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RocketLord

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  1. GM Time passed quickly in space. Soon after, a little more than an hour after Alice had left Billy, her hands stopped burning. Despite the lack of any atmosphere or oxygen, they had kept burning, even in space. But now, the fire was gone. She felt amazing. Like she was full of energy. Stronger than she had ever been. Like the fire that had disappeared from her hands were now burning inside her. It was time to go and get ready. Billy should be waiting for Shooting Star.
  2. GM The mouse's petrified form fit neatly in Oz's pocket. It was a tiny little thing, rough to the touch. Solid, yet brittle, he would have to take care of it. The tracks led into one of the smaller screens, one that was showing the children's movie about the brave rooster. All was dark inside, except for the light from the screen where the rooster was currently jumping over a bull. But, perhaps they would need some strategy... or at least some way of finding Neil in the darkness.
  3. GM The door opened into a small classroom. 3 rows of 3 tables each stood in the room, with a kid behind each. The teacher's desk was in front of a large digital black board. The walls were lined with drawings, multiplication tables, the letters of the alphabet. The moment the door opened, the nine children in the classroom, and the twenty-something young man with brown hair dressed in a dress shirts and slacks looked up, quickly pushing his glasses up in front of his eyes. For a moment, they were all silent. Then they ran from the seats, practically swarming around Pol and Luke while they started shouting and yelling about the heroes being here and how awesome it all was.
  4. Spaceman "Dragon, half-way to dragon... don't worry, the kids'll love you." He stopped in front of the door and took a short breath. "Alright, we're here. We'll start off with a simply Q and A. The kids are gonna want to ask you some questions, and well, there'll probably be a lot of questions. We'll start off with your answers, then we'll see how it goes from there, alright?" He put this hand on the door and pushed it open. "Welcome to the Nicholson School, you two. Hope you survive the experience."
  5. "That is new." Pan stared up at the cloud within the cloud that was not a cloud at all when it was pointed out. His voice was a mix of awe and excitement. A giant ship, flying in the air. "It kind of reminds me of home, in a way." The glowing cone of light that surrounded them were something else, though. Something that was not nearly exciting. He started to move, flying up, towards the ship... and then they were gone, before he managed to get more than a few feet. Pan came to a complete stop, never even leaning the others. He stared at the sky, the big metallic dome, and the parts of the city that were still with them, and he sighed. "Oh... What is the phrase? I do not think we are in California anymore, yes?"
  6. Pan seemed almost offended. "Me, sneak off campus? Commit a serious offense like that? Do something that I am not allowed to do?" His voice was rising slightly, becoming almost horrified. He held a hand up towards Leon as he spoke. And then the next second both he and Eira were just gone, like they had disappeared, a glimmer of golden dust left behind. And then they were back. "No, never." His grin was wider than ever, perhaps a bit more than it should be possible.
  7. "And how do you know that?" Pan called out, a hint of righteous fury to his voice. He had quickly followed Eira into the hallway, his feet never touching the ground. "Do you even know what we seek?" He disliked having another voice in his head. One was quite enough. He looked at the soldiers with some amusement, looking towards them. "Do you need some help? We are really not here to fight or do anything bad." He gestured towards Eira, and her full wings. "Do you recognize her? Angelik of Sweden, I am told. I believe she is somewhat known in these parts of the world? Something was taken from her, and we were told it was here. Do you perhaps know anything about it?"
  8. Rolling some diplomacy from Pan as he tries to smooth things out with the soldiers: 32
  9. GM "Call me Macedon. None of that boss or sir language." He seemed genuinely annoyed at the nicknames. With everyone out of the van, he inspected them once more, even if he didn't share his thoughts about them with, well, any of them. "Stayin' in the shadow is good an' all, but you won't always have that luxury." He seemed to fade for a moment, like he was lost in a memory. "Some times, it might be a race to survive. You might be hunted. Or the temperatures at night might be freezing. This is how we do things in this class. We move during daylight. There's strange things in the Painted Desert at night, and I see no reason to test our luck." He pulled out a map and held it high. "Now, do any of you city kids know how to read a map? Who's up for giving it a shot?"
  10. GM The ravens remained motionless at the displays of might and power and rainbows all around them. They seemed like they had seen it all before, and if anything, they were slightly bored by the effect. One of them, perhaps it was Huginn, or maybe Muginn, let out a shrill laugh at Osla's taunt. "Oh, is that how it is? Would you rather meet with your good friend Loki, child?" The other, perhaps it was Muginn, or maybe Huginn, flapped its wings heavily, bringing it off the ground, flying and landing heavily on Astrid's shoulder. "Daughters of lightning, half-breeds and warriors of ages past. Yes, yes, you will do, all of you. Now, now, to arms, to arms, the hour is nigh, the All-Father commands your aid!" It let out a shrill laugh, a loud "caw!" before moving to Thrude's shoulder next. The first of the ravens spoke again. "Evil threatens Midgard. The wolf will howl, bite and tear! Giants stalk the mountains once more! The wall between the worlds grow thin!" Huginn, or perhaps it was Muginn, grew silent for but a moment. "The serpent stirs."
  11. Holger Danske "No, I don't think so. I think I would remember a valkyrie's winged horse." Holger's voice was deep, slightly accented. "Maybe you collected the fallen from a past battlefield?" A little red ball squirmed up and around Holger's body, until it reached his shoulder, where it jumped in excitement. "Ah, Frárvængr, it is so good to see you again! Yes, yes, it has been much too long! How are you doing, how's the family, how's the the rider? Its been ages! Any news, any good gossip?" Ratatoskr was a flurry of motion and excitement. The voice was high pitched, happy and so excited. Holger rolled his eyes, reaching up for the excited squirrel on his shoulder and setting him down on the ground in front of the horse. Turning away from it, he instead turned to the gods. Of course they were all gods. He approached, his hands held out to the sides, his voice friendly and jovial. "I remember when Aesir would travel in secret! Now here you all are, riding on rainbows and lightning! You make an old warrior feel inadequate!" There was a laughter in his deep voice. He beat a fist against his armored chest.
  12. Nevermore II "Thanks." Charlie took the ravenrang in his hand, his eyes meeting Leon's for a second, staring straight at him. His lips were twisted into a crooked smile, before he was distracted by Pol's transformation. "Ha! That's awesome!" He took a step to the side, away from Leon, moving closer to Pol. "We could probably set something up, get him into the wrong situation. Depends on if he can read you or something." He cupped his own cheek, like he was giving it som thought. Finally, he heard Luke's response to the ravenrang. "What accessories?" It had, somehow, disappeared again while he had been moving and talking. He held up his now empty hand, moving his fingers as if to demonstrate, with the same crooked grin from moments before playing over his lips. "Anyway, Casanova's gone, how about that game someone mentioned?"
  13. Notice by guard directly to the North of the door: 21 So close, but didn't make it.
  14. Pan seemed to think it over some. He raised an eyebrow at Eira's, but didn't comment on it. He knew little of this world's therapists, whatever that was. Maybe it would be the choice to make, maybe it would not. He noted Eira's little lie, but had no reason to talk to her about that here. No, this was about Micah. "She was powerful, yes? Did not seem like someone that would just stop? She affected your mind, your feelings, made you think what she wanted?" He paused briefly, like he was trying to figure out what to say. "So she makes you scared? Or angry? Maybe a bit of both?"
  15. Holger Danske For the others, the journey had been instant. They had magic, they had divine blood. All Holger had to help him with the journey was a squirrel. "You gotta hurry or you'll be late. I'm sure everyone else is already there, right? Right? C'mon, Holger, I got you this far, you gotta do the rest yourself." Holger scowled briefly at the red squirrel with the bushy tail that was sitting on his right shoulder. Why him? He had never had anything to do with the gods and their battles before. He wasn't exactly a mortla man, but he was not a god either. Why did they want him there? And why had they sent Ratatoskr to call for him? He climbed Holmenkollen with a mighty leap, finally climbing the last distance. Of course, Holger was not alone. Above, a warrior on a winged horse. Before him, a young warrior with a large club, and, of course, two ravens. He heard the young warrior ask her question. He simply crossed his arms, waiting for the response.
  16. Justice Robin paused a bit. She didn't really know what to say at first. It was all so specific, all the things that Gretchen weren't doing aaaaand... oh. Yeah. Alright. She got it. She definitely got it. At least she thought she got it. "Yeah, yeah, alright, I'll come along. Need help carrying anything or something?" Could just as well help out a bit, right?
  17. "But one should not underestimate stories," Pan added as he came down from the impromptu flight. With a shimmer of golden dust rolling over his body his uniform disappeared, being replaced by a dark green hoodie and a pair of jeans. "There is adventure all around us, here." He put his hands out to the side as if to emphasize his point. "Since I ended up at this school I have seen wonders that you would never expect to see in a life time. I have fought Nazi super villains, a giant Krampus and tricked a demon lord into disappearing by my word alone. I have been in books, in the past during one of your world's great wars, in a shared dream and so many more places." He paused, obviously for dramatic effect, before he grinned at Leon. "If you want adventure, then this is the place for it."
  18. GM The oni took a step back, avoiding the blow. Near Venomax, all three remaining gang members started pulling their triggers, sending bullets flying all around him and the demon he was fighting. Either they were afraid to hit their ally, or they were just lousy shots. Inside the restaurant, Ryu was yelling, kicking at tables. The patrons were covering, too scared to act. He had hostages. He had the advantage. What would the heroes do?
  19. Ryu is inside the restaurant, causing trouble. Gang Group B all shoot at Venomax: 21, 9, 16 All miss since you're in melee with a Demon. @Exaccus is up 19 - Venomax - 0HP - Bruise (x3), Fatigued 14 - Gang Group B Demons (x3) - Unharmed 11 - Visionary - 2HP - Bruise (x1) 8 - Takezumi Ryu - Unharmed 5 - Gang Group A (x8) - 3x Unharmed, 5x KO
  20. Initiative roll for the criminals: 16 20 - Raven - 3HP - Unharmed 19 - Arrow IV - 3HP - Unharmed 16 - Criminals - 3x visible on walkways, 6-7 visible under skylight 6 - Nevermore II - 3HP - Unharmed @KnightDisciple is up
  21. Luck/Chaos powers without using Luck Control (or without just using Luck Control) Higher DC than Attack, bad stuff happens to the people she fights. Melee combatant. Potential personaliy: - Combative, often fighting with Archer II, having trouble adjusting to Earth-Prime being relatively peaceful. - Happy go lucky, Jubilee type? Kismet II Power Level: 10 Effective Power Level: 10 Power Points: 150/150PP Unspent Power Points: 0 Trade-Offs: X In Brief: The daughter of Kismet, sent to Earth-Prime after surviving for years in the Terminus. Catchphrase: X Theme: X Alternate Identity: Evangeline 'Eva' (Secret), Evangeline 'Eva' Keller (Secret) Birthplace: The Terminus Residence: Southside, Freedom City Base of Operations: Southside, Freedom City Occupation: Adventurer, Crime Fighter Affiliations: Ethan Keller (Archer I), Connor King (Archer II) Family: Kismet I (mother, name unknown, deceased), Unknown father DESCRIPTION Age: DoB: 2002, [April 1st] Gender: Female Ethnicity: Caucasian? Height: 5’7’’ Weight: 140 lbs. Eyes: Purple Hair: Black Physical description HISTORY X PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS Complication: X. ABILITIES X + X + X + X + X + X = XPP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) COMBAT X + X = XPP Initiative: +X (+X Dex,) Attack: +X Base, +X Melee, +X Ranged, see Power attack bonuses in DC Block Defense: +X (+X Base, +X Dodge Focus), +X Flat-Footed Grapple: +X (+X Base Attack, +X Other) Knockback: -X (TOU/2) SAVING THROWS X + X + X = XPP Toughness: +X (+X Con, +X Other) Fortitude: +X (+X Con, +X) Reflex: +X (+X Dex, +X) Will: +X (+X Wis, +X) SKILLS XR = X/4PP Skill X (+X) FEATS XPP X POWERS X + X + X = X Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, X) Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) DRAWBACKS -0PP Effect (Description) [-0PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 180/180 Power Points
  22. Update a bit: Lean into the Technology, Mechanical skills outside powers Get to PL12 Skills - Add more Ranks to Tech Skills - Add ranks to Computers Feats - Add -- Skill Mastery for Tech skills? Powers - Add Extended to Vision for Goggles a few times. - Add Gadgets VP? Ghost Power Level: 12 Effective Power Level: 12 Power Points: 235/235PP Unspent Power Points: 0 Trade-Offs: +5 DEF / -5 TOU In Brief: Long time hero still in action after a life of hardship. Catchphrase: "Just your friendly neighborhood Ghost." Theme: 100 Bad Days - AJR Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: The Fens Base of Operations: Freedom City Occupation: Constantly changing Affiliations: Freedom League Family: Jessie Taylor Wilson (Born 1988, real estate agent, ex-wife), Carrie Belinda Church (Born 2014, daughter living with mother), Cole Church (1950-1995, father), Carrie Elizabeth Church (1948-2017, mother) DESCRIPTION Age: Born Febuary 13th, 1988 Gender: Male Ethnicity: Caucasian Height: 6’0’’ Weight: 155 lbs. Eyes: Light blue Hair: Brown Casper is a brown haired man in the mid 30'es. His eyes are light blue, almost, but not quite unnaturally so. His hair is usually cut short, and he sports a full beard. He usually dress in cheap or well worn clothes. Casper often seems to be tired. The friendly neighborhood Ghost wears a light grey and white costume with thick black accents. The costume is mainly light grey, with white boots and gloves, separated from the rest of the costume with thick black lines. The middle of his chest and lower body is white, separated from the light grey with the same thick black lines, which also show the difference between pants and shirt. Thick black lines stretch from just under his chest, under his arms and connecting on his back. He wears a white mask that covers his entire face, leaving just his eyes visible. Casper wears a pair of x-ray goggles with light blue glass that seems to glow over his eyes. While they seem to be built into the costume, each lens can be moved and placed separately. His logo is a stylized light blue ghost that almost seems to be glow, placed directly in the middle of his chest. Offensive use of Ghost's powers tend to create a chaotic light blue energy effect . HISTORY Casper Church probably shouldn't have attended that science expo at ASTRO Labs back in High School. Looking back, that was the thing that pretty clearly changed his life forever. The malfunctioning extradimensional looking glass device that bombarded him with some strange radiation was a dead give away. The researchers at ASTRO Labs checked him out, everything seemed fine. Harmless particles, they said. Nothing to worry about. Have a nice little promise of an internship down the line, everything will be fine, nothing to worry about. A few weeks later Casper fell through a floor and then walked through a wall. Everything was not fine. In fact, they were better than fine. He had super powers. With help from Doctor Benjamin Palmer, the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with Doctor Palmer in the process. As any other enterprising Freedom City youth suddenly granted powers, Casper had a choice to make. He tried to use his powers to become rich and famous. The Ghost made a few headlines appearing on television and online, made some money. It was some good weeks. Then, he saw something he shouldn't have at the set. The man that had hired him had ties to a super villain group, one that was planning a large scale heist. Casper didn't care, it didn't have anything to do with him. Then the gang hit ASTRO Labs. Casper's mentor was killed in the attack. Casper reasoned it was all his fault, and the Ghost went on the warpath. He confronted the producer and fought the gang. Victorious, the Ghost set out to become a hero. That was the prologue. Since 2003, the Friendly Neighborhood Ghost has remained a Freedom City fixture, fighting the good fight and saving lives. Never one of the most well known heroes of Freedom City, his status has fluctated wildly from beloved hero to hated menace and back again over the years. With an evergrowing rogues gallery of his own, the Ghost has saved Freedom City on multiple occasions, though his efforts have rarely been acknowledged by the city at large. Not that it bothers him. Action is his reward, after all. Having experienced a great deal of super heroic and extra normal conflicts have left him a bit wiser about the ways of the world, and perhaps a bit weary, but nonetheless still a dedicated hero. Ghost seemed to be doing well. Casper on the other hand? Not so much. Turns out that having a super heroic double life is hard work. Professionally, he never amounted to much. He just couldn't hold a steady job, always rushing off to play the hero. He had married his high school sweetheart in 2010. In 2014, their daughter Carrie was born. Casper had told Jessie his secret identity long before they were married, but even then, his double life eventually created cracks in the relationship. In 2017, the marriage broke, with Jessie gaining custody of Carrie. Even though the former couple tried to remain on friendly terms, Casper had lost an important pillar in his life. Casper's father had died when he was young. In 2019, illness claimed his mother. A chance encounter with Fleur de Joie of the Freedom League led to Casper to realize that he had been in a rut at best, spiralling at worst. He needed to do better, to become better, at least according to himself. To become someone that his daughter would be proud of. At Fleur de Joie's suggestion, he reached out to Comrade Frost, then leader of the Freedom League Auxillary, which he joined. The Freedom League Auxillary saw little action during this time, and would eventually become inactive, though Ghost would make the move to the Freedom League proper. Staying busier than ever, Casper initially formed few bonds with other members of the Freedom League, often hindered from participating in meetings due to action elsewhere. During this time, he met and befriended another experienced crimefighter, Grimalkin. The duo were clearly attracted to each other, though Casper would, as usual, continue to second guess himself and what they felt. After all, Grimalkin could just be friendly. A long, hard life of fighting is piling on, but still, Casper remains a hero as the Friendly Neighborhood Ghost. At least things have started to look up, at least until the other shoe drops. PERSONALITY & MOTIVATION Casper is tired. He has been fighting crime in Freedom City and beyond since 2003, and it has cost him much. The once optimistic and happy-go-lucky Ghost has become jaded. He will still crack jokes and snark with the best of them, but with far less enthusiasm than he used to. Still, despite his seeming reluctance, Casper is a hero. He might act like he doesn't believe he can make a difference, but that doesn't matter: He will still try. No matter what else happens in his life, Casper will always be a hero, and he will never give up. Even if he will complain a lot along the way. Casper's sense of responsibility will always win in the end. If he can do something to save the day, he will. This has cost him missed dates, job interviews, meetings with his mother and so much more. He might be brilliant, but what does that matter if he can never keep to an appointment? As Casper's personal life has fallen apart, he has retreated more and more into the Ghost persona, spending at least as much time in his mask as outside it. He is still reeling from his divorce, and the fact that he can't spend nearly as much time with his daughter as he would like to. After all, he has responsibilites, and it wouldn't be fair to try to explain those to a preteen. Casper desperately wants to be seen as a good father and a cool dad by his daughter Carrie, with little succes. She likes her father, sure, but she sees him more as a bumbling dad than being cool in any way. He has finally decided to give up on Jessie, and is content to be on friendly terms with her. Despite his love for Carrie, Casper is really not too fond of teenagers or young heroes in general. He feels that he has been where they are now, and, well, look where that got him? Sure, they might end up doing better than him, but really, why even bother? There's plenty of people out there and yeah, he knows that he's a bit of a hypocrite there. He's already gone through it all, no reason they gotta go through heartbreak too, right? POWERS & TACTICS Casper prefers a stealthy approach, approaching his targets and attacking through walls, floors, ceilings or anywhere else where they can't see him until it is too late. He is not above living up to his codename and taking actions to scare his enemies. He will often quickly change his position, rarely staying in one place at once, while moving his surroundings to his own benefit. Despite his preferance for stealth, Casper seems to have trouble stopping talking if he is discovered, throwing jokes and taunts as often as attacks. POWER DESCRIPTIONS The strange radiation from the extradimensional looking glass irrevocably altered Casper's body, granting him the ability to become intangible by dimensionally dispersing his body. Through time and training, he has learned to use this power in a great number of ways, from simply passing through matter to completely dispersing his body to reconstitute close by, effectively teleporting. He posses fine enough control to only make part of his body intangible or tangible, and he can use this ability to fly. His body also seem to have been generally enhanced, making him much sturdier and agile than he would otherwise be. Casper's intangibility can have a number of interesting effects on the world around him. By touching a living person, he can perform what he calls a Chilling Touch, effectively stunning on knocking out his foe. Alternatively, he can disrupt a target's nervous system, causing severe, lingering damage with a single touch. Casper calls this ability the Shock Touch. Casper can turn another person or item temporarily intangible by touching them, effectively allowing him to push them into the floor, walls, cars or whatever else is around, allowing him to trap them with his Phantom Touch. Casper can augment the effect of his intangibility into affecting a greater area by becoming fully tangible. When he imbues his effect with Phantom Force in this way, he might be tangible, but his abilities affects the entire area around him. When he affects the world around him he creates a chaotic, light blue energy effect. Casper augments his powers with a pair of goggles that gives him X-Ray vision, only stopped by lead. Originally built as a jointly by Casper and Dr. Palmer, Casper has since refined and improved the device, adding GPS capabilities. COMPLICATIONS Can't Get No Respect: Despite his long career, having saved the day, the city and much more countless times, Casper is hardly considered an A-list hero, with a number of his victories not even being public knowledge. He's popular in some circles, hated in others, or even outright dismissed. Casper has some ambivalent feelings towards this, and might react harshly if dismissed, despite his experience. If Casper lashing out at someone for dismissing him makes the situation worse, the GM can award him a Hero Point. Friendly Neighborhood Ghost: So far, being Ghost have pretty much ruined Casper's personal life, but he can't help himself. He has these powers, and he has to use them for good. The GM can award Casper a HP if his sense of responsibility somehow makes his social situation worse, be it missing appointments, losing yet another job or getting someone mad at him. Ghostbusters: Casper has made a great number of enemies over the years, having fought just about any bad guy. When Ghost encounters an enemy, there's at least a 50/50 chance that he has fought them or thwarted a scheme before, which means they might know some of his tricks, and might want to defeat or even kill Ghost in retaliation. If Ghost has encountered an enemy before and their knowledge of him or attitude towards him makes the situation worse, the GM can award Casper a Hero Point. Hands-On Approach: Casper's power to temporarily phase the solid objects and make others slip into them relies on his targets being relatively close to a surface. If Casper's target is flying or the GM otherwise deems them to be too far away from a surface, they can negate any succesful Snare via Phantom Touch, giving Casper a Hero Point instead. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. The GM can award Casper a Hero Point if Carrie is somehow placed in danger and used to weaken Casper, Casper finds some way to try and make her seem him as cool, but being cool means worsening the situation, or he is otherwise hindered by the love for his daughter. Scary Ghost: Casper's enemies have at times managed to convince the public that he is, in fact, a super villain. While he has always managed to clear his name, some people are still suspicious of Ghost's motives. If this somehow complicates or worsens a situation, the GM can award Casper a Hero Point. ABILITIES 0 + 2 + 2 + 10 + 6 + 6 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) / 24 (+7) Constitution: 12 / 20 (+5) Intelligence: 20 (+5) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT 8 + 12 = 20PP Initiative: +7 (+7 Dex) Attack: +4 Base, +12 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +12 (+4 Base Attack, +8 Attack Focus [Melee]) Knockback: -5 / -3 without Defensive Roll SAVING THROWS 5 + 7 + 7 = 19PP Toughness: +7 (+5 Con, +2 Defensive Roll) Fortitude: +10 (+5 Con, +5) Reflex: +14 (+7 Dex, +7) Will: +10 (+3 Wis, +7) SKILLS 124R = 31PP Bluff 12 (+15) Skill Mastery Computers 1 (+6) Craft [Electronic] 5 (+10) Craft [Mechanical] 2 (+7) Disable Device 10 (+15) Gather Information 12 (+15) Skill Mastery Knowledge [Current Events] 5 (+10) Knowledge [Physical Sciences] 10 (+15) Knowledge [Streetwise] 10 (+15) Knowledge [Technology] 10 (+15) Notice 12 (+15) Search 10 (+15) Sense Motive 12 (+15) Skill Mastery Stealth 13 (+20) Skill Mastery FEATS 38PP Attack Focus [Melee] 8 Benefit 1 [Freedom League Member] Challenge (Fast Feint) Contacts Defensive Roll Dodge Focus 11 Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 4 Move-By Action Power Attack Skill Mastery (Bluff, Gather Information, Sense Motive, Stealth) Taunt Uncanny Dodge [Auditory] Well-Informed POWERS 4 + 8 + 12 + 7 + 30 + 40 = 101PP Device 1 (5DP Container; Flaws: Hard-To-Lose) [4PP] (Descriptors: X-Ray Goggles, Invention, Technology) Super-Senses 4 (Vision Penetrates Concealment; Drawbacks: Power Loss [Lead]) [3DP] (Descriptors: X-Ray Vision) Super Senses 2 (Direction Sense; Distance Sense) [2DP] (Descriptors: GPS) Enhanced Constitution 8 [8PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 12 [12PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 3 (Feats: Subtle 1) (500 ft./turn, 50 mph) [7PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 14 (28PP Array; Feats: Alternate Power 2) [30PP] (Descriptors: Dimensional, Physical Mutation) BP: {4 + 23 = 27/28PP} (Descriptors: Intangible Ghost) Immunity 2 (No need to breathe, Vacuum; Flaws: No Permanent Flaw (+1)) [4PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 11 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 1100 ft.) {28/28} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 12 Adds (Extras: Area [General Shapeable], Selective; Feats: Progression [Area] 4) (12-300 5 ft. cubes) to Ghost With The Most Array {28/28} (Descriptors: Phantom Force) Ghost With The Most Array 18.5 (37PP Array; Feats: Alternate Power 3) [40PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 12 (Extras: Affects Corporeal; Feats: Reversible) {37/37} (Descriptors: Chilling Touch) AP: Damage 12 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {37/37} (Descriptors: Shock Touch) AP: {3 + 23 + 6 = 32/37} (Descriptors: Turning Others Ghost) Affects Others Flight 3 Adds (Extras: Affects Others, Linked [Insubstantial 4]) to Flight [3PP] Insubstantial 4 (Incorporeal; Affected by Cold; Extras: Affects Corporeal, Affects Others, Linked [Immunity 5] (+0); Flaws: Action 2 [Standard]; Feats: Selective, Subtle 2) [23PP] Immunity 2 (No need to breathe, Vacuum; Extras: Affects Others, Linked [Insubstantial 4] (+0); Flaws: No Permanent Flaw (+1)) [6PP] AP: Snare 12 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {37/37} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +12 Chilling Touch Touch DC22 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +12 Shock Touch Touch DC27 TOU (staged) Damage +12 Phantom Touch Touch DC22 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12 Chilling Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC22/16 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC27/21 TOU (staged) Damage Phantom Touch - Phantom Force Area, 12-300 5 ft. cubes DC22 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC22/16 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (26) + Combat (20) + Saving Throws (19) + Skills (31) + Feats (38) + Powers (101) - Drawbacks (0) = 235/235 Power Points
  23. Spaceman Power Level: 13 Effective Power Level: 10 Powers Points: 185/196PP Unspent Power Points: 11PP Trade-Offs: -5 Defense / +5 Toughness In Brief: Retired hero returns to action when his powers return. Now he has to balance his life, family and need to use his powers for good. Theme: Shooting Star - Kirby Krackle Alternate Identity: Parker Powers (Secret) Birthplace: Freedom City Residence: Bayview, Freedom City Base of Operations: Freedom CityOccupation: Teacher at the Nicholson SchoolAffiliations: Nicholson School, Powers Holdings Inc.Family: Penelope Powers (nee Thomas) (Born 1980, wife, Writer), Paris Powers (Born 2006, son), Pia Powers (Born 2011, daughter), Peter Powers (Born 1949, father, Retired), Penny Powers (Born 1948, mother, Retired), Tracy Powers (Born 1975, sister, CEO of Powers Holdings) Description: Age: 41 (DoB: 1979 [May 27] Gender: Male Ethnicity: Caucasian Height: 6'1'' Weight: 265 lbs. Eyes: Light blue Hair: Blonde Parker has semi-long blonde hair with a full beard, and light blue eyes that seem almost inhuman in color. He has an athletic build, having done his best to keep in shape even during his retirement. He tends to stand up straight, and will usually have a friendly smile on his lips. While in normal clothes, Parker tends to wear dress shirts and ties, ranging from solid colors to more abstract shapes and colors and to cartoon characters. He will usually wear dark pants or jeans, often in contrast to his shirt and tie. He has a habit of using his hands much when talking, gesturing to get his point across. As Spaceman, Parker wears a primarily white costume, with a black triangle shape at the top of his chest, starting from his solar plexus. He wears a black cape directly attached to the black area of his costume, near his shoulders. In the center of the black area on his chest, he displays his logo, a stylized golden "S" with light grey, almost silver, borders in a diamond shape. He wears a golden belt and golden armbands. He wears no mask. When he uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. History: Peter and Penny Powers: What had started as a business partnership had evolved into romance and eventually marriage. Philanthropists, adventurers, explorers, they travelled across the world, spending their wealth and time to try and make the world a better place. Penny came from old money from the Freedom City Powers family, but she was all too happy to take Peter up on his offer to actually start using that money for good. Not even the birth of their daughter Tracy seemed to slow them down. During late August 1978, when their daughter Tracy was 3, the Powers family visited one of the many laboratories that Penny had set up, one that was researching alternative sources of power. One particular research group led by one Doctor Joseph Siegel was working on a device that would siphon energy from a theoretical buffer zone that laid between universes. While Doctor Siegel explained the machine and its potential uses to the Powers couple, young Tracy grew restless and bored, and started toying with the machine, unnoticed by all. One fateful click of a button, and Penny was bombarded with a cascade of rainbow energy from the machine. She screamed in shock, but the shock soon turned to confusion, as it seemed to be nothing more than colors. While Doctor Siegel scrambled to shut off the machine and was quick to apologize and subject Penny to a number of tests, all but one came up as negative: Penny was unharmed by the burst of energy, but she was pregnant with the Powers couple's second child. The experiment into the theoretical buffer zone continued, before eventually being shelved a few years later. On May 27nd the following year, Parker Powers was born into a loving family. A doting older sister, parents that loved both siblings and did their best to teach them wrong from right, to threat everyone with respect and offer what help they could. In short, the Powers children were taught to believe in truth and justice, and to always apply those lessons to the best of their abilities. They attended the very best private schools in Freedom City, both Parker and Tracy loving the Freedom Friends cartoon, even years after the Freedom Leagoe disbanded. Parker in particular idolized the Centurion, while his sister was always more fond of the Daedelus. The siblings were inseperable, spending virtually all their time together. After going public with their criticism of Mayor Moore, The Powers couple saw their wealth dwindling during the Moore administration, leading to the eventual shutdown or many of their humanitarian efforts during Freedom City's Iron Age, though they still did what they could to make the world a better place. In 1989, on his tenth birthday, Parker first displayed super human abilities, as he found himself floating above the ground. Tracy was of course the first to discover it, even when Parker tried to keep it hidden. It wasn't a good time to have powers in Freedom City, after all. Still, after some experimentation where they discovered that flight was simply the first of Parker's abilities, the siblings came clean to their parents, revealing Parker's ability to seemingly manipulate space itself. While worried for their child's safety, Penny and Peter showed nothing but love for their children as they did their best to help Parker understand his strange new abilities and what he could do. Still, despite his parents' help, it was Parker's sister that helped him understand how he could use his abilities on not just the world around him, but himself as well, allowing him to emulate several abilities of his heroes. Parker spent the following years struggling with his powers and keeping them to himself. He couldn't risk discovery by the Moore Administration, but with everything he had been taught and how he had been raised by his parents, it felt wrong to not use his powers to help others. In 1993, he got his wish. The Terminus Invasion struck Freedom City, and as the largest alliance of heroes united to repel the invaders, Parker couldn't just look on anymore. Donning a pair of jeans, a t-shirt with a stylized S, a pair of goggles and a leather jacket, Spaceboy made his debut fighting the minions of the Terminus. Stumbling into the battles and saving anyone that he could, Spaceboy joined the fight against Omega and saw as his hero, the Centurion, sacrificed himself to save the world. In the years after the Terminus Invasion, Spaceboy became a regular sight in Freedom City, flying across the sky, fighting villains and saving the day. Despite the extent of his abilities, he would only rarely use them to their full extent, instead prefering to give the appearance that he only possessed flight, super strength, invulnerability, intangibility and not much else. As he fought for truth, justice and protect the people, Parker found his powers slowly increasing, and as he grew more comfortable in the role of a hero, he gradually changed his look. By 1996, the now 17 years old Parker started calling himself Spaceman, and by 1998, he started wearing the costume that he would be known for. Through trials, battles, partnerships and more, Parker gradually grew into a better man and hero, often being the sponsor to give villains and criminals the chance to redeem themselves before, during and after serving their sentence. While his parents stood by him the entire time, offering help, advice and shoulders to cry on, none was closer to Parker than his sister Tracy, who he credited with keeping him grounded as Spaceman soared to ever greater heights. He met Penelope Thomas in 1997, and the two immediately hit it off. An aspiring writer, Penelope sought to write the story of the heroes of Freedom City, her first goal being the story of Spaceman. While he was amused, Parker did not wish to deceive Penelope, and soon after they started dating, he revealed his identity to her. What kind of hero would he be if he lied to his significant other, after all? The two remained a steady couple, with Parker eventually proposing in 2000. In the years that had followed since his debut on the super hero scene, it seemed that Parker met and fought a veritable who's who of super heroes and villains, including encounters with the Atom Family, the Delinquents, Flashforward and Hologram, Doctor Metropolis and many, many more, but since her first debut in 1999, his most recurring and personal foe was the mysterious villain known as Doctor Deviation. Seemingly Doctor Deviation's only target, and a quite personal one at that. While strangely never targeting any of Parker's friends or loved ones, Doctor Deviation seemed all too willing to target any other civilian or public gathering that could draw Spaceman's attention. While Spaceman would triump again and again during their battles, Doctor Deviation always worked through proxies or managed to escape, and her motives never seemed clear, beyond hurting and stopping Spaceman. Even when Parker confronted Doctor Deviation alongside allies, she seemed intent on targeting him. As the years passed, Doctor Deviation's methods grew more brutal, as did their battles. Spaceman remained a respected member of the hero community in the years that followed. In 2003, Parker and Penelope married, and by 2006, Penelope was pregnant with the couple's first child. Then, Doctor Deviation struck. More unhinged than ever, Deviation lured Spaceman to Greenland, where they fought what would turn out to be their final battle. At the end of an extended, gruelling duel where Doctor Deviant held the life of a small village in her grip, Spaceman finally prevailed, seemingly defeating his archenemy for good, as Doctor Deviation disappeared below the arctic waters. Sustaining massive injuries that left him wheelchair bound for months and walking with a cane for a year after, Parker found that his powers had disappeared, and the Spaceman disappeared from the public eye, his fate left uncertain to the world at large. With his young son Paris to take care of and be an example to, Parker decided that he still had to do something, even if he couldn't be a super hero anymore. Despite his access to the Powers fortune meaning that he didn't actually have to work for a living, Parker started to study to become a teacher. By 2011, Penelope gave birth to their daughter Pia, and both Parker and Penelope agreed to keep their father's past as a hero secret, at least until the children were old enough to properly understand. By 2012, Parker earned a position as a science teacher at the Nicholson School in Freedom City, happily teaching the super powered children of the world. Since then, Parker had lived a quiet life with his family, letting his sister Tracy run the revived Powers Holdings Inc., carrying out the family's vision, while he was content to teach and spend time with his family. Still, despite being content with his life, Parker would at least admit to himself that he missed being a hero, and he still felt a twinge of regret when he heard of situations where he could have helped. Parker woke in the morning to find small black bubbles generating from his body as he once again affected space around him. It seemed that it was once again time for Parker to put on the cape, but if Spaceman returned, could Doctor Deviation be far behind? Personality & Motivation: Parker is a loving father, a devoted husband and a respected teacher. He is caring and slow to anger, secure in himself and his life. Despite feeling the pull of heroics, and still ending up putting himself in harms way to protect his loved ones and students a few times, he had accepted that his days as a super hero was over, and he was happy with his life. Compassionate and always prefering to talk through problems rather than fight, Parker is the calm presence that keeps his family together. With the return of his powers, Parker has once again taken on the mantle of Spaceman, unable to deny the responsibility that his powers give him, though he feels out of place in the world of modern heroes, which has moved on since he hung up his cape. He recognizes few of the current generation, but despite his prior heroics, he has found himself content to let the younger heroes act on their own, rather than try to force them to conform to the way he thinks heroes used to be. Despite the return of his powers, Parker has found himself feeling less secure in his abilities than he used to. Was it his injuries that caused his powers to disappear, or something else? They might have returned, but he is weaker than he used to be, and as his familarity with his powers have resurfaced, he has found himself acting as if they were at their old levels on numerous occassions. Having yet to tell his children of his secret identity, Parker struggles with whether he should tell them, hating that he is, so far, keeping secrets from them. While acting as Spaceman, Parker acts much like he used to: He is a champion, a defender, standing up for everyone in danger. He focuses on keeping people safe and tries to avoid violence whenever possible. If he finds himself believing that a villain can be redeemed, he will try to help them to the best of his ability, whether behind the scenes or with their knowledge, depending on their individual needs. Powers & Tactics: Parker tends to present himself as a typical paragon. Strong, faster, tough and can fly. While the more advanced uses of his powers are not exactly a secret, its not something he will boast about using. Spaceman's first priority is keeping people safe and out of harms way, and he prefers to solve conflicts through words. If the situation allows him to talk down a foe instead of fighting them, he will attempt to do so. Power Descriptions: Parker's powers come from a peculiar connection to Z-Space, the realm between universes in the multiverse. On top of a general physical enhancement, giving him greater reflexes and making him physically tougher, the connection allows him to manipulate space, the distance between two objects. He has a total spatial awareness and a constant sense of the exact distance between everything around him. He is also granted a peculiar ability to seem unassuming and have a forgettable apperance when he is out of his costume, an unconscious effect of his connection to Z-Space, a sort of dimensional ripple effect that makes him harder to recognize By manipulating the distance between himself and other things, Parker can fly, or, by moving himself instantly, achieve a teleportation effect. Turning his powers on himself, he can make himself harder to hurt and move or stronger by increasing his molecular density and space, or become incorporal by decreasing his molecular space. Turning his powers outward, Parker can decrease the distance between himself and his targets, allowing him to hit someone far away, even from different angles, or alternatively to hit everyone in an area at once, applying the full force of his strength at once. He can change the physical distance between two objects, effectively moving them through space, slam space itself into a target, create a sense of vertigo by manipulating the distance that a target's senses inform them about, or even effectively locking a target in place by increasing the distance between them and everything around them. As Parker uses his powers, black bubble-like krackle tend to appear around him, growing in size and intensity the greater the feat. Since his powers returned after being unable to access them for more than 10 years, Parker has found them greatly weakened than before. Complications: Broken Pedestal: While the majority of Freedom City in general is happy to have Spaceman back, some people might feel differently, perhaps feeling that he abandoned the city, especially since he has done little to explain where he has been. The GM can award Spaceman with a Hero Point if a situation is made more difficult by encountering someone that has taken offense to his disappearence. Chronic Hero Syndrome: Even before and after losing his powers, Parker has always had some serious issues with not helping those in need. Walking ladies over the street, getting beat up fending off muggers, you name it. This makes it very difficult for him to ignore someone in need, a fact that can, and has been, used against him numerous times, and makes it nigh-impossible for him to not start using his powers as a hero once again. Dented Iron: Parker isn't as powerful as he used to be and still feels the effects of his last battle before he lost his powers. The GM can award him with a Hero Point if he tries to do something he just can't anymore, or if his old injuries act up causing him to lose concentration. Alternatively, not wanting to let others down, he might end up in situations that he could once have handled, but are now much more difficult. Deviant Doctor: During his years as an active hero, Spaceman was the almost sole target of the villain Doctor Deviation, who seemed to personally target him at every opportunity, doing everything she could to draw him out, even doing small and petty acts just to annoy him. While Spaceman would eventually emerge victorious in most of their battles, Doctor Deviation was never captured, and he never learned her true identity. After their final fight, which greatly injured Spaceman and, at least temporarily, cost him his powers, Doctor Deviation disappeared. Now that Spaceman is back, Doctor Deviation is bound to return as well. While Doctor Deviation will never do anything to target Spaceman's family and friends, she is prone to aiding other villains when fighting Spaceman, either by sending minions, directly interfering or simply finding ways to make the situation more difficult, earning Parker a Hero Point from the GM in the process. Enemies: As the Spaceman, Parker fought a number of enemies before losing his powers and retiring. When he retired, some of these enemies remained active, while others disappeared. Now that he is back, they might return, looking to settle old scores, or new villains might take a shot at the once prominent hero. Father, Husband, Son, Brother, Teacher, Hero: Parker has a lot of responsibilities to his parents and to his students. Now that his powers have returned, he has even more. While his family might be understanding, that doesn't mean Parker won't feel responsible if he lets them down. The GM can award Parker with a Hero Point if he ends up in a situation where having to choose between his responsibilites somehow hinders Parker, including putting them in harms way, having to finish up something before picking up his children, dealing with curious students or even just having to answer a call from his mother who wants to chat while he is fighting Gargaton the Unspeakable. Redemption Sponsor: Even if he is by no means naive, Parker would much rather redeem any villains or criminals into using their abilities for the good of society and others, rather than just beat them up. Of course, they have to be judged as the law dictates, but before, during and after serving their sentence, he is more than willing to help them. This also means that, if it is possible in the situation, Spaceman will often try to diffuse a situation without violence, and at least offer a villain a chance to surrender and turn their skills to good before a fight. A GM can award Spaceman a Hero Point if this stalls him during a battle or gives the villain a chance. Secret Identity: Parker's wife, parents and sister knows of his secret identity. Even his children haven't been told, though now that his powers have returned, it is getting harder and harder to keep the secret. Z-Spaceman: While he is aware that his powers are tied to somewhere or something else, Parker doesn't know how deep this connection runs, or just how the connection works, but it gives Parker a certain feel and background radiation that interdimensional travellers tend to be able to sense, attracting him a lot of the wrong kind of attention. The GM can award Parker a Hero Point if someone being able to sense or detect him due to being interdimensional travellers or having the right equipment causes trouble. Abilities: 0 + 2 + 2 + 6 + 6 + 4 = 20PP Strength: 10 (+0) / 30 (+10) w. Spatial Strength or Reach Everything Dexterity: 12 (+1) / 16 (+3) Constitution: 12 (+1) / 40 (+15) w. Enhanced Constitution Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 14 (+2) Combat: 20 + 4 = 24PP Initiative: +3 (+3 Dex) Attack: +10 Base Defense: +5 (+2 Base, +3 Dodge Focus), +1 Flat-Footed Grapple: See table below Knockback: -8 (TOU 15/2) / -23 (TOU 5/2, -10 Imp. TOU, -10 Spatial Constant) Grapple Table Total Score Base Attack (BA) Increase Molecular Space (IMS) Infinite Reach + Spatial Strength (IR) Change Physical Distance (CPD) Values +10 +10 +17 +28 BA +10 +10 CPD +28 +28 IMS +20 +10 +10 IR +27 +10 +17 IR+IMS +37 +10 +10 +17 Saving Throws: 0 + 3 + 7 = 10PP Toughness: +15 (+1 Con, +14 Enhanced Con) Fortitude: +15 (+1 Con, +14 Enhanced Con) Reflex: +6 (+3 Dex, +3) Will: +10 (+3 Wis, +7) Skills: 44R = 11PP Diplomacy 13 (+15) Gather Information 3 (+5) Knowledge [Behavioral Sciences] 2 (+5) Knowledge [Physical Sciences] 7 (+10) Language 3 (Native: English; French, German, Spanish) Medicine 2 (+5) Notice 7 (+10) Sense Motive 7 (+10) Feats: 11PP Benefit 1 (Fame) Benefit 1 (Wealth) Dodge Focus 3 Improved Grab Improved Grapple Interpose Luck 3 Powers: 35 + 22 + 35 + 11 + 6 = 109PP Enhanced Physiology 7 (35PP Container) [35PP] (Descriptors: Physical Mutation, Z-Space) Enhanced Constitution 28 [28PP] Enhanced Dexterity 4 [4PP] Feature 1 (Forgettable appearance out of costume) [1PP] Flight 1 (Flight Speed: 10 mph, 100 ft./rnd) (Stacks with Spatial Flight from Space Movement Array) [2PP] (Descriptors: Spatial Flight, Space/Spatial, Personal Spatial Placement Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) Personal Space Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (Descriptors: Mutation, Space/Spatial, Z-Space, Personal Density Manipulation) BP: {10 + 10 = 20/20} Impervious Toughness 10 [10PP] (Descriptors: Increase Molecular Density) Immovable 10 [10PP] (Descriptors: Spatial Constant) AP: Insubstantial 4 (Incorporeal) {20/20} (Descriptors: Decrease Molecular Space) AP: Super-Strength 10 (+50 Strength to checks; Carrying capacity: Heavy load 819.2 tons w. Spatial Strength) {20/20} (Descriptors: Increase Molecular Space) Space Control Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: {12 + 20 = 32/32} (Descriptors: Personal Space Manipulation) Elongation 7 (Feats: Indirect 3, Subtle 2) (Reach: 500 ft., range incr 70 ft.) [12PP] (Descriptors: Infinite Reach, Distance and Position Manipulation) Enhanced Strength 20 [20PP] (Descriptors: Spatial Strength) AP: Move Object 14 (Extras: Range [Perception]; Flaws: Distracting; Feats: Insidious, Precise, Subtle 2) {32/32} (Descriptors: Change Physical Distance, Distance and Position Manipulation) AP: Nauseate 10 (Extras: Range [Ranged]; Feats: Subtle 2) {32/32} (Descriptors: Vertigo, Sensory Distance Manipulation) AP: Paralyze 10 (Extras: Alternate Save [Reflex] (+0), Ranged; Feats: Subtle 2) {32/32} (Descriptors: Unending Prison, Distance Manipulation) Space Movement Array 5 (10PP Array; Feats: Alternate Power 1) [11PP] (Descriptors: Mutation, Space/Spatial, Z-Space) BP: Flight 4 (Feats: Subtle 2) (Flight Speed: 100 mph, 1000 ft./rnd) {10/10} (Descriptors: Spatial Flight, Personal Spatial Position Manipulation) Stacked Power: Flight 5 (Feats: Subtle 2) (Flight Speed: 250 mph, 2500 ft./rnd) (Descriptors: Spatial Flight) AP: Teleport 4 (Feats: Change Direction, Change Velocity) (Range: 400 ft. as move action, 1 mile as full action) {10/10} (Descriptors: Change Personal Position, Instant Personal Spatial Position Manipulation) Super-Senses 6 (Distance Sense, Spatial Awareness [Sense Type: Mental, Extras: Accurate, Acute, Radius, Ranged]) [6PP] (Descriptors: Spatial Senses, Enhanced Senses, Mutation, Space/Spatial, Z-Space) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC15 Tou (staged) Damage +10 Unarmed – Infinite Reach + Spatial Strength Touch at 500 ft. Range incr: 70 ft. DC25 Tou (staged) Damage +10, Elongation 7, Indirect 3, Subtle 2 Change Physical Distance - Thrown Objects 140 ft. DC25 Tou (staged) Damage Perception Range, Insidious, Precise, Subtle 2 Vertigo 100 ft. DC20 Fort (staged) Fail: Sickened 2nd Fail or Fail >5: Nauseated 3rd Fail or Fail >10: Helpless +10, Subtle 2 Unending Prison 100 ft. DC20 Ref (staged) Fail: Slowed 2nd Fail or Fail >5: Paralyzed +10, Subtle 2 Totals: Abilities (20) + Combat (24) + Saving Throws (10) + Skills (11) + Feats (11) + Powers (109) - Drawbacks (0) = 185/196 Power Points
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