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EternalPhoenix

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  1. Drone Horde Overview The Drone Horde mainly functions as the intelligence arm of the Strength Revolution. They have access to arguably the biggest and most powerful collection of combatants, however bringing any significant level of them to bear in that way would ruin them as intelligence sources. They’re also the source of the most rampant paranoia concerning Revolution membership. Because the vast majority of Drones have no idea they are, in fact, Drones. Serine is an absolute genius in her specialty of psychic magic, and every drone is her creation. Perfect sleeper agents. Their minds and personalities have been subtly altered, invisible to everyone around them. How this works is somewhat individualized. Most have pre-programmed instructions buried in their psyches that they obey as if they were their own ideas, passing various bits of information on in subtle ways. This is not a continuing sustained spell, either. This is a permanent alteration. Not even killing Serine would undo what she has done, because there is no active effect to undo. The key here is that some of them are aware of doing this and remember it, and some are neither aware nor remember. The ones who remember are the closest thing the Revolution has to active intelligence agents, poking their noses into this and that while remaining absolutely loyal to someone they call The Faceless Queen. Keep in mind that both groups live their lives as normally as possible while doing this, however. There is a sub section that are basically walking bombs waiting to be triggered. These tend to be (but aren’t always) various superheroes and villains who, with a single code word or trigger spell from Serine, will go completely psycho and try to murder everyone in the general vicinity. Only death stops their insane rampage. There is another sub section that is essentially throwaway. Their free will is subsumed beneath the command of The Faceless Queen to complete a certain mission, usually a violent one. These tend to be elite soldiers, and they tend to come in teams. Really, there are Drones for any purpose a GM can imagine. Anything a Special Tactics Group Squad might do, they may supported or replaced by throwaway Drones if necessary. Throwaway Drones aid the Military Action Group in their missions at need. Keep in mind that no Drone is actually mindless. Even throwaways still have their personalities and memories intact. That’s kind of the point. Any rookie magician can crush wills and control minds. It takes a deft and skilled hand to tweak psyches into obedience to their mistress while leaving only the most skilled observers with any idea of what has been done to them. There are so many Drones that not even Serine remembers them all. They are legion, and they could be anyone. Anyone at all. Anyone who has dropped out of contact for a day or two. Gone off grid on vacation. Or been otherwise isolated for a short time. This includes small groups of mundane civilians and law enforcement. So when I say anyone can be a Drone, I mean anyone. Your neighbor who cuts your grass. Your Uber driver. Your doctor. The clerk at the grocery store. The mayor of your city. Members of your legislature. Your lawyer. That supervillain you’ve heard of. That prominent superhero. Anyone. At. All. Even you, yes you, could be a Drone and simply not know. Feeling paranoid yet?
  2. Clive Wesker Power Level: 6; Power Points Spent: 90/90 STR: +1 (12), DEX: +1 (12), CON: +2 (14), INT: +3 (16), WIS: +3 (16), CHA: +4 (18) Tough: +2/+4, Fort: +5, Ref: +5, Will: +5 Skills: Bluff 11 (+15), Diplomacy 11 (+15), Gather Information 11 (+15), Knowledge (behavioral science) 7 (+10), Knowledge (business) 2 (+5), Knowledge (civics) 7 (+10), Knowledge (current events) 7 (+10), Knowledge (history) 2 (+5), Language 6 (+6), Notice 2 (+5), Sense Motive 2 (+5), Stealth 4 (+5) Feats: Attack Specialization (Masterwork Heavy Pistol), Connected, Contacts, Dodge Focus 3, Equipment 3, Fascinate (Bluff), Fascinate (Diplomacy), Precise Shot, Skill Mastery (Bluff, Diplomacy, Gather Info, KN (behavioral science)), Uncanny Dodge (Auditory), Well-Informed Equipment: Masterwork Heavy Pistol (Heavy Pistol, Masterwork Weapon), Undercover Shirt Attack Bonus: +5 (Ranged: +5, Melee: +5, Grapple: +6) Attacks: Masterwork Heavy Pistol, +8 (DC 19), Unarmed Attack, +5 (DC 16) Defense: +8 (Flat-footed: +3), Knockback: -2 Initiative: +1 Languages: Arabic, Chinese (Mandarin), English Native, French, German, Russian, Spanish Totals: Abilities 28 + Skills 18 (72 ranks) + Feats 15 + Powers 0 + Combat 20 + Saves 9 + Drawbacks 0 = 90 Age (as of Jan 2019): 50 Height: 5’ 10” Weight: 165 lbs. Ethnicity: Caucasian Hair: Black (streaked with grey) Eyes: Green Background: Clive Wesker is the PR guy. He’s also not the first one. Technically, he’s Clive Anthony Wesker V, fifth of his line and fifth president of the Wesker Agency. Methion has ever been a clever, forward looking man. The rise of the electric telegraph presaged a dramatic rise in global communications capacity. He needed someone to manage the public image of his various businesses and less than legal enterprises and endeavors. After a painstaking selection process, he chose Clive Anthony Wesker and his fledgling Wesker Agency out of London. Methion would provide the funding required. All he original Wesker had to do was, well, his job. Be the public spokesman for some rather reclusive persons (Methion, Serine, Valine, and Katrea), and make sure that the public reputations of their public names remained as pristine as possible. Weskers I-IV have performed quite well in this, along with portions of the ever expanding Wesker family, with Wesker III moving the agency’s headquarters to New York City ahead of WWII. It is Wesker V who’s had the most trouble. The explosion of the internet during his tenure would have been rocky enough without Jacob Cross and Psi-Division at the FBI exposing much of what his illustrious predecessors had carefully kept hidden. These das much is in the open and Wesker V is a busy, busy man. Not that anyone knows who he specifically is, mind. The benefits of being the boss that you can hire an ever rotating cast of attractive, well spoken people, top class lawyers, and popular celebrity spokespeople to do the actual work. Methion keeps the Wesker Agency carefully insulated. They perform no illegal activity and are not permitted to know of any illegal activity. While Wesker V may know of Methion’s ultimate goals and general methodology, he knows nothing of any specifics. And these days, Methion is far from the Wesker Agency’s only client. It is a large, highly respected public relations firm with a great many clients. This provides no end of frustration for law enforcement and superheroes. Powers & Tactics: Clive Wesker has no superhuman powers, special devices, or even any particularly high levels of skill or training. He is just an intelligent, charismatic, and well educated man who just happens to carry a Masterwork Heavy Pistol and have accuracy equal to special forces soldiers with it. Tactically, unless the opposing force is coming for his life, Wesker surrenders immediately. He’s done nothing illegal, after all. His lawyers will have him out the same day. Now, if someone’s trying to kill him…as a citizen he is entitled to kill in his own defense. He is capable of Feinting quite well to get a good shot in. But generally someone trying to murder you is good cause to call the police for help and run away if you can do either. Personality: Clive Wesker is an affable man. People instinctively like him, and are willing to extend some initial trust without any justification on his part. He is a loyal and competent man who loves his family (including his eventual successor, Clive VI) and doesn’t hold grudges. He’s just the PR guy. Don’t over think it.
  3. Jacob Cross (Holmes) Power Level: 10; Power Points Spent: 225/225 STR: +2 (14), DEX: +3 (16), CON: +2 (14), INT: +3 (16), WIS: +5 (20), CHA: +3 (16) Tough: +2/+7, Fort: +8, Ref: +12, Will: +10 Skills: Acrobatics 7 (+10), Bluff 7 (+10), Computers 7 (+10), Diplomacy 12 (+15), Disable Device 7 (+10), Drive 7 (+10), Gather Information 12 (+15), Intimidate 12 (+15), Investigate 12 (+15), Knowledge (behavioral science) 7 (+10), Knowledge (civics) 7 (+10), Knowledge (current events) 7 (+10), Knowledge (streetwise) 12 (+15), Notice 15 (+20), Search 12 (+15), Sense Motive 15 (+20), Stealth 7 (+10), Swim 3 (+5) Feats: Accurate Attack, Attack Focus (ranged) 4, Attack Specialization 2 (Unarmed Attack), Contacts, Defensive Attack, Defensive Roll, Dodge Focus 2, Equipment 2, Evasion, Improved Aim, Improved Critical 2 (Custom Heavy Blaster Shot (Blast 8)), Improved Initiative, Move-by Action, Power Attack, Precise Shot, Quick Draw, Second Chance (Toughness saves vs Ballistic), Second Chance (Toughness saves vs Piercing), Skill Mastery (Gather Info, Investigate, Notice, Sense Motive), Takedown Attack, Uncanny Dodge (Auditory), Well-Informed Powers: Custom Body Armor (Device 3) (Hard to lose; Subtle (subtle)) Advanced Kevlar and Ceramics (Protection 4) (+4 Toughness; Impervious [2 extra ranks]; Subtle (subtle)) Bullet and Stab Resistant (Enhanced Trait 2) (Feats: Second Chance (Toughness saves vs Ballistic), Second Chance (Toughness saves vs Piercing)) Protected Vitals (Immunity 2) (critical hits) Custom Heavy Blaster (Device 5) (Easy to lose) Custom Heavy Blaster Shot (Blast (DC 23, Feats: Improved Critical 2 (Custom Heavy Blaster Shot (Blast 8)); Penetrating [4 ranks only]; Precise, Ricochet (1 bounce)) Stun Bolt (Stun (Alternate; DC 18; Range (ranged)) Telepathic (Super-Senses 7) (accurate: Mind Awareness, acute: Mind Awareness, awareness: Mind (Mental), danger sense: Mental, extended: Mind Awareness 1 (-1 per 100 ft), uncanny dodge: Mental) Telepathic Dodge (Enhanced Trait 4) (Feats: Defensive Roll, Dodge Focus 2, Evasion) Telepathic Talents (Array 12) (default power: mind reading) Clairsentience (ESP 6) (Array; affects: 2 types, inc. visual - visual & auditory; Simultaneous) Hallucination (Illusion 10) (Array; affects: all sense types, DC 20; Limited to One Subject, Phantasms; Progression, Area 4 (100 ft. radius)) Mind Reading 10 (Default; DC 20; Custom (Insidious), Precise, Subtle 2 (unnoticable)) Sleepy Vibes (Fatigue 5) (Array; DC 15; Range 2 (perception); Custom (Insidious), Sedation, Subtle 2 (unnoticable)) Telepathic Translation (Comprehend 2) (languages - speak all, languages - understand all) Equipment: Plot Specific Equipment 10 Attack Bonus: +8 (Ranged: +12, Melee: +8, Grapple: +10) Attacks: Custom Heavy Blaster Shot (Blast 8), +12 (DC 23), Mind Reading 10 (DC Will 20), Sleepy Vibes (Fatigue 5) (DC Fort 15), Stun Bolt (Stun 8), +12 (DC Fort/Staged 18), Unarmed Attack, +12 (DC 17) Defense: +12 (Flat-footed: +5), Knockback: -6 Initiative: +7 Languages: English Native Totals: Abilities 36 + Skills 42 (168 ranks) + Feats 21 + Powers 70 + Combat 36 + Saves 20 + Drawbacks 0 = 225 Age (as of Jan 2019): 42 years old (chronological), mid 30s (appearance) Height: 5’ 10” Weight: 175 Ethnicity: Caucasian Hair: Black Eyes: Blue Background: Jacob Cross, years ago, was an FBI agent. He worked for their semi-secret Psi-Division. Psionic metahuman powers are relatively common, if generally not overly powerful, and naturally the FBI would have a division to deal with them. And just as naturally such a division would evolve over time into being the FBI’s top investigative unit by sheer necessity. Dealing with semi and minor supervillains (with enhanced strength, speed, resilience, telekinetic, and/or telepathic powers) on a regular basis for decades will do that. And Jacob Cross was their shining star. The golden boy who could do no wrong. Not the top investigator in these United States, but probably the best with a badge instead of a mask. But fate’s a funny thing, ain’t it? After 9/11, the FBI got serious about investigating all possible threats. Not that they weren’t serious before, but nothing like the death of a major superhero (Starman II, may he rest in peace) on the same day as the worst terrorist attack in the country’s history to provide motivation to redouble their efforts. It was a day just like any other. Cross was assigned a case. He got his team together. And they fell down the rabbit hole. Prior to the investigations of Agent Cross and his team, Methion and the Strength Revolution operated with near complete impunity. The multiple moving parts of the Revolution he had successfully masked as entirely independent entities for decades, if not centuries. Other investigators were routinely mysteriously murdered, disappeared, or driven insane from the stress of chasing smoke and mirrors. Other investigators were not Jacob Cross of the FBI’s Psi-Division. The sheer scope of this operation staggered Cross and his team after they started putting the pieces together. Soon after, Cross joined a very short list of people. The list of people who have successfully thwarted Methion and lived to tell the story. And he didn’t just do it once. He did it several times. The mere existence of the Drone Horde was revealed. The then-members of the Special Tactics Group (pre-Nimbus and additional Squads) were exposed as more than mere sometimes allied supervillains. The Military Action Group’s activities took a big hit, with several sub groups being exposed, captured, or killed. Agent Cross was doing the impossible. Showing that the mighty Methion was just a man after all. He could be outsmarted and beaten. For his part, Methion was quite flummoxed. For the first time in a very long time, there was someone who thought like he did, was apparently incorruptible, and possessed of endless courage. A good and righteous man. Oh, right. Methion smiled, a devious idea appearing in his head. If Agent Cross wanted to protect people so badly from those who would harm them, well…there was quite a bit he could do. The world was full of the greed and weakness of mankind. All Methion had to do was point the intrepid Agent Cross in the right direction, and he’d do the Revolution’s work for it. Have you ever felt like you’re being manipulated? There was little new activity in the Strength Revolution case, but there was new information slowly coming out in at least a dozen other cases. Cross was not an idiot; he knew his opposite number wanted him to look into this new information. But even a casual perusal revealed many crimes that had been going unprosecuted or investigated. This was where Jacob Cross started learning the limits of his power and popularity. The world runs on money and power. And when someone with both wants something kept secret, it gets kept secret. Cross learned fast that when he was stopping criminals, terrorists, and supervillains he was the revered golden boy. But when he tried to hold the rich and powerful accountable to the law, he was suddenly persona non grata, transferred from Psi-Division and stuck managing an evidence warehouse. Oh, yeah. Cross was not an idiot. The lesson had been learned, and he’d been played like a fiddle. By the man now visiting him. Methion. This was not where Cross joined the Strength Revolution, and in fact Methion didn’t even offer. Cross would have simply told him to fuck off, and they both knew it. They just talked and gained an understanding of one another. Soon afterward, the Revolution resumed its activities in several big ways, and a frantic global law enforcement and intelligence community begged the FBI to summon their former golden boy from his exile. Cross agreed to come back only under the condition that he actually be allowed to do his job without interference. And the whole situation basically repeated itself. Methion was a bit more competent this time, and he and Cross fought to a draw in their mental chess match. Naturally, Cross’s conditions were ignored when he started once again prodding too deeply into matters certain interested parties would have preferred to remain undisturbed. And then he started dodging assassination attempts, having grown properly paranoid after losing a few colleagues to Methion’s scheming. This was not the last straw. The last straw was the installation of a new FBI Director, who promptly slashed Psi-Division’s budget, replaced their Special Agent in Charge, and transferred key personnel to other divisions. The shining star of the FBI’s attempts to battle superhuman criminals was now a shell of itself. Jacob Cross was, for a third time, not an idiot. The reason was obvious, and for the first time he got angry. Genuinely fucking furious. People were going to die because certain persons with money, power, and influence didn’t feel like going to prison for their many, many crimes. Thus endeth the lesson, said Methion, suddenly appearing next to him. The Grand Wizard didn’t offer anything, and indeed would have left shortly if Cross had remained silent. Cross did not remain silent. Shortly afterward, Cross was slamming his badge and gun on the desk of the FBI Director and telling him and his puppeteers to burn in hell before stalking out. He started and has been running his own Psi-Division within the Strength Revolution for the last 7 years, pursing his own ideals of justice. He gets his targets prosecuted under local law at every available opportunity, but when he can’t…he’s been growing more and more comfortable having his people play judge, jury, and executioner. Powers & Tactics: Jacob Cross is a metahuman psionic. He has relatively minor telepathic powers. He also has a couple of technological devices that bump up his combat capabilities to superhuman levels. His Custom Body Armor increases his resistance to damage (especially to bullets, arrows, and stabbing weapons), and provides an extra measure of protection against any lucky hits. His Custom Heavy Blaster does as much damage as vehicle mounted firearms, and comes with a stun setting for when he needs more polite violence. His telepathy has several features. He can detect and target anyone with a mind just as easily as if he was using his eyes, and at greater range than any other sense. Said minds also give off split second warnings, making him slightly better at avoiding injury. He can understand and speak any language the person he’s speaking with does. His telepathic talents do not end there. He can read minds without being noticed, create convincing illusions for one person, put weaker minds to sleep, and push his vision and hearing out to a distance of 5 miles virtually undetectably. Tactically, Cross is a surprisingly simple fellow. He still thinks like an FBI agent. Find cover and return fire. However, he never walks into a situation blind. Between Clairsentience and his ability to sense minds from far away, he’s a difficult person to surprise, and he can approach from unexpected angles. He’s not afraid to pull back and reposition. Hallucination and Sleepy Vibes work very well on the rank and file. But he does rely heavily on his team to do more than just “shoot with blaster”. He has gotten pretty good at unarmed striking and can Power Attack, but that’s it. As for power stunts, he can technically use Dazzle, Paralyze, Nauseate, Stun, and even Damage. They’re perception ranged effects with will saves at rank 5 with the Insidious and Subtle 2 power feats. However, him doing this is rather rare. Because while the target may not notice anything wrong when using those powers, anybody with them certainly would. Personality: Jacob Cross is a man of faith. He believes, and believes hard. In truth. In justice. And in the rule of law. Everyone ought to be equal under the law, and the law ought to treat everyone with equal fairness. Basically he’s a faithful idealist. He knew that there was a gulf between how things ought to be and how they actually are, but the breadth of that gulf is continually surprising and frustrating to him. He went to college to help bridge it. He joined the FBI to help bridge it. He did everything that he personally could to help bridge that gulf; only to find out that he was the strange one. That most everyone else was more invested in keeping the peace than enforcing the law. It…broke him, a little. Realizing that what most people actually want is the illusion that everything is fine, their friends and family are good people, and the wickedness in the world cannot touch them. As long as the world’s troubles are Someone Else’s Problem, folks normally sleep easy. Personal loyalty often trumps actions. And self justification has no limit because everyone is the hero of their own story. Like. Fucking. Hell. Rather than being reasonable like most adults and accept that he must exist inside an imperfect world and do his best within those constraints, Cross has decided on forcing his way. Because Jesus Christ, wrong is wrong. What the fuck is the matter with you people? This isn’t jaywalking, petty theft, or even relatively minor drug offenses. This is murder, child slavery, the theft of millions if not billions of dollars, large scale sex trafficking, fraud leading to the permanent disability or death of thousands, and other such things. Hideous and egregious shit that is just…allowed. Because the economy would crater if they were shut down. Because investigation and prosecution would be politically difficult. Because they’d fight tooth and nail with some of the best criminal defense lawyers money can buy, and we prefer to win and win quickly. It’s all bullshit, and Cross is a man on a mission to prove exactly how bullshit it is. If he has to get into bed with scum like Methion for the resources, so be it. If he’s the only one willing and able to provide the evidence to bring these people down, so be it. And if, in the end, he’s the only one willing to enforce any sort of penalty for these crimes, SO BE IT.
  4. Katrea (Bushi) Power Level: 10; Power Points Spent: 255/255 STR: +3 (16), DEX: +3 (16), CON: +3 (16), INT: +3 (16), WIS: +3 (16), CHA: +3 (16) Tough: +3/+7, Fort: +9, Ref: +12, Will: +9 Skills: Acrobatics 12 (+15), Bluff 12 (+15), Climb 7 (+10), Diplomacy 2 (+5), Disable Device 7 (+10), Disguise 7 (+10), Drive 12 (+15), Escape Artist 12 (+15), Gather Information 7 (+10), Intimidate 12 (+15), Knowledge (tactics) 12 (+15), Medicine 2 (+5), Notice 12 (+15), Pilot 12 (+15), Sense Motive 12 (+15), Sleight of Hand 12 (+15), Stealth 12 (+15), Survival 12 (+15), Swim 7 (+10) Feats: Accurate Attack, Acrobatic Bluff, All-Out Attack, Attack Specialization 2 (Grapple), Challenge - Improved Demoralize, Challenge - Improved Feint, Challenge - Improved Startle, Challenge - Improved Taunt, Defensive Attack, Defensive Roll, Dodge Focus 3, Elusive Target, Endurance (+4), Evasion, Grappling Finesse, Hide in Plain Sight, Improved Aim, Improved Critical (Sniper Mode (Blast 6)), Improved Critical 2 (Automatic Fire (Blast 6)), Improved Critical 2 (Poison Dart Rounds (Paralyze 6)), Improved Critical 2 (Restraint Foam Rounds (Snare 6)), Improved Critical 2 (Sticky Shock Rounds (Stun 6)), Improved Critical 2 (Sword Slash (Strike 3)), Improved Disarm, Improved Grab, Improved Initiative, Improved Pin, Improved Throw, Improved Trick, Improved Trip, Instant Up, Move-by Action, Power Attack, Quick Draw, Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive), Skill Mastery (Acrobatics, Notice, Sense Motive, Stealth), Startle, Stunning Attack, Takedown Attack, Taunt, Uncanny Dodge (Auditory) Powers: Omnilingual (Comprehend 3) (languages - read all, languages - speak all, languages - understand all) Warrior's Armor (Device 7) (Hard to lose) Integral Grapple Gun (Super-Movement 3) (swinging, wall-crawling 2 (full speed)) Integral Radio (Communication 6) (sense type: radio; Subtle (subtle)) Kevlar Weave & Ceramic Plating (Protection 3) (+3 Toughness, Feats: Second Chance 3 (Toughness saves vs. Ballistic, Piercing, & Explosive); Impervious) Life Support Gear (Immunity 9) (life support) Tactical Goggles (Super-Senses 4) (extended (type): Visual 1 (-1 per 100 ft), infravision, ultravision) Warrior's Rifle (Device 6) (Easy to lose) Rifle Settings (Array 11) (default power: blast) Automatic Fire (Blast 6) (Default; DC 21, Feats: Improved Critical 2 (Automatic Fire (Blast 6)); Autofire (interval 2, max +5); Precise, Subtle (subtle)) Flamethrower (Strike 6) (Array; DC 21; Line Area (5x150 ft. line - General), Secondary Effect) Flash Bomb Launch (Dazzle 6) (Array; affects: visual senses, DC 16; Burst Area (20-150 ft. radius - General); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5)) Frag Grenade Launch (Blast 6) (Array; DC 21; Burst Area (20-150 ft. radius - General); Progression, Decrease Area 2 (-2 ranks), Progression, Increase Area 2 (area x5)) Poison Dart Rounds (Paralyze 6) (Array; DC 16, Feats: Improved Critical 2 (Poison Dart Rounds (Paralyze 6)); Range (ranged); Precise, Subtle (subtle)) Restraint Foam Rounds (Snare 6) (Array; DC 16, Feats: Improved Critical 2 (Restraint Foam Rounds (Snare 6)); Autofire (interval 2, max +5); Improved Range (150 ft. incr), Precise) Sniper Mode (Blast 6) (Array; DC 21, Feats: Improved Critical (Sniper Mode (Blast 6)); Penetrating [3 ranks only]; Improved Range 2 (300 ft. incr), Precise, Progression, Increase Range 2 (max range x5, 3000 feet), Subtle (subtle)) Sticky Shock Rounds (Stun 6) (Array; DC 16, Feats: Improved Critical 2 (Sticky Shock Rounds (Stun 6)); Range (ranged); Precise, Subtle (subtle)) Warrior's Sword (Device 3) (Hard to lose) Sword Slash (Strike 3) (DC 21, Feats: Improved Critical 2 (Sword Slash (Strike 3)); Penetrating [3 extra ranks]; Mighty, Precise, Thrown (Range: 50 ft., incr 10 ft.), Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing)) Warrior's Training (Container, Passive 1) Leaping 1 (Jumping distance: x2) Quickness 1 (Perform routine tasks at 2x speed) Speed 1 (Speed: 10 mph, 88 ft./rnd) Super-Movement 1 (slow fall) Attack Bonus: +14 (Ranged: +14, Melee: +14, Grapple: +21) Attacks: Automatic Fire (Blast 6), +14 (DC 21), Flamethrower (Strike 6) (DC 21), Flash Bomb Launch (Dazzle 6) (DC Fort/Ref 16), Frag Grenade Launch (Blast 6) (DC 21), Poison Dart Rounds (Paralyze 6), +14 (DC Staged/Will 16), Restraint Foam Rounds (Snare 6), +14 (DC Ref/Staged 16), Sniper Mode (Blast 6), +14 (DC 21), Sticky Shock Rounds (Stun 6), +14 (DC Fort/Staged 16), Sword Slash (Strike 3), +14 (DC 21), Unarmed Attack, +14 (DC 18) Defense: +12 (Flat-footed: +5), Knockback: -5 Initiative: +7 Languages: Japanese Native Totals: Abilities 36 + Skills 46 (183 ranks) + Feats 37 + Powers 69 + Combat 46 + Saves 21 + Drawbacks 0 = 255 Age (as of Jan 2019): It’s complicated (chronological), mid 20s (biological) Height: 5’ 9” Weight: 145 lbs Ethnicity: Japanese Hair: Purple (dyed, naturally Black) Eyes: Dark Brown Background: Katrea’s origins are..weird. She remembers attending the same training academy Methion did in his youth, taking the combat course as opposed to the magic course. The first problem with is she remembers attending in Japan, during an era where no such training academy existed and even if one did no woman would have ever been sent to it. The second problem with that is she doesn’t remember it happening once, but several times across Japanese history all the way up to the modern era. A Japanese history, incidentally, that doesn’t match historical records in our world. The third problem with that is Methion has ageless immortality. Katrea does not. She is, apparently, aging normally. So there’s no way in hell she’s been alive since the friggin’ Bronze Age. She knows if she asked Methion, he’d tell her the truth. But she’s not entirely sure she wants to know it. Said truth, incidentally, is that Katrea is the result of the formation of a nexus point. It’s a big multiverse. Infinite possibilities. And infinite potential for it to glitch out. The chronomancy and various other magics used by Methion and Serine to obscure their origins did not help. Basically, several different versions of Katrea have served Methion. Every time one dies, another one (“reset” to her early 20s) shows up later as if nothing had happened and the previous one’s body vanishes. There is no set duration for this effect. It can be anywhere from a few seconds to several years, though longer times are rare. The members of the Revolution have learned not to mention it, as it confuses her. Our universe simply seems to have a Katrea requirement at this point, and is pulling them in from other universes while haphazardly adjusting their memories to fit in. Methion could, technically, fix this. But 1) it’s benefiting him and 2) altering reality on such a vast scale would require power beyond what most deities collectively possess. It’d take a lot of effort and a lot of time and he’s friggin’ busy enough. In the meantime, as she alalways does, Katrea runs the Military Action Group. Because while the Drone Horde and Special Tactics Group are very good at their jobs, they’re also quite limited in number and tend to be…well, known quantities. The MAG is where the vast majority of the Revolution’s personnel are allocated, and they do a little bit of everything. Mercenaries, spies, and terrorists oh my. Powers & Tactics: Katrea has no superhuman powers. No, the Omnilingual enchanment from Methion (that lets her speak any language fluently) doesn’t count. In her mind, anyway. What she has is weapons, armor, and apparently several lifetimes of training. Warrior’s Training makes her move faster, jump higher, and helps her survive long falls. Warrior’s Sword is an excellent sword. Warrior’s Armor has a grapple gun, a radio, the expected armor plating, fully sealed systems, and special goggles that improve her vision. Warrior’s Rifle is slightly more complicated. It is just an excellent rifle. However, it is specially chambered to fire several types of non standard ammunition (such as poison darts, shock gel, and foam that expands and hardens on impact) and has a grenade launcher under the barrel (the better to launch fragmentation grenades and flash bombs; it can also function as a flamethrower). Tactically, Katrea is laden with options. Under normal MAG combat situations (meaning against anti-terrorist military forces), she doesn’t bother with the exotic effects; sticking with Automatic Fire, Frag Grenade Launch, and occasionally Flamethrower. In close quarters she may stow the rifle and start cutting soldiers apart. It’s a lot quieter, after all. It is against superheroes that the other effects come out. She doesn’t actually have a preference, though. Whatever gets the job done. Optionally you can pretend she has intel on the heroes’ strengths and weaknesses. Sticky Shock targets Fort saves, Restraint Foam Rounds targets Reflex, and Poison Dart Rounds targets Will. So you can play with that. She is completely unconcerned with killing people, as a professional soldier should be. However, she could have special instructions not to kill a certain person. Or only kill the one person, which is what Sniper Mode is exceedingly useful for. She can and does Feint, Demoralize, Startle, and Taunt all at Improved level. She does not power stunt. Personality: Professionalism. Self discipline. Intensity. You’d be surprised how few people know what those mean in this day and age. Katrea is a warrior. I’ll repeat that, since I’m certain some of you, my dear readers, didn’t understand. Katrea is a warrior. The entire sum total of the purpose of her existence is to fight. To wage war in the name of the patron she has chosen, and not dishonor them with her methods and personal conduct. She is not a samurai. The code of bushido was developed in peacetime by men who had never fought a real battle, much less engaged in warfare. Her personal honor and dignity are irrelevant. She is a highly trained, incredibly skilled, and extremely competent professional combatant. That is her entire personal identity. Her only reason to speak is in service of this. Her only reason to act is in service to this. Her weapons speak more often than she does. Few can withstand the intensity of her gaze for long. So she wears an eyepatch she doesn’t need outside of combat, which blunts the effect to a degree. There may be a misunderstanding. Being the leader of the Military Action Group does not conflict with the above. It is an expansion of it. Her people are an extension of herself. She must keep them well cared for, highly trained, and excellently led. As a taskmaster and a commander she is stern and uncompromising, but fair and forgiving. It is a style that has bred a loyalty verging on the fanatical among the rank and file.
  5. Valine (Paladin) Power Level: 12; Power Points Spent: 300/300 STR: +5 (20), DEX: +2 (14), CON: +5 (20), INT: +3 (16), WIS: +3 (16), CHA: +6 (22) Tough: +5/+9, Fort: +9/+15, Ref: +5/+14, Will: +9/+15 Skills: Acrobatics 13 (+15), Concentration 12 (+15), Diplomacy 14 (+20), Gather Information 14 (+20), Knowledge (arcane Lore) 12 (+15), Knowledge (streetwise) 17 (+20), Knowledge (tactics) 17 (+20), Knowledge (theology & philosophy) 17 (+20), Language 7 (+7), Medicine 7 (+10), Notice 17 (+20), Sense Motive 17 (+20) Feats: Accurate Attack, All-Out Attack, Attack Focus (melee) 2, Benefit (Alternate Identity), Benefit (Status (Commander, Special Tactics Group, Strength Revolution)), Benefit (Wealth (Wealthy)), Defensive Attack, Elusive Target, Equipment 4, Evasion, Fearless, Improved Critical 2 (Sword Strike (Strike 4)), Improved Defense, Improved Disarm, Improved Initiative 2, Interpose, Interpose, Master Plan, Master Plan 2 (tactics), Power Attack, Skill Mastery (Diplomacy, Gather Info, KN (theo & philo), Sense Motive), Stunning Attack, Takedown Attack 2, Ultimate Effort (Will save), Uncanny Dodge (Auditory), Weapon Bind Powers: Divine Grace (Container, Passive 6) Enhanced Trait 18 (Traits: Fortitude +6 (+15), Reflex +6 (+14), Will +6 (+15)) Immunity 12 (aging, disease, mental effects) Lay On Hands (Healing 9) (DC 19; Action (standard), Restoration; Persistent, Regrowth) Paladin's Armor (Device 10) (Hard to lose) Armor (Protection 4) (+4 Toughness; Impervious [2 extra ranks]) Damage Resistance (Immunity 80) (lethal energy damage, lethal physical damage, nonlethal energy damage, nonlethal physical damage; Limited - Half Effect) Paladin's Shield (Device 3) (Easy to lose) Enhanced Trait 6 (Traits: Reflex +3 (+14), Feats: Evasion, Improved Defense, Interpose) Shield Blocking (Impervious Toughness 3) (Duration (continuous); Duration (sustained)) Shield Deflecting (Shield 6) (+6 dodge bonus) Paladin's Sword (Device 3) (Easy to lose) Sword Strike (Strike 4) (DC 24, Feats: Improved Critical 2 (Sword Strike (Strike 4)); Penetrating [2 extra ranks]; Mighty, Precise, Variable Descriptor (Narrow group - Bludgeoning/Piercing/Slashing)) Equipment: Arsenal (Assault Rifle, Flash-Bang, Masterwork Heavy Pistol, Masterwork Submachine gun, Smoke Grenade) Attack Bonus: +13 (Ranged: +13, Melee: +15, Grapple: +20) Attacks: Assault Rifle, +13 (DC 20), Flash-Bang, +13 (DC Fort/Ref 14), Masterwork Heavy Pistol, +14 (DC 19), Masterwork Submachine gun, +14 (DC 19), Smoke Grenade, +13 (DC 15), Sword Strike (Strike 4), +15 (DC 24), Unarmed Attack, +15 (DC 20) Defense: +15 (Flat-footed: +5), Knockback: -9 Initiative: +10 Languages: Arabic, Chinese (Mandarin), English Native, French, German, Japanese, Russian, Spanish Totals: Abilities 48 + Skills 41 (164 ranks) + Feats 28 + Powers 126 + Combat 44 + Saves 13 + Drawbacks 0 = 300 Age (as of Jan 2019): Height: 6’ 5” Weight: 280 lbs Ethnicity: Caucasian Hair: Brown Eyes: Gray Background: Valine is a former member of the Catholic Church’s Paladin Order. At least, he’s supposed to be. He has the sword, the shield, the armor, and the faith based powers. The problem is that his chronological age predates its existence. They have no record of him, either. Methion and Serine have done nothing. History itself seems to have warped to remove him from his place in time. But he remembers. He was an orphan. Nobody. The urban street he initially grew up on were brutal and savage. He had no obligation to stay alive. And yet. Black eyes and broken fingers. Blood dripping. He survived. Made allies. Cleaned up those savage streets and made things right with his will and his fists. They said he was unnerving and possibly crazy. He simply knew certainty. Valine has never once doubted his purpose on earth. And then the priests found him. Better food. Better clothings. Proper training. He served loyally and well, and in time was promoted into a leadership position. Which, ultimately, proved his downfall. Valine is not, as a rule, a man who compromises. What’s right is right. You stand up for it. What’s wrong is wrong. You stand against it. This is not complex. Unfortunately, the real world is. The publically known leader of a religious organization cannot go around chopping evildoers in the neck and torso. Especially when they’re politically connected and/or nobility. No, it doesn’t matter that they’re murdering children and worshiping demons. There are rules. He was imprisoned, disgraced, and cast out destitute into the streets from whence he came. He wasn’t angry. He was baffled and confused. Because he didn’t do anything wrong. His famed certainty momentarily wobbled. This is where Methion found him, and recruited him into the early Strength Revolution. Valine virtually worships the ground the Grand Wizard walks on. Because finally, someone gets it. Evil must be rooted out and destroyed, less the people suffer for their guardians’ excess of compassion. Evildoers have two options. Repent and live a good life, or be chopped in the neck and torso until dead. Well. This is the Age of Firearms. Being shot repeatedly in the neck and torso until dead is now an option. Understandably, Methion doesn’t tell him everything. And he keeps the Paladin as far away from Serine and her activities as possible. Valine, since his ascension to Methion’s left hand, has always had a group of allies of his own. The Special Tactics Group was formally recognized as a superteam decades ago. But in the modern age, he has expanded it to a large degree. One man cannot do everything, and neither can one team. Therefore there are currently four squads making up the Special Tactics Group, each with a different focus. Powers & Tactics: Valine has three devices and two divine blessings. The Sword is well, a sword. Ferociously sharp, as swords go, but just a sword. The same with the Shield. It’s a really good shield, but just a shield. His Armor, on the other hand, is incredible. Not the actual plating itself, that is very well made but ultimately mundane. It is the enchanted runes on the inside that blunt all incoming damage by half. Valine’s Armor permits him to withstand intense damage and is the primary reason he can seem utterly invincible at times. The other reasons are his divine blessings. Contrary to popular belief, they do not come from any deity specifically. They function because of the strength of his faith. His certainty in the purpose of his life. His Paladin Order training taught him to pull literal divine power from the heavens and with nothing more than this. Most people can only get a few minor benefits. But for a select few, they manifest impressive effects. Divine Grace increases his ability to withstand nonstandard forms of harm and renders him immune to aging, diseases, and telepathic effects. Lay On Hands permits him to heal wounds with a touch. This includes his own. So not only is he impressively difficult to harm, but he can wipe the effects away quite quickly. Valine also carries a modern Arsenal of equipment. An Assault Rifle, Flash Bangs, a Masterwork Submachine Gun, a Masterwork Heavy Pistol, and Smoke Grenades. Tactically, Valine is a straightforward combat machine. He does not feint. He does not demoralize. He attacks in a relentless tide, trusting in his faith, armor, and shield to protect him. He uses his Arsenal at range and his Sword in melee. He does, however, use all four cap shifting feats based on the situation. Against those who can hit hard and have good accuracy, he won’t use All Out Attack, instead favoring Defensive Attack. If their damage or accuracy is poor, however, he will take the risk to chop the foe down. He follows a similar philosophy with the usage of Accurate and Power Attack. If their defense is good, Accurate Attack. If their durability appears high, Power Attack. There are also combinations. Accurate Defensive Attack is turtling up to avoid being hit while sending light poking attacks out. All Out Power Attack is to crush one opponent, no matter the cost. Accurate All Out Attack is for when he absolutely, positively, has to hit his target. Defensive Power Attack is also turtling up, but with a higher priority on doing damage in case of a hit. He cannot power stunt, what he can do is on the sheet. Personality: To put it uncharitably, Valine is a jackbooted fascist. Benevolent tyranny is still tyranny, after all. But putting it charitably, he’s a grand hero. Saving lives and conquering evil wherever he finds it. Being fair puts him somewhere in the middle. He is a good man. Kind, compassionate, and empathetic. Generous with his time and his money. However, he is also a very hard man. Hard as nails. He does not bend. He does not accept alternative moral or ethical opinions, and any such advice is ignored as if it had not been spoken. Forgiveness for one’s sins is God’s responsibility. It is not his. His worldview is very black and white. Someone either needs to face Justice Almighty, or they don’t. And if they do, virtually anything you need to do to get them to do so is forgivable.
  6. Serine (The Faceless Queen) Power Level: 12; Power Points Spent: 375/375 STR: +0 (10), DEX: +1 (12), CON: +0 (10), INT: +5 (20), WIS: +5 (20), CHA: +5 (20) Tough: +12, Fort: +5/+9, Ref: +5/+9, Will: +15 Skills: Bluff 15 (+20), Concentration 15 (+20), Craft (artistic) 15 (+20), Diplomacy 15 (+20), Gather Information 15 (+20), Intimidate 10 (+15), Knowledge (arcane Lore) 15 (+20), Knowledge (behavioral science) 10 (+15), Knowledge (current events) 10 (+15), Knowledge (history) 10 (+15), Knowledge (tactics) 10 (+15), Knowledge (theology & philosophy) 10 (+15), Notice 15 (+20), Sense Motive 15 (+20), Survival 3 (+8) Feats: Accurate Attack, All-Out Attack, Artificer, Assessment, Attack Focus (ranged) 8, Challenge - Improved Distract, Challenge - Improved Feint, Challenge - Improved Taunt, Defensive Attack, Distract (Bluff), Eidetic Memory, Fascinate (Bluff), Improved Trick, Power Attack, Precise Shot 2, Ritualist, Second Chance (Concentration checks to maintain powers), Skill Mastery 2 (Diplo, Gather Info, KN (arcane lore, behav sci, tactics, theo & philo), Notice, Sen, Taunt, Uncanny Dodge (Mental) Powers: Defensive Spells (Container, Active 11) Enhanced Trait 8 (Traits: Fortitude +4 (+9), Reflex +4 (+9)) Immunity 9 (life support) Protection 12 (+12 Toughness; Impervious [10 ranks only]) Sensory Shield 4 (sense: all senses, +8 to saves vs. Dazzle attacks) Shield 8 (+8 dodge bonus) Immunity 1 (aging) Mystical Senses (Super-Senses 15) (accurate (type): Mental, acute (type): Mental, awareness: Magical (mental), awareness: Mental (mental), extended (type): Mental 2 (-1 per 1k ft), radius (type): Mental, ranged: Mental) Royal Wizardry (Variable 18) (acquire: multiple powers, limited to: magical powers; Action 2 (free)) Power Settings: Classic Elementalist (Power Setting) (Powers: Enchanted Flight (Flight 12), Extra Warding (Immunity 80), Magic Blast (Blast 12)) Enchanted Flight (Flight 12) (Speed: 50000 mph, 440000 ft./rnd) Extra Warding (Immunity 80) (lethal energy damage, lethal physical damage, nonlethal energy damage, nonlethal physical damage; Limited - Half Effect) Magic Blast (Blast 12) (DC 27; Variable Descriptor 2 (Broad group - Any Magic)) Mind Manipulator (Power Setting) (Powers: Illusion 12, Mind Control 12) Illusion 12 (affects: all sense types, DC 22; Duration (sustained); Phantasms; Progression, Area 6 (500 ft. radius)) Mind Control 12 (DC 22; Duration (sustained)) Psyche Surgeon (Power Setting) (Powers: Super-Senses 2, Transform (Mental) 16) Super-Senses 2 (analytical (type): Mental) Transform (Mental) 16 (affects: alter mind, DC 26; Duration (continuous); Range (touch); Accurate 2 (+4)) Attack Bonus: +4 (Ranged: +12, Melee: +4, Grapple: +4) Attacks: Magic Blast (Blast 12), +12 (DC 27), Mind Control 12 (DC Will 22), Transform (Mental) 16, +8 (DC Will 26), Unarmed Attack, +4 (DC 15) Defense: +12 (Flat-footed: +2), Knockback: -11 Initiative: +1 Languages: Native Language Totals: Abilities 32 + Skills 46 (183 ranks) + Feats 29 + Powers 233 + Combat 16 + Saves 19 + Drawbacks 0 = 375 Age (as of Jan 2019): It’s complicated (chronological), mid 20s (biological) Height: 5’ 6” Weight: 120 lbs Ethnicity: Caucasian Hair: Brown Eyes: Brown Background: Serine has been by Methion’s side virtually from the start. His strong, capable right hand. Her past is as purposefully shrouded in mystery, obscured, and the details blurred and his. She did this with magic. Psychic magic, specifically, along with a bit of chronomancy and more obscure wizardry. Also lots of lies and disinformation. She was the bastard daughter of an aristocrat and his maid, sent away in shame. She was orphaned by war and thus had to take care of herself. She was the youngest child (out of way too many) of a destitute noble family who had to find her own way in the world. She was a random farmer’s daughter who wanted more than crops and cows and had the brains to pull it off. She herself isn’t quite sure what the truth is anymore, and honestly she doesn’t care. But the core of the story remains the same. She was Methion’s upperclasswoman at the training academy where he first learned magic. She helped him practice his first cantrips, and listened to the beginning of his ideology. She was among the first to join the Revolution, in fact, and has been by his side ever since. Why is she by his side? She loves him. He’s so charismatic and interesting. He believes what he says, which is a refreshing change from 99% of everyone else she’s ever met. He’s always trying to do terrible things in the nicest way possible, bless his heart. She doesn’t mind accommodating his strange ideas. For unlike the rest of the Revolution, she’s there for him specifically. The ideology is meaningless to her. She serves him because she likes him and she wants to. This has made her about a thousand times more dangerous than she’d otherwise have been, and she knows it. Because Serine hides a secret that only Methion and Valine know. She wasn’t always evil and crazy. She was normal, once. She believed in doing good almost as much as she believed in Methion himself. But psychic magic, abused as she has abused it, twists the user as much as it twists the minds of others. She loved Methion dearly. Still does. But then it was different. She’d have done anything for him, and psychic magic was her specialty. He never asked. But in her mind, he didn’t have to. She saw a need. She filled it. She began destroying herself. Not that she ever minded. Especially not now. Serine commands the Drone Horde as the Faceless Queen because naturally, she made them all with her own hands. The process is horrific. It’s nothing more that psychological and mental murder. They may not act like it, but every single Drone is a puppet dancing to her strings. There is no whether they like it or not. They either have no idea what they are or they no longer have the capability to like or dislike things of their own volition. Powers & Tactics: Serinee is a highly skilled wizard with an absolutely massive back catalogue of spells available. She’s worked at the right hand of the Grand Wizard for entire human lifetimes. She’s pretty good at magic, is what I’m saying. As such, she can do just about anything she sets her mind to. She’s the kind of wizard they write about in high fantasy novels and settings. She’s not as powerful as some, but she makes up for it in sheer versatility. You name it, she’s got a spell for that. Tactically, she has a preference for the type of things a telepath might do. Her versatility is insane (heh) but she was originally a specialist in psychic magic, which affects the mind directly. So you can expect Mental Blasts, Mind Control, and more exotic effects with a Will save and at Perc eption range. But she has 90 PP in that Variable Power, so she’s technically capable of pulling out anything, just to keep your players on their toes. Personality: Serine is batshit fuckin’ crazy. 110% out of her fucking mind. A few fries short of a Happy Meal. Got more than a few screws loose. Completely insane, is what I’m saying. A straight up sociopath, though with better self control than most. She lies often, ignores all boundaries (be they personal, professional, or legal), and displays no guilt or remorse for anything. Except, naturally, when lying once again. She’s also got a sadistic streak a mile wide, but for mental and emotional pain, not physical. She’s 100% pure monster. Evil with a capital E. And yet. There are moments. Little nagging things. Bits and pieces of the woman she was come to the fore. At such times she’s not evil at all. She can be quite kind out of nowhere. Show mercy where none was expected. Be fundamentally good and decent, if only for a little while. It may seem irrational from an outside perspective, but it always makes perfect sense to her. Her mind is fractured and broken, after all. Twisted beyond recognition. And she did it to herself. For love of a man who will only ever love his mission. It’s tragic, really.
  7. Methion (The Grand Wizard) Power Level: 16; Power Points Spent: 500/500 STR: +0 (10), DEX: +0 (10), CON: +0 (10), INT: +7 (24), WIS: +7 (24), CHA: +7 (24) Tough: +20, Fort: +5/+12, Ref: +5/+12, Will: +20 Skills: Bluff 13 (+20), Concentration 18 (+25), Craft (artistic) 18 (+25), Diplomacy 18 (+25), Disguise 1 (+8), Gamble 13 (+20), Gather Information 18 (+25), Intimidate 13 (+20), Investigate 13 (+20), Knowledge (arcane Lore) 18 (+25), Knowledge (art) 13 (+20), Knowledge (business) 13 (+20), Knowledge (civics) 13 (+20), Knowledge (current events) 13 (+20), Knowledge (history) 13 (+20), Knowledge (streetwise) 18 (+25), Knowledge (tactics) 18 (+25), Knowledge (theology & philosophy) 18 (+25), Notice 18 (+25), Search 13 (+20), Sense Motive 18 (+25), Survival 1 (+8) Feats: Accurate Attack, All-Out Attack, Artificer, Assessment, Attack Focus (ranged) 8, Benefit (Status (Leader of the Strength Revolution)), Benefit 3 (Wealth (Near Limitless)), Benefit 4 (Alternate Identity), Defensive Attack, Eidetic Memory, Evasion, Improved Critical 2 (Magic Blast (Blast 20)), Power Attack, Precise Shot 2, Ritualist, Skill Mastery 2 (Diplomacy, Gather Info, KN (arcane lore, streetwise, tactics, theo & philo), Notice, Speed of Thought (Init uses INT), Ultimate Effort (KN (arcane lore) checks), Ultimate Effort (Will saves), Uncanny Dodge (Mental) Powers: Defensive Wizardry (Container, Active 15) Enhanced Trait 15 (Traits: Fortitude +7 (+12), Reflex +7 (+12), Feats: Evasion) Immunity 9 (life support) Protection 20 (+20 Toughness; Impervious [15 ranks only]) Sensory Shield 4 (sense: all senses, +8 to saves vs. Dazzle attacks) Shield 8 (+8 dodge bonus) Grand Wizardry (Variable 24) (acquire: multiple powers, limited to: magic powers; Action 2 (free)) Classic Elementalist (Power Setting) (Powers: Enchanted Flight (Flight 10), Extra Warding (Immunity 110), Magic Blast (Blast 20)) Enchanted Flight (Flight 10) (Speed: 10000 mph, 88000 ft./rnd) Extra Warding (Immunity 110) (fortitude saves, lethal energy damage, lethal physical damage, nonlethal energy damage, nonlethal physical damage; Limited - Half Effect) Magic Blast (Blast 20) (DC 35, Feats: Improved Critical 2 (Magic Blast (Blast 20)); Precise, Variable Descriptor 2 (Broad group - Any Magic)) Immunity 1 (aging) Magic Awareness (Super-Senses 17) (accurate (type): Mental, acute (type): Mental, analytical (type): Mental, awareness: Magical (mental), awareness: Mental (mental), extended (type): Mental 2 (-1 per 1k ft), radius (type): Mental, ranged: Mental) Power Settings: Classic Elementalist (Power Setting) (Powers: Enchanted Flight (Flight 10), Extra Warding (Immunity 110), Magic Blast (Blast 20)) Attack Bonus: +4 (Ranged: +12, Melee: +4, Grapple: +4) Attacks: Magic Blast (Blast 20), +12 (DC 35), Unarmed Attack, +4 (DC 15) Defense: +12 (Flat-footed: +2), Knockback: -17 Initiative: +0 Languages: Native Language Totals: Abilities 42 + Skills 78 (312 ranks) + Feats 32 + Powers 309 + Combat 16 + Saves 23 + Drawbacks 0 = 500 Age (as of Jan 2019): It’s complicated (chronological), mid 20s (biological) Height: 5’ 10” Weight: 175 lbs. Ethnicity: Caucasian Hair: Brown Eyes: Brown Background:The Sage of Six Schools. The Grand Wizard. The Final Boss. Methion. His past is purposefully shrouded in mystery, obscured, and the details blurred. He did this with magic. Chronomancy, specifically, along with more obscure wizardry. Also lots of lies and disinformation. He was the unwanted half blood prince of a continent spanning empire. He was a poor child from an insignificant village. He was the son of a the equivalent of a major city police chief. He was born to a carpenter in a small city. There’s dozens of others. He himself isn’t quite sure what the truth is anymore. But the core of the story remains the same. His home was burned. His mother was murdered. His sister was blinded. Never again, he swore. He would do everything in his power not to get revenge, but to make sure that his sister was taken care of and that no one in the entire world ever had to go through what he did. Fortunately, there was a training academy. The details of it are as obscured as the rest of his backstory, but it was here he learned magic. His first spells. He was a true prodigy. An absolute genius. The most skilled mage in the entire school. But his power he hid, for at this time he was basically a modern superhero. But this was not enough. It was not enough to be reactive. He didn’t want to punish or serve justice. He wanted to prevent, not clean up after. So he sought political and economic power and influence. He excelled at this, too. But here too he was stymied. Entrenched interests fought him tooth and nail. But he gritted his teeth and fought back. He did real, tangible good. So many lived improved and/or saved. But it was never enough. Enemies and allies, time and again, forced him to narrow the breadth of his vision. Compromise after compromise while people still starved or were left bleeding and dead on the ground. It was intolerable. He was the genius. He was the prodigy. He was their superior at practically everything. Why was there always the arguments and the disagreements? Why, when they all but admitted that he was right? And the naked greed and stubborn pride of his enemies was somehow worse. Everyone, including them, would be better off if they just listened to him. But no. They had to have it their own way. Eventually he’d had enough. Enough of the greed. Enough of the pride. Enough coddling the overly sentimental. Enough compromising his vision of a brighter future for everyone in the name of letting everyone have input. The Strength Revolution started as a terrorist organization. It arguably still is one, in part. The various social, cultural, and governmental systems were all too broken to serve any longer. So he’d slowly tear them all down. Except. This didn’t work either. Heroes, you see. Those passionate devotees of the broken status quo. While Methion himself remained in the shadows, the Revolution was virtually dismantled on several occasions. The direct approach wouldn’t do, either. So he got subtler. Wheels within wheels. Plans within plans. Schemes within schemes. A hero cannot fix the world’s problems. A villain can’t, either. No one person can do this, due to the inherent resistance of the human race toward being controlled in this way. And yet. The basic idea is to embody the opposite of all the virtues he wishes in instill in human society permanently. A centuries, if not millennia long series of plans, schemes, and manipulations. He doesn’t merely want to be reviled as the worst villain to ever exist. His name spat on forever. No, no. The right kind of heroes are also required to come and defeat him. And so Methion and the Strength Revolution lurk behind the scenes of the world. He keeps his ultimate end goal, that of a better world without the endlessly infuriating weakness he so despises, to himself and a small inner circle. He births new heroes and villains and/or shapes existing ones, ever guiding the world towards darker outcomes. But even this is a simplistic take on his many interweaving plots. For the Strength Revolution contains multitudes. His sights are not set on the individual, but the broad sweep of history. He has tricked, deceived, and murdered many potent beings and stolen their power. The Revolution’s front businesses are intricately tied into the global economy, and employ many people who know nothing of their existence or activities. The Revolution’s activities paint them as despicably murderous villains in one instance and rebellious anti-heroes exposing corporate corruption in another. Even their supposed defeats play into his endlessly intricate schemes. The world grows darker under his hand, even as heroes shine ever brighter. Plagues emerge and ravage the globe. Right wing authoritarianism and fascism threaten to dominate the world. Crime rises in an unending tide. Terrorists rally to the banners of their causes. And more and more heroes take the stage to oppose it all as the Grand Wizard pulls more strings and advances more plans. He will save the world and the humans who inhabit it from their own weakness. Even if he has to destroy everything first. Powers & Tactics: Methiod is a wizard. Yet that fails to capture the full reality of the matter. Methion isn’t merely a wizard. He is THE wizard. The kind they write about in high fantasy novels and settings. A thousand spells? Please, that is a drop in the ocean for him. His skill is beyond any. His knowledge and power are only matched by Asteroth. Every other magician, even wise Merlin, pale in comparison. As such, he can kind of do whatever the hell he wants. You name it, he’s got a spell for that. He’s not the Grand Wizard for nothing. Tactically, the Grand Wizard Methion is the Final Boss of the Phoenixverse. He’s a PL 16 with explicit permission via a big ass Variable power to do anything you can dream up, Mr. GM. 120 points of offensive devastation. Get creative. This is the absolute final battle of your campaign, so feel free to pull out all the stops. Classic Elementalist is easy mode, if you can’t think of anything good in your view. Also, throw out the usual cooperative framework for Mutants and Masterminds. The battle against Methion is you trying to kill your heroes off. No mercy, no pity. Again, this is the absolute final battle of your campaign, so if your heroes aren’t ready for the sudden game genre switch, don’t have the battle yet. With that said, Methion can engage in battles without being noticed due to the Summon, Concealment, Illusion, and/or Obscure powers. Those cases aren’t the final battle, so stick with the usual framework. And naturally, let him slip away without being noticed afterward. More broadly, he doesn’t make any of the usual dumb mistakes supervillains do. In fact, often when heroes thwart the Revolution’s plans, there’s still a feeling of unease. Like that was supposed to happen, or it didn’t matter at all if the heroes won. Like they’re being manipulated still. Which is true. Methion and the Strength Revolution are a physical, mental, spiritual, and ideological challenge. As a note, the given build for Methion is only a suggestion. He’s easily capable of being PL X and untouchable under normal circumstances. It’s all up to how you want to handle him in your game, Mr. GM. Ah, but don’t forget. He cheats. It’s a wizard thing. Personality: People think Methion is an unrepentantly evil bastard. And indeed, he plays the role to the hilt with most. The classic arrogant, megalomaniacal master villain. A sociopathic manipulator and brutal killer full of insatiable greed. By all appearances, this is who he appears to be. Except. There’s the fiery revolutionary and champion of the unfairly oppressed. The man who has brought hope where there was none before. Everyone is the hero of their own story. They are, by and large, blind to their failings. Methion is not. He knows he has made himself into a monster, and it haunts his nightmares. He clings tightly to his humanity. To his conscience, moral compass, and compassion. But then why? Why do any of the terrible, horrific things he has done? Because one man cannot save the world. But one man can be made symbolic of all that is evil and wicked. He can be risen up against, cast down, and utterly destroyed. The kind of heroes that can do that to him can then build his better world from the ashes of all he laid waste. And if the better world falters? He can always come back and do it all over again. That’s a lot of words up there and it likely sounds very complicated. So to simplify, he wants to make Star Trek happen. Not like, literally, but the whole socialist utopia where everyone just kind of slots naturally into where their skills, aptitudes, and level of ambition put them thing? Yeah, mostly that. And his basic plan is to raise up the heroes who can make that happen while being the villain who makes it necessary in the first place. And while being the villain to end all villains. So awful that society itself keeps a watchful eye on any ne’er do wells, potential ne’er do wells, or potential potential ne’er do wells to prevent anyone like him ever happening again. You may recognize this as fascism, a police state by other means, and even ultimately a form of eugenics as “undesirables” are rooted out of the system. He certainly does, and doesn’t really care. Because if it goes wrong, he’ll just come back and fix it. Because at his core, he’s an arrogant man with a deep rooted messiah complex who cannot conceive of just how fractally wrong he is. And that’s the only part of himself he’s not aware of. Methion’s motivations are very understandable. It doesn’t take a genius to see the many ways in which the world is broken. And it doesn’t take high ideals or a heart overflowing with compassion to want to do something about it. And and it doesn’t require any particular lack of patience to realize that doing it the right way (working with the very people you’re trying to help) will have a legion of setbacks along the way and require another legion of frustrating compromises. Even the most powerful are not omnipotent, and even the most knowledgeable are not omniscient. If it is to be done right, one must have empathy and patience for the various flaws and weaknesses humans have, and the humility to understand that you have some too and are thus no better. And even outside of that, no one person can control every possible outcome. This is where Methion has completely failed. He genuinely believes that he’s better. And not entirely in the traditionally arrogant way. Such immense natural gifts come with responsibilities and obligations. It’s tragic, really. He’s both cut himself off from what it means to be human. The solitary wizard in his tower. A man of intellect and vision, but also compassion and strong moral principles. Taking the world’s problems on his shoulders alone. He built a revolution of like minded individuals to serve his interests, but none of them are really his friends. He seeks no recognition. He desires no praise. Basically, I want to stress just how sympathetic he and his motivations are. How ideal of a person he seems to be. Because it throws his monstrous actions into sharper relief. One man cannot save the world. One man cannot fix all of its problems. He thinks he understands that. He does not. If the heroes actually manage to get him to legitimately Motive Rant, it should be legendary. Methion is the single most important villain in the entire Phoenixverse. In my entire multiverse. His plots within plans within schemes have shaped the fates of nations and indeed entire worlds. And he can never get it quite right. I genuinely hope I’ve explained him well enough so that you, dear reader, don’t dismiss him as just another villain to be punched into prison. Then again, it is your gaming table, isn’t it?
  8. The Strength Revolution Overview The Strength Revolution is basically the secret villain organization in the Phoenixverse. Yeah, there’s others, kind of…but it’s not the same. Every other one has a relative handful of effective members. A few hundred, tops. The Strength Revolution’s total membership runs out into the tens of thousands. Scattered across 8 billion around the globe, granted, but nobody can match their numbers or overall effectiveness. The Grand Wizard Methion is the one supervillain on the planet who literally has his own private army at his beck and call. He has a finger in every pie, legal and illegal. Front corporations galore. More money than God, as the saying goes. Over half of all professional supervillain and criminal activity can ultimately be traced back to the Revolution. To one of Methion’s schemes. To everyone knowledgeable about the supers scene, Methion is the top supervillain and the single most dangerous person in the world. He’s kept in check only by the presence of the ever unpredictable Asteroth and the possibility of Nick Phoenix showing up out of nowhere. And nobody but Methion’s innermost circle (Serine and Clive Wesker know all; Valine, Katrea, and Jacob Cross know pieces) knows the truth. He is not trying to dominate the world. What drives him isn’t greed, pride, or bloodlust. It is a twisted sort of altruism. He believes he’s the only one who can save the world from its many flaws…by exemplifying them, developing heroes with the “correct” mindset, and having them destroy him. And so he strives to be the worst supervillain of all time while carefully never actually winning when it counts. Naturally, anyone who comes within sniffing distance of sniffing distance of the truth he annihilates or has annihilated without mercy or pity. The Revolution’s members (outside of said inner circle) aren’t your typical supervillains and mooks, either. Most of them aren’t driven, at least not entirely, by greed, pride, or bloodlust either. These are, generally speaking, people who society has failed and thusly they don’t have a problem pulling out the nails that hold it together. Or people who have seen society failing other people like that, and gotten righteously angry about it. The lost and the forsaken of the world. They may have other priorities, but every member of the Revolution is deserving of the title of Revolutionary. With anger and hope in their hearts and various weapons in their hands they fight for change. Even if that change is burning the whole damn thing down.
  9. Effigy Wilona actually snarled in fury as friggin’ Omegadrones flew out into the area. “Paperboy, you are a huge dumbass! Fortius! Libertas!” Her left hand slapped against her chest and then flew out to the side as she activated her defensive and flight spells in rapid succession. She soared straight up, wind roaring. She had to end this fast, so she kind of…forgot…to hold back. “Infernus!” She formed and threw a ball of fire…that rapidly expanded to a 100 foot diameter centered on the two Omegadrones. Both were enveloped by the flames, along with anything else in the area. Was Wilona acting like the two Omegadrones were real? Yes! She knew they weren’t, intellectually. But she’d fought them before, and she was more of a creature of instinct and emotion than she was logic. Invisigirl Naomi saw the Omegadrones and ran away. She turned invisible half way through. She did not have rational thoughts of any kind during this process. She smelled burning meat. She heard screams. It was time to be somewhere very close and tight. And dark. So the monsters wouldn't find her. As stated, this was entirely an irrational, unthinking reaction. her conscious mind may well catch up shortly. Or not. Who could say?
  10. Invisigirl, on the other hand, will be taking two move actions into the nearest alley, activating her Concealment between them. With her feet, not her Flight.
  11. Effigy activates both Flight and her Force Field. Her move sends her into the air, Her standard is her area Blast, Infernus. She will get over exuberant and accidently use Extra Effort, bumping up it's ranks by 2 and burning an HP to avoid the Fatigue. Saves for both Omegadrones are Reflex DC 20 for half, Toughness DC 25 if failed, 20 if successful.
  12. https://orokos.com/roll/936581 Effigy has 20. https://orokos.com/roll/936584 15 for Invisigirl.
  13. Effigy and Invisigirl Wilona opened her mouth to complain some more about Magic Mesa, the Universe, and Everything, when a building freaking exploded. There were no words, no shared look. Hell, it didn’t even look like they thought at all. She and Naomi simply moved. “Fortius!” Wilona’s right hand reached for flames. Not to sear her foes with flame, but to control what was already burning. “Aerus Servinius!” While her left sought to blow smoke out of line of sight. Naomi too, was acting. Turning walls invisible to see who was behind them and if they were injured. She did not need to speak to activate her force field.
  14. Bleh. Knockback. Got it. You didn't miss a feat, I did. Serves me right for copy/pasting without checking. Got the little notations. Bleh, again. Also made several minor fixes to formatting. Those powers were supposed to be multiple powers in one slot, not Linked. Whoops. Copy/paste strikes again. As for the power, like everything I stole it. Somebody on the old Atomic Think Tank pre-nuking used it for their extra dodgy types. Cass Cain. Maybe a Flash, I dunno. As a feat, no less. I mean, it is only 1PP with that limit, but EP don't like that.
  15. Invisigirl and Effigy Naomi was annoyed. But she wasn’t the type to issue threats or try to intimidate people with displays of power. She wasn’t the type to hide it, either. So Armstrong didn’t actually get through the gym door. There was a plane of invisible force in the way. Obvious perpetrator (one of the new kids) was obvious, so when he turned around Naomi was right in front of him, wearing a angry expression. “You’re a jerk. I don’t like you.” And then the entire gymnasium disappeared, turned invisible along with anyone inside. For precisely long enough for said persons to start to realize something was wrong but not long enough to think it wasn’t merely one’s own imagination. So, three seconds, maybe a tiny bit less. “Wil waves. We disappear. Like always.” She shook her head to cut off a reply. “I know. Rules are important. But being nice is a rule, too.” Then she turned invisible, flew back, landed, and became visible again. Just in time to sag into the returning Wilona. That was a rather large chunk of Naomi’s daily social energy allotment, and she was tired now. “Why are we pretending I know where I’m-eh? Well, if you’re tired. Oh, did you yell at him too?” She laughed. “Tell me somebody got that on video. What?” She waved halfheartedly in the general direction of the gym. “Screw that guy, I’m not letting him ruin my day. You said something about showing off, dragoboy? I’m game for that.”
  16. So...this is the big Pacer revamp. She's mostly the same but enough is rewritten and Stalwart's been removed so a new thread is a good idea.
  17. Player Name: Eternal Phoenix Character Name: Pacer Power Level: 12 (200/201 PP) Trade-Offs: +2 Attack, -2 Damage (Borrowing From Mickey; Offensive); +5 Defense, -5 Toughness (Defense) Unspent PP: 1 In Brief: Literally Speed Incarnate. A cosmic energy being has become the soul of a mortal human. Residence: Several tiny islands scattered around the world Base of Operations: Global, with a focus on Freedom City Alternate Identities: Mona Simms Identity: Secret Birthplace: Glen Burnie, Maryland Occupation: Adventurer, Social Media Influencer Affiliations: Claremont alumnus association Family: Silver Streak (Holly Wood, grandmother & retired Golden Age hero), Hannah Simms (mother, deceased), Miss Invincible (Francine Simms, aunt, hero, secret agent, & twin of Frank), Frank Simms (uncle & twin of Francine); Stalwart (Mickey Simms, twin brother) Age: 21 Apparent Age: early 20s Gender: Female Ethnicity: White Hispanic Height: 4’ 10” Weight: 90 lbs Eyes: Brown Hair: Black Description: Mona is…well, tiny. Really, really tiny. Occasionally mistaken for a grade schooler tiny. She covers for it as best she can with baggy clothing, but now and again there’s just nothing she can do about it. Anyone who actually takes a good look at her will see she is a teenage girl. Just, you know, in miniature. She doesn’t do makeup or jewelry. Hell, she doesn’t even carry a purse. Definitely rocking that tomboyish aesthetic. Her costume is a dark blue bodysuit with a full cowl (though her hair sticks out in the back). That’s about it. No special markings or anything. History: Mona Simms has been fast ever since the day she was born. Fortunately, it took until she could walk reliably before she discovered the sound barrier wasn’t one to her. She’s been running ever since. She’s been quite literally everywhere on earth that’s above water. There probably isn’t a person alive who doesn’t have a story about the little girl who did something, then disappeared in an instant. If global urban legends were a thing, she’d be one. Not that she was ever late for dinner, mind you. Aunt Francine would’ve kicked her butt up between her shoulder blades. Of course, if one travels long enough, you start to see things you can’t let happen. Not and keep sleeping at night. The quickest way around all the annoying obstacles about doing the hero thing without actually being one is just putting on the mask already. Pacer was born. It started in the Golden Age, with the hero Silver Streak. Her speed (rivaling that of even Johnny Rocket) was the name of the game, but that wasn’t her only power. She was strong, tough, and extra smart, too. She had no idea how powerful she really was, and never found out. Until long after she retired, and her three children not only inherited her powers, but took them to heights she never imagined. Francine got the toughness, and is so close to being literally invincible as to make no real difference. Frank got the intellect, and he’s frightening with how much he understands about everything sometimes. And Hannah, her baby, got the speed and the muscle. None of the three went into heroics, not really. Francine’s dabbled, but she’s spent far more time as a freelance secret agent than anything else. They…lived not ordinary lives, exactly, but lives out of the spotlight. Then Hannah got pregnant. Frank’s never shown any signs of being interested reproducing, and Francine’s powers prohibit it. Even her eggs are invincible. Unfortunately, that very same toughness was the reason Holly Wood survived birthing her children in the first place. A toughness Hannah did not share. Frank and Francine adopted the newborn twins in their sister’s memory. The thing that none of the four know (barring maybe Frank, he’s extremely smart and might’ve checked) is that their powers have nothing to do with genetics, magic, or technology. Their souls aren’t human souls. They’re cosmic energy beings, each with a section of nigh-infinite power all its own. Speed, Strength, Stamina, and Mind. Holly Wood was possessed by all four, and passed on each one to one of her children. Hannah did the same. It’d have taken nullifying manacles to get young Mona to stay at Nicholson. So Francine bided her time. When she (well, Frank noticed first) that the two were starting the superhero thing, she called in a few favors to get her niece and nephew admitted to Claremont. It would be inaccurate to say Mona thrived there, but she got a high school education. Close enough. It’s been a few years since graduation, but Mona is still Mona. Just more mature. Most of the time. Nobody’s quite sure what her job entails, but she’s always got enough money to eat and a place to sleep somewhere on the planet. The main problem is that she doesn’t seem to have an identity aside from wearing the mask. A social life that doesn’t exist, and a job that doesn’t require her to interact with people outside of the internet. Personality & Motivation: Pacer has matured from that frenetic teenager. Well. Some. She still can be impulsive. Her emotional state can still shift with shocking rapidity, but retains a default state of cheerful confidence. But that childish capriciousness is gone. The Terminus Invasion some years back while she was still in school altered the way she thought about things. Now more than ever, there are things that someone who has the power to do something about them cannot allow happening. And the list of people on the planet with more power than Pacer is a hell of a lot shorter than the list of people with less. The main problem with her is that she’s found herself profoundly socially isolated. She just…doesn’t know how to relate to normal people. She saves and protects them because it’s good and right, but...she doesn’t have any connections to anyone who isn’t family and thus can borrow some speed to talk to her. It wasn’t supposed to be this way. She was supposed to have lots of friends. But they’re all so slow. Sigh. It ain’t easy being different. She’s lonely in a way she doesn’t know how to articulate. Power Descriptions: Pacer’s powers don’t normally have any visual indicators. She’s just very, very fast. However, above Speed 12, for those who can actually see her, golden energy crackles around her body as the cosmic energy inside pops outside with higher level use. This also applies if she ever uses Extra Effort. One last thing. For anyone who can perceive cosmic energy, she is a beacon in a dark universe. As impossible to miss as the sun would be if it was at the moon’s distance from earth. Powers & Tactics: Pacer is the Avatar of Speed. She has a cosmic energy being of nigh-infinite power for a soul. So she’s phenomenally fast without any effort at all on her part. She can dodge attacks and strike foes with absurd ease should she so choose. Also, weirdly, her powers don’t entirely do business with physics. She does not gain mass as she gets faster, and she lacks the hyperfast metabolism of other speedsters. She can’t even do the air control tricks other speedsters do. In fact, unless she’s specifically being tested for cosmic energy any scanners will only detect a normal if tiny human being. No powers. No special physiology. Nothing. Pacer’s tactics aren’t complicated. She’s either doing damage or using a special trick of speed. One Million Punches. Is literally her punching the target a million times or more inside a few seconds. She’s not very strong, but all the blows add up. She actually shows a sign of her future power here, as a temporal echo continues striking at the target the following round. Crowd Control is a similar amount of punches, just spread out among an area or group of opponents. Throwing Stuff is literally just throwing debris at hypersonic speeds. It is surprisingly effective. Setting The Pace is her basic special trick; unleashing just how fast she really is. Max Reverb is moving so fast while relatively immobile that she is vibrating out of phase with reality and functionally no longer a solid object. Borrowing From Mickey is not really a speed trick per se, as she’s tapping into her brother’s immense strength. She hits harder on her own, but her carrying capacity is massively increased. Complications: Too Fast, Too Furious: Pacer is very, very fast. This makes escaping danger rather trivial, most of the time. So she’s never been seriously injured or defeated in combat. This has made her more reckless and overconfident then she should be. A GM may award a hero point for making Pacer simply try to do too much. Tokyo Drift: Pacer has been incredibly fast for her entire life. Paradoxically, this has made her very slow on the uptake s ometimes. When a person’s mind moves at anywhere from ten thousand to several million times faster than most anyone else’s, they tend to have attention span issues at the very least. She has a hell of a time understanding people with normal speed brains as while it’s merely a few seconds for them, subjective hours, days, weeks, or even months have passed for her and she’s forgotten what they were even talking about. The rhythm of normal speed conversation, understandably, can and does elude her. Especially under stress. A GM may award a hero point when she misses out on information in this way, or screws a social situation in a way that really matters. Turbo Charged: Pacer has more energy contained within her tiny body than any star could put out. And if, for whatever reasons she can’t use it right now (knocked out, powers nulled, being stealthy for too long, etc), it’s gonna come out anyway. And break stuff she needs right now. Or give bystanders speed powers they can’t control. Or light up the sky in a display that alerts every enemy for miles around. It’s gonna be strange, unexpected, and very unhelpful to the current situation. A GM may award Hero Points as they see fit for the barrage of shenanigans. La Bandolera: Pacer can borrow some of her brother’s immense strength, as they’re twins. However, this doesn’t always work and the reasons are mysterious as the cosmic energy beings they come from. A GM may award a hero point for this occurrence. Fast Future: Future Pacer is incredibly powerful, enough to make present Pacer seem weak and kittenish. She zips through time itself, doing the hero thing with no regard for the laws of time. Too fast for time itself to catch, let alone any of its servants and defenders. Naturally, the various guardians of the timestream don’t like her very much and wish she would just stop, already. This can…complicate present Pacer’s life. A GM may award a hero point for Future Pacer’s actions having a negative effect on Present Pacer. Also, plot hook! Abilities: 2+10+10+4+0+4=30 Strength 12 (+0) (30 [+10] w/ Lifting STR 60 Borrowing From Mickey) Dexterity 20 (+5) Constitution 20 (+5) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 14 (+2) Combat: 16+14=30 Initiative: +29 (+5 Dex, +24 Improved Initiative) Attack: +8 Base (+12 Speed Attacks) Grapple: +9 (+24 w/ Borrowing From Mickey) Defense: +17 (+7 Base, +4 Dodge Focus, +6 Enhanced Dodge Focus, +4 Flat Footed) Knockback: -2/-3 w/ Defensive Roll Saving Throws: 3+6+8=17 Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +8 (+5 Con, +3) Reflex: +17 (+5 Dex, +6, +6 Enhanced Reflex) Will: +8 (+0 Wis, +8) Skills: 48 SP= 12PP Acrobatics 10 (+15) Bluff 3 (+5) Diplomacy 3 (+5) Gather Information 3 (+5) Knowledge (current events) 3 (+5) Knowledge (pop culture) 3 (+5) Notice 10 (+10) Search 3 (+5) Sense Motive 10 (+10) Feats: 18PP Accurate Attack Acrobatic Bluff Beginner’s Luck Challenge - Improved Acrobatic Bluff Defensive Attack Defensive Roll Dodge Focus 4 Evasion Luck 4 Move by Action Power Attack Uncanny Dodge (auditory) Enhanced Feats Dodge Focus +6 (to 10) Evasion +1 (to Evasion 2) Luck +2 (to 6) Improved Initiative 6 Seize Initiative Powers: 43+50=93 All powers have the Cosmic source descriptor Speed Techniques (Array 19 [38 PP], Power Feats: Alternate Power 5) [43 PP] Base Power: Concealment 10 (All Senses; Power Feat: Close Range; Flaw: Limited to While Moving); Enhanced Quickness 8 (to 20 [5,000,000x speed]); Enhanced Speed 8 (to 20 [25 mil MPH, 220 mil ft/rnd, ~42k mi/rnd]) (Setting The Pace) [27/38PP] Alternate Power: Blast 12 (Power Feats: Accurate 2, Improved Crit 1, Variable Descriptor [Bludgeoning/Piercing/Slashing]; Extra: Autofire [10 ranks only]) (Throwin’ Stuff) [38/38PP] Alternate Power: Strike 12 (Power Feats: Accurate 2, Improved Crit 2; Extras: Autofire [10 ranks only], Secondary Effect) (One Million Punches, Bludgeoning effect descriptor) [38/38PP] Alternate Power: Strike 12 (Power Feats: Accurate 2; Extra: Targeted Shapeable Area, Selective Attack) (Crowd Control, Bludgeoning effect descriptor) [38/38PP] Alternate Power: Insubstantial 4 (Incorporeal; Power Feats: Precise, Selective, Subtle 2) (Vibrating At The Speed Of Awesome) [24/38PP] Alternate Power: Enhanced STR 18 (to 30); Leaping 3 (x10, 200 ft. running jump, 100 ft standing jump, 50 ft high jump); Super Strength 6 (Lifting STR 60) (Borrowing From Mickey) [36/38PP] Container 10 (Speed Incarnate; 50 PP Container) [50PP] Enhanced Feats 16 (Enhanced Dodge Focus 6 (to 10), Enhanced Evasion (to Evasion 2), Enhanced Luck 2 (to 6), Improved Initiative 6, Seize Initiative) [16PP] Enhanced Reflex 6 [6PP] Luck Control 1 (Force Reroll; Flaw: Limited 2 [attacks against Pacer]) (Microsecond Dodge) [1PP] Quickness 12 (10,000x speed) (Cosmic Quickness) [12PP] Speed 12 (50,000 mph, 440,000 ft/rnd,~ 86 mi/rnd) (Cosmic Speed) [12PP] Super Movement 3 (Wall Crawling 2, Water Walking; Flaw: Limited to while moving) [3PP] Name Attack Bonus Range Save & DC Effect Unarmed +8 Melee 16 Toughness Damage Unarmed (Borrowing From Mickey) +14 Melee 25 Toughness Damage One Million Punches +12 Melee 27 Toughness (Autofire, Secondary Effect, Improved Crit 2) Damage Crowd Control +12 Melee 27 Toughness (Targeted Area) Damage Throwin’ Stuff +12 Ranged 27 Toughness (Autofire, Improved Crit 1) Damage Abilities 30 + Combat 30 + Saving Throws 17 + Skills 12 + Feats 18 + Powers 93– Drawbacks 0= 200/201
  18. ...I'd need to roll a 2, man. https://orokos.com/roll/935547 ...I couldn't have rolled this one second? 27. https://orokos.com/roll/935546 A 14 is a miss, even if it's dazed.
  19. Terrifica Terrifica rolled her eyes at Miracle Girl’s shenanigans. “Most secret identities can be puzzled out if you’re persistent. It’s not much different from tracking down a crime lord. I imagine it would be easier, actually. Most heroes aren’t concealing their activities from the law, after all.” She held up a hand to forestall comment. “I haven’t done so, mind. Professional courtesy. But really, between modern facial and voice recognition technologies it wouldn’t take very long.” She smirked. “Unless, of course, one had multiple identities.” This was, naturally, when their orders arrived. “Thank you.”
  20. Pacer Mona saw him coming. Thoughtspeed (hey hadn’t he gone to Claremont too?). She was probably revved up too high again. He was probably supersonic, but to her perceptions he was moving in slow motion. Oh. He probably wanted to talk to her. She couldn’t imagine why. No, that wasn’t true. They’d never properly met, though she’d heard of him and seen him around here and there. It was probably the same for him. She wasn’t standing weird, was she? Oh, man, was she looking mopey? (he’s getting closer prolly gonna say something) That’s just inviting people to talk to you. (his mouth is opening, time to pay attention I guess) She slowed herself down to listen to him. Man, heroes were so nice. She blinked at him. How did talking go again? “Uh.” Sounds were a start? “I’m…” Her voice was rusty from disuse, and croaked slightly. Since her voice was high pitched, the effect was kind of…cute? Well, she hoped it was anyway, because the alternative was sad. Because wow, had it really been that long since she’s said words to another person? Man. She was a truly awful liar, so she settled for a joke instead while flashing a goofy smile. Hey, it worked in high school. “I’m alive. Can’t get better than that, right?” Whew, pleasantries. She could do pleasantries.
  21. Challenge feats like Improved Acrobatic Bluff, Feint, Taunt, Trick, and Distract? Beginner's Luck to go with that Jack of All Trades? I'll second a bit more Flight speed.
  22. Effigy and Invisigirl Wilona floated down to about a foot off the ground. “Blow me, paperboy. Of course I’m not gonna light some random dude on fire. I’m not a psycho.” She flipped off Armstrong instead of pointing at him. “But-“ “Wil…” came Naomi’s insistent little voice, still right beside her. “But,” Wilona equally insistently continued, “He didn’t know that. I could have blown him off the planet for startling me. And furthermore, I can leave whenever the hell I want. Emancipated minor.” She turned her head to look at Armstrong, who she had not stopped flipping off in the interim. “And as for you, Mister Sweaty,” “Wil, please!” Naomi was actually bordering on loud as she reappeared tugging hard at her partner’s left sleeve. “Tch.” Wilona dismissed her spell and her feet touched ground. She switched from middle to index finger, pointing at Armstrong instead of flipping him off. “But you can still kiss my ass.” She shook Naomi’s hand off her arm. “I’m done.” She threw up both hands and started walking away. “Should’ve never listened to Summers. I regret this already.” She was, however, walking towards the school and not away from it. Naomi’s feet touched ground too. She looked at Armstrong. “I’m sorry. Wil is…” She paused, clearly searching for a good word. “Wil.” A very helpful explanation, Naomi. Thank you. From slightly in the distance Wilona yelled back. “Naomi, goon squad! You comin’!? I wanna get this three year long pain in my ass started already!”
  23. Pacer Mona Simms (dressed in her Pacer duds) did, in fact, have a wish she wanted granted. A few years ago she might have been interested in proving she was the fastest, but now? Eh. It just didn’t mean anything to her anymore. Well…that was true of a lot of things, really. She knew Fast Forward from his TV show (oh right that ended recently didn’t it) and Velocity was like stupid famous (everybody knew the Freedom League duh). She guessed that wasn’t Johnny Rocket, from his mean expression. The others she didn’t know or only vaguely recognized. It would only be but so hard to win one race, get her wish, and go home to one of the islands. She did not talk to anyone because what was the point of even trying? She had her followers, her family, and her hero work. It was enough. She thought, lying to herself.
  24. Effigy and Invisigirl Naomi tugged on Wilona’s left sleeve. The pyromancer blew air out in irritated fashion. She pointed at Hero and Leon in rapid succession. “You both suck, and I’m mad at you.” This was the same hand that had the ball of fire on it (as Naomi had a hold on the other one), which Wilona visibly realized was still there and extinguished. “Wasn’t threatening you guys. I just…” She huffed, still irritated. “Libertas! Let’s just get the hell out of Southside.” She looked at Macedon. “You need a lift, Doc? Invisigirl or I can carry you.” Naomi nodded vigorously, both at the idea of leaving and helping someone who needed it. “Do you?” Was she okay? Hell, no. Could she keep it together long enough to get the hell out of Southside? Hell, yes.
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