Jump to content

EternalPhoenix

Moderators
  • Posts

    3,440
  • Joined

  • Last visited

About EternalPhoenix

  • Birthday 07/08/1986

Profile Information

  • Location
    Curtis Bay, MD
  • Interests
    Wide and varied

Recent Profile Visitors

4,034 profile views

EternalPhoenix's Achievements

Advanced Member

Advanced Member (3/3)

  1. Arriba (Jose Vega) Power Level: 15; Power Points Spent: 285/285 STR: +2 (14), DEX: +3 (16), CON: +4 (18), INT: +1 (12), WIS: +2 (14), CHA: +5 (20) Tough: +4/+7, Fort: +8, Ref: +10/+20, Will: +11 Skills: Acrobatics 12 (+15), Bluff 10 (+15), Climb 3 (+5), Concentration 8 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Knowledge (current events) 4 (+5), Knowledge (physical sciences) 4 (+5), Language 1 (+1), Medicine 3 (+5), Notice 13 (+15), Perform (oratory) 10 (+15), Search 4 (+5), Sense Motive 13 (+15), Stealth 2 (+5), Swim 3 (+5) Feats: Accurate Attack, Acrobatic Bluff, Benefit (Pacer's Chosen), Challenge - Improved Acrobatic Bluff, Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Attack, Defensive Roll 3, Elusive Target, Evasion 2, Improved Initiative 10, Improved Trick, Luck 7, Move-by Action, Power Attack, Redirect, Seize Initiative, Takedown Attack 2, Taunt, Ultimate Effort (Speed checks), Uncanny Dodge (Auditory) Powers: Metahuman Speed & Blessings of Pacer (Container, Passive 24) Enhanced Attack & Defense (Enhanced Trait 50) (Traits: Attack Bonus +10 (+15), Defense Bonus +10 (+20), Reflex +10 (+20)) Enhanced Feats (Enhanced Trait 22) (Traits: Luck 7 +4 (+7), Feats: Defensive Roll 3, Evasion 2, Improved Initiative 10, Move-by Action, Seize Initiative, Ultimate Effort (Speed checks)) Incredible Quickness (Quickness 20) (Perform routine tasks at 5000000x speed) Incredible Speed (Speed 20) (Speed: 25000000 mph, 2.2e+08 ft./rnd) Speedy Dodge (Luck Control 1) (force a re-roll; Limited 2 (Attacks against Arriba)) Super-Movement 7 (sure-footed 4 (no penalty), wall-crawling 2 (full speed), water walking; Limited (to while moving)) Speed Tricks (Array 15) (default power: strike) Accelerated Recovery (Healing 6) (Array; Action (standard), Restoration, Secondary Effect, Total; Personal) Hypersonic Punch (Strike 15) (Array; DC 30; Penetrating) Punch Everyone (Strike 15) (Array; DC 30; Burst Area (75 ft. radius - Targeted)) Punches In Bunches (Strike 15) (Default; DC 30; Autofire (interval 2, max +5)) Sonic Boom (Stun 10) (Array; DC 20; Burst Area (50 ft. radius - General)) Thrown Item (Blast 15) (Array; DC 30) Tornado Effect (Move Object 15) (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons) Vertigo Attack (Nauseate 15) (Array; DC 25) Vibrational Phasing (Insubstantial 4) (Array; Incorporeal) Attack Bonus: +5/+15 (Ranged: +5/+15, Melee: +5/+15, Grapple: +7/+17) Attacks: Hypersonic Punch (Strike 15), +15 (DC 30), Punch Everyone (Strike 15), +15 (DC 30), Punches In Bunches (Strike 15), +15 (DC 30), Sonic Boom (Stun 10) (DC Fort/Staged 20), Thrown Item (Blast 15), +15 (DC 30), Unarmed Attack, +15 (DC 17), Vertigo Attack (Nauseate 15), +15 (DC Fort/Staged 25) Defense: +10/+20 (Flat-footed: +10), Knockback: -3 Initiative: +43 Languages: English Native, Spanish Totals: Abilities 34 + Skills 25 (100 ranks) + Feats 18 + Powers 158 + Combat 30 + Saves 20 + Drawbacks 0 = 285 Age (as of Jan 2019): 78 Height: 5’ 8” Weight: 165 lbs Ethnicity: Mexican-American Hair: Black Eyes: Dark Brown Background: Powers & Tactics: Personality:
  2. Megagirl (Megan Price) Power Level: 15; Power Points Spent: 300/300 STR: +15 (12/40), DEX: +2 (14), CON: +15 (14/40), INT: +3 (16), WIS: +3 (16), CHA: +5 (20) Tough: +15, Fort: +15, Ref: +15, Will: +15 Skills: Acrobatics 3 (+5), Diplomacy 10 (+15), Gather Information 5 (+10), Knowledge (arcane Lore) 2 (+5), Knowledge (current events) 7 (+10), Knowledge (theology & philosophy) 2 (+5), Language 5 (+5), Notice 12 (+15), Search 2 (+5), Sense Motive 12 (+15) Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 6, Defensive Attack, Dodge Focus 6, Improved Initiative 3, Interpose, Power Attack, Takedown Attack 2, Ultimate Effort (Toughness saves), Uncanny Dodge (Auditory) Powers: Movement (Array 9) (default power: flight) Flight Boost (Flight 5) (Default; [5 active, 18/18 PP, 2/r], Speed: 250 mph, 2200 ft./rnd; Stacks with (Unexplained Flight (Flight 10+5))) Foot Speed (Speed 10) (Array; [0 active, 18/18 PP, 1/r], Speed: 10000 mph, 88000 ft./rnd) Hybrid Quickness Boost (Quickness (Array; [8 active, 18/18 PP, 1/r], Perform routine tasks at 500x speed; Stacks with (Hybrid Quickness (Quickness 7+8))) Photosynthetic Hybrid Physiology (Container, Passive 22) Hybrid Durability (Impervious Toughness 15) Hybrid Might (Super-Strength 2) (+10 STR carry capacity, heavy load: 419.4k tons; +2 STR to some checks) Hybrid Quickness (Quickness 7+8) ([Stacking ranks: +8], Perform routine tasks at 100000x speed) Hybrid Resilience (Enhanced Constitution 26) (+26 CON) Hybrid Strength (Enhanced Strength 28) (+28 STR) Longevity (Features 1) (Notes: Not quite an aging immunity or even half of one, Megagirl's aging process is unusual. She aged at 2/3 human speed until she hit the biological age of 25 (approximately 37.5 years after her date of birth), at which point it slowed to at least 1/3 human speed. It may have slowed even further in her absence.) Photosynthesis (Immunity 9) (life support) Unexplained Flight (Flight 10+5) ([Stacking ranks: +5], Speed: 500000 mph, 4400000 ft./rnd) Strength And Speed Tricks (Array 15) (default power: super-strength) Full Strength (Super-Strength 15) (Default; +75 STR carry capacity, heavy load: 419.4k tons; +15 STR to some checks) Hypersonic Punches In Bunches ((Strength Bonus) Strike 15) (Array; Autofire (interval 2, max +5), Penetrating) Punch Everyone ((Strength Bonus) Strike 15) (Array; Burst Area (75 ft. radius - Targeted), Selective Attack) Sleeper Hold (Stun 15) (Array; DC 25; Duration (concentration); Requires Grapple) Super-Breath (Trip 15) (Array; Cone Area (150 ft. cone - General), Knockback; Range (touch)) Tornado Effect (Move Object 15) (Array; Strength: 75, Carry: 136.2 tons / 272.9 tons / 409.6 tons / 819.2 tons; Cone Area (150 ft. cone - General); Range (touch)) Attack Bonus: +9 (Ranged: +9, Melee: +15, Grapple: +30/+47) Attacks: Sleeper Hold (Stun 15), +15 (DC Fort/Staged 25), Super-Breath (Trip 15) (DC 25), Unarmed Attack, +15 (DC 30) Defense: +15 (Flat-footed: +5), Knockback: -15 Initiative: +14 Languages: Chinese (Mandarin), English Native, French, Japanese, Korean, Spanish Totals: Abilities 32 + Skills 15 (60 ranks) + Feats 24 + Powers 168 + Combat 36 + Saves 25 + Drawbacks 0 = 300 Age (as of Jan 2019): 74 (chronological) 38 at most (biological) Height: 4’ 10” Weight: 80 lbs Ethnicity: ½ Caucasian, ½ Extraterrestrial Hair: Brown Eyes: Brown Background: Megan Price is not fully human. To make a long story short…doomed planet. Desperate scientists. Last hope. Frozen eggs on a satellites. Yes, literally. An alien race took up a collection of eggs from the female of the species, froze them, and crammed them into satellites that searched the universe for compatible races. Because their world was dying, their race would die with it and there was no escape from either. As it turned out, humanity can be compatible. Occasionally. So, one day Megan’s mom Margaret ovulated. Earth’s satellite detected the compatibility, and used its teleporter to perform an egg swap. And Margaret and her husband Jonas were excited to welcome their first child, Megan. This can be seen as horribly invasive and incredibly wrong. And it is…if you’re a human being raised on Earth. That long gone species, with a culture utterly alien to anything we know and under the impossible pressure facing total extinction, did what they thought was best. Margaret’s fertility was unaffected, but it was already compromised. So Megan turned out to be an only child. She was small, and grew slowly. Naturally, two farmers from Merced, California with no idea of the egg substitution worried about their girl. But doctor tests came back normal enough. They couldn’t know she was aging at 2/3 human rate. She went through school, hit all of the usual physical development milestones (if a year or two late), and graduated from Merced high School having done pretty okay. She and her parents, however, were keeping a secret. She had superpowers. So when she moved to San Francisco to chase her dreams of being a newspaper journalist, her first costume was tucked into her luggage. It was 1963. Starman and Stargirl (she hadn’t changed names yet) had debuted two years prior. Gunsmith had gone public the year before. Genuine excitement was in the air that not even the assassination of JFK that year could fully dampen. She secured a pretty crappy apartment and a pretty crappy job with the San Francisco Chronicle (ironically, they thought she was a boy in those early days). Then she put on that costume, and caught a plane. With her bare hands, saving the lives of everyone on board. In those days, she wore a redhead wig to help hide her identity. So with her red long sleeved leotard with red skirt sewn on and yellow M across her chest, she was a sight to behold. Wearing red and yellow in the middle of the Cold War without a care. She even had a red cape and boots. San Francisco’s protector had arrived. Megan was living the dream. Palling around with Art Hoppe, Charles McCabe, and Herb Caen. Well…okay she wasn’t, actually. She was just a copy girl. A secretary on the bottom of the hierarchy. Also attending classes at San Francisco State University, working for the university newspaper (The Daily Gater) and being a superhero around town, she was busier than a bee. A normal woman couldn’t have made it all work, but her superepowers came to the rescue. Superhuman speed got the writing done in a jiffy, which was good because holy cow did Megagirl have a lot to do sometimes. Bank robberies. Ships in trouble at sea. All the car accidents. The police called her in to help find missing people sometimes. And oh, man, Valia. There was a ne’er do well if ever there was one. Megan did not understand why the heiress was so mad at her. But there was that interesting guy at the Chronicle, beat reporter Trevor Taylor, and everything else she was up to. San Francisco was a hotbed of supernatural intrigue, even back then, so Megagirl was busy busy busy. Including calming the riots after the assassinations of Malcolm X and especially Martin Luther King, Jr. By the latter, she had her Bachelor’s in Journalism and was the junior political beat reporter with Trevor being senior. This is how she was in the next room when RFK was shot. She has never stopped regretting not being in the room. She could have stopped it has she just insisted on being in the room. But no, that was Trevor’s job. This guilt led her to be the one who got in touch with Starman, Starwoman, Gunsmith, Arriba, Nega, Alsea, and Countess. Together they formed the Champions of Justice. The first and, to date, only major superteam in the United States. They battled supervillains, terrorists, mad gods, demons, and even a pair of alien invasions. The world owes the Champions a debt it can never repay (not that they’d ask), and the person who held them together when they would have otherwise fallen apart was Megagirl. Starman was too passive, Starwoman too absent, Gunsmith too prickly, Arriba too accepting, Nega too stubborn, Alsea too soft, and Countess too remote to do it. So she did it, every time, without fail. Until that day out in space in ’85 where everything fell apart. But Megan doesn’t like to think about that. The 70s were their prime time. And it was also the now Baroness Valia’s, as well. The two archnemesises battled over and over. Valia was genuinely trying to kill her by this point, and even Gunsmith had difficult in proving Valia herself had done anything. San Francisco’s supernatural problems got worse. Megan was promoted to staff reporter, along with Trevor. She revealed her identity to him in ’71 (in the aftermath of the world’s first alien invasion), and they were married in ’72. It was a good decade for her. She should have been incredibly happy. But she wasn’t. She felt like a hamster on the wheel. It wasn’t that she was dissatisfied. She was living all of her dreams. And yet. Something was missing. Something important. She didn’t know it at the time, but this was the call of the alien half of her DNA. She had thought she was just some kind of strange mutant or something for her entire life, and indeed, throughout the 70s. She had no idea how wrong she was. The Moscone-Milk assassinations in November 1978 in particular shook her hard. She’d been covering Moscone since 1970, as Trevor was the national and out of town state politics reporter while Megan covered in town state and local politics. She knew the man, fairly well at that. Especially after he was elected mayor in ’74 and had more regular interactions with her as Megagirl. And Harvey Milk was a friend she’d been covering since he first came to prominence in ’72. And now they were both gone, because of one angry man with a gun. No conspiracy. No superpowered evildoer. Just the hardest kind of killing to stop. One angry man with a gun. Damn it. Her genuinely moving guest column eulogizing both men nearly won her a Pulitzer Prize, and was read across the country. Still, Megan persevered with the help of Trevor, the fellas in the Chronicle bullpen, and the Champions. It was 1982 where her world was shattered. The invasion of Kuros The Conqueror. While Starman may have faced him in single combat, the rest of the Champions (and many of the world’s heroes) battled his armada and land forces. Multiple enemies clocked her as an alien, and even identified the species. The information in the computer systems left behind after the invasion’s defeat exploded who and what she thought she was. Apparently the maternal half of her DNA was common enough to be in galactic databases. But this was not all. Merced had been attacked by a small force before being driven off by the National Guard and a handful of local heroes. Margaret Price was dead. Her mother was dead. The photograph of Megagirl sobbing inconsolably into Starman’s arms won that year’s Pulitzer Prize. Everyone thought it was because she was relieved her friend and teammate was still alive after the beating he’d received. This was not true. She’d just gotten word from Trevor, who’d gotten word from an emotionally broken Jonas. The following three years saw a change in Megan. She was still the same hero and political beat reporter. But she didn’t smile nearly as much. She could feel half of herself yearning for something. Something that wasn’t Earth and her human life. She mourned her mother deeply. She and Trevor were biologically incompatible. They couldn’t have children. Starman hadn’t been the same since the fight with Kuros. He had permanent injuries, and was getting old on top of it. Gunsmith was starting to slow down. Arriba seemed the same, but she could see the lines slowly deepening on his face. And even Nega’s hair was silvering. Her friends and allies were getting older. Slowing down. And she wasn’t. Then came that fateful mission to space. She will not discuss what happened. Gunsmith and poor Arriba wanted to return to Earth. Nega had the whole Nega Corps to help rebuild. Alsea and Countess were gone. And Megan had a lead on the other half of herself. She wrote letters to Trevor, Jonas, and the Chronicle. Wrapping up her human life for the foreseeable future. Gunsmith promised to deliver them (and he did). She expected him to talk to Starman or Starwoman when he got back to at least partially explain what happened (as far as anyone knows, he did not). And then, Megan Price ceased to exist for a while. She really didn’t mean to be gone for so long. When Nick Phoenix told her it had been over forty years she was shocked. She knew it had been a long time, but that long? She had gotten her answers about her origins, and had been superheroing around space wherever she was needed. Her goal was always to go home, but you know how it is. People needed help, she was in a position to give it, and space is huge. She thought it had been maybe ten or fifteen years. Twenty at the most. But over forty? Her father was surely dead. Trevor himself might be dead, as he was a few years older than Megan. She thought about being like Jackie (who had avoided Nick on that occasion) and simply staying gone. But no. She was, surprisingly, suddenly quite homesick. She missed Earth. She missed San Francisco. She missed Trevor. She hoped he would forgive her for being gone for so long. She said her goodbyes to Jackie, ending their decade long partnership, and then started on her way home. After 44 years, the last of the active Champions of Justice was on her way home. Meanwhile, she has a successor nobody knows about. Earth’s egg holding satellite has not be entirely idle. There is a young man in Ohio, who answers to the hero name of Mr. Superb. He is on a minor superteam, the Buckeyes of Justice, with the bearer of the Staff of Aura Halo, the investigative journalist and legacy heroine Whipmistress, younger sister of Countess (not that anyone knows) Duchess, and the former minor super villain Velvet Glove (he went by Iron Fist back then). He does not know his origins any more than Megan did back in the day, but the similarities between the two are gradually being noticed… Powers & Tactics: Personality:
  3. Gunsmith I (Connor Morris) Power Level: 11; Power Points Spent: 255/255 STR: +3 (16), DEX: +5 (20), CON: +3 (16), INT: +5 (20), WIS: +3 (16), CHA: +3 (16) Tough: +3/+7, Fort: +8, Ref: +14, Will: +11 Skills: Acrobatics 10 (+15), Bluff 12 (+15), Craft (electronic) 10 (+15), Craft (mechanical) 10 (+15), Disable Device 10 (+15), Gather Information 12 (+15), Intimidate 12 (+15), Investigate 10 (+15), Knowledge (physical sciences) 10 (+15), Knowledge (streetwise) 10 (+15), Knowledge (technology) 10 (+15), Language 4 (+4), Notice 12 (+15), Search 10 (+15), Sense Motive 12 (+15), Stealth 10 (+15), Survival 12 (+15) Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (ranged) 6, Attack Specialization 2 (Unarmed Attack), Beginner's Luck, Benefit 2 (Wealth (millionaire)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Challenge - Improved Taunt, Connected, Contacts, Defensive Attack, Defensive Roll, Dodge Focus 5, Eidetic Memory, Equipment 14, Evasion, Improved Initiative, Improved Trick, Improvised Tools, Inventor, Jack-of-All-Trades, Luck 3, Master Plan, Move-by Action, Power Attack, Quick Draw, Second Chance (Toughnes saves vs. Ballistic), Skill Mastery 4 (+15 bonus skills), Startle, Takedown Attack 2, Taunt, Uncanny Dodge (Auditory), Well-Informed Powers: Gunsmith Combat Suit (Device 5) (Hard to lose) Combat Armor (Protection 3) (+3 Toughness, Feats: Second Chance (Toughnes saves vs. Ballistic)) Cowl (Super-Senses 10) (analytical (type): Visual, extended (type): Visual 1 (-1 per 100 ft), low-light vision, microscopic vision 1 (dust-size), radio, tracking: Visual 2 (normal speed)) Utility Belt (Array 4) (default power: obscure) Glider Pack (Flight 4) (Array; Speed: 100 mph, 880 ft./rnd; Duration (continuous); Gliding) Grapple Gun (Linked) Speed 2 (Linked; Speed: 25 mph, 220 ft./rnd) Super-Movement 3 (Linked; slow fall, swinging, wall-crawling 1 (half speed)) Medkit (Healing 4) (Array; Action (standard); Temporary) Smoke Pellets (Obscure 4) (Default; affects: visual senses, Radius: 50 ft.; Duration (continuous); Fades) Tech Rifle (Device 6) (Hard to lose) Rifle Settings (Array 11) (default power: blast; Precise, Subtle (subtle), Variable Descriptor 2 (Broad group - Any Technological); Custom (Array 10.5)) Full Auto (Blast 7) (Default; DC 22; Autofire (interval 2, max +5)) Heavy Shot (Blast 7) (Array; DC 22; Penetrating) Tech Grenade Launcher (Blast 7) (Array; DC 22; Burst Area (35 ft. radius - General)) Tranquilizer Rounds (Fatigue 7) (Array; DC 17; Range (ranged)) Variable Bolo Launcher (Snare 7) (Array; DC 17; Autofire (interval 2, max +5)) Variable Dazzle (Dazzle 7) (Array; affects: 1 type + visual - visual & auditory, DC 17) Equipment: SmithMobile, The Smithy Attack Bonus: +9 (Ranged: +15, Melee: +9, Grapple: +12) Attacks: Full Auto (Blast 7), +15 (DC 22), Heavy Shot (Blast 7), +15 (DC 22), Tech Grenade Launcher (Blast 7) (DC 22), Tranquilizer Rounds (Fatigue 7), +15 (DC Fort 17), Unarmed Attack, +13 (DC 18), Variable Bolo Launcher (Snare 7), +15 (DC Ref/Staged 17), Variable Dazzle (Dazzle 7), +15 (DC Fort/Ref 17) Defense: +14 (Flat-footed: +5), Knockback: -3 Initiative: +9 Languages: Chinese (Mandarin), English Native, French, Russian, Vietnamese Totals: Abilities 44 + Skills 44 (176 ranks) + Feats 65 + Powers 44 + Combat 36 + Saves 22 + Drawbacks 0 = 255 Age (as of Jan 2019): Deceased in 1992 at age 56. Height: 5’ 10” Weight: 175 lbs Ethnicity: African American Hair: Black (salt and pepper at time of death) Eyes: Dark Brown Background: Gunsmith is a…controversial figure. On the one hand we have a genuinely selfless hero who saved lives and solved crimes without expectation of reward or even notice, and on the other we have the militant civil rights activist who was never afraid to knock Whitey on his ass. Connor Morris was a complicated man. The official histories have him as debuting in 1962. This is only partially correct. Connor actually started operating as a nameless vigilante in 1957, remembering HUAC and the J. Edgar Hoover’s animosity towards costumed heroics. But after Starman and Stargirl didn’t get shutdown in their first year, he took the leap of getting a proper costume and name. He is noted or spending a lot of time with Malcolm X, especially after his public debut. The two men were genuinely friends, and there are indications that Malcolm knew who was under the mask. It is suspected that he advised Malcolm to cut ties with the Nation of Islam and go his own way. He did not follow Malcolm to Africa, which was the only point after Gunsmith’s official debut the two were known to be apart for a significant amount of time. As such, he was by Malcolm’s side during that all too brief meeting with Martin Luther King on March 26, 1964. Gunsmith is in several of the pictures in the Phoenixverse. This day was key not for the historic meeting between civil rights leaders (which barely lasted long enough for the pictures to be taken), but because Connor had never met MLK (who had wanted to meet him for some time). There was a conversation, neither short nor particularly long, between the two men. It changed nothing that day. Not very long after that, Malcolm flew to Saudia Arabia, and shockingly Gunsmith did not go with him. There is some evidence they communicated frequently via telephone. However, there is also some evidence Connor also communicated with MLK via telephone during this period. With that said, he still flew out to meet with Malcolm in the UK, and was present for the debate at the Oxford Union Society. This may have spiked British interest higher than it would have been otherwise, as the debate was televised nationally due to said interest. Or Malcolm himself could have been enough. It is not known. Whether Gunsmith would have broken with Malcolm is unclear. Both men had changed much since they physical parting in April. The two are known to have had several intense conversations over the following two months ater the debate. And then it was a moot point, because Malcolm X was dead. Gunsmith was about a yard away from Malcolm when he was assassinated. Gunsmith pursued the assassins out of the ballroom, his friend’s lifeblood soaking into his costume. What happened after that is not known. He always said when asked that the assassins faced justice and that he didn’t kill them. He never had anything more to say on the subject, at least to anyone who would share it. It is, however, notable that several members of the Nation of Islam disappeared off the face of the Earth over the next several weeks and that most of them were exposed as working for either the FBI or CIA shortly before said disappearances. This, more than anything else, earned Gunsmith the undying enmity of J. Edgar Hoover and other likeminded individuals in the federal alphabet soup. And then he started effectively bodyguarding Martin Luther King, Jr. Again, what Gunsmith himself knew is unclear. All of his papers were lost in the fire that consumed his manor near the time of his death. But this was not true of other heroes and civilians, and the implications are startling. Gunsmith apparently believed in a government conspiracy among certain unelected civil servants. How vast it was depended on who he was talking to, so he may have been exaggerating or downplaying it at times. At any rate, he was literally in the hotel room in Memphis when MLK was assassinated. Connor had seen enough bullet wounds at this point to know that it was all over but the dying, and chased after the assassin. Who, he said to the end o his days, turned out to be assassins, plural. Polished professionals good enough to surprise a veteran hero (one half blind with rage and grief, granted) and injure him enough that he couldn’t pursue them any further. Further investigation was stymied by his own reputation. After the assassination of Robert F. Kennedy not quite four months later, enough was enough. The 8 most prominent heroes of the age (Starman, Starwoman, Gunsmith himself, Megagirl, Arriba, Nega, Alsea, and Countess) banded together to form the Champions of Justice. The first, and to date, only major superteam in the United States. The 70s saw a shift in Gunsmith’s activities. Far from being solely a street level figure, he became one of the most famous people on the planet. Clashing with supervillains. Foiling terrorist plots. Possibly having sidekicks. No, seriously. There is anecdotal evidence that he possibly took on younger partners. A handful of photographs and a few inquisitive newspaper articles. Curiously, despite wearing similar costumes, based on their sizes, apparent genders, and builds, these sidekicks seem to be five different people. While one of them is very likely a disguised Starboy I (the timeline fits, and Starwoman wrote about having sent her son to St. Louis off and on that year in her journal), another may well be Stargirl II (if it was done for one sibling it was probably done for the other), and a third probably isn’t a young Fletcher but you never know (Morris is known to have been a big fan of Gunsmith and wanted to meet him; the timeline almost fits but Morris never wrote about meeting his hero, which is very strange if he did); this leaves one unknown male (two if that isn’t Fletcher) and one unknown female. Who they were, what codenames they may have possessed, and what happened to them is totally unknown. It was also in the 70s that Gunsmith established his reputation as probably the best costumed detective until the advent of Terrifica. Caviezel and Carla Perkins fail the “costumed” requirement, so they don’t count unless it is removed. This is actually a remarkable achievement, considering that the Mystery Men Era and Golden Age were stuffed to bursting with various forms of super scientists and costumed detectives. He wasn’t the smartest or the most perceptive, but he had it. Call it instinct, luck, or whatever else. He was good, and the Champions valued him highly, even if they didn’t all get along with him. But, of course, that’s just the genuine hero side to him. He did not ditch the militant civil rights activist, associating with the Black Panther Party to varying degrees through much of the 70s. They actually reached out to him in mid 1968, but as previously stated he was uh, busy. It wasn’t until 1969 where he started associating with them on a limited basis, with the murder of Fred Hampton in December greatly strengthening ties with the group. However, as is well known, there were elements in the Panthers that were little more than self-justifying criminals out to rob and murder. And so his relationship with the group was as paradoxical as the rest of his activities. He did, however, thwart the FBI’s COINTELPRO wherever he found it operating (and was key in providing enough evidence of its existence to the newsmedia to provoke the burgling of an FBI field office in Media, Pennsylvania), which drove Hoover nuts. And he opposed any successor programs until the end of his days. Yet even here he was paradoxical, as after the end of COINTELPRO he aided the FBI in busting Mafia members, foreign terrorists, and supervillains. Gunsmith distanced himself from the Panthers in 1974, and it took heroic efforts by then leader Elaine Brown for him not to cut ties entirely. Gunsmith openly hated Huey P. Newton, Eldridge Cleaver, and their ilk. When Newton returned and took over the Panthers in 1977, sending Brown fleeing, Gunsmith publically cut ties. This is how the general public and historians finally started to understand his particular ideology, and also added to his ever expanding enemies list. Why Connor Morris or Gunsmith never put together or attempted to assume a leadership role in a civil rights organization is unknown. The main theory is that after 1965, scarcely a month could go by without someone trying to kill him, some vicious rumor being spread to discredit him, or his being framed for a violent crime (usually homicide, but not always). The founding of the Champions did nothing to slow this. If anything, it accelerated it slightly. The last assassination attempt was shortly before he cut ties with the Panthers. Well, second to last. And the frame jobs slowly faded away as they became a “boy who cried wolf” situation where simply nobody believed it anymore. But the rumormongering never stopped. To this day it is a little challenging to determine what he actually did and what was invented lies to make him look bad. His reputation was and is startlingly poor for a man who did as much documented good in the world as he did. By the 80s, age and accumulated injuries were slowly catching up, but Gunsmith still accompanied the Champions (sans Starman and Stargirl) on that final mission in 1985. He quietly returned to Earth at the end of that year, and never spoke of what happened. In fact, few knew he had returned, as he made no further public appearances. His hero work in St. Louis continued, but his prior activities were quite abruptly curtailed. There is no evidence he ever met with Starman again, let alone Starwoman or any of the rest of the Starfamily. Yet, without a doubt, everyone who’s studied the man knows that if he’d been alive for Kuros’s invasion in 1992, he’d have pitched in despite being 56 and fading badly. Unfortunately, he’d already been dead for a few months. There was one last assassination attempt that year, and it was a doozy. Broken remnants of every conspiracy he’d ever smashed had been well, conspiring. Former FBI agents, Klansmen, and others who had plenty of reason to hate the man who had (in their opinion) destroyed their lives systematically took his history apart and figured out his secret identity of Connor Morris, millionaire entrepreneur who’d built himself up from nothing. 100 well armed men stormed the Morris manor in St. Louis. The battle was epic, but Gunsmith-no, Connor, had a problem. Nonlethal tactics weren’t working. These men had fanatical hatred and a certain drug cocktail in their veins. They could not be knocked unconscious or disabled for more than a few seconds without causing potentially lethal damage. So the angry, aging hero said Fuck It. His home was on fire, neither the police nor the fire department had arrived (and he knew what that meant), and there were 100 men so fanatically devoted to his violent and brutal death they’d literally taken drugs that would kill them in under a day. So he started killing them. In fact, he killed them all. But his home and all he owned burned to the ground. Plus he was badly injured, with his costume shredded beyond recognition. When St. Louis police finally arrived that night, all they saw was a raving black man waving a rifle around, while several white men lay dead around him. So they shot him. Repeatedly. So ended the life of Gunsmith, aka Connor Morris. He left a deeply complicated legacy that has been at times deliberately obscured and distorted. He’s been dead for 26 years but the visceral hatred he inspired in his enemies is still going strong in 2019. He was a good man and a great hero. He was also an uncompromising son of a bitch who never so much as bent a micron on his own personal principles, no matter how much it cost him. Compassionate and generous contrasting with angry and violent. Connor Morris was a man of contradictions. I can only tell you, Dear Reader, to draw your own conclusions about the type of man he was. However…he does appear to have inspired a legacy hero. Since 2009 a new Gunsmith has been operating in the St. Louis area. Nobody knows that it is his grand nephew on his father’s side. The former Marine Corps Sergeant Duncan Morris. Additionally, shortly after the Endgame Starman III was seen in St. Louis. What this means is yet to be seen. Powers & Tactics: Personality:
  4. Starman I (John Thompkins) Power Level: 16; Power Points Spent: 255/255 STR: +20 (20/50), DEX: +1 (12), CON: +20 (20/50), INT: +0 (10), WIS: +3 (16), CHA: +5 (20) Tough: +20, Fort: +20, Ref: +12, Will: +10 Skills: Bluff 5 (+10), Craft (structural) 10 (+10), Diplomacy 5 (+10), Intimidate 10 (+15), Knowledge (business) 5 (+5), Knowledge (civics) 5 (+5), Knowledge (earth sciences) 5 (+5), Knowledge (physical sciences) 5 (+5), Notice 12 (+15), Sense Motive 12 (+15) Feats: All-Out Attack, Attack Focus (melee) 5, Dodge Focus 3, Improved Initiative, Luck 4, Power Attack, Startle, Takedown Attack 2, Ultimate Effort (Strength checks), Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory), Untapped Potential Powers: Starheart Augmented Physiology (Container, Passive 17) Stellar Durability (Impervious Toughness 15) Stellar Might (Super-Strength 5) (+25 STR carry capacity, heavy load: 13.4m tons; +5 STR to some checks) Stellar Resilience (Enhanced Constitution 30) (+30 CON) Stellar Strength (Enhanced Strength 30) (+30 STR) Stellar Flight (Flight 5) (Speed: 250 mph, 2200 ft./rnd) Stellar Might Tricks (Array 15) (default power: super-strength) Shockwave (Strike 15) (Array; DC 30; Cone Area (150 ft. cone - General)) Sleeper Hold (Stun 15) (Array; DC 25; Duration (concentration); Requires Grapple) Stellar Might Boost (Super-Strength 15) (Default; +75 STR carry capacity, heavy load: 13.4m tons; +15 STR to some checks) Super-Breath (Trip 15) (Array; Cone Area (150 ft. cone - General), Knockback; Range (touch)) Thunderclap (Dazzle 15) (Array; affects: 1 sense type - auditory, DC 25; Burst Area (75 ft. radius - General), Selective Attack; Range (touch)) Attack Bonus: +7 (Ranged: +7, Melee: +12, Grapple: +32/+52) Attacks: Shockwave (Strike 15) (DC 30), Sleeper Hold (Stun 15), +12 (DC Fort/Staged 25), Super-Breath (Trip 15) (DC 25), Thunderclap (Dazzle 15) (DC Fort/Ref 25), Unarmed Attack, +12 (DC 35) Defense: +12 (Flat-footed: +5), Knockback: -17 Initiative: +5 Drawbacks: Vulnerable, uncommon, major, Mind Control effects Languages: English Native Totals: Abilities 38 + Skills 19 (74 ranks) + Feats 22 + Powers 129 + Combat 32 + Saves 18 - Drawbacks 3 = 255 ***************************************************************************************** Starwoman I (Judy Thompkins) Power Level: 16; Power Points Spent: 240/240 STR: +1 (12), DEX: +2 (14), CON: +4 (18), INT: +3 (16), WIS: +3 (16), CHA: +3 (16) Tough: +4/+9, Fort: +10, Ref: +10/+20, Will: +10 Skills: Acrobatics 8 (+10), Bluff 7 (+10), Craft (chemical) 7 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (current events) 2 (+5), Knowledge (earth sciences) 7 (+10), Knowledge (physical sciences) 7 (+10), Notice 12 (+15), Sense Motive 12 (+15) Feats: Accurate Attack, Defensive Attack, Defensive Roll 3, Dodge Focus 3, Evasion 2, Improved Aim, Improved Critical (Star Bolts (Blast 12)), Improved Initiative 5, Interpose, Luck 3, Move-by Action, Power Attack, Ultimate Effort (Flight Speed checks), Uncanny Dodge (Auditory) Powers: Starheart Speed (Container, Passive 18) Stellar Flight (Flight 10) (Speed: 10000 mph, 88000 ft./rnd) Stellar Quickness (Quickness 10) (Perform routine tasks at 2500x speed) Stellar Reflexes (Enhanced Trait 58) (Traits: Attack Bonus +10 (+12), Defense Bonus +8 (+20), Reflex +10 (+20), Dodge Focus 3 +2 (+3), Feats: Defensive Roll 3, Evasion 2, Improved Initiative 5) Stellar Resilience (Protection 2) (+2 Toughness) Stellar Energy Manipulation (Array 20) (default power: blast) Stellar Flight Boost (Flight 10) (Alternate; Speed: 10000 mph, 88000 ft./rnd; Stacks with (Stellar Flight (Flight 10))) Stellar Quickness Boost (Quickness 10) (Alternate; Perform routine tasks at 2500x speed; Stacks with (Stellar Quickness (Quickness 10))) Star Blast (Blast 20) (Default; DC 35) Star Bolts (Blast 12) (Array; DC 27, Feats: Improved Critical (Star Bolts (Blast 12)); Autofire (interval 2, max +5) [10 ranks only]; Accurate 4 (+8)) Star Energy Field (Strike 10) (Array; DC 25; Shapeable Area (10 cubes of 125 cu. ft. (5x5x5) - General), Duration (concentration), Selective Attack) Stellar Energy Objects (Create Object 12) (Array; Max Size: 12x 25' cubes, DC 22; Movable (Radius: 60 ft., Strength: 60, Force: 51.2 tons); Progression, Object Size 2, Selective, Stationary) Attack Bonus: +2/+12 (Ranged: +2/+12, Melee: +2/+12, Grapple: +3/+13) Attacks: Star Blast (Blast 20), +12 (DC 35), Star Bolts (Blast 12), +20 (DC 27), Star Energy Field (Strike 10) (DC 25), Unarmed Attack, +12 (DC 16) Defense: +12/+20 (Flat-footed: +9), Knockback: -4 Initiative: +22 Languages: Native Language Totals: Abilities 32 + Skills 19 (76 ranks) + Feats 12 + Powers 134 + Combat 22 + Saves 21 + Drawbacks 0 = 240 Age (as of Jan 2019): Deceased in 1993 at ages 63 (Starman I), and 61 (Starwoman I) Height: 6’ 6” (Starman I), 5’ 6” (Starwoman I) Weight: 300 (Starman I), 120 (Starwoman I) Ethnicity: Caucasian Hair: Brown (partly gray at retirement, entirely grey at death) Eyes: Brown Background: John Thompkins was nobody. Just a construction worker. 31 years old. Married a few years to his beloved Judy. One day, after a 12 hour shift, he headed home. He had to cross a small park on the way. He did not get all the way across it. The next thing he knew he was laying in an area of scorched grass at least thirty feet wide. He felt very strange, and couldn’t quite think straight. So he continued home. Judy had dinner ready, but first things went first. He gave her a hug and a kiss. An extremely bright light shone brilliantly out of their windows for several seconds before going dark. Neither of them knew anything about it, because they were on the floor unconscious. In the morning, there was nothing to do but react like an adult, you know? Set an appointment to see the doctor and make sure they were okay. But in the meantime, John still had to go to work. Judy still had plans for her day. John’s day was surprisingly easy. Like he’d gotten stronger since yesterday. How funny. Judy dashed across a street to beat the light and got there fast enough to surprise the hell out of the people already there. Well, she’d always been a good runner. Day two after was a whole different kettle of fish. A rope snapped and dropped a pile of I beams on John, who’d pushed his best pal out of the way beforehand. Everyone was hurting for how to tell poor Judy when John just…stood up. Shrugged off tons of weight like it was water. He definitely couldn’t do that the other day. Everyone tried to play it off like the I beams had landed just right. John was a big strong guy, right? His helmet had protected him. It did break. They just had to have seen what happened wrong, that’s all. Judy had had her own adventure, accidently running out of town and blowing up a tree with her first Star Blast. John may have been of average intelligence, but Judy was whip smart. She knew they had superpowers now. It was John, however, who suggested the whole costume and codename thing. It is important to note that there were no publically operating superheroes in 1961. Between J. Edgar Hoover in the shadows and Congressmen like Joseph McCarthy more publically, most superheroes (and everyone publically operating at that time) retired or was jailed. After all, what was more communist than protecting the welfare of all men and women and fighting injustice wherever it appeared, apparently. And while the senator and his philosophy had largely been discredited by 1961, the memories lingered. It hadn’t been a full decade since genuine war heroes were being asked “are you now or have you ever been a member of the Communist party?”. Having their identities exposed by the FBI or being harassed to out their identities themselves. Things had changed. McCarthy was both gone and dead. But Hoover was still there. And he still hated masked heroes. So John asking this of his wife was a bold move in the context of the period. Still, they decided together to become superheroes. And with a little practice to get the hang of their new powers, they debuted as Starman and Stargirl. The Silver Age of heroes had begun. It is impossible to emphasize enough how much Starman set the gold standard for what a superhero was supposed to be. He said power inherently came with responsibility, and by god he lived it. Iconic doesn’t even begin to cover it. When everyone else fell down defeated, he kept standing. He endured more punishment than any other hero in recorded history. He dished out more than his fair share, as well. He saved so many lives. 25 years of sheer excellence. He pushed himself above and behind his supposed limits so often it became a meme before the internet. To put his impact in perspective, prior to his debut in 1961 it was not all that unusual for heroes to kill their enemies. Protecting the innocent and vulnerable took priority, naturally, but in the Golden Age, the Mystery Men Era before it, and further back it just wasn’t unusual for heroes to put a permanent end to villains and criminals local law enforcement couldn’t handle. Not all heroes did, mind, but a lot of the Mystery Men’s claims to fame were “good detective, very determined, and will shoot bad guys with their gun if they need to”. Starman refused both to kill and to put up with anyone who did. His powers were to protect life, not take it. Power came with responsibility, after all. To say this sent shockwaves through the heroic community just as it was beginning to revive is a massive understatement. At the time Starman seemed to be the most powerful hero who’d ever lived. And he refused to kill anyone, deliberately handicapping himself so he wouldn’t. So yeah, he was a big deal. And he was like this right from the start. Stargirl got pregnant pretty early on. This left Starman to his own devices pretty regularly for the next 15 years. Jesse Thompkins was born in 1962, and Jacqueline “Jackie” Thompkins was born in 1964. Seeing as it was the 60s and then the 70s, Stargirl (who changed to Starwoman the year after Jackie was born) was a homemaker who stayed home with the children. She was a feminist, but there weren’t any legal repercussions for leaving the married mother of two unemployed until after it no longer really mattered. Judy wasn’t particularly prominent in the movement, but Starwoman? Oh hell yeah. Anyone who complained to Starman about her got glared at until they backed down. He may have not quite been on the “support all women” train at the start, but he absolutely was on the “support my wife” train. Which was the great thing about their marriage. They had each other’s backs entirely, and remained very much in love to anyone with eyes and a brain throughout their careers. In 1968, Starman, Starwoman, Gunsmith I, Megagirl, Arriba, Nega I, Alsea, and Countess formed the Champions of Justice in response to the assassinations of Martin Luther King, Jr and Robert F. Kennedy. Gunsmith had physically been at the former event (as in literally in the room when the shot was fired), and was still recovering at the time from a violent confrontation with what he would claim until his death in 1992 was a highly skilled professional sniper team. If he had any proof of this, it was in his manor which burned to the ground shortly before said death. Megagirl had been covering the Kennedy campaign in her civilian identity for the San Francisco Chronicle, and personally flew RFK’s ambulance to the hospital. She had not literally been in the room, and regretted not trying to be for a very long time. And so they formed the first and to date only major superteam in the United States. Powers & Tactics: Personality: People these days like to pretend that John Thompkins was a saint on earth. That Starman was this flawless ideal. He wasn’t. He was just a man. Not the smartest. Not the wisest. Just a man born in the US Midwest in the Great Depression. He never thought he’d be anybody. He never thought he’d make more of a difference in the world than by raising his kids with the principles he’d been raised with. And then that changed. People misunderstand who he was so much. They think he was one of those heroes driven by compassion and love for his fellow people. That he couldn’t stand to let bad things happen to good people. This is false. There is no record of him being anything other than your average helpful bystander before 1961. John Thompkins believed in responsibility. The more power one had, the more responsibility they had. This responsibility was to do for others what they could not reasonably be expected for themselves. So yes, he helped short people reach things. Maybe escorted an old lady or three across the street. Little things, because he was only a man. A big, strong man, but only a man. And then, once again, that changed. But John didn’t. He was no different, on this front, in 1986 than he was in 1961. The thing that was different, well…by 2019 standards the 1961 version of John was a little racist and sexist. To be fair, this was ignorance, not malice. Things were different back then, and to his credit his long friendships with Gunsmith (himself a Black man), Megagirl, and Arriba (and learning to actually listen to his wife instead of unthinkingly support her) educated him on the subjects. The 1986 version of John was a good man indeed, but one who was glad to put his responsibility down. He never enjoyed being a hero, contrary to most of his contemporaries. This isn’t to say that he hated it. John wasn’t a man of deep thoughts or complex emotions. He had the power, so he had the responsibility. End of thought process. His feelings about it weren’t relevant. But in 1986 he was tired. His body hurt. He limped. He couldn’t always get his thoughts focused anymore. And he was pushing 60. His son was more than ready. So John Thompkins took off his Starman shirt for the last time, and went home without a backward glance. Some people might say this makes him not the hero they thought he was. To them I say…he did a job he didn’t enjoy for 25 years. He threw everything he had into it, and never accepted any reward beyond a decent meal and a place to sleep. It destroyed his body, damaged his mind, and wore away at his sanity. He had saved more people than any of us will ever meet before the Champions were founded. And your complaint is that he found it all too easy to retire? Well. Aren’t you picky. He was always proud of his children, and supported them just as unthinkingly as he supported his wife. He and Gunsmith were good friends, but the kind that apparently never got along until someone went after one of them. He and Megagirl were also good friends, as well, but in a much different way. He taught her how to fight, be tough, and endure pain. Arriba was his friend, to be sure, but it is unclear they ever quite understood each other. The solid, dependable Starman and the flashy, smart-mouthed Arriba could not have appeared more different. What they both understood well, however, was the responsibility that comes with power. One would think that Starman and Nega would have gotten along perfectly and been great friends, due to their similar personalities. But the problem was that they were too similar. There was never any animosity between them, but they didn’t spend any time together outside of sheer necessity either. Alsea was everyone’s friend, if the resident huge weirdo, and Countess remained distant from all of the Champions except Megagirl. Starwoman was considerably more enlightened than her husband, especially in 1961.
  5. Shadowspirit (Real Name Unknown) Power Level: 12; Power Points Spent: 255/255 STR: +5 (20), DEX: +7 (24), CON: +5 (20), INT: +3 (16), WIS: +3 (16), CHA: +3 (16) Tough: +5/+7, Fort: +8, Ref: +17, Will: +8 Skills: Acrobatics 8 (+15), Bluff 12 (+15), Diplomacy 7 (+10), Disable Device 12 (+15), Disguise 12 (+15), Escape Artist 13 (+20), Gather Information 12 (+15), Knowledge (arcane Lore) 2 (+5), Knowledge (current events) 7 (+10), Knowledge (history) 7 (+10), Knowledge (streetwise) 7 (+10), Language 4 (+4), Medicine 2 (+5), Notice 12 (+15), Sense Motive 12 (+15), Sleight of Hand 3 (+10), Stealth 13 (+20), Survival 7 (+10) Feats: Accurate Attack, All-Out Attack, Assessment, Attack Focus (melee) 10, Benefit (enigma) 3, Challenge - Improved Feint, Challenge - Improved Taunt, Chokehold, Defensive Attack, Distract (Bluff), Dodge Focus 4, Elusive Target, Equipment 3, Evasion, Fascinate (Bluff), Fascinate (Diplomacy), Fearless, Grappling Finesse, Improved Critical 2 (Martial Arts (Strike 2)), Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Move-by Action, Power Attack, Quick Change 2, Skill Mastery 3 (Acro, Bluff, Diplo, Dis Dev, Disguise, Esc Art, Gather Info, Notice, SM, SoH, Steal, Stunning Attack, Takedown Attack 2, Taunt, Uncanny Dodge (Auditory) Powers: Martial Arts (Strike 2) (DC 22, Feats: Improved Critical 2 (Martial Arts (Strike 2)); Mighty) Martial Arts Training (Container, Passive 2) Fast (Speed 1) (Speed: 10 mph, 88 ft./rnd) High Jumper (Leaping 1) (Jumping distance: x2) Stealth Gymnastic Training (Super-Movement 2) (slow fall, trackless) Stronger Than She Looks (Super-Strength 1) (+5 STR carry capacity, heavy load: 800 lbs; +1 STR to some checks) Toughened (Protection 2) (+2 Toughness) Soviet Regen Treatment (Linked) Immunity 3 (Linked; aging, disease, poison) Regeneration 35 (Linked; ability damage 8 (recover 1 / round without rest), recovery bonus 4 (+4 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest); Persistent, Regrowth) Equipment: Hovercycle Attack Bonus: +7 (Ranged: +7, Melee: +17, Grapple: +24/+25) Attacks: Martial Arts (Strike 2), +17 (DC 22), Unarmed Attack, +17 (DC 20) Defense: +17 (Flat-footed: +7), Knockback: -3 Initiative: +11 Languages: English, Inuit, Japanese, Russian Native, Spanish Totals: Abilities 52 + Skills 38 (152 ranks) + Feats 52 + Powers 55 + Combat 40 + Saves 18 + Drawbacks 0 = 255 ***************************************************************************************** Hovercycle Power Level: 12; Equipment Points Spent: 15 STR: +2 (15) Toughness: +8 Features: Remote Control Powers: Flight 5 (Speed: 250 mph, 2200 ft./rnd) Defense: +0 Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 10 + Combat 0 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15 Age (as of Jan 2019): 118 Height: 5’ 4” Weight: 125 lbs Ethnicity: Russian Hair: Snow White (covered by mask) Eyes: Blue (obscured by mask) Background: Shadowspirit was very old and very tired. She’s taken a lot of shots to the head over the years, and so her memories of her origins are a little fragmentary. What she does remember is being a spy and assassin for the Bolshevik Revolution, and later the Soviet Union. She served loyally and well, right up until the Cuban Missile Crisis sparked an arms reduction on both the nuclear and super powered fronts. Shortly afterward, the USSR thanked her and honorably discharged her from the service of her country. She drifted west across Siberia for a while after that, eventually settling in Alaska. With nothing to do and few material needs, she was quite lost as to what to do with her life. Going mercenary was out of the question. She was too loyal to Mother Russia. But her skills were going to waste. And more importantly, she was bored out of her mind. The Bronze Age dawned, and Alaska needed a hero desperately. Starman I was gone. The Champions had disappeared. She saw an opening. She filled it. She was always aware of the sheer amount of red in her ledger, but it never bothered her until the Modern Age dawned. She was an Icon, working with such good people. Real heroes. And she was just an old discarded weapon. It bothered her. And it bothered her that it bothered her. She had never cared before. All for the greater glory of Mother Russia. No, this was a lie. A lie she told herself. She had turned that part of herself off. Numbed it out of patriotism. Out of faith. Ah, what a fool she had been. Powers & Tactics: Personality:
  6. Fletcher (Morris Archer) Power Level: 12; Power Points Spent: 255/255 STR: +3 (16), DEX: +5 (20), CON: +3 (16), INT: +7 (24), WIS: +3 (16), CHA: +3 (16) Tough: +3/+8, Fort: +8, Ref: +15, Will: +10 Skills: Acrobatics 10 (+15), Bluff 12 (+15), Computers 13 (+20), Craft (electronic) 13 (+20), Craft (mechanical) 13 (+20), Diplomacy 12 (+15), Disable Device 13 (+20), Drive 10 (+15), Gather Information 12 (+15), Knowledge (business) 8 (+15), Knowledge (civics) 8 (+15), Knowledge (current events) 8 (+15), Knowledge (physical sciences) 13 (+20), Knowledge (streetwise) 8 (+15), Knowledge (tactics) 8 (+15), Knowledge (technology) 13 (+20), Medicine 2 (+5), Notice 17 (+20), Pilot 10 (+15), Search 3 (+10), Sense Motive 12 (+15), Stealth 10 (+15) Feats: Accurate Attack, Acrobatic Bluff, Attack Specialization 2 (Tech Bow & Trick Arrows (Device 8)), Benefit (CEO of Archeron, Inc), Benefit 3 (Wealth), Challenge - Improved Acrobatic Bluff, Defensive Roll, Dodge Focus 2, Equipment 7, Evasion, Improved Aim, Improved Critical 2 (Trick Arrows & Force Lens Blasts (Array 14)), Improved Initiative, Improved Ranged Disarm, Improvised Tools, Inventor, Power Attack, Precise Shot 2, Quick Draw, Skill Mastery 2 (Computers, Craft (elec & mech), Disable Device, KN (phys sci & tech), Notice, Steal, Uncanny Dodge (Auditory) Powers: Costume (Device 5) (Hard to lose) Communication 6 (sense type: radio) Datalink 1 (sense type: radio) Protection 4 (+4 Toughness) Super-Senses 14 (analytical (type): Visual, darkvision, direction sense, distance sense, extended (type): Visual 2 (-1 per 1k ft), infravision, time sense, tracking: Visual 2 (normal speed)) Tech Bow & Trick Arrows (Device (Easy to lose) Trick Arrows & Force Lens Blasts (Array 14) (default power: blast) Acid Arrow (Blast (Array; DC 23; Secondary Effect; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Adamantine Arrow (Blast (Array; DC 23; Penetrating; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Adhesive Arrow (Snare (Array; DC 18; Backlash; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Boxing Glove Arrow (Trip (Array; Autofire (interval 2, max +5), Knockback; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) EMP Arrow (Nullify (Array; counters: all powers of (type) - technological, DC 18; Effortless; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Explosive Arrow (Blast (Array; DC 23; Burst Area (40 ft. radius - Targeted); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Flash Bomb Arrow (Dazzle (Array; affects: visual senses, DC 18; Burst Area (40 ft. radius - General); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Force Lens Multi-Blast (Blast (Default; DC 23; Autofire (interval 2, max +5); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Grapple Arrow (Linked) Speed 3 (Linked; Speed: 50 mph, 440 ft./rnd) Super-Movement 4 (Linked; slow fall, swinging, wall-crawling 2 (full speed)) Smoke Arrow (Obscure (Array; affects: visual senses, Radius: 1000 ft.; Selective Attack; Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Strobe Arrow (Paralyze (Array; DC 18; Range (ranged); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Taser Arrow (Stun (Array; DC 18; Range (ranged); Improved Range 2 (400 ft. incr), Progression, Increase Range 2 (max range x5, 4000 feet)) Thermite Arrow (Corrosion 4) (Array; DC 19; Range (ranged); Accurate 2 (+4), Improved Range (100 ft. incr), Progression, Increase Range (max range x2, 1000 feet)) Equipment: Fletch-cycle, The Fletchery Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +15) Attacks: Acid Arrow (Blast 8), +16 (DC 23), Adamantine Arrow (Blast 8), +16 (DC 23), Adhesive Arrow (Snare 8), +16 (DC Ref/Staged 18), Boxing Glove Arrow (Trip 8), +16 (DC 18), EMP Arrow (Nullify 8), +16 (DC Will 18), Explosive Arrow (Blast 8), +16 (DC 23), Flash Bomb Arrow (Dazzle (DC Fort/Ref 18), Force Lens Multi-Blast (Blast 8), +16 (DC 23), Strobe Arrow (Paralyze 8), +16 (DC Staged/Will 18), Taser Arrow (Stun 8), +16 (DC Fort/Staged 18), Thermite Arrow (Corrosion 4), +20 (DC Fort/Tou ), Unarmed Attack, +12 (DC 18) Defense: +15 (Flat-footed: +7), Knockback: -4 Initiative: +9 Languages: Native Language Totals: Abilities 48 + Skills 57 (228 ranks) + Feats 34 + Powers 44 + Combat 50 + Saves 22 + Drawbacks 0 = 255 ***************************************************************************************** Fletch-cycle Power Level: 12; Equipment Points Spent: 15 STR: +2 (15) Toughness: +8 Features: Remote Control Powers: Flight 5 (Speed: 250 mph, 2200 ft./rnd) Defense: +0 Totals: Abilities 1 + Skills 0 (0 ranks) + Feats 0 + Features 1 + Powers 10 + Combat 0 + Saves 3 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15 ***************************************************************************************** The Fletchery Power Level: 12; Equipment Points Spent: 20 Toughness: +10 Features: Communications, Computer, Concealed 1, Dock, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 3 Size: Large Totals: Abilities 0 + Skills 0 (0 ranks) + Feats 0 + Features 17 + Powers 0 + Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20 Age (as of Jan 2019): Deceased in 2018 at 68 Height: 5’ 10” Weight: 185 lbs Ethnicity: Scottish Hair: Snow White (formerly Red) Eyes: Green Background: Powers & Tactics: Personality:
  7. The Shining Guardian (Henry Kim) Power Level: 13; Power Points Spent: 285/285 STR: +15 (16/40), DEX: +1 (12), CON: +3 (16), INT: +5 (20), WIS: +5 (20), CHA: +3 (16) Tough: +3/+18, Fort: +9, Ref: +9, Will: +15 Skills: Acrobatics 4 (+5), Bluff 7 (+10), Concentration 10 (+15), Craft (artistic) 15 (+20), Craft (mechanical) 15 (+20), Diplomacy 12 (+15), Gather Information 12 (+15), Intimidate 7 (+10), Investigate 5 (+10), Knowledge (arcane Lore) 15 (+20), Knowledge (history) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (theology & philosophy) 10 (+15), Language 3 (+3), Notice 7 (+12), Search 5 (+10), Sense Motive 7 (+12), Stealth 4 (+5) Feats: Accurate Attack, All-Out Attack, Artificer, Attack Focus (ranged) 3, Attack Specialization (Unarmed Attack), Beginner's Luck, Eidetic Memory, Improved Initiative, Inspire 4 (+4), Interpose, Jack-of-All-Trades, Leadership, Luck 4, Move-by Action, Power Attack, Precise Shot, Skill Mastery (Craft (art & mech), Gather Info, KN (arcane lore)), Takedown Attack, Uncanny Dodge (Auditory) Powers: Ferromancer (Array 14) (default power: move object) Magic Camera (ESP 9) (Array; affects: 2 types, inc. visual - visual & auditory; No Conduit; Medium; Custom (Rapid (10x Search speed)), Notes: Medium of machines) Mystic Magnetic Bindings (Snare 14) (Array; DC 24) Mystic Magnetic Blast (Blast 14) (Array; DC 29) Mystic Magnetic Burst (Blast 9) (Array; DC 24; Burst Area (45-90 ft. radius - General); Progression, Increase Area (area x2)) Mystic Magnetic Control (Move Object 14) (Default; Strength: 70, Carry: 68.1 tons / 136.2 tons / 204.8 tons / 409.6 tons; Range (perception); Limited Material (Metal)) Ferromantic Armor (Device 18) (Hard to lose, Only you can use; Indestructible) Armor Plating (Features 5) (Notes: Provides Protection 10 when Ferromatic Force Field is inactive) Communication 8 (sense type: magic) Enhanced Strength 24 (+24 STR) Flight 12 ([0 active, 0/24 PP, 2/r], Speed: 50000 mph, 440000 ft./rnd) Super-Strength 12 (Alternate; [0 active, 0/24 PP, 2/r], +60 STR carry capacity, heavy load: 13.1k tons; +12 STR to some checks) Immunity 9 (life support) Impervious Toughness 10 (Duration (continuous), Linked (Ferromantic Force Field (Force Field 15)); Duration (sustained)) Super-Senses 7 (awareness: Magic (visual), direction sense, distance sense, radar, time sense) Ferromantic Force Field (Force Field 15) (+15 Toughness) Longevity (Features 1) (Notes: As a proper wizard, Henry absolutely does not age normally. But he does, in fact, age.) Attack Bonus: +9 (Ranged: +12, Melee: +9, Grapple: +24) Attacks: Mystic Magnetic Bindings (Snare 14), +12 (DC Ref/Staged 24), Mystic Magnetic Blast (Blast 14), +12 (DC 29), Mystic Magnetic Burst (Blast 9) (DC 24), Unarmed Attack, +11 (DC 30) Defense: +8 (Flat-footed: +4), Knockback: -14 Initiative: +5 Languages: English, Korean Native, Latin, Spanish Totals: Abilities 40 + Skills 37 (148 ranks) + Feats 27 + Powers 123 + Combat 34 + Saves 24 + Drawbacks 0 = 285 Age (as of Jan 2019): Over 180 (chronological), Over 240 (actual), mid 60s (appearance) Height: 6’ 2” Weight: 210 lbs Ethnicity: Korean Hair: Gray Eyes: Blue Background: Powers & Tactics: Personality:
  8. Nick Phoenix Power Level: 16; Power Points Spent: 500/500 STR: +20 (18/50), DEX: +4 (18), CON: +20 (18/50), INT: +4 (18), WIS: +4 (18), CHA: +4 (18) Tough: +20, Fort: +20, Ref: +12, Will: +16 Skills: Acrobatics 4 (+8), Bluff 16 (+20), Computers 16 (+20), Concentration 8 (+12), Diplomacy 16 (+20), Disable Device 16 (+20), Gather Information 16 (+20), Intimidate 16 (+20), Medicine 4 (+8), Notice 16 (+20), Search 16 (+20), Sense Motive 16 (+20), Stealth 4 (+8) Feats: Accurate Attack, All-Out Attack, Beginner's Luck, Benefit 5 (Infinite Overdrive), Eidetic Memory, Evasion, Improved Initiative 5, Interpose, Inventor, Jack-of-All-Trades, Luck 4, Move-by Action, Power Attack, Precise Shot, Skill Mastery 5 (KN skills), Takedown Attack 2, Ultimate Effort (Strength checks), Ultimate Effort 3 (Fort, Toughness, & Will saves), Uncanny Dodge (Auditory) Powers: Eternal Flame of Destruction & Rebirth (Array 36) (default power: - linked powers -) Burning Destruction (Linked) Burning (Blast 12) (Linked; DC 27; Accurate 4 (+8), Incurable, Precise) Destruction (Drain 12) (Linked; drains: single trait - toughness, DC 22; Affects Objects, Range (ranged); Accurate 4 (+8), Incurable, Precise) Destruction & Rebirth (Transform 12) (Array; affects: anything, Transforms: 5000 lbs., DC 22; Duration (continuous); Action (full)) flames of Rebirth (Healing 11) (Array; DC 21; Action (standard), Affects Objects, Range (ranged), Restoration, Total; Limited to Others; Persistent, Regrowth) Phoenix Fire Blast (Blast 20) (Array; DC 35; Autofire (interval 2, max +5) [10 ranks only], Secondary Effect; Incurable, Precise) Phoenix Fire Burst (Blast 16) (Array; DC 31; Burst Area (60-2000 ft. radius - General), Selective Attack; Progression, Decrease Area 4 (-4 ranks), Progression, Increase Area 4 (area x25)) Phoenix Might (Linked) Enhanced Strength 32 (Linked; +32 STR) Super-Strength 20 (Linked; +100 STR carry capacity, heavy load: 439.8bn tons; +20 STR to some checks) Spatial Warping (Teleport 20) (Array; 2000 ft. as move action, Anywhere in the universe as full action; Accurate; Change Direction, Easy) Infinite Rebirth (Container, Passive 18) (Innate) Healing 5 (Action 4 (reaction), Restoration, Total; Personal; Persistent) Immunity 11 (aging, life support, starvation & thirst) Regeneration 41 (ability damage 8 (recover 1 / round without rest), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest), resurrection 10 (instantly); Persistent, Regrowth) Memory Reconfiguring (Variable 10) (acquire: all of (type) - skills, Feats: Eidetic Memory; Action (full), Limited (Knowledge & Craft skills)) Movement (Array 30) (default power: flight) Quickness 20 (Alternate; [0 active, 60/60 PP, 1/r], Perform routine tasks at 5000000x speed) Speed 20 (Alternate; [0 active, 60/60 PP, 1/r], Speed: 25000000 mph, 2.2e+08 ft./rnd) Flight 20 (Default; [15 active, 60/60 PP, 2/r], Speed: 500000 mph, 4400000 ft./rnd) Super-Strength 20 (Array; [15 active, 60/60 PP, 2/r], +75 STR carry capacity, heavy load: 439.8bn tons; +15 STR to some checks) Phoenix Stamina (Enhanced Constitution 32) (+32 CON) Attack Bonus: +12 (Ranged: +12, Melee: +12, Grapple: +32/+67) Attacks: Burning (Blast 12), +20 (DC 27), Destruction & Rebirth (Transform 12), +12 (DC Fort 22), Destruction (Drain 12), +20 (DC Fort/Staged 22), Phoenix Fire Blast (Blast 20), +12 (DC 35), Phoenix Fire Burst (Blast 16) (DC 31), Unarmed Attack, +12 (DC 35) Defense: +12 (Flat-footed: +6), Knockback: -10 Initiative: +24 Languages: Native Language Totals: Abilities 48 + Skills 41 (164 ranks) + Feats 36 + Powers 307 + Combat 48 + Saves 20 + Drawbacks 0 = 500 Age (as of Jan 2019): It’s incredibly complicated (chronological), Varies between early 20s and mid 50s (appearance) Height: Weight: Ethnicity: Hair: Eyes: Background: Powers & Tactics: Personality:
  9. Crusader (Sir Randall Knight) Power Level: 12; Power Points Spent: 250/250 STR: +10 (16/30), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +3 (16), CHA: +3 (16) Tough: +3/+12, Fort: +6/+9, Ref: +9/+12, Will: +12 Skills: Acrobatics 12 (+15), Bluff 12 (+15), Concentration 7 (+10), Diplomacy 7 (+10), Gather Information 7 (+10), Knowledge (arcane Lore) 12 (+15), Knowledge (life sciences) 2 (+5), Knowledge (physical sciences) 2 (+5), Knowledge (tactics) 17 (+20), Knowledge (theology & philosophy) 12 (+15), Language 6 (+6), Medicine 2 (+5), Notice 12 (+15), Sense Motive 12 (+15), Survival 2 (+5) Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Assessment, Attack Focus (melee) 3, Benefit (Knight Commander of The Order of St. Michael & St. George), Benefit (Knight Grand Cross of The Royal Victorian Order), Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Attack, Evasion 2, Improved Critical 2 (Crusader Sword (Device 3)), Improved Disarm, Improved Initiative, Improved Trick, Interpose, Lionheart, Luck 4, Master Plan, Master Plan 2 (tactics), Power Attack, Quick Draw, Skill Mastery (Acrobatics, KN (tactics), Notice, Sense Motive), Stunning Attack, Takedown Attack 2, Taunt, Teamwork, Ultimate Effort 2 (Toughness & Will saves), Uncanny Dodge (Auditory) Powers: Crusader Armor (Device 12) (Hard to lose, Only you can use; Indestructible, Subtle (subtle)) Armor Senses (Super-Senses 7) (awareness: Magic (visual), counters concealment: Visual, counters illusion: Visual, darkvision) Armored Might (Super-Strength 9) (+45 STR carry capacity, heavy load: 409.6 tons; +9 STR to some checks) Armored Strength (Enhanced Strength 14) (+14 STR) Heavy Plate (Protection 9) (+9 Toughness; Impervious [8 ranks only]) Translation Enchantments (Comprehend 2) (languages - speak all, languages - understand all) Crusader Shield (Device 6) (Easy to lose, Only you can use; Indestructible, Subtle (subtle)) Hellproof (Immunity 5) (custom: Demonic/Hellfire/Infernal 5) Magic Resistant (Immunity 20) (very common descriptor: Magic; Limited - Half Effect) Shield Blocking (Impervious Toughness 4) (Duration (continuous); Duration (sustained)) Shield Deflection (Enhanced Trait 11) (Traits: Defense Bonus +3 (+12), Reflex +3 (+12), Feats: Evasion 2) Crusader Sword (Device 3) (Easy to lose, Only you can use; Indestructible, Subtle (subtle)) Sword Strike (Strike 2) (DC 27, Feats: Improved Critical 2 (Crusader Sword (Device 3)); Penetrating [7 extra ranks]; Mighty, Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing)) Enhanced Biochemistry (Linked) Enhanced Trait 3 (Linked; Traits: Fortitude +3 (+9)) Immunity 9 (Linked; life support; Limited - Half Effect) Attack Bonus: +9 (Ranged: +9, Melee: +12, Grapple: +22/+31) Attacks: Sword Strike (Strike 2), +12 (DC 27), Unarmed Attack, +12 (DC 25) Defense: +9/+12 (Flat-footed: +6), Knockback: -12 Initiative: +7 Languages: Arabic, English Native, French, German, Latin, Russian, Spanish Totals: Abilities 36 + Skills 31 (124 ranks) + Feats 34 + Powers 95 + Combat 36 + Saves 18 + Drawbacks 0 = 250 Age (as of Jan 2019): 58 Height: 6’ 1” Weight: 185 lbs Ethnicity: Anglo-Saxon Hair: Brown Eyes: Gray Background: Powers & Tactics: Personality:
  10. Scarlett Power Level: 9; Power Points Spent: 210/210 STR: +4 (18), DEX: +4 (18), CON: +4 (18), INT: +2 (14), WIS: +3 (16), CHA: +3 (16) Tough: +4/+5, Fort: +9, Ref: +12, Will: +9 Skills: Acrobatics 11 (+15), Bluff 12 (+15), Craft (chemical) 3 (+5), Disable Device 8 (+10), Disguise 12 (+15), Drive 6 (+10), Escape Artist 6 (+10), Gather Information 7 (+10), Intimidate 12 (+15), Investigate 8 (+10), Knowledge (arcane Lore) 3 (+5), Knowledge (behavioral science) 3 (+5), Knowledge (civics) 3 (+5), Knowledge (streetwise) 13 (+15), Language 2 (+2), Medicine 2 (+5), Notice 12 (+15), Search 8 (+10), Sense Motive 12 (+15), Sleight of Hand 6 (+10), Stealth 11 (+15), Survival 12 (+15) Feats: Acrobatic Bluff, Attack Focus (melee) 6, Attack Specialization 3 (Knife Throw (Blast 2)), Benefit (Wealth (Well Off)), Challenge - Improved Acrobatic Bluff, Challenge - Improved Startle, Challenge - Improved Taunt, Defensive Roll, Dodge Focus 5, Equipment 3, Improved Critical 2 (Crimson Blast (Blast 12)), Improved Critical 2 (Knife Throw (Blast 2)), Improved Critical 2 (Pressure Strike (Strike 2)), Improved Critical 2 (Rapid Strikes (Strike 2)), Quick Change, Quick Draw, Skill Mastery 2 (Acro, Bluf, Disg, Intim, Notice, Sen Mot, Steal, Surv), Startle, Takedown Attack 2, Taunt, Track, Uncanny Dodge (Auditory) Powers: Blood Magic (Array 13) (default power: illusion; Side-Effect 2 (always - Damage 8, No Saving Throw Extra)) Crimson Blast (Blast 12) (Array; DC 27, Feats: Improved Critical 2 (Crimson Blast (Blast 12))) Crimson Deceiver (Illusion 6) (Default; affects: all sense types, DC 16; Progression, Area 2 (25 ft. radius)) Crimson Portal (Teleport (Array; 800 ft. as move action, 2000 miles as full action; Accurate; Change Direction, Change Velocity) Crimson Regeneration (Healing (Array; DC 18; Restoration, Total; Limited to Others; Persistent, Regrowth) Magic Blood (Regeneration 28) (recovery bonus 5 (+5 to recover), recovery rate (bruised) 3 (recover 1 / round without rest), recovery rate (disabled) 8 (recover 1 / round without rest), recovery rate (injured) 6 (recover 1 / round without rest), recovery rate (staggered) 6 (recover 1 / round without rest); Persistent, Regrowth) Scarlett's Knives (Device 3) (Easy to lose) Knife Fighting Techniques (Array 6) (default power: strike; Subtle (subtle); Custom (Array 5.5)) Knife Throw (Blast 2) (Array; DC 21, Feats: Improved Critical 2 (Knife Throw (Blast 2)); Mighty 4 (+4 to damage), Precise) Pin Down (Snare 6) (Array; DC 16; Power Loss (vs. targets not wearing any clothing)) Pressure Strike (Strike 2) (Array; DC 21, Feats: Improved Critical 2 (Pressure Strike (Strike 2)); Alternate Save (Fortitude) [4 extra ranks]; Mighty) Rapid Strikes (Strike 2) (Default; DC 21, Feats: Improved Critical 2 (Rapid Strikes (Strike 2)); Autofire (interval 2, max +5) [4 extra ranks]; Mighty) Equipment: Scarlett's Sedan, Scarlett's Townhouse Attack Bonus: +6 (Ranged: +6, Melee: +12, Grapple: +16) Attacks: Crimson Blast (Blast 12), +6 (DC 27), Knife Throw (Blast 2), +12 (DC 21), Pin Down (Snare 6), +6 (DC Ref/Staged 16), Pressure Strike (Strike 2), +12 (DC Fort 21), Rapid Strikes (Strike 2), +12 (DC 21), Unarmed Attack, +12 (DC 19) Defense: +12 (Flat-footed: +4), Knockback: -2 Initiative: +4 Languages: English Native, Polish, Spanish Totals: Abilities 40 + Skills 43 (172 ranks) + Feats 33 + Powers 49 + Combat 26 + Saves 19 + Drawbacks 0 = 210 Age (as of Jan 2019): Unclear, at least 100 years (chronological) late 20s to early 30 (appearance) Height: 5’ 8” Weight: 140 lbs Ethnicity: Hispanic (exact country unclear) Hair: Black Eyes: Brown Background: Powers & Tactics: Personality:
  11. Sage (Sagacious Winifred Burke) Power Level: 12; Power Points Spent: 255/255 STR: +2 (14), DEX: +3 (16), CON: +3 (16), INT: +5 (20), WIS: +3 (16), CHA: +5 (20) Tough: +3/+15, Fort: +8, Ref: +8, Will: +17 Skills: Acrobatics 2 (+5), Climb 3 (+5), Concentration 17 (+20), Disable Device 5 (+10), Drive 2 (+5), Gather Information 10 (+15), Intimidate 10 (+15), Investigate 10 (+15), Knowledge (arcane Lore) 10 (+15), Knowledge (streetwise) 5 (+10), Knowledge (theology & philosophy) 10 (+15), Language 3 (+3), Medicine 2 (+5), Notice 7 (+10), Perform (stringed instruments) 5 (+10), Search 10 (+15), Sense Motive 7 (+10), Stealth 7 (+10), Swim 3 (+5) Feats: Accurate Attack, All-Out Attack, Artificer, Challenge - Improved Demoralize, Challenge - Improved Startle, Equipment 2, Force of WIll (can spend hero point to substitute Will save in place of Fortitude save), Improved Critical 2 (Agonyshock Tempest (Blast 15)), Improved Critical 2 (Hatefrost Aurora (Blast 15)), Improved Critical 2 (Ragefire Blast (Blast 15)), Improved Initiative, Improvised Tools, Power Attack, Ritualist, Second Chance (Concentration checks to maintain powers), Skill Mastery (Intimidate, Investigate, Knowledge (arcane lore), Search), Startle, Uncanny Dodge (Auditory) Powers: Emotion Magic Tattoos (Array 16) (default power: blast) Agonyshock Tempest (Blast 15) (Array; DC 30, Feats: Improved Critical 2 (Agonyshock Tempest (Blast 15))) Compassionate Regeneration (Healing 9) (Array; DC 19; Restoration, Total; Limited to Others; Persistent, Regrowth) Defiance Field (Create Object 15) (Array; Max Size: 15x 100' cubes, DC 25; Impervious [12 ranks only]; Range (touch); Progression, Object Size 4, Selective) Empathic Telepathy (Mind Reading 12) (Array; DC 22; Duration (sustained)) Hatefrost Aurora (Blast 15) (Array; DC 30, Feats: Improved Critical 2 (Hatefrost Aurora (Blast 15))) Ragefire Blast (Blast 15) (Default; DC 30, Feats: Improved Critical 2 (Ragefire Blast (Blast 15))) Mystic Force Field (Force Field 12) (+12 Toughness; Impervious) See Magical Effects (Super-Senses 1) (awareness: Magic (visual)) Titanium Will (Immunity 30) (will saves; Limited - Half Effect; Innate) Wizardry (Array 10) (default power: environmental control) Air Control (Move Object 6) (Array; Strength: 30, Carry: 532 / 1.1k / 1.6k / 3.2k; Range (perception)) Counterspell (Nullify 15) (Array; counters: all powers of (type) - magic, DC 25; Action (full)) Hex Technology (Nullify 10) (Array; counters: all powers of (type) - technological, DC 20; Burst Area (50 ft. radius - General); Range (touch)) Scrying (ESP 6) (Array; affects: 2 types - normal visual & auditory; No Conduit; Custom 2 (Rapid 2 (x100))) Shadow Magic (Obscure 6) (Array; affects: visual senses, Radius: 250-1250 ft.; Selective Attack; Progression, Increase Area 2 (area x5)) Summon Light (Environmental Control 5) (Default; light (bright), Radius: 100 ft.; Selective Attack) Veiling (Concealment 10) (Array; all senses) Worldwalking (Super-Movement 3) (Array; dimensional 3 (any dimension); Custom 2 (Portal); Progression, Dimensional Move (carry 250 lbs)) Equipment: Vehicle: Compact Car Attack Bonus: +9 (Ranged: +9, Melee: +9, Grapple: +11) Attacks: Agonyshock Tempest (Blast 15), +9 (DC 30), Counterspell (Nullify 15), +9 (DC Will 25), Empathic Telepathy (Mind Reading 12) (DC Will 22), Hatefrost Aurora (Blast 15), +9 (DC 30), Hex Technology (Nullify 10) (DC Will 20), Ragefire Blast (Blast 15), +9 (DC 30), Unarmed Attack, +9 (DC 17) Defense: +9 (Flat-footed: +5), Knockback: -13 Initiative: +7 Languages: Chinese (Mandarin), English Native, Korean, Latin Totals: Abilities 42 + Skills 32 (128 ranks) + Feats 16 + Powers 105 + Combat 36 + Saves 24 + Drawbacks 0 = 255 ****************************************************************************************** Vehicle: Compact Car Power Level: 12; Equipment Points Spent: 9 STR: +10 (30) Toughness: +8 Powers: Speed 5 (Speed: 250 mph, 2200 ft./rnd) Defense: -1, Size: Large Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 0 + Powers 5 + Combat 1 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9 Age (as of Jan 2019): 43 (chronological), late 20s (appearance) Height: 6’ Weight: 160 lbs Ethnicity: ¾ Caucasian, ¼ Korean Hair: Black Eyes: Blue Background: Powers & Tactics: Personality:
  12. Caviezel (Ronald Caviezel) Power Level: 15; Power Points Spent: 255/255 STR: +5 (20), DEX: +3 (16), CON: +5 (20), INT: +5 (20), WIS: +5 (20), CHA: +3 (16) Tough: +8, Fort: +9, Ref: +12/+18, Will: +15 Skills: Acrobatics 7 (+10), Diplomacy 7 (+10), Drive 7 (+10), Escape Artist 2 (+5), Gather Information 17 (+20), Intimidate 17 (+20), Investigate 15 (+20), Knowledge (civics) 5 (+10), Knowledge (physical sciences) 5 (+10), Knowledge (streetwise) 15 (+20), Knowledge (tactics) 10 (+15), Language 2 (+2), Notice 10 (+15/+25), Search 10 (+15/+25), Sense Motive 10 (+15/+25), Sleight of Hand 1 (+4/+10), Stealth 12 (+15) Feats: All-Out Attack, Assessment, Attack Focus (melee) 10, Chokehold, Connected, Contacts, Defensive Attack, Elusive Target, Equipment 5, Evasion, Fearless, Improved Critical 2 (Boxing Punches (Strike 3)), Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trip, Power Attack, Skill Mastery 2 (Gather Info, Intim, Investigate, KN (streetwise), Notice, Search, Sense Motive, Ste, Startle, Stunning Attack, Takedown Attack 2, Uncanny Dodge 2 (Visual & Auditory), Well-Informed Powers: Boxing Punches (Strike 3) (DC 23, Feats: Improved Critical 2 (Boxing Punches (Strike 3)); Mighty) Eyes of Truth (Container, Passive 12) Absolute Truth of Self (Stun 15) (DC 25; Alternate Save (Will), Range 2 (perception); Limited (Doesn't work on targets previously rendered unconscious by power), Sense-Dependent (Visual), Side-Effect (sometimes - Affects Caviezel)) Enhanced Trait 34 (Traits: Attack Focus (melee) 10 +6 (+10), Defense Bonus +6 (+18), Notice +10 (+25), Reflex +6 (+18), Search +10 (+25), Sense Motive +10 (+25), Sleight of Hand +6 (+10), Feats: Fearless) True Sight (Super-Senses 11) (awareness: Hidden (visual), counters concealment: Visual, counters illusion: Visual, counters obscure (all): Visual, rapid: Visual 1) Toughened (Protection 3) (+3 Toughness) Equipment: Flashlight, Heavy Pistol, Laptop Computer, Toolkit (Basic), Vehicle: Full-size Car Attack Bonus: +8 (Ranged: +8, Melee: +12/+18, Grapple: +17/+23) Attacks: Absolute Truth of Self (Stun 15) (DC Staged/Will 25), Boxing Punches (Strike 3), +18 (DC 23), Heavy Pistol, +8 (DC 19), Unarmed Attack, +18 (DC 20) Defense: +12/+18 (Flat-footed: +9), Knockback: -4 Initiative: +7 Languages: Arabic, English Native, Spanish Totals: Abilities 52 + Skills 38 (152 ranks) + Feats 33 + Powers 69 + Combat 40 + Saves 23 + Drawbacks 0 = 255 Vehicle: Full-size Car Power Level: 15; Equipment Points Spent: 14 STR: +15 (40) Toughness: +10 Features: Alarm 1, Hidden Compartments 1, Navigation System 1, Oil Slick Powers: Speed 5 (Speed: 250 mph, 2200 ft./rnd) Defense: -2, Size: Huge Totals: Abilities 2 + Skills 0 (0 ranks) + Feats 0 + Features 4 + Powers 5 + Combat 2 + Saves 1 + Drawbacks 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 14 Age (as of Jan 2019): 57 Height: 6’ 5” Weight: 250 lbs Ethnicity: Caucasian Hair: Brown and Gray Mix Eyes: Blue (Eyes of Truth), Brown (without) Background: Powers & Tactics: Personality:
  13. Tex Austin Power Level: 15; Power Points Spent: 255/255 STR: +20 (20/50), DEX: +2 (14), CON: +20 (20/50), INT: +1 (12), WIS: +3 (16), CHA: +5 (20) Tough: +20, Fort: +20, Ref: +10, Will: +15 Skills: Bluff 5 (+10), Diplomacy 5 (+10), Gather Information 5 (+10), Handle Animal 5 (+10), Intimidate 5 (+10), Investigate 4 (+5), Knowledge (business) 4 (+5), Knowledge (civics) 4 (+5), Knowledge (earth sciences) 9 (+10), Knowledge (physical sciences) 9 (+10), Knowledge (streetwise) 4 (+5), Language 1 (+1), Medicine 2 (+5), Notice 12 (+15), Perform (singing) 5 (+10), Perform (stringed instruments) 5 (+10), Ride 8 (+10), Search 4 (+5), Sense Motive 12 (+15) Feats: Accurate Attack, All-Out Attack, Dodge Focus, Improved Initiative, Interpose, Luck, Move-by Action, Power Attack, Stunning Attack, Takedown Attack 2, Ultimate Effort (Toughness checks), Uncanny Dodge (Auditory) Powers: Psionic Might (Super-Strength 15) (+75 STR carry capacity, heavy load: 419.4k tons; +15 STR to some checks) Psionic Speed (Speed 5) (Speed: 250 mph, 2200 ft./rnd) Psionic Stamina Boost (Enhanced Constitution 30) (+30 CON) Psionic Strength Boost (Enhanced Strength 30) (+30 STR) Skintight Force Field (Impervious Toughness 15) Telekinetic Jump (Leaping 5) (Jumping distance: x50) Attack Bonus: +10 (Ranged: +10, Melee: +10, Grapple: +30/+45) Attacks: Unarmed Attack, +10 (DC 35) Defense: +10 (Flat-footed: +5), Knockback: -17 Initiative: +6 Languages: English, Spanish Totals: Abilities 42 + Skills 27 (108 ranks) + Feats 13 + Powers 115 + Combat 38 + Saves 20 + Drawbacks 0 = 255 Age (as of Jan 2019): 48 Height: 6’ 5” Weight: 280 lbs Ethnicity: Caucasian Hair: Brown Eyes: Gray Background: Powers & Tactics: Personality:
  14. Tidal (Lei Gong, Duke of Thunder) Power Level: 15; Power Points Spent: 300/300 STR: +10 (30), DEX: +5 (20), CON: +10 (30), INT: +3 (16), WIS: +5 (20), CHA: +5 (20) Tough: +10/+12, Fort: +10, Ref: +16, Will: +16 Skills: Acrobatics 15 (+20), Craft (chemical) 17 (+20), Diplomacy 5 (+10), Disable Device 12 (+15), Gather Information 10 (+15), Knowledge (arcane Lore) 12 (+15), Knowledge (earth sciences) 7 (+10), Knowledge (history) 7 (+10), Knowledge (physical sciences) 7 (+10), Knowledge (theology & philosophy) 17 (+20), Notice 10 (+15), Sense Motive 10 (+15), Stealth 15 (+20) Feats: Acrobatic Bluff, All-Out Attack, Attack Focus (melee) 4, Attack Specialization 3 (Unarmed Attack), Challenge - Improved Acrobatic Bluff, Defensive Roll 2, Dodge Focus 5, Hide in Plain Sight, Improved Critical (Thunder Blow Strike (Strike 6)), Improved Critical 2 (Lightning Bolt (Blast 16)), Improved Critical 2 (Unarmed Attack), Power Attack, Ritualist, Skill Mastery 2 (Acro, Craft (chem), Dis Dev, KN (arcane lore & theo/philo) Notice, Sense Motive, St, Stunning Attack, Takedown Attack 2, Uncanny Dodge (Auditory) Powers: Divine Speech (Comprehend 3) (languages - read all, languages - speak all, languages - understand all; Limited (to Asian languages)) Duke of Thunder's Garb (Device 6) (Hard to lose, Only you can use (Those With The Duke of Thunder's Permission can lift)) Shadow Robes (Concealment 10) (all senses) Soft Armor (Impervious Toughness 10) Thunder God Physiology (Immunity 28) (aging, common descriptor: Electrical, common descriptor: Sonic, disease, enviromental conditions (all), poison) Thunder God Senses (Super-Senses 7) (accurate (type): Auditory, darkvision, ultra-hearing) Thunder Hammer (Device 9) (Easy to lose, Only you can use (Those With The Duke of Thunder's Written Permission can lift); Indestructible) Divine Weather Influence (Features 1) (Notes: The weather dramatically reflects Tidal's emotions, giving you a +4 circumstance bonus for appropriate interaction skill checks. He can turn this ability off quite easily.) Sonic Masking (Concealment 2) (all aural senses; Passive) Striking Thunder, Bursting Lightning (Array 20) (default power: - linked powers -) Lightning Bolt (Blast 16) (Array; DC 31, Feats: Improved Critical 2 (Lightning Bolt (Blast 16)); Accurate 2 (+4), Indirect 3 (any point, any direction), Precise) Thunder Blow (Linked) Thunder Blow Shatter (Drain 16) (Linked; drains: single trait - toughness, DC 26; Affects Objects) Thunder Blow Strike (Strike 6) (Linked; DC 31, Feats: Improved Critical (Thunder Blow Strike (Strike 6)); Mighty) Thunder Explosion (Strike 5) (Array; DC 30; Burst Area (75-1875 ft. radius - General) [10 extra ranks], Selective Attack [10 extra ranks]; Mighty, Progression, Increase Area 4 (area x25)) Attack Bonus: +10 (Ranged: +10, Melee: +14, Grapple: +24) Attacks: Lightning Bolt (Blast 16), +14 (DC 31), Thunder Blow Shatter (Drain 16), +14 (DC Fort/Staged 26), Thunder Blow Strike (Strike 6), +14 (DC 31), Thunder Explosion (Strike 5) (DC 30), Unarmed Attack, +20 (DC 25) Defense: +16 (Flat-footed: +6), Knockback: -11 Initiative: +5 Languages: Chinese (Mandarine) Native Totals: Abilities 76 + Skills 36 (144 ranks) + Feats 28 + Powers 96 + Combat 42 + Saves 22 + Drawbacks 0 = 300 Age (as of Jan 2019): 56 (body), as long as there has been storms in China (mind and soul) Height: 6’ 6” Weight: 170 Ethnicity: Han Chinese Hair: Black Eyes: Dark Brown Background: Powers & Tactics: Personality:
  15. Dust (Mariana Rodriguez) Power Level: 9; Power Points Spent: 165/165 STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +2 (14), WIS: +3 (16), CHA: +2 (14) Tough: +2/+4, Fort: +5, Ref: +12, Will: +7 Skills: Acrobatics 12 (+15), Bluff 8 (+10), Concentration 7 (+10), Diplomacy 8 (+10), Gather Information 8 (+10), Investigate 3 (+5), Knowledge (current events) 8 (+10), Knowledge (physical sciences) 3 (+5), Knowledge (streetwise) 8 (+10), Language 2 (+2), Notice 7 (+10), Search 3 (+5), Sense Motive 7 (+10), Stealth 12 (+15) Feats: Acrobatic Bluff, Attack Focus (melee) 7, Challenge - Improved Acrobatic Bluff, Defensive Attack, Defensive Roll 2, Dodge Focus, Evasion, Grappling Finesse, Improved Critical 2 (Martial Arts (Strike 2)), Improved Defense 2, Improved Disarm, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Luck 3, Move-by Action, Skill Mastery (Acobatics, Notice, Sense Motive, Stealth), Takedown Attack 2, Uncanny Dodge (Auditory), Well-Informed Powers: Chain (Device 2) (Easy to lose) Chain Strike (Strike 2) (DC 19; Penetrating; Custom (+2 to Disarm), Custom (+2 to Trip), Extended Reach 3 (15 ft.), Mighty) Dust Cloud (Obscure 6) (affects: visual senses, Radius: 250 ft.; Selective Attack; Range (touch)) Martial Arts (Strike 2) (DC 19, Feats: Improved Critical 2 (Martial Arts (Strike 2)); Mighty) Weak Telekinesis (Move Object 1) (Strength: 5, Carry: 16 / 33 / 50 / 100; Range (perception); Precise, Subtle 2 (unnoticable)) Attack Bonus: +7 (Ranged: +7, Melee: +14, Grapple: +17) Attacks: Chain Strike (Strike 2), +14 (DC 19), Martial Arts (Strike 2), +14 (DC 19), Unarmed Attack, +14 (DC 17) Defense: +12 (Flat-footed: +6), Knockback: -2 Initiative: +7 Languages: English Native, Haitian Creole, Spanish Totals: Abilities 28 + Skills 24 (96 ranks) + Feats 32 + Powers 29 + Combat 36 + Saves 16 + Drawbacks 0 = 165 Age (as of Jan 2019): 24 Height: 5’ 7” Weight: 135 Ethnicity: Cuban-American Hair: Light Brown Eyes: Light Brown Background: Powers & Tactics: Personality:
×
×
  • Create New...