts, eventually forcing the police to note her as missing and presumed dead. The details of her case were unfortunately among those lost in the move to a digital database.[/spoiler]



[b][u]Personality & Motivation[/u]:[/b] Despite her regrettable situation, Kimber retains a surprisingly upbeat attitude. She tends to react to any new situation with curiosity and enthusiasm, asking lots of questions and rapidly jumping from thought to thought. Looking oddly doesn't seem to particularly bother her, but a surprising talent for reading people makes her acutely aware of how disturbing her undead nature can be for some. As a result, she may compensate with an even cheerier manner or make reassuring attempts at humour.


Death has done nothing to dull Kimber's sense of empathy - if anything, it's given her a greater perspective on the preciousness of life. Despite her positive mindset, she considers herself to have very little to lose, or at least to be in very little danger of true harm, and so is quick to lend whatever aid she can. The adventure and romance of the superheroic lifestyle certainly appeals to her as well, though her notion of it is more than a little idealized. After all, people might be scared of a ghost, but who could be scared of the marvelous Ghost Girl!


[b][u]Powers & Tactics[/u]:[/b] Kimber's main offensive ability is a bone-chilling ethereal touch that drains the strength from her target's limbs, eventually leaving them helpless and shivering. Although reluctant to engage in violence in the first place, particularly given how little threat convention weapons pose to her, when her teammates are put at risk she moves to disable their opponents as quickly as possible. She takes advantage of her unhindered mobility, but is [i]not[/i] entirely beyond being hurt, and her sense of invulnerability can get her into trouble.


Her incorporeal nature, along with her powers of invisibility and disguise, make Kimber an ideal scout and infiltrator. A side-effect of her concealment scrambles radio signals in a small radius, a handy trick for disabling nearby communications even as it serves as an unfortunate tell for those who are familiar with spirits and their ways. Although she cannot truly touch physical objects, she is able to manipulate them with a minor amount of telekinesis.


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


[b]Amnesia:[/b] Kimber's memories before her untimely demise are foggy at best.

[b]Avro:[/b] A pet manticore kitten is a big responsibility, missy!

[b]Naive:[/b] Kimber's a naturally trusting sort inclined to give everyone the benefit of the doubt.

[b]Pyrophobia:[/b] Intense heat and fire are one of the few things that can actively harm Kimber, and she's understandably hesitant around either.

[b]She's Dead, Jim:[/b] It's a living man's world, Kimber's just haunting in it.

[b]Truly, Truly Outrageous:[/b] Kimber missed out on a lot of pop culture and world history after her death, though she's been quickly catching up.

[b]Untouchable:[/b] Kimber has no physical form.

[b]Young Freedom 2.0:[/b] Kimber's friends are pretty rad.


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

STR: - (-) 

DEX: 16 (+3) 

CON: - (-) 

INT: 10 (+0) 

WIS: 16 (+3) 

CHA: 14 (+2) 


[b][u]Combat[/u]:[/b] 16 + 12 = 28PP

Attack: +8 (+12 Ghost Array) 

Defense: +12 (+3 flat-footed) 

Grapple: +6 

Init: +3 


[b][u]Saves[/u]:[/b] 2 + 7 = 9PP 

Toughness: +12 (+12 Protection) 

Fortitude: -

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

Will: +10 (+3 Wis, +7) 


[b][u]Skills[/u]:[/b] 18PP = 72R

Bluff 6 (+8/+12 Attractive)

Diplomacy 13 (+15/+19 Attractive) 

Intimidate 10 (+12)

Knowledge [Arcane Lore] 10 (+10)

Languages 1 (French) (Base: English) 

Notice 8 (+11) 

Sense Motive 12 (+15)  

Stealth 12 (+15) 


[b][u]Feats[/u]:[/b] 20PP 

Dodge Focus 6

Luck 2

Minion 8

Power Attack

Second Chance (Diplomacy)

Startle

Uncanny Dodge (Auditory)


[b][u]Powers[/u]:[/b] 30 + 11 + 2 + 1 + 3 + 3 + 30 + 21 + 12 +7 + 3 + 10 = 133PP


[b]Ghost Array 13[/b] (26PP, [i]Power Feats:[/i] Alternate Power 4) [30PP]

[array][b][u]Base[/u]: Concealment 8[/b] (all visual, auditory and olfactory, [i]Extra:[/i] Linked, [i]Power Feats:[/i] Close Range, Selective, [i]Drawback:[/i] Power Loss [Detect Ghosts/Undead, Necromantic Awareness]) [17PP] (invisibility) [device]+ [b]Concealment 2[/b] (all mental, [i]Extra:[/i] Linked, [i]Flaw:[/i] Displacement) [2PP] (mental echo)

+ [b]Obscure 4[/b] (radio, 50' radius, [i]Extras:[/i] Action [Free, +2], Linked, [i]Flaws:[/i] Partial, Range [Touch], [i]Power Feats:[/i] Reverse Progression 1 [Area, min 25']) [5PP] (radio static)[/device]

[b][u]AP[/u]: Damage 12[/b] ([i]Extras:[/i] Affects Corporeal, Autofire, Linked [Drain], [i]Flaws:[/i] Limited [Objects], Limited [Electronics], [i]Power Feats:[/i] Accurate 2) [14PP] (disrupt electronics)

[device]+ [b]Drain Toughness 12[/b] ([i]Extras:[/i] Affects Corporeal, Affects Objects, Linked [Damage], [i]Flaws:[/i] Limited [Objects], Limited [Electronics]) [12PP][/device]

[b][u]AP[/u]: Drain Strength 12[/b] ([i]Extra[/i]: Affects Corporeal, [i]Power Feats:[/i] Accurate 2) [26PP] (chill of the grave)


[b][u]AP[/u]: Emotion Control 12[/b] ([i]Extras:[/i]  Area [Perception, +2], [i]Flaws:[/i] Range [Touch, -2], Sense Dependent [Vision], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [9PP] (beautiful terror)


[equip][b]Morph 6[/b] (Any Humanoid, +30 Disguise, [i]Power Feats:[/i] Attractive, Fascinate [Diplomacy], [i]Drawback:[/i] Power Loss [In Sunlight, -3]) [11PP] (terrible beauty)


[b]Super-Senses 6[/b] (Detect Fear [Mental], [i]Extras:[/i] Acute, Analytical, Radius, Ranged, Tracking) [6PP][/equip]

[b][u]AP[/u]: Snare 12[/b] ([i]Extras:[/i] Affects Corporeal, Area [General, Cone], [i]Flaws:[/i] Action [Full Action]), Range [Touch], [i]Power Feats:[/i] Progression 1 [Area, max 275'], Reverse Progression 1 [Area, min 100']) [26PP] (ice breath)[/array]

[b]Friendship is Magic Array 4[/b] (8PP, [i]Power Feats:[/i] Alternate Power 3) [11PP]

[array][b][u]Base[/u]: Anatomic Separation 2[/b] ([i]Extras:[/i] Action [Free], Variable Split) [8PP] (Dead Head’s Dismemberment)


[b][u]AP[/u]: Obscure 4[/b] (Visual Senses, 100' long, icy fog; [i]Extras:[/i] Action [Move], Area [Cone, +0], Independent [+0], [i]Flaws:[/i] Range [Touch]) [8PP] (Siobhan’s Shroud)


[b][u]AP[/u]: Super-Senses 4[/b] (Detect Death [Mental]; [i]Extras:[/i] Extended 1 [100'], Radius, Ranged) [4PP]

[equip][b]Super-Senses 4[/b] (Postcognition; [i]Extra:[/i] Affects Others, [i]Flaw:[/i] Limited [Moments of Death]) [4PP] (Nick’s Necrovision)[/equip]

[b][u]AP[/u]: Telekinesis 2[/b] (Rank 4 Total; [i]Extras:[/i] Affects Corporeal, Range [Perception]) (Heavy Load: 400 lbs Total) [8PP] (Eve’s Elevation)[/array]

[b]Comprehend 1[/b] (Spirits) [2PP]


[b]Enhanced Feats 1[/b] (Quick Change) [1PP]


[b]Environmental Control 3[/b] (Extreme Cold, 25' radius, [i]Extra:[/i] Duration [Special], [i]Flaw:[/i] Range [Touch]) [3PP]

[i]This power is always active by default, but can be 'turned off' with a free action and a sustained duration. If Kimber is unable to take the free action required, it automatically reactivates.[/i]


[b]Flight 1[/b] (10 MPH, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Permanent, [i]Power Feat:[/i] Subtle) [3PP] 


[b]Immunity 30[/b] (Fortitude effects) [30PP] 


[b]Insubstantial 4[/b] (Incorporeal, Affected by Fire/Heat, [i]Extra:[/i] Permanent, [i]Power Feat:[/i] Innate) [21PP] 


[b]Protection 12[/b] [12PP] 


[b]Regeneration 7[/b] (+0 recovery bonus, Resurrection 2/one day) [7PP]


[b]Super-Senses 4[/b] (Counters Concealment [Visual, [i]Flaws:[/i] Limited (Undead)], Darkvision) [3PP]


[b]Telekinesis 2[/b] ([i]Extras[/i]: Affects Corporeal, Range [Perception]) (Heavy Load: 100 lbs) ([i]PFs[/i]: Precise, Subtle) [10PP]


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


[b]Vulnerability ([/b]Fire/Heat, [i]Frequency:[/i] Common, [i]Intensity:[/i] Moderate [x1.5 DMG][b])[/b] [-3PP]



[code]DC Block 

ATTACK                    RANGE           SAVE                          EFFECT

Disrupt Electronics       Touch           DC22 Fortitude                Drained Toughness

                          Touch           DC27 Toughness [Autofire]     Damage

Drain Strength            Touch           DC22 Fortitude                Drained Strength

Emotion Control           Perception      DC22 Will                     Emotion

Snare                     100' Cone       DC22 Reflex                   Entangled
Abilities (-4) + Combat (28) + Saving Throws (9) + Skills (18) + Feats (20) + Powers (133) - Drawbacks (-3) = 201/201PP Avro the Manitcore Kitten

Business finished by trollthumper.

Character Name: Avro the Manticore Kitten Power Level: 8 (120/120PP, Minion 8) Trade-Offs: +3 Attack / -3 Damage In Brief: Cuddly little mythological predator! Birthplace: Freedom City Affiliations: Young Freedom, Midnighters Family: Kimber Storm (caretaker) Description: Gender: Male Height: 30 cm Weight: 5 kg As a manticore cub, Avro is an unlikely combination of other, mundane creatures. Roughly the size of fit house cat, his dark russet fur fades into burnt sienna quills about his neck and shoulders which are supple when he is calm but stiffen to form a rudimentary mane when he is agitated. Avro is capable of firing these poisoned spines at a target with surprising accuracy. His tail is that of a scorpion, covered in brick red, segmented chiton and tipped with a venomous barb. This corrosive poison is a stronger version of the one secreted by his spines and can even eat through rock given time. In combination with the retractable claws in his paw, this allows Avro of burrow through most most walls or surfaces. Avro’s face is primarily simian in arrangement though his ears and eyes are more recognizably feline. Because of this, he is capable of assuming human-like expressions, though he is only of animal intelligence. His mouth houses three rows of sharp, serrated teeth which are slowly but constantly being replaced in a manner similar to a shark. Most of the sounds he makes are feline, including purring when content, but when excited he can produce loud, trumpet like notes, even ‘singing’ on rare occasion.
Abilities: 4 + 4 + 8 - 4 + 6 + 2 = 20PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 6 (-2) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 18 + 8 = 26PP Initiative: +2 Attack: +11 (+9 Base, +2 Shrinking) Grapple: +5 Defense: +8 (+4 Base, +2 Dodge Focus, +2 Shrinking), +3 Flat-Footed Knockback: -4/-2 Saving Throws: 3 + 4 + 2 = 9PP Toughness: +8 (+4 Con, +4 Defensive Roll) Fortitude: +7 (+4 Con, +3) Reflex: +6 (+2 Dex, +4) Will: +5 (+3 Wis, +2) Skills: 40R = 10PP Intimidate 8 (+5) Notice 12 (+15) Perform (sing) 4 (+5) Sense Motive 7 (+10) Stealth 5 (+15) Survival 4 (+7) Feats: 9PP Defensive Roll 2 Dodge Focus 2 Evasion Fearless Skill Mastery (Notice, Sense Motive, Stealth, Survival) Uncanny Dodge 2 (Auditory, Olfactory) Powers: 4 + 2 + 1 + 1 + 14 + 19 + 12 = 53PP Burrowing 4 (10MPH) [4PP] Enhanced Feats 2 (Affects Insubstantial 2 [on Strength]) [2PP] Illusion 1 (Visual and Tactile Senses; Extras: Duration [Continuous, +2], Flaws: Limited [Mundane Tabby, -2], Range [Touch, -2]) [1PP] Immunity (Poison) [1PP] Manticore Attack Array 6 (12PP, Power Feats: Alternate Power 2) [14PP]
Base: Damage 3 (Extra: Penetrating 5, Power Feat: Improved Critical 2, Mighty, Variable Descriptor 1 [claws, teeth]) [12PP] (claws and teeth) AP: Damage 3 (Extras: Poison, Ranged, Power Feat: Incurable, Mighty 2) [12PP] (spines) AP: Drain Toughness 5 (Extra: Affects Objects, Power Feat: Extended Reach [5’], Slow Fade) [12PP] (acid venom tail)
Shrinking 8 (Extras: Duration [Continuous], Flaws: Normal Strength, Permanent, Power Feats: Innate, Normal Movement, Normal Toughness) [19PP] Super-Senses 12 (Visual [Counters Obscure (Darkness, +2)], Auditory [Accurate (+2), Extended (x10)], Olfactory [Acute, Counters Concealment (+2), Extended (x10), Tracking 2], Tactile [Ranged]) [12PP] Drawbacks: -7 No Hands (Very common, Moderate) [-4] Nonverbal (Very common, Minor) [-3] DC Block

ATTACK              RANGE      SAVE                EFFECT

Claws and Teeth     Touch      DC 20 Toughness     Damage

Spines              Ranged     DC 20 Toughness     Damage (Poison)

Acid Venom Tail     5'         DC 15 Fortitude     Drain Toughness
Totals: Abilities (20) + Combat (26) + Saving Throws (9) + Skills (10) + Feats (9) + Powers (53) - Drawbacks (7) = 120/120 Power Points
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  • 2 weeks later...

Starlight

:arrow: 3 PP into Feats, buying Accurate Attack, All-Out Attack, and Power Attack.

[floatr][img=http://freedomplaybypost.com/wiki/images/3/32/StarlightHF.png][/floatr][b][u]Player Name[/u]:[/b] Raveled

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

[b][u]Power Level[/u]:[/b] 11 (173/173PP)

[b][u]Trade-Offs[/u]:[/b] None

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

[b][u]Progress To Platinum Status[/u]:[/b] 23/120 (Gold achieved with [url=http://freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad II[/url])


[b][u]In Brief[/u]:[/b] Grue drone awakened to sentience by the White Light. Travels to Earth to better learn how to use the mystic power.


[b][u]Alternate Identity[/u]:[/b] Leyla, Elizabeth Moya

[b][u]Identity[/u]:[/b] Unnamed Grue Drone (Secret)

[b][u]Birthplace[/u]:[/b] Gruen-Prime

[b][u]Occupation[/u]:[/b] Student at FCU, intern at Albright Institute

[b][u]Affiliations[/u]:[/b] Albright Institute, FCU

[b][u]Family[/u]:[/b] Genetically related to all of the Grue Unity


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

[b][u]Age[/u]:[/b] 7 (From when she left the Unity)

[b][u]Apparent Age[/u]:[/b] Mid-twenties

[b][u]Gender[/u]:[/b] Technically neuter, nominally female

[b][u]Ethnicity[/u]:[/b] Grue

[b][u]Height[/u]:[/b] Any, normally 5' 4" or 6' 4"

[b][u]Weight[/u]:[/b] 110 lbs.

[b][u]Eyes[/u]:[/b] Any, normally green or pure gold

[b][u]Hair[/u]:[/b] Any, normally blue-black or none


As a Grue drone, Leyla's default form is a masculine humanoid with brick-red skin and dead, pale green eyes. As Liz Moya, she is a woman of average height and curvaceous build, with smooth, olive skin, large, dark green eyes, deep black hair that's usually cut to shoulder length and tightly braided, and a wide, expressive mouth. She favors simple clothes with elaborate stitching, rather than a riot of colors. She usually wears minimal makeup.


As Starlight, she is as a towering, impossible slender woman carved from alabaster, a smooth, unbroken form of pure white. Her eyes are pools of pure gold, and the rest of her head is blank and smooth unless she needs a nose, mouth, or hair; she wears a golden breastplate with flared shoulders, and banded sleeves of gold down to plated gloves. Her legs are protected by similar greaves, a metal skirt, and high boots.


[b][u]Power Descriptions[/u]:[/b] Starlight is a fusion of two separate lineages. On the one hand, she's a fully functional Grue drone. She can morph into a variety of humanoid forms, and even generate clothes and other accessories from her body. Her past as a Grue drone, however, has left her particularly vulnerable to abilities that target the mind.


On the other hand, she is the bearer of the White Light, a mystic legacy reaching back to prehistoric times. She can generate and manipulate strong light, focusing it into blasts or shapes of pure energy. She can even use its mystic powers to heal others of their injuries. When she uses it to travel, her form appears to dissolve into a thousand motes of light, only to reform at her destination.


[b][u]History[/u]:[/b] Elizabeth Moya was born on a farm in the north of Spain, and grew up a precocious, friendly young woman. She showed such intelligence that her grandfather, an old friend of Langston Albright, worried that her mind would be wasted on taking care of animals all day. When the woman was of age, he contacted his friend in Freedom City and convinced the man to give the young woman a shot at a special scholarship. She did well enough to impress him and secured herself a spot at Freedom City University, as well as a part-time job at Albright Insitute. She's just a freshman now, but great things are expected of her.


That's what most people believe, anyway. The truth is a little more complicated. In a distant star system, the Grue Unity was fighting a war against a technologically undeveloped alien species. Normally there would have been no contest, with the more advanced interstellar aliens crushing their backwards opponents, but these primitives had mastery of powerful magics. Most notable was the champion of their species, a bearer of the mystic White Light. Unfortunately, even such a champion could not hold back the inevitable, and the hero lead the alien invaders to the edge of his star system in an attempt to finish things in a single climactic, suicidal battle.


After a long and indecisive engagement, the Unity finally managed to gain the upper hand. With his back against the metaphorical wall, the hero unleashed the full power of what human occult scholars would call the Light of Pharos, burning out his life in order to wreck the Grue fleet. The plan worked -- the energy ran rampant through the ships, destroying most -- but there was an unexpected side-effect. Before destroying the last of the invaders, the Light empowered a lowly drone. This Grue was ripped free of the Meta-Mind's control; almost immediately it began to regret what it had done as a part of the Unity and teleported far away.


The free Grue, calling herself Leyla and later taking the moniker of Starlight, began to fight for good in the galaxy. In time she heard stories of Earth and their great calamities, especially one where a pair of human superheroes had wielded powers which sounded a lot like what she could do. She traveled to that little blue marble and landed in Europe, specifically in Spain, where she started fighting the local criminals and villains. In time though, she was confronted by the Freedom League. Her first instinct was to flee, but when the hero Pseudo revealed himself and his story to her, she decided to let the League choose her fate.


The heroes took her back to Freedom City and introduced her to Langston Albright. The retired Beacon was startled, to say the least, to find out that the Light of Pharos had chosen an alien -- and a Grue at that! Still, he agreed to train her and support her while she adapted to life on Earth. He suggested she enroll in college, both to gain important skills and to learn what it was like to live as a normal person. She agreed, and now Freedom is home to the bearer of the Light of Hope once more.


[b][u]Personality & Motivation[/u]:[/b] Starlight can come off as rather cold, detached, and alien to most people she meets. She tends to hold herself apart from groups for fear of her own secrets being exposed. However, she has an abiding love of novel experiences and can become very involved in any situation she hasn't come across before, as she tried to learn all she can about it.


As the Lightbearer she is the self-proclaimed champion of liberty and justice in the world. She is well aware that without the touch of the Light, she would still be a thrall of the Meta-Mind, and very little angers her like someone who would psychically or magically dominate another. She usually focuses on protecting individuals rather than governments or institutions, but at the same time she is no anarchist; she realizes that a fair and just system is necessary for individuals to thrive.


[b][u]Powers & Tactics[/u]:[/b] Starlight doesn't have as much variety in her powers as previous Lightbearers did. Her tactics are pretty simple: Bear down on the enemy and blast them with concentrated beams of light and magic! In a team situation, she's likely to try and provide cover for her teammates with Create Object. If her allies are down or civilians are endangered, she will usually adopt a more defensive posture and try to get the injured out of the line of fire before returning to the fight.


[hr][/hr]

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

[b]Secret[/b] Liz strives to keep her identity a secret, as well as her past. Largely because...

[b]Grue Defector[/b] ... People don't trust Grue, even those that claim to have broken away from the Meta-Mind. Not only that, she's going to be hunted by the Unity wherever she travels. As if that wasn't enough...

[b]Rival[/b] ... Starlight made the Grue Arcane a particular target of hers, leading to an intense rivalry with a particular sorcerer who went by Phantasmagore. That's not even getting into...

[b]Legacy[/b] ... Her status as the latest Lightbringer. It is her job to protect the world, indeed all of the universe, against the power and disciples of Darkness.

[b]A Special Kind of Evil[/b] Due to her past as an appendage of the Meta-Mind, Starlight finds herself uncomfortable around psychics or others who can influence a person's mind.

[b]Amnesia[/b] Starlight's memories of her time with the Unity seem to be locked away in her skull...

[b]Flashbacks[/b] ... Except when some sensory input triggers an overwhelming memory.



[b][u]Abilities[/u]:[/b] 0 + 6 + 0 + 4 + 10 + 8 = 28PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 10 (+0)

Intelligence: 14 (+2)

Wisdom: 20 (+5)

Charisma: 18 (+4)



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

Initiative: +7

Attack: +4, +10 Mystic Light Array

Grapple: +4, +17 Movable Create Object

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

Knockback: -5, -15 against energy effects



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

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

Fortitude: +6 (+0 Con, +6)

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

Will: +10 (+5 Wis, +5)



[b][u]Skills[/u]:[/b] 76R = 19PP

Bluff 8 (+12)

Concentration 10 (+14)

Diplomacy 6 (+10)

Disguise 9 (+13/+33/+18 or +38 as Starlight)

Knowledge (Arcane) 3 (+5)

Knowledge (Pop Culture) 3 (+5) [sup]Skill Mastery[/sup]

Knowledge (Life Sciences) 3 (+5) [sup]Skill Mastery[/sup]

Knowledge (Theology & Philosophy) 3 (+5)

Language 3 (English, Grue [native], Lor, Spanish)

Notice 8 (+12) [sup]Skill Mastery[/sup]

Perform 6 (Piano) (+10)

Perform 6 (Singing) (+10)

Sense Motive 8 (+12) [sup]Skill Mastery[/sup]



[b][u]Feats[/u]:[/b] 20PP

Accurate Attack

All-Out Attack

Attack Specialization (Mystic Light Array) 3

Connected (Albright Institute)

Dodge Focus 6

Improved Initiative

Luck 3

Move-By Action

Power Attack

Skill Master (Knowledge [Pop Culture, Life Sciences], Notice, Sense Motive)

Uncanny Dodge (Auditory)



[b][u]Powers[/u]:[/b] 2 + 9 + 5 + 3 + 16 + 27 + 10 + 6 = 78PP


[b]Flight 1 ([/b]10 MPH[b])[/b] [2PP] (Magic)


[b]Immunity 9 ([/b]Life Support[b])[/b] [9PP] (Alien, Magic)


[b]Impervious Toughness 10 ([/b][i]Flaw:[/i] Energy Only[b])[/b] [5PP] (Magic)


[b]Morph 4 ([/b]Any humanoid; [i]Extra:[/i] Duration [Continuous]; [i]Feats:[/i] Precise, Quick Change 2[b])[/b] [15PP] + [b]Feature 1 ([/b]Sound Mimicry[b])[/b] [1PP] (Alien)


[b]Morph 1 ([/b]Starlight form, [i]Extra:[/i] Duration [Continuous], [i]Feat:[/i] Quick Change[b])[/b] [3PP] (Alien)


[b]Mystic Light Array 11 ([/b][i]Feats:[/i] Alternate Power 5[b])[/b] [27PP] [Magic & Light)

[array][u]BE:[/u] [b]Blast 10 ([/b][i]Feats:[/i] Homing, Indirect[b])[/b] {22/22}


[u]AP:[/u] [b]Create Object 7 ([/b]Str 35, [i]Extra:[/i] Movable, [i]Feat:[/i] Stationary[b])[/b] {22/22}


[u]AP:[/u] [b]Environmental Control 7 ([/b]Bright Light, [i]Extras:[/i] Range [Perception], Independent, [i]Feat:[/i] Slow Fade 1[b])[/b] {22/22}


[u]AP:[/u] [b]Healing 7 ([/b][i]Extra:[/i] Total[b])[/b] {21/22}


[u]AP:[/u] [b]Dazzle 10 ([/b]Visual Senses, [i]Feat:[/i] Reversible[b])[/b] {21/22}


[u]AP:[/u] [b]Teleportation 6 ([/b]20 miles, [i]Extra:[/i] Accurate; [i]Flaw:[/i] Long-Range Only; [i]Feat:[/i] Change Direction, Change Velocity, Easy, [b])[/b] {21/22}[/array]


[b]Protection 10[/b] [10PP] (Force Shield, Magic)


[b]Super-Senses 6 ([/b]Detect Magic [Visual], Magic Awareness [Mental]) [6PP]



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


[b]Vulnerability ([/b]Mental, [i]Frequency:[/i] Common, [i]Intensity:[/i] Major) [-3PP]



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

[code]ATTACK          RANGE     SAVE                        EFFECT

Unarmed         Touch     DC 18 Toughness (Staged)      Damage (Physical)

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

Create Object   Ranged    DC 17 Reflex                  Trapped

Dazzle          Ranged    DC 20 Reflex/DC 20 Fortitude  Dazzle (Visual)

Totals: Abilities (28) + Combat (16) + Saving Throws (18) + Skills (16) + Feats (20) + Powers (78) - Drawbacks (3) = 173/173 Power Points

Faintly illuminated by Supercape

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Glowstar

:arrow: Buying Challenge (Combat Diplomacy).

[floatr][img=http://www.freedomplaybypost.com/wiki/images/7/76/GlowstarHF2.0.png][/floatr][b][u]Player Name[/u]:[/b] Raveled

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

[b][u]Power Level[/u]:[/b] 13 (193/193PP)

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Platinum Status[/u]:[/b] 43/120 (Gold Status earned with [url=http://www.freedomplaybypost.com/viewtopic.php?f=20&t=3379]Ironclad[/url])


[b][u]In Brief[/u]:[/b] Son of a pair of villains, out to prove that he can be a hero.


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

[b][u]Birthplace[/u]:[/b] Little Rock, AK

[b][u]Occupation[/u]:[/b] Student

[b][u]Affiliations[/u]:[/b] Claremont Academy, the Irregulars

[b][u]Family[/u]:[/b] William Harris AKA Lawrence Patterson AKA the Saucer Lord (father), Camille Harris AKA Curare (mother)


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

[b][u]Age[/u]:[/b] 18 (January, 1994)

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

[b][u]Ethnicity[/u]:[/b] Northern European/Sub-Saharan African

[b][u]Height[/u]:[/b] 5' 11"

[b][u]Weight[/u]:[/b] 190 lbs

[b][u]Eyes[/u]:[/b] Black sclera, red iris.

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


Brian Harris is a young man of average height, with a slight, athletic build. His skin is naturally a creamy mocha color, but since he likes to spend a lot of time out-of-doors, it’s often tanned much darker. His face is broad and square-jawed: he shaves nearly every day and keeps his fine, flyaway hair trimmed short. It used to be golden blond, but it’s darkened several shades since his powers manifested. His eyes are his most shocking feature; the sclera is pure black, and the iris is bright red.


Brian usually wears casual street clothes, almost invariably jeans and hiking boots. When he's expecting a fight, he dresses in a loose, silvery jumpsuit with dark red stripes that start at his boots, continue up his side and on the underside of his arms, and terminate at his fingertips. A scarlet half-cape completes the look. When not needed, the costume folds into a silver ring with a thin red line down the center. His energy blast and aura manifest as a dark red color, with black motes or fog swirling around the edges.


[b][u]Power Descriptions[/u]:[/b] Brian can generate and manipulate strange energies, which he can use to protect himself, blast his foes, and even fly. His body seems to be changing because of the energies, making him tougher than he was before and compensating for sleep and food. He doesn't even need to breathe anymore, and doesn't seem affected by weather or his environment.


[b][u]History[/u]:[/b] Brian Harris thought he had a pretty normal life. So sure, his parents didn’t have regular jobs, always going off on consulting gigs for a few days, and once even two weeks, but the family always had money and his parents were always there for important things. Brian was in Scouts, his high school baseball team, and had a girlfriend; he was prepared to live a normal life in American suburbia. He wasn’t prepared for the police to bust in during dinner in full riot gear and try to arrest his parents. He really wasn’t prepared to blast two of them off his mother with black and red energy blasts. She escaped; his father didn’t.


Later, the folks from Social Services filled in some of the blanks. His parents weren’t just his parents. His father had been known as the Saucer Lord, and had used extradimensional technology to battle the forces of good on every planet in the Solar System. His mother was once called Curare, and in her prime had been the most hunted and sought after assassin on three continents. They had disappeared from the super-scene at roughly the same time, and until recently no one had considered that they might’ve retired together.


Brian, though, was a complication no one had planned for – or rather, his powers were. No one wanted to put a kid in Blackstone or any other prison, but they couldn’t just set him up with a normal foster family, not with his abilities and background. At some point, someone contacted Duncan Summers, and Duncan and Brian had a long talk. The upshot was that Brian got a spot at Claremont Academy, and the chance to prove that he could be better than his heritage suggested.


[b][u]Personality & Motivation[/u]:[/b] Brian Harris’s parents raised him right: don’t cheat, don’t steal – don’t lie. It’s this last one that makes his parents’ betrayal so painful. The truth of their lives upset his life almost as much as the sudden appearance of his superpowers. He’s still reevaluating his life, seeing what makes sense and what needs to be adjusted. Some things don’t seem likely to change, though; he doesn’t like being regarded as a threat, as a villain-in-waiting. He does seem to genuinely enjoy helping people. And last, he’s still loyal to his parents, still loves them despite what they didn’t tell him.


Brian is most happy when he's doing something, physically working to solve a dilemma or further his goals. Whenever there's a problem in front of him, he's likely to try and take some action, even if sitting and waiting would be the wiser decision.


[b][u]Powers & Tactics[/u]:[/b] Brian knows he's the big guns and acts like it. In a fight he tends to try and identify the most powerful threat, and deal with it personally. If civilians are in danger or his teammates go down, he'll protect them and try to get them out of the line of fire. He's not used to fighting foes on his level yet and can overextend himself in combat.


[hr][/hr]

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

[b]The Family Business:[/b] Brain has to deal with a lot due to his parents. On the one side are people who distrust him because his parents were villains and they expect him to go down the same path, or else blame him for his parents' actions. On the other side are villains who expect him to help them because his parents went bad.

[b]Golden Age Honor:[/b] Glowstar tries to be very careful about how people view him. To try and avert his intimidating appearance, he sticks to a strict 'heroic' code of honor: he always engages in Diplomacy first, he always accepts a villain's surrender, and he will never endanger a civilian.

[b]Herald of the Destroyer! :[/b] Brian doesn't know it yet, but the energies he generates and manipulates are those of entropy, of the Terminus.

[b]Power Glows:[/b] Whenever Brain uses his powers it generates a strong glow around his body. While this usually isn't a problem, it makes it almost impossible for him to be stealthy.

[b]Terminus Baby:[/b] Brian's parents were passing through Freedom City when the second Terminus Invasion hit and had to take shelter with the rest of the civilian population. It wasn't until later that Camille realized she had been a full month pregnant at the time. It's almost certainly that [i]in utero[/i] exposure to Terminus energies which caused Brian's powers.

[b]They're The Only Family I've Got:[/b] They may have lied to him and hurt him, but Will and Cammy are still his parents, and he'll defend them, physically if need be.

[b]Never Say Die:[/b] Glowstar's usually the last to retreat in a fight.



[b][u]Abilities[/u]:[/b] 6 + 4 + 6 + 2 + 2 + 4 = 24PP

Strength: 16 (+3)

Dexterity: 14 (+2)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 12 (+1)

Charisma: 14 (+2)



[b][u]Combat[/u]:[/b] 16 + 16 = 32PP

Initiative: +6

Attack: +8, +12 Terminus Energy Array

Grapple: +24

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -9/-1



[b][u]Saving Throws[/u]:[/b] 9 + 7 + 8 = 24PP

Toughness: +12/+3 (+3 Con, +9 Protection, Impervious 7)

Fortitude: +12 (+3 Con, +9)

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

Will: +9 (+1 Wis, +8)



[b][u]Skills[/u]:[/b] 80R = 20PP

Acrobatics 16 (+18)

Concentration 8 (+9)

Diplomacy 13 (+12)

Gather Information 3 (+5)

Knowledge (Current Events) 9 (+10)

Knowledge (Pop Culture) 4 (+5)

Knowledge (Streetwise) 4 (+5)

Medicine 4 (+5)

Notice 7 (+8)

Search 4 (+5)

Sense Motive 4 (+5)

Survival 4 (+5)



[b][u]Feats[/u]:[/b] 16PP

Accurate Attack

Acrobatic Bluff

All-Out Attack

Challenge (Combat Diplomacy)

Defensive Attack

Dodge Focus 4

Improved Initiative

Luck 4

Move-By Action

Power Attack



[b][u]Powers[/u]:[/b] 4 + 1 + 5 + 10 + 6 + 9 + 44 = 79PP


[b]Environmental Control 2 ([/b]Light, [i]Extra:[/i] Duration [Continuous], [i]Flaw:[/i] Range [Touch][b])[/b] [4PP]


[b]Features 1 ([/b]Quick Change[b])[/b] [1PP] (Morphic-Molecule Costume)


[b]Flight 3 ([/b]50mph / 500ft per Move Action, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [5PP]


[b]Immunity 11 ([/b]Life Support, Sleep, Food/Water; [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [10PP]


[b]Impervious Toughness 7 ([/b][i]Drawback:[/i] Power Loss [Daka Crystals][b])[/b] [6PP]


[b]Protection 9[/b] [9PP] (Energy)


[b]Terminus Energy Control 19 ([/b]38PP Array, [i]Feats:[/i] Accurate 2, Alternate Power 4, Affects Insubstantial, [i]Drawbacks:[/i] Power Loss [Daka Crystals][b])[/b] [44PP]

[array][u]Base Power[/u]: [b]Blast 12 ([/b]10 120ft Range Increments / 1,200ft Max Range, [i]Extras:[/i] Autofire, [i]Flaws:[/i] Action [Full], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Entropic Multi-Blast, Energy)


[u]Alternate Power[/u]: [b]Blast 12 ([/b]10 110ft Range Increments / 1,100ft Max Range, [i]Extras:[/i] Penetrating [DMG 24], [i]Feats:[/i] Precise[b])[/b] [37/38PP] (Focused Entropic Blast, Energy)


[u]Alternate Power[/u]: [b]Create Object 12 ([/b]Lifting STR 60 [i]Heavy Load:[/i] 50 tons], Toughness +12, [i]Extras:[/i] Movable, [i]Feats:[/i] Stationary, Tether[b])[/b] [38/38PP] (Energy)


[u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Area [General, Burst, 60ft radius], [i]Feats:[/i] Knockback 12 [DMG 24][b])[/b] [36/38PP] (Boom!, Energy)


[u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Linked [Drain, +1])[/b] [24PP] + [b]Drain Toughness 12 ([/b][i]Extras:[/i] Affects Objects [+0], Linked [Strike], [i]Feats:[/i] Slow Fade [1 minute][b])[/b] [13PP] [37/38PP] (Entropic Strike, Energy)[/array]


[b][u]Drawbacks[/u]:[/b] -2PP

[b]Vulnerability ([/b]Daka crystals, [i]Frequency:[/i] Uncommon [-1], [i]Intensity:[/i] Moderate [DC x 1.5][b])[/b] [-2PP]



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

[code]ATTACK           RANGE          SAVE                        EFFECT

Unarmed          Touch          DC18 Toughness (Staged)     Damage (Physical)

Boom             Touch/Area     DC22 Reflex                 1/2 Effect

                                DC27 Toughness (Staged)     Damage (Energy)

Create Object    Ranged         DC22 Reflex                 Trapped

Focused Blast    Ranged         DC27 Toughness (Staged)     Damage (Energy)

Multi Blast      Ranged         DC27* Toughness (Staged)    Damage (Energy)

Strike           Touch          DC22 Fortitude (Staged)     Drain Toughness

                                DC27 Toughness (Staged)     Damage (Energy)

*Up to DC32 with Autofire.
Totals: Abilities (24) + Combat (32) + Saving Throws (24) + Skills (20) + Feats (16) + Powers (79) - Drawbacks (-2) = 193/193 Power Points

Powerfully Illuminated by Supercape

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Blue Jay

:arrow: Yes, she's a brand-new character. I forgot to finalize her age and give her a birthdate.

:arrow: Renaming a Complication to reflect it better.

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

[b][u]Character Name[/u]:[/b] Blue Jay

[b][u]Power Level[/u]:[/b] 10 (150/150PP)

[b][u]Trade-Offs[/u]:[/b] +5 Att/-5 DC with Bow & Quiver

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Bronze Status[/u]:[/b] 0/30


[b][u]In Brief[/u]:[/b] A refugee from the Terminus, fighting for a beautiful world as hard as she can.


[b][u]Alternate Identities[/u]:[/b] Antoinette Baudin, 'Tona'

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

[b][u]Birthplace[/u]:[/b] Maine, North America, Earth-Pastoral (Terminus)

[b][u]Occupation[/u]:[/b] Student, superhero

[b][u]Affiliations[/u]:[/b] Claremont Academy

[b][u]Family[/u]:[/b] Jean Blackfoot, aka Lady Liberty, aka Dame Vengence (mother, deceased), Robert Baudin, aka Jail Bird (father)


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

[b][u]Age[/u]:[/b] 16 ([i]DoB:[/i] March, 1996)

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

[b][u]Ethnicity[/u]:[/b] French/Native American

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

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

[b][u]Eyes[/u]:[/b] [url=http://images.sodahead.com/profiles/0/0/0/9/9/9/5/8/9/blue-green-eyes-49056382429.jpeg]Blue-green[/url]

[b][u]Hair[/u]:[/b] [url=http://www.distinctivefabric.com/images/products/color/thumbnails/velvet1_chocolate-brown-300.jpg]Brown[/url]


Antoinette Baudin is a short, compact woman with a lithe, muscular frame. Her skin is smooth and tanned, and her chocolate-brown hair grows down to her shoulders, curling just at the ends. Her face is round and pleasant, with a small nose, full lips and big ears; most eye-catching, though, are the numerous piercings that adorn her lips, ears, and chin. She normally wears urban camouflage: monochromatic athletic tees devoid of logo or phrases, and pants bearing many, many pockets. When trouble threatens she pulls on a sleeveless Claremont uniform, complete with domino mask and gloves that leave her thumb bare. Her bow is a matte-black length of carbon fiber, balanced blackened-steel pulleys, and monofilament drawstring. It can fold to a third of its overall length or unfold with a quick jerk.


[b][u]Power Descriptions[/u]:[/b] Blue Jay has no actual superpowers. Her equipment is a wonder of modern engineering courtesy of ASTRO Labs. Her costume provides more protection than modern mil-spec body armor while breathing like Egyptian cotton. Her bow is a length of carbon fiber composite with an artificial spidersilk drawstring that can fold down to a third of its overall length for concealment, but fully deployed it can maintain a seventy-pound draw. The arrowheads can deploy bodkins, broadheads, blunt tips, or frog-catchers as needed, all selectable from a dial near the fletching. She even has a few specialty arrowheads for when she needs to do more than hurt people.


[b][u]History[/u]:[/b] Antoinette Baudin does not come from a happy world. Her home used to be verdant and green, an Earth where the Industrial Revolution had faltered at the first steps and as such humanity's spread and depletion of the planet's natural resources happened much more slowly. Of course, it also meant that when the Terminus came the heroes of the world had even less of a chance than most. Many of the planet's protectors died in the first wave; its Lady Liberty eventually rallied the survivors and lead them to retreat into the hinterlands and wilderness, where the Omegadrones' scanners were scrambled by the strange properties of the planet's native flora. For years she led a guerrilla resistance against the occupying forces of the Terminus, even as the world was dragged into the Terminus and made one of the Hundred Worlds.


Unending, grueling war changed Lady Liberty, made her darker and harder, transmuted her to Dame Vengeance. The only solace she found was in the arms of a former escape artist and thief turned sniper and assassin, Jail Bird. In time they had a child, naming her Antoinette and teaching her the skills she needed to survive on the run, an heir to an endless, hopeless conflict. In time Dame Vengeance was overwhelmed, leaving it to Jail Bird, Antoinette, and a few determined rebels to stop Omega from stripping their world of the last of its beauty and resources. It all came down to a final, climactic, likely suicidal battle. They would never have succeeded... if their world had not swung to the outermost part of its orbit around Nihlor, prompting the Furions to join in the fray.


In the end the largest processing plant on their world was destroyed and tens of thousand proles were liberated. Some of the Furions elected to stay on the planet as it swung out in its orbit again, and Antoinette stayed in the shadow of the Silver Tree. She wasn't to remain there for very long, though. The Furions contacted the only people they knew who had stood against Omega successfully and the Freedom League took Antoinette to Earth. She was quickly enrolled in Claremont Academy and now has the chance to prove how effective her parents' training was in a different kind of war.


[b][u]Personality & Motivation[/u]:[/b] Antoinette is a driven, boisterous woman, given to action and energy. She can come across as ten pounds of energy in a five pound bag, always moving and eager to be doing rather than waiting. When bad luck strikes, she very publicly tries to push past her misfortune without letting it drag her down, but secretly she has a sniper's perfectionist nature and can obsess over failures to an unhealthy degree. Those who get to know Tona may realize that her energy can get desperate, even manic at times. She has lived her entire life under the specter of imminent, bloody death, and she still believes in squeezing every last drop of enjoyment from a day because tomorrow she may die. This also means she doesn't always fully consider the consequences of her actions.


Tona fights evil because that's the only life she's ever known; tracking, hiding, and sniping at foes is literally her entire existence, and she can't set it aside anymore than she can give up breathing or exercising. While she tries to maintain a cheery disposition even in battle, secretly she's scared of not living up to her own notion of this world's heroes: she knows they've fought (and slain!) Omega, and while Tona has had great success sniping Omegadrones from afar she doesn't know yet if she can measure up. This can lead her to get reckless if a fight's going against her, as she fears nothing more than failing at her life's work.


[b][u]Powers & Tactics[/u]:[/b] Blue Jay knows she can't really stand toe-to-toe with most superopponents and doesn't try to. Her style is to stay in cover and stay at range, peppering her target with arrows from as far away as she can manage. If she has to, she'll retreat and hide, waiting for her opponent to break off the fight, and track them until the terrain favors her again. A favorite tactic is to pin a tough opponent down with a glue arrow and either open up with full Power Attack, or hit them with a couple acid arrows.


[hr][/hr]

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

[b]Secret Identity[/b] Tona strives to keep her life separate from her actions as Blue Jay.

[b]Hatred[/b] Tona hates the Terminus like only one who has lived there can.

[b]Luddite Upbringing[/b] Tona grew up without cell phones, the Internet, or even computers. Much of what we take for granted in modern life is magical or miraculous to her.

[b]Ammunition[/b] Without arrows, Blue Jay's bow is useless. While she tries to make sure she always has enough on hand, in an extended fight she could run out.



[b][u]Abilities[/u]:[/b] 6 + 14 + 6 + 2 + 4 + 0 = 32PP

Strength: 16 (+3)

Dexterity: 24 (+7)

Constitution: 16 (+3)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 10 (+0)



[b][u]Combat[/u]:[/b] 10 + 12 = 22PP

Initiative: +15

Attack: +9 melee, +5 ranged, +15 bows

Grapple: +12

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -5/-2/-4 or -1 flat-footed



[b][u]Saving Throws[/u]:[/b] 4 + 4 + 5 = 13PP

Toughness: +10/+5/+8 or +3 flat-footed (+3 Con, 5 Protection, +2 Defensive Roll)

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

Reflex: +11 (+7 Dex, +4)

Will: +7 (+2 Wis, +5)



[b][u]Skills[/u]:[/b] 112R = 28PP

Acrobatics 8 (+15)[sup]Skill Mastery[/sup]

Climb 12 (+15)[sup]Skill Mastery[/sup]

Concentration 5 (+7)

Craft (Mechanical) 4 (+5)

Disable Device 9 (+10)

Escape Artist 8 (+15)

Knowledge (Life Sciences) 4 (+5)

Languages 2 (Algonquin, French [Native], English)

Medicine 8 (+10)

Notice 13 (+15)[sup]Skill Mastery[/sup]

Sense Motive 13 (+15)

Stealth 13 (+20)[sup]Skill Mastery[/sup]

Survival 13 (+15)



[b][u]Feats[/u]:[/b] 33PP

Acrobatic Bluff

Attack Focus (Melee) 4

Attack Specialization (Bows) 5

Challenge 2 (Accelerated Climb, Fast Acrobatic Bluff)

Defensive Roll

Dodge Focus 4

Evasion

Equipment 0 (+1 Bronze Reward)

Hide in Plain Sight

Improved Crit 2 (bows)

Improved Initiative 2

Improvised Tools

Luck

Move-By Action

Power Attack

Skill Mastery (Acrobatics, Climb, Notice, Stealth)

Takedown Attack

Track 3 [full speed/visual]

Uncanny Dodge (auditory)


[equip]Commlink [0EP]


[b]Strike 2 ([/b][i]Extra:[/i] Mighty, Stunning Attack, Subtle [Collapsible][b])[/b] [4EP] (Baton)[/equip]


[b][u]Powers[/u]:[/b] 4 + 17 + 1 = 22 PP


[b]Device 1 ([/b]5 PP, Hard to Lose[b])[/b] [4PP] (Costume)

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


[b]Device 4 ([/b]20 PP, Hard to Lose, [i]Feat:[/i] Subtle [Collapsible][b])[/b] [17PP] (Bow & Quiver)

[device][b]Bow Array 7.5 ([/b]15 PP, [i]Feat:[/i] Alternate Power 4, Improved Range 1 [1 000 ft][b])[/b] [20PP]

[array][u]BE[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Autofire [5], [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [15/15PP] (Arrow Flurry)

[u]AP[/u]: [b]Blast 2 ([/b][i]Extra:[/i] Area/Shapeable [Targeted] [i]Feat:[/i] Improved Range 1 [Stacks for 2, 2 500 ft], Mighty 3, Ranged Disarm, Variable Descriptor [Slashing, Piercing, Bludgeoning][b])[/b] [11/15PP] (Arrow Against the Crowd)

[u]AP[/u]: [b]Drain Toughness 5 ([/b][i]Extra:[/i] Affects Objects [+1], Range/Ranged[b])[/b] [15/15PP] (Acid Arrow)

[u]AP[/u]: [b]Snare 5 ([/b][i]Extra:[/i] Contagious[b])[/b] [15/15PP] (Glue Arrow)

[u]AP[/u]: [b]Leaping 1 ([/b]x2, Move action, [i]Extra:[/i] Linked [+0] [Speed], Linked [+0] Super-Movement[b])[/b] + [b]Speed 1 ([/b]10 MPH, [i]Extra:[/i] Linked [+0] [Leaping], Linked [+0] [Super-Movement][b])[/b] + [b]Super-Movement 2 ([/b]Slow Fall, Swinging, [i]Extra:[/i] Linked [+0] [Leaping], Linked [+0] [Speed][b])[/b] [6/15PP] (Magnetic Grapple Arrow)[/array][/device]


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



[b][u]Drawbacks[/u]:[/b] 0 = 0PP



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

[code]ATTACK                   RANGE                      SAVE                                 EFFECT

Unarmed                  Touch                      DC 18 Toughness (Staged)             Damage (Physical)

Arrow Flurry             Ranged                     DC 20 Toughness + Autofire (Staged)  Damage (Physical)

Arrow Against the Crowd  Ranged/Area (Shapeable)    DC 20 Toughness (Staged)             Damage (Physical)

Acid Arrow               Ranged                     DC 15 Fortitude                      Drain Toughness

Glue Arrow               Ranged                     DC 15 Reflex                         Ensnared

Baton                    Melee                      DC 20 Toughness (Staged)             Damage (Physical)

Baton (Stunning Attack)  Melee                      DC 15 Fort                           Stun
Abilities (32) + Combat (22) + Saving Throws (13) + Skills (28) + Feats (33) + Powers (22) - Drawbacks (0) = 150/150 Power Points

Bullseye by Supercape

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Oooh Boy. Huge overhaul of Rifts sheet.

:arrow: Rifts name changed to Riff (Only one letter. Still worth mentioning :P)

:arrow: Changed sheet formatting to the current one being used

:arrow: Minor updates to Back story (Mostly a brief overview to present day) Minor tweaks to appearance description.

:arrow: Complications changed

:arrow: Bumped Charisma by 2

:arrow: Small drop in some skill ranks to make room for more PP

:arrow: Feats changed, Adding Dodge Focus 4, Lowered luck to 1. Swapping Fascinate (Perform) with Benefit (Wealth) 1

:arrow: Powers changed and reorganized. Dropped Device and a few alternate powers, combined the rest into a regular array. Sonic Control array and powers bumped up to 12, Stun to 8. Dropped Feature (Vocal Mimicry)

:arrow: Attack and Defense changed and bumped up to Caps


[floatr]http://www.freedomplaybypost.com/wiki/images/b/b3/RiftHF.png[/floatr] 

[b][u]Player Name[/u]:[/b] Darksider42

[b][u]Character Name[/u]:[/b]  Riff

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

[b][u]Trade-Offs[/u]:[/b] None

[b][u]Unspent Power Points[/u]:[/b] 0

[b][u]Progress To Silver Status[/u]:[/b] 30/60


[b][u]In Brief[/u]:[/b] Super powered musician with the power to control sound, defending the world with the Power of Rock!


[b][u]Alternate Identity[/u]:[/b] Warren Wilder

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

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

[b][u]Occupation[/u]:[/b] Musician 

[b][u]Affiliations[/u]:[/b] Claremont Academy (alumni )

[b][u]Family[/u]:[/b] Brian Wilder (Father) Elizabeth Wilder (Mother) Ozzy (Pet)


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

[b]Age:[/b] 19 ([i]DoB:[/i] January 5th, 1993 

[b]Apparent Age:[/b] Early 20's

[b]Gender:[/b] Male

[b]Ethnicity:[/b] Caucasian

[b]Height:[/b] 6'2

[b]Weight:[/b] 160 lbs.

[b]Eyes:[/b] Brown

[b]Hair:[/b] Black


Warren is a tall, slim young man with short black hair who always seems to look a little on the pale side. Warren always dresses for comfort, usually spotted wearing well worn jeans with a somewhat battered band t-shirt, sometimes with a a black jacket in colder weather.


As Riff, he dons a Black long coat with stylized blue cracked glass patterns creeping up from his sleeves and the bottom of the coat and a dark blue domino mask complete with Dark blue fingerless gloves. He uses a similar cracked glass design for his guitar, which is always on hand or slung over his sholder. 


[b][u]Power Descriptions[/u]:[/b]

Riff is capable of directing and amplifying any sound to dangerous levels through mental manipulation, though he has a preference for using his abilities though his modified electric guitar to grant him better control over his powers. He is also capable of using ambient sound to create barriers and propel him into the air along with an enhanced sense of hearing that allows him to use a form of echolocation.


[b][u]History[/u]:[/b]

Warren grew up in Southside. His Father was an electrician while his mother worked several part time jobs. Throughout Warren's childhood, there were a few strange incidents where glass would sometimes break whenever Warren threw a tantrum as a kid, but there was no real connection between the two as far as anyone could tell so it was always brushed off as a "freak incident" or an "accident" and forgotten. At some point he found his fathers old CD collection and developed a fascination with Music, Metal and Rock in particular. Though there were some fears he might become rebellious, he didn't seem any more different than he was before so they let him have the CD's. When he was 10 he was asking for a guitar and after saving up managed to get one on his 11th birthday.


By the time he was 16, Warren was showing plenty of promise as a good musician as he spent almost all his free time devoted to practice. He tried getting into some school bands, but something always happened to cause them the dissolve or break up. It was frustrating for him that his rants and screams in private would leave cracks in glass and other objects, though he rarely noticed them until much later and by that time he couldn't make the connection. He also found out he had a knack for electronics (Something his father was proud of) and made a habit of mucking around with Amplifiers and anything he could get his hands on. Thanks to some help with his father who knew a few people across Freedom City, Warren was working part time at a few nightclubs whenever sound equipment needed fixing and got a bit of exposure to the music scene.


Eventually though, things started to get a tough. His last band broke up when the lead singer and close friend Tomas died when a car crash that also took the life of of the singers father. It shook Warren and on some level left him wondering if he could have done something to stop it, though he knew rationally he had no way of helping even if he had the chance. His father broke his back on a job and needed several months of rest for it to recover before he could work again, requiring Warren to work more after school. The problem with that was that some of the clubs were cut down on requests to see him due to growing concerns about the teens age on their premises. Eventually, he was left working only at Midnight Hour and even then only occasionally.


The last straw on top of everything happened on his first time with this new arrangement. The Maestro was taking control of several Club goers and forcing them to dismantle most of the sound equipment Warren spend weeks fixing up before this all happened. With all this happening, Warren finally snapped and started going after the conductor of Crime while screaming insults at him. It was then and there his latent sonic powers began to truly manifest as he went into battle.


In the end, he was partially successful. He managed to break The Maestros mind control over the club goes and stop him from stealing the sound equipment, but he managed to escape and Warren was left battered and bruised. With the police swarming the area, a very confused and hurt warren slunk back home not really sure how or what he did even as his mind cleared from his temporary breakdown. before he reached his home, he was intercepted by Foreshadow who managed to calm Warren down and asked about what had happened exactly. He was able to ask the Hero's questions which would later on provide some help to the freedom league. He then explained that he knew people that could assist in learning how to control his abilities, and perhaps use them for good. Warren accepted his offer and was told to wait for an offer.


Sure enough, a few days later he was offered a scholarship and a transfer to Claremont Academy. Which he took after some convincing from his parents. He did not stay as long as many of the other students however, being a senior by the time he joined. Still, he learned quite a bit there and worked with Young Freedom a few times. He eventually graduated, staying a little longer to help a few students and get better control over his abilities before leaving Freedom City to tour across the globe.


Now he has returned home after so long, hopefully to continue defending his home from whatever seeks to destroy or take control over it and continue to prove his skills as a musician.


[b][u]Personality & Motivation[/u]:[/b]

Warren appears as a calm but often distant individual wrapped in his own thoughts, guitar practice or whatever little project he has going on. Anyone that tries talking to him will find that he's quite friendly and has quite a sarcasm streak when annoyed. He has a tendency to think and plan as far ahead as possible, though it has been noted in the past he does grow increasingly stressed, nervous and/or aggressive when things start to fall apart, which may have contributed to the manifestation of his powers. He is a major music fan and pretty dedicated to Rock and heavy metal along with other musical genres, though he admits he finds Rap irritating. 


[b][u]Powers & Tactics[/u]:[/b]

Riff prefers ranged combat over up close and personal, using his abilities to assault his foes with painful sound blasts and other effects while while using flight to keep him out of reach. He will sometimes cook up traps or devices to help in any fight, given he has prep time to make them.


[hr][/hr]

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

[b]Enemy[/b]: Riff and The Maestro do not get along


[b]Fame:[/b] Riff is a famous Musician with more than his share of Fans


[b]Public Identity[/b]: The world at large is aware that Riff and Warren are the same person. As a result, he rarely gets a moment to himself and worries about the safety of his family


[b][u]Abilities[/u]:[/b] 0 + 6 + 4 + 12 + 2 + 8 = 32PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 22 (+6)

Wisdom: 12 (+1)

Charisma: 18 (+4)



[b][u]Combat[/u]:[/b] 18 + 18 = 36PP

Initiative: +6

Attack: +8 Melee, +12 Ranged

Grapple: +9

Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed

Knockback: -6



[b][u]Saving Throws[/u]:[/b] 6 + 5 + 8 = 19PP

Toughness: +12 (+2 Con, +10 Force Field)

Fortitude: +8 (+2 Con, +6)

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

Will: +9 (+1 Wis, +8)



[b][u]Skills[/u]:[/b] 92R = 23PP

Bluff 2 (+6, Skill Mastery)

Computers 4 (+10)

Concentration 8 (+9)

Craft (electronics) 12 (+18, Skill Mastery)

Knowledge (Physical Sciences) 8 (+14)

Knowledge (Popular Culture) 4 (+10)

Knowledge (Technology) 12 (+18)

Notice 8 (+9, Skill Mastery)

Perform (Singing) 8 (+12)

Perform (Stringed Instruments) 17 (+21, Skill Mastery)

Sense Motive 9 (+10)



[b][u]Feats[/u]:[/b] 17PP

Attack Focus (Ranged) 3

Benefit (Wealth)

Dodge Focus 3

Improvised Tools

Inventor

Luck 1

Master Plan

Move-by Action

Power Attack

Precise Shot

Skill Mastery (Bluff, Craft [electronics] Notice Perform (Stringed Instruments)

Speed of Thought

Uncanny Dodge (Auditory)



[b][u]Powers[/u]:[/b] 12 + 10 + 28 + 5 = 55PP


[b]Flight 6 [/b] (500mph / 5,000ft per Move Action) [12PP]


[b]Force Field 10 [/b] (Sound Barrier, Sonic) [10PP]


[b]Sonic Control 12 [/b](24PP Array, Feats: Alternate Power 4) [28PP]

[u]Base Power[/u]: [b]Blast 12[/b] (10 120ft Range Increments / 1,200ft Max Range) [24PP]


[u]Alternate Power[/u]: [b]Dazzle 12 [/b](Auditory Senses, 10 120ft Range Increments)  Extras: Area [General, Burst, 60ft radius) [24PP]


[u]Alternate Power:[/u] [b]Stun 8[/b] (Extras: Range [Ranged], 10 70ft Range Increments / 700ft Max Range) [24PP]


[u]Alternate Power[/u]: Emotion Control 12 (Extras: Area [General, Burst, 60ft radius], Flaws: Sense-Dependent [Auditory]) [24PP]


[u]Alternate Power[/u]: Move Object 12 (Lifting STR 60 [Heavy Load: 100 tons], 10 120ft Range Increments / 1,200ft Max Range)



[b] Super Senses 5[/b] (Ultrasonic Hearing, Extras: Accurate, Extended 2 [1,000ft Notice Increments]) (Sonar) [5PP]


[b][u]Drawbacks[/u]:[/b] (-0) + (-0) = -0PP


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

[code]ATTACK                         RANGE              SAVE                             EFFECT

Unarmed                        Touch              DC15 Toughness (Staged)          Damage (Physical)

Blast                          Ranged             DC27 Toughness (Staged)          Damage (Energy)

Dazzle                         Ranged/Area        DC22 Reflex                      1/2 Effect

                                                  DC22 Reflex                      Deafened

                                                  DC22 Fortitude (+1 per round)    Recover

Emotion Control                Perception/Area    DC22 Will (Staged)               Emotion Control

Move Object                    Ranged             Grapple (Staged)                 Pinned/Bound

Move Object (Thrown Object)    Ranged             DC27 Toughness (Staged)          Damage (Physical)

Stun                           Ranged             DC18 Fortitude (Staged)          Dazed/Stunned/Unconscious 
Totals: Abilities (32) + Combat (32) + Saving Throws (19) + Skills (23) + Feats (19) + Powers (55) - Drawbacks (0) = 180/180 Power Points

Strummed by Supercape

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So I'm finally submitting Glow edits :roll:

Bring her up to PL9 caps!

:arrow: Increasing Telekinesis rank to 9.

:arrow: Increase attack to 5.

:arrow: Increasing Force field power to rank 6.

:arrow: Increase dodge focus to 4.

Powers stuff:

:arrow: Added "Precise" to the base power of telekinesis array.

:arrow: Increased the rank of the area telekinesis AP to 7.

:arrow: Added Flight 1 power

Skills stuff:

:arrow: Increase acrobatics to 12 ranks (15)

:arrow: Reduce climb to 5 ranks (5)

:arrow: Increase concentration to 7 ranks (10)

:arrow: Reduce computers to 4 ranks (5)

:arrow: Add 4 ranks of diplomacy (5)

:arrow: Reduce escape artist to 2 ranks (5)

:arrow: Add 4 ranks of intimidate (5)

:arrow: Add 5 ranks of sense motive (10)

Feats:

:arrow: Add Challenge: Fast Task 1 (Acrobatic Bluff)

:arrow: Add Skill Mastery (Acrobatics, Concentration, Notice, Sense motive)

Also some minor changes to fluff stuff. She's now 17 not 16, she's a grown a little. Added a complication for Jack Jackson and removed the never used "whoops" complication.

Subject: Glow (PL 9) - Scuffles

[floatr]GlowHF.png[/floatr]

Player Name: Scuffles

Character Name: Kristin Jones

Power Level: 9 (130/130PP)

Trade-Offs: -1 defense + 1 toughness

Unspent Power Points: 0

Progress To Bronze Status: 25/30

In Brief: A young Australian girl grappling with her recently awoken telekinetic abilities.

Alternate Identity: Glow

Identity: Public.

Birthplace: Australia - Gold Coast.

Occupation: Student.

Affiliations: Claremont Academy

Family: Father: Jeff, Mother: Marie, Sister: Rebecca.

Description:

Age: 17 (DoB: May 3rd 1995)

Apparent Age: 17

Gender: Female.

Ethnicity: Caucasian.

Height: 5'4"

Weight: 109 lbs

Eyes: Hazel

Hair: Red

Whip-thin and short, Kristin is a toned little athlete who has inherited her build from her mother. She has fair skin that is liberally dusted with freckles and red hair that she keeps short and typically wears tied back from her face.

She is usually most comfortable in cargo pants and a tank-top and has a serious fascination for hooded jackets when the weather gets colder.

As Glow, Kristin wears a green and black bodysuit, complete with gloves and a small mask. This costume was designed by Wisp.

Power Descriptions:

Completely at odds to her her love for physical activities, Kristin has been gifted with the ability to move objects with her mind.

Kristin's telekinetic powers stem from a hereditary genetic mutation and have only recently awoken. Objects that she moves are typically surrounded by a greenish glow that seems to be caused by her telekinesis leaking energy into nearby molecules of air and causing them to fluoresce. She also has the ability to create a telekinetic barrier capable of withstanding physical impacts by using her powers to compact the air around her into a solid form. This affect also carries a green glow.

History:

Until recently, Kristin was a perfectly normal (almost) teenager. Sure, there was a few unexplained incidents of objects crashing around in her room while she slept, but nothing that tipped anyone off to the potential within her. From a very young age she loved to play sports, starting out with gymnastics, then moving to more contact-orientated sports like Soccer, Football and finally Judo.

Kristin is extremely close with her older sister, so the accident that led to the awakening of her powers was extremely traumatic for her. It was a simple enough afternoon. School was finished and a little crowd of students was crossing the road outside the front gate, with Kristin and Rebecca somewhere in the middle.

Unfortunately a police chase was also in progress, a couple of thugs having robbed a nearby convenience store. The fugitives, driving a beat up old Holden sedan clearly saw the group of students crossing the road, but chose to run the red light anyway, sending kids scattering in all directions. Kristin, stuck in the middle had nowhere to go.

Rebecca saved the day, bundling her little sister out of the way at the last moment, but was clipped by the speeding vehicle, which promptly lost control and crashed into a tree near the edge of the road. The aftermath is a complete blur to Kristin, but the news crews and bystanders with cellphones captured it perfectly - a massive, green glowing swirl of gravel, leaves, tree branches, and one wrecked Holden, revolving around a hysterical young girl cradling her injured and unconscious sister.

Paramedics arriving at the scene couldn't get to Rebecca because of Kristin's uncontrolled outburst - a fact that horrifies and embarrasses her - so eventually a local telepath was brought to the scene, soothing, cajoling, and then eventually "Brain slapping" (Kristin's own words) her into a stupor to end the standoff. Thankfully Rebecca's injuries were not too serious - a nasty concussion and several broken bones - and the entire scene was brought to a happy conclusion.

Kristin was briefly taken into training by a pair of Australian heroes, but without any expertise in telekinesis there was little enough that they could teach her. For a fortnight she struggled to control her gift in any meaningful way and was beginning to despair when she received an invitation to visit the Claremont Academy in Freedom city for assessment and training.

Despite a reluctance to leave her family and especially her still recovering sister, Kristin couldn't turn down the opportunity to learn more about her gifts and gain the training necessary to control them, so she has traveled to Freedom city to visit the Academy.

Personality & Motivation:

Kristin is friendly, enthusiastic and easily excited. She'll almost never turn down an opportunity to spar (even against people who can pummel her with little to no effort), practice or even just play catch. She loves nothing more than an opportunity to run, or climb or swim or kick a football. Except maybe chocolate.

Kristin's first priority right now is to learn to control her abilities properly. In time she intends to use her abilities to protect others. She has seen that it's not just the powerful villains of the world that can cause pain and suffering to innocent people - even the lowest of two-bit thugs can ruin a life, and Kristin feels that she may have an opportunity to help prevent that.

Powers & Tactics:

Kristin hasn't yet adjusted to her powers enough for their use to be instinctual. She still tends to think "physical first" and may resort to her Judo training under pressure. If she does, her gameplan is "takedown, pin, chokehold" which might work fine on untrained normal people but is likely to get her demolished by the strong or the trained. Recognizing this, Kristin has been practicing the use of her telekinesis to immobilize, strike or throw. She also realizes that she could potentially throw very heavy objects, but that thought scares her more than a little.


Complications:

Fame: It's hard for your abilities to be a secret when your rather spectacular and uncontrolled first use of them was featured on the evening news and got hundreds of thousands of hits on video sites on the internet. Since that day both Kristin and her family have been besieged by reporters dying to interview both girls.

The Disaster from down under / Jack Jackson: Certain members of the media (most noticeably a hack of a journalist by the name of Jack Jackson) delight in writing untrue things about Glow and her "wild, uncontrollable" abilities. This may cause her to be less well received by some members of the public than most heroes would be. Jackson himself appears to bear Glow significant ill will, despite her contributions to saving his life on the ill-fortuned

Abilities: 0 + 6 + 4 + 2 + 6 + 2 = 20PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 14 (+2)

Intelligence: 12 (+1)

Wisdom: 16 (+3)

Charisma: 12 (+1)

Combat: 10 + 8 = 18PP

Initiative: +7

Attack: +5 Base, +9 Telekinesis

Grapple: +8, +18 w/ Telekinesis

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -7, -5 flat-footed; -2, -1 flat-footed w/out Force Field

Saving Throws: 4 + 4 + 4 = 12PP

Toughness: +10 [imperious 6] (+2 Con, +2 Defensive roll, +6 Force Field), +8 [impervious 6] flat-footed

Fortitude: +6 (+2 Con, +4)

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

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

Skills: 72R = 18PP

Acrobatics 12 (+15)

Climb 5 (+5)

Computers 4 (+5)

Concentration 7 (+10)

Diplomacy 4 (+5)

Escape Artist 2 (+5)

Intimidate 4 (+5)

Knowledge (Current events) 4 (+5)

Knowledge (Pop culture) 4 (+5)

Notice 7 (+10)

Perform (Dance) 4 (+5)

Search 2 (+3)

Sense Motive 7 (+10)

Sleight of hand 2 (+5)

Stealth 2 (+5)

Swim 2 (+2)

Feats: 16PP

Acrobatic Bluff

Challenge: Fast Task 1 (Acrobatic Bluff)

Chokehold

Defensive Roll 1

Dodge Focus 4

Grappling Finesse

Improved Initiative 1

Improved Pin

Improved Trip

Luck 1

Set-up

Skill Mastery (Acrobatics, Concentration, Notice, Sense motive)

Uncanny Dodge (Auditory)

Powers: 12 + 32 + 2= 46PP

Flight 1: [2pp]

Force Field 6 (Extra: Impervious 6) [12PP]

Telekinesis 13 (30PP Array; Feats: Alternate Power 2) [32PP]

Base: Telekinesis 9 (Str 45 [hvy load 4.3 tons]; Extras: Damaging, Feats: Accurate 2, Precise) [30PP]

AP: Flight 3 (50mph / 440ft per round) 6PP

AP: Telekinesis 7 (Str 35 [hvy load 3.2 tons]; Extras: Area [Targeted, Burst] (25-50 ft radius), Damaging, Selective Attack, Feats: Accurate, Progression (increase area), Flaws: Distracting) [30PP]

DC Block


ATTACK            RANGE        SAVE                 EFFECT

Unarmed           Touch        DC 15 Toughness      Damage (Physical)

Telekinesis 9     Ranged       DC 24 Toughness      Damage (Physical)

Telekinesis 7     Ranged       DC 22 Toughness      Damage (Physical)

Totals: Abilities (20) + Combat (18) + Saving Throws (12) + Skills (18) + Feats (16) + Powers (46) - Drawbacks (0) = 130/130 Power Points

I think I got it all added up right! I hope so.

Also, I think Glow should be max 133pp, not 130. I think her +3 from June haven't been applied to the sheet yet.

Illuminated by Supercape (including the +3 PP you were owed!)

Link to comment

Done by AA

Finally doing that last edit for Supercape, bringing him up to full PP.

key notes:

1. PL now 13, with a -5 defence, and +5 toughness trade off.

2. WIS brought up to 20 (effecting will save and skills).

3. Will save brought up to +18 (yes, he is a determined psionic!)

4. Skills was erroneous for some reason. Corrected with minimal difference: he has a tiny skill in computers and medicine now.

5. Powers:

a] A few renames of powers for fluff and desciptive purposes.

b] Atomic Control brought up to PL13, and losing indirect (which on close reading of book and ATT not required for perception powers). Losing Drain Toughness power. Some of the alternate powers have been changed in accordance (Increased weight capacity of transportation, and added Indirect 3 to his communication power, reflecting the radiowave coming through a portal like his ESP. Quantum Matter has a drawback (1 point) to say that if it is even injured, it shatters like disabled - akin to glass).

c] Supercape device losing its immunity to suffocation (that didnt ever fit well with me) and increased Protection to +6

d] Forcefield now has impervious extra and two alternate powers (a mirror reflective shield, and a phasing shield he can use to breathe and walk through walls with).

e] Added detect Quantum to his radio senses, for 1 extra PP (I am presuming its a sufficiently rare descriptor).

[floatr][img=http://www.freedomplaybypost.com/wiki/images/b/ba/SupercapeHF.png][/floatr][b][u]Player Name[/u][/b]: Supercape

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

[b][u]Power Level[/u][/b]: 13/15 (250/250 PP) [283]

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

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

[b][u]Progress to Impervium Status[/u][/b]: 133/150


[b][u]In Brief[/u][/b]: Professor and polymath, who has cracked quantum forces with his mind. Not good with crowds, he dons a particularly spiffy and enormous cape to hide behind when fighting crime.


[b][u]Alternate Identity[/u][/b]: Quentin Quill

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

[b][u]Birthplace[/u][/b]: London, United Kingdom

[b][u]Occupation[/u][/b]: Lecturer / Professor

[b][u]Affiliations[/u][/b]: Cambridge University (former), Freedom City University (current)

[b][u]Family[/u][/b]: All Deceased


[b][u]Age[/u][/b]: 40

[b]Apparent Age[/b]: 35

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

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

[b][u]Height[/u][/b]: 5'11"

[b][u]Weight[/u][/b]: 210 lbs.

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

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


[b][u]Description[/u][/b]: A slightly stocky chap who is not in great shape but still robust. Supercape wears a baggy, flowing costume and enormous cape that change colour and cut at his will. He tends to favour blue and white colouration.


[b][u]History[/u][/b]: Quentin was a fairly charming academic/polymath with some radical ideas on quantum mechanics and cognition. He studied at Cambridge university and taught there, until his radical ideas lead to something "clicking". He found himself able to psychically sense and manipulate on the sub-atomic scale. Quentin immediately started blabbing about his idea's, which lead to the University electing not to continue with his employment.


So, Quentin has come to Freedom City to teach. On the outside, he lives the life of a comfortable academic. However, he realises he now has considerable power, and feels morally obliged to use it for good. Whilst he is a charming man and good debater on one to one situations, he has never liked crowds or, worse, being idolised. To compensate for this (?) flaw, he dashes into action wearing a spiffy and massive cape which frequently changes hue and cut. Excellent to hide behind.


[b][u]Personality & Motivation[/u][/b]: Supercape is at heart an academic with curiosity and intellectual rigour at heart. He is also a loyal and honest man. He has a strongly held sense of ethics based on utilatirianism. Whilst the "end justifies the means" technically, he is more akin to Mr. Spock than the Punisher. He dislikes violence and destruction and will always attempt to use reason and diplomacy. That's logically ethical to his mind. However, he is a kindly, bumbling buffoon rather than a cold logical machine.


[b][u]Powers & Tactics[/u][/b]: Supercape has the psychic ability to perceive mass and energy and manipulate atomics telekenetically. This doesn't mean he can actually move matter, but he is able to affect these forces directly. Most usually, this means nudging a few atoms to degrade and releasing a large amount of different types of EM radiation. He can bathe individuals in this radiation, or cause explosions of light and energy. By setting up unstable molecules ready to degrade, he can create "molecular mines" that are triggered by various forces.


In addition, he can manipulate the forces between atoms, to strengthen or weaken them - altering inanimate objects from solid to liquid to gas . The latter power is precise and selective, meaning he can cause expansion and contraction of objects as the atomic forces alter (as if they had been heated or cooled), or choose just to affect certain molecules in the substance, effectively "distilling" the target.


Supercape has the ability to create “Quantum Matterâ€, a crystalline substance that is extremely tough and durable. Quantum matter is normally very stable, but in many ways doesn’t [i] technically[/i] exist. If it is observed or analysed (particularly by somebody who is scientific) it can cease to be. Whilst Quantum Matter is extremely durable, even a slight crack will cause it to shatter completely, like a crystal or glass. 


Supercape protects himself with an quantum field. Normally this is an invisible (until struck) shield of energy (quantum energy, of course!). However, he can alter the modulation of this field, to either turn into a reflective, mirror like surface (that reflects energy back), or a field that is less strong, working by “phasing†him, allowing him to move through solid objects, and (more importantly for the space traveller) recycling oxygen molecules. 


Tactically, Supercape is a cautious, cerebral hero, prone to doubt and inactivity, which can make him ineffectual. He prefers to think out a problem than fight it directly. When forced to fight, he will hold back from his full force in most cases. He tends to use his toxic irradiation powers sparingly, and only rarely will he unleash the nuclear explosive power he can muster. 


[hr][/hr]

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

[b]Academic Reputation[/b]: Quentin is quite vain about his academic credentials, and whilst his life is fairly leisurely, he has the political infighting of the university to contend with, and debates to win.

[b]Man of Inaction / Monologue[/b]: Supercape loves a monologue and a debate, even if the timing is highly inappropriate. Engaging an enemy in an academic debate is worth stopping any fight for. In addition, he tends to use the maxim "think before you act" to the extreme, making him indecisive at times.

[b]Pomfretphobia[/b] ever since Dr Simian blasted his mind with the amazing Idiot Beam, Supercape has had a fear of Monkeys and Apes. And of becoming an Idiot.

[b]Secret Shame Over ID[/b]: Supercape is absolutely petrified of his secret ID being revealed. He thinks it would mean the end of his cosy little academic career, and he is secretly ashamed of his antics and "ridiculous" cape.

[b]Don’t look to closely…[/b]: Quantum Matter is a curious substance. If perfectly observed (by someone with the right instruments or supersenses, and with adequate INT or knowledge skills) it’s wave-function collapses in on itself and it ceases to exist (if it did anyway?). 



[b][u]Abilities[/u][/b]: 4 + 0 + 4 + 10 + 10 + 2 = 30PP

Strength: 14 (+1)

Dexterity: 10 (+0)

Constitution: 14 (+2)

Intelligence: 20 (+5)

Wisdom: 20 (+5)

Charisma: 12 (+1)



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

Initiative: +0

Attack: +4

Grapple: +6

Defense: +8 (+8 Base, +0 Dodge Focus), +4 Flat-Footed

Knockback: -9/-1



[b][u]Saving Throws[/u][/b]: 8 + 5 + 13 = 26PP

Toughness: +18/+2 (+2 Con, +10 Forcefield, +6 Supercape)

Fortitude: +10 (+2 Con, +8)

Reflex: +5 (+0 Dex, +5)

Will: +18 (+4 Wis, +15)



[b][u]Skills[/u][/b]: 76R = 19PP

Concentration 15 (+20)

Computers 2 (+7)

Diplomacy 9 (+10)

Disguise 0/4 [from costume] (+5)

Knowledge (Behavioral Sciences) 5 (+10)

Knowledge (Earth Sciences) 5 (+10)

Knowledge (Life Sciences) 10 (+15)

Knowledge (Physical Sciences) 15 (+20)

Languages 3 (English [Native], French, German, Latin)

Medicine 2 (+7)

Notice 10 (+15)



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

Benefit 1 ( Wealth 1)

Equipment 0 (+1 Veteran Reward)

Luck 2


[quote name="Equipment 1PP = 5EP"]


[url=http://www.freedomplaybypost.com/viewtopic.php?f=37&t=5187]The Lab[/url] (HQ) [5EP]

[/quote]


[b][u]Powers[/u][/b]: 78 + 20 + 24  + 1 + 19 + 6 = 148PP


[b]Atomic Control 31.5 ([/b]71PP Array, [i]Feats:[/i] Alternative Power 7[b])[/b] [78PP]


[list][u]Base Power[/u]: [b]Blast 13 ([/b][i]Extras:[/i] Penetrating, Range [Perception], Secondary Effect ["Afterglow"]; [i]Feats:[/i] Affects Insubstantial 2, Incurable,, Precise, Subtle, Variable Descriptor [Any Electromagnetic][b])[/b] [71PP] (Radiation Control)


[u]Alternate Power[/u]: [b]Blast 13 ([/b][i]Extras:[/i] Area [Targeted, Burst, 20-650ft radius], Range [Perception], [i]Feats:[/i] Affects Insubstantial 2, Incurable,, Progression: Decrease Area 9, Progression Increase Area 3 (x10), Subtle, Triggered 2, Variable Descriptor [Any Electromagnetic][b])[/b] [71PP] (Nuclear Explosion)


[u]Alternate Power[/u]: [26 + 44 = 70PP]

[b]Communication 20 ([/b]Radio, "Anywhere In The Universe," [i]Feats:[/i] Dimensional 2 [Alternate Realities], Indirect 3, Variable Descriptor [Any Electromagnetic][b])[/b] [26PP]  plus [b]ESP 20 ([/b]Radio Senses, "Anywhere In The Universe," [i]Extras:[/i] Duration [Sustained], [i]Feats:[/i] Dimensional 2 [Alternate Realities], Subtle 2[b])[/b] [44PP] (Quantum Tunnel)


[u]Alternate Power[/u]: [b]Create Object 13 ([/b]13 cubes, STR 60 [[i]Heavy Load:[/i] 50 tons], Toughness +13, [i]Extras:[/i] Duration [Continuous], Impervious, Range [Perception], [i]Feats:[/i] Affects Insubstantial 2, Innate, Precise, Stationary, Subtle, Variable Descriptor [different hues and translucency. [i]Drawbacks:[/i] Any damage (injury) will cause shattering, equal to a “disabled†condition[b])[/b] [67PP] (Quantum Matter)


[u]Alternate Power[/u]: [b]Dazzle 13 ([/b]Radio & Visual Senses, [i]Extras:[/i] Area [General, Burst], Range [Perception], [i]Feats:[/i] Feature [Can choose to Dazzle individual senses instead of all senses of a given type] , Progression [Area] 3 [600ft radius], Subtle, Triggered 2[b])[/b] [67PP] (Radiation Pulse)


[u]Alternate Power[/u]: [b]Nauseate 13 ([/b][i]Extras:[/i] Poison (environmental radiation immunity as opposed to poison immunity resists this power), Range 2 [Perception], [i]Feats:[/i] Affects Insubstantial 2, Incurable, Precise, Reversible, Subtle[b])[/b] [71PP] (Irradiate)


[u]Alternate Power[/u]: [b]Transform 11 ([/b]Change Matter States of Inanimate Objects [Solid, Liquid, Gas], 1000 lbs., [i]Extras:[/i] Affects Objects (only) (+0), Duration [Continuous], Range [Perception], [i]Feats:[/i] Precise, Progression 2 (up to 12,500lbs), Selective [Only certain types of molecules in the material], Subtle[b])[/b] [71PP] (Atomic Bond Manipulation)


[u]Alternate Power[/u]: [b]Teleport 20 ([/b]"Anywhere In The Universe," [i]Extras:[/i] Accurate, Linked [Dimensional Movement], [i]Flaws:[/i] Limited [Long-Range / Full Action], [i]Feats:[/i] Change Velocity, Change Direction, Progression [Cargo] 6 [10,000 lbs.][b])[/b] [47PP] + linked [b] Super-Movement 5 ([/b]Dimensional Movement 2 [Any Non-Mystic], Temporal Movement 3 [Any Time], [i]Extras:[/i] Linked [Teleport], [i]Feats:[/i] Progression (Dimensional Move) 6 [10,000lbs], Progression (Temporal Move) 6 [10,000lbs][b])[/b] [10PP] (Quantum Entaglement) [48+ 22 = 70PP][/list]


[b]Device 5 ([/b]25PP Container, [i]Flaws:[/i] Hard-To-Lose[b])[/b] [20PP] (Supercape)


[device][b]Atomic Force Control 0 ([/b][i]Feats:[/i] Alternate Power[b])[/b] [1PP]


[list][u]Alternate Power[/u]: [b]Strike 12 ([/b][i]Extras:[/i] Aura, Duration 2 [Sustained], [i]Feats:[/i] Accurate 4, Affect Insubstantial 2, Extended Reach 1, Incurable, Selective[b])[/b] [69PP] + Linked [b] Light Control 2 ([/b]Bright Light, 10’ Radius [i]Flaws[/i] Range (Personal)[b])[/b]  (Glowing Cape, Quantum, Radiation) [1PP]  [/list]


[b]Enhanced Disguise 1 ([/b]+4 to Disguise skill[b])[/b] [1PP]


[b]Features 3 ([/b]Environmental Adaptation [Zero Gravity], Quick Change 2[b])[/b] [3PP]


[b]Flight 4 ([/b]100mph / 1,000ft per Move Action, [i]Feats:[/i] Subtle[b])[/b] [9PP]


[b]Immunity 5 ([/b]All Environments [b])[/b] [7PP]


[b]Protection 6[/b] [6PP][/device]


[b]Force Field Array 11 ([/b] 22 PP Array [i]Feats[/i] Alternate Power 2[b])[/b] [24PP] (Quantum Fields)


[list][u]Base Power[/u]: [b]Force Field 10 ([/b]Quantum Shield; [i]Extras[/i]: Impervious  [i]Feats[/i]: Selective, Subtle[b])[/b] {22PP }


[u]Alternate Power[/u]: [b]Force Field 10 ([/b]Quantum Mirror; [i]Extras[/i]: Impervious (+1), Reflective (+1)[i]Flaws[/i]: Impervious and Reflective only against energy attacks [i]Feats[/i]: Selective, Second Chance (Laser Blast) [b])[/b] {22PP}


[u]Alternate Power[/u]: [b]Force Field 10 ([/b]Phased Shield; [i]Feats[/i]: Subtle, Selective[i][ b])[/b] linked with [b]Immunity 2 [[/b]Suffocation (all); Extras: Sustained Duration (+0)[b])[/b] linked with [b]Super Movement 3 ([/b]Permeate 3 (Full movement)[b])[b] {12+2+6=20PP }[/list]


[b]Immunity 1 ([/b]Own Powers[b])[/b] [1PP]


[b]Super-Senses 19 ([/b]Accurate, Analytical, Extended [100ft Notice Increments], Tracking Radio Senses [All], Counters Concealment [All Radio Senses], Detect Dimensional 1, Detect EM Radiation 3 [Radio], Detect Quantum 1, Detect Temporal 1, Radar [Radio], Radio[b])[/b] [19PP] (Energy Sense)


[b]Super-Senses 6 ([/b]Gravitic Blindsight [Mental], [i]Extras:[/i] Accurate, Acute, Radius, Ranged[b])[/b] [6PP] (Atomic Sense [Gravity/Mass])



[b][u]Drawbacks[/u][/b]: -0PP

None



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

[code]ATTACK                 RANGE              SAVE                       EFFECT

Unarmed                Touch              DC17 Toughness (Staged)    Damage (Physical)

Atomic Bond Control    Perception/Area    DC21 Fortitude             Transformed

Atomic Unbonding       Perception         DC23 Fortitude (Staged)    Drain Toughness

Irradiate              Perception         DC23 Fortitude (Staged)    Sickened/Nauseated/Helpless

Radiation Burst        Perception/Area    DC28 Toughness (Staged)    Damage (Energy)

Radiation Control      Perception         DC28 Toughness (Staged)    Damage (Energy)

Radiation Pulse        Perception/Area    DC23 Reflex                No Effect

                                          DC23 Fortitude             Dazzle Radio+Visual

Strike Aura            Touch              DC27 Toughness             Damage (Energy)
Totals: Abilities (30) + Combat (24) + Saving Throws (26) + Skills (19) + Feats (3) + Powers (148) - Drawbacks (0) = 250/250 Power Points
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