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RocketLord

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  1. GM December 12 2018, 11 PM Local Time Somewhere over the Pacific Ocean The A.E.G.I.S. vessel that had carried the heroes so far was finally beginning its descent. They hadn't had long to prepare, but now they were almost at the destination. Asad, Sgt. Shark and Sea Devil. An unlikely group, perhaps, but they had been the ones available that would actually be able to participate in this mission. The A.E.G.I.S. commander was a frail little man, with thinning grey hair. He was reading from a tablet, looking over his bottle cap glasses, explaining the situation to the three heroes. "Err... yeah, so... A company that I'm not legally allowed to name was drilling for oil here. And, err, they kinda hit something." He fidgeted a bit with his glasses, adjusting them, before scrolling further down on his tablet. "Turns out that some, errr, aliens had crashed under there. We don't know how long they, err, have been there. But, they're rather annoyed at being woken up, so, errr... They threatened to basically flood the Pacifim rim and the rest of the world?" He looked up, a little smile on his lips. "So, please go stop them, and save the world?"
  2. And there we go, Jack Jackson himself showing up to join the fun. And hey, these two had some history, they way they were sniping at each other. Of course, it could all be a part of Jack's show, but Detective Kidd's dislike seemed pretty real. Robin pulled further back. Jack Jackson's made it pretty clear what he thought of Detective Kidd, and that was some pretty bad accusations, yeah. A police brutality charge. It sounded like Detective Kidd were just as bad news as Blowfish and Jack Jackson. Just what was it that Robin had gotten herself involved in? She didn't want to get involved with Jack Jackson in the first place and now, before she had a chance to get out of there, she had a microphone thrust in her direction. She looked down at it with big eyes behind her mask. What was she going to say? This was the first time she was in a situation like this. Public speaking was really not her thing, she had proven that time and time again, and now whatever she said would be immortalized. So, play along with Jack, hope he worked on her side and didn't comment on the mask, which he probably would, or go no comment, and just get out of there? That could look bad too, right? "I guess... I just hope people will stay civil? No reason for anyone to get hurt over this, is there?"
  3. I was thinking he's the youngest of the Chamber (put him at 40, to Steel Shogun's 46 and Mars' 55), playing a bit on him seeing Mars as a father figure. The Chessmen is basically the secret police behind Emerald City, with pawns in various positions all across the city. He is the member with the most men positioned throughout the city infrastucture, or just manpower in general, which gives him a powerful voice in the Chamber, just from the sheer manpower he brings ot the table. He is somewhat deranged, but not in the chaotic way of Koschei, rather he is completely obsessed with order and keeping order, wanting to be in full control of everything The Grandmaster Power Level: 12 (150/150PP) Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play. Trade-Offs: Offensively under caps, +5 TOU / -5 DEF In Brief: 1-2 sentences which sum up the whole character. Alternate Identity: Alexander Kaspar (Secret) Birthplace: Emerald City Residence: The Board, under Emerald City federal building Base of Operations: Emerald City Occupation: Criminal Mastermind Affiliations: The Chessmen, The Chamber Family: Godwin Kaspar (Father, deceased) Description: Age: 40 (DoB: 1979) Gender: Male Ethnicity: Caucasian Height: 5'11'' Weight: 250 lbs. Eyes: Brown Hair: Platinum blonde (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: The current Chessmen are the second organization to use that name. The first was founded and controlled by Godwin Kaspar, father to the current Grandmaster. It existed more than thirty years ago and consisted of highly-trained former espionage and law-enforcement personnel recruited by Kaspar in his guise as “Black King.” Most of the agents were ranked according to specialty, Knights for combat, Bishops for intelligence, and so on; however, some members were elite enough to earn their own unique code-names, such as the logistics expert Endgame and the infiltration specialist Gambit. Masters at behind-the-scenes manipulation, the Chessmen intended to take the reins of powers quietly and secretly while the hero community was diverted by more obvious and colorful menaces. Eventually, AEGIS (aided by the first Raven) brought the organization down. The majority of the organization, including its founder, ended up in federal prison. Godwin Kaspar was broken by his defeat and died behind bars less than five years after his incarceration. Then, a little over a decade ago, the last survivor of Kaspar’s Chessmen, a man named Vassily Dragovich, convinced Kaspar’s son, Alexander, to form a new Chessmen organization. Alexander replaced his father’s peerless personal charisma with his own technological genius, electronically brainwashing agents instead of recruiting them directly and substituting technological firepower for combat training. In the space of the past few years, Alexander, now known as the Grandmaster, has taken his organization from nothing to a highly-efficient and powerful operation. Shortly after commencing operations, the Grandmaster was approached by Emerald City tech magnate Maximilian Mars. He explained how things really worked in the city and revealed the existence of the Chamber, which he was certain either the Grandmaster or Endgame would have learned of soon enough. Mars offered him membership and explained the Chessmen’s surveillance tech more than justified the Grandmaster’s inclusion in the group. The advantages to such an alliance were clear to the young mastermind and he quickly accepted. The fact the offer was made by a successful father-figure like Mars only made it that much more attractive. Personality & Motivation: Alexander grew up a paranoid recluse obsessively hero-worshipping his father and unable to accept that he could have been defeated without being betrayed by someone within his organization. While staying out of the public eye, Alexander made a living using his technical skills, but lacked the vision to do more than tinker and lament his father’s death. Dragovitch changed that, finding and molding the man from self-absorbed genius into cunning mastermind. Alexander now goes by the name Grandmaster almost exclusively. He reacts poorly when called by his real name and rarely leaves the Board. He is focused, has a goal and a means to achieve it; everything else is distraction. He has reinvented himself as the man his father would have wanted him to be; stronger and more capable. Now he’s the Grandmaster, not Alexander. The Grandmaster is a brilliant technician and programmer. He’s also obsessively focused, controlling, and analytical with few interpersonal skills, which is why he makes enemies easily and burns through allies quickly. The only person who ever seemed to understand him was Maximilian Mars. The Grandmaster wants to be respected and feared. He wants to realize his father’s ambitions and for AEGIS, the hero community, and the public to not only be helpless against him but to recognize and admit that fact. More importantly, he wants to shame the people responsible for his father’s ignoble end. To achieve this he wants to seize control of business, political, and military assets. He intends for the Chessmen to eventually be a world-class threat on par with SHADOW or the Foundry and will take any steps necessary to make that happen. Wealth and firepower are a means to these ends, nothing more. Powers & Tactics: The Grandmaster posses no super powers, but is a tactical mastermind and the leader of the Chessmen organization. Alexander has studied his father’s decisions, both his successes and mistakes. To him, everything boiled down to misplaced trust and impatience. So, his people are conditioned to obey and no longer have the capacity to betray him. His watchwords are planning, information, and precision. Enemies are watched and studied in detail before steps are taken against them. Operations begin by targeting friends and associates or favored locations. Then, when the target is off-balance or distracted by other concerns, the target is hit with blackmail, extortion, or an outright smear campaign—whatever it takes to remove them from the game. Every operation and every enemy is reduced to pieces on a board, with moves carefully thought out. Moving into an area, the Chessmen identify the criminal elements they need to neutralize or take over in order to operate effectively. Once they take control, they move on to local business and government elements, again blackmailing, intimidating, or eliminating whomever they need to in order to put their people in those positions. Thus far they have avoided directly confronting AEGIS and several powerful criminal organizations… biding their time until the Chessmen are able to deal with those obstacles. When Chessmen agents or equipment are captured, they are immediately destroyed via a built-in “killswitch,” and video or digital evidence pertaining to the group is corrupted, altered, or eliminated at the earliest opportunity. Headquarters & Resources: (Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.) The Board is an underground facility located far beneath the Emerald City federal building. The Chessmen have access to the city’s traffic cameras, municipal and police computer databases, as well as many individual security systems (commercial and private). All input is processed and analyzed by the Chessmen’s Queens. The organization has eyes everywhere, constantly sifting through the data to find useful information. Finally, their teleportation system enables the Chessmen to move anywhere in the city at a moment’s notice. With all of these resources, the Chessmen seem to know everything and be everywhere. The Grandmaster funds the Chessmen by diverting money from hundreds of companies and online schemes as well as by stealing from other criminal and terrorist organization. He recruits homeless people and runaways from around North America, with his electronic training and conditioning making them into capable agents. [ADD DESCRIPTIONS OF ENDGAME, QUEENS, KNIGHTS, PAWNS, ROOKS] Complications: Motivation: The Grandmaster wants control, nothing more or less. Everything else is just means to an end. Obsession - Chess: The Grandmaster is obsessed with chess and the chess motif. To him, it presents an ordered and structured world, and he has trouble believing that anyone do not know the rules of the most glorious game. Obsession - Father: Unable to accept his father's fall and that he was truly defeated, the Grandmaster is obsessed in his hero worship of his father, not allowing anyone to smear his name. Abilities: 2 + 2 + 4 + 16 + 8 + 8 = 40PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 26 (+8) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP Initiative: +8 (+8 Intelligence [Speed of Thought]) Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base Unarmed +6 Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed +7 Grapple: +0 Knockback: -0 Saving Throws: 8 + 9 + 11 = 29PP Toughness: +17 (+2 Con, +15 Forcefield) Fortitude: +10 (+2 Con, +8) Reflex: +10 (+1 Dex, +9) Will: +15 (+4 Wis, +11) Skills: 176R = 44PP Bluff 11 (+15) Computers 17 (+25) Craft [Electronics] 15 (+23) Craft [Mechanical] 15 (+23) Disable Device 17 (+25) Gather Information 15 (+19) Investigate 10 (+18) Knowledge [Engineering] 10 (+18) Knowledge [Tactics] 17 (+25) Knowledge [Technology] 15 (+23) Notice 12 (+16) Search 10 (+18) Sense Motive 12 (+16) Feats: 15PP Benefit 1 (Cipher) Benefit 1 (Leader of the Chessmen) Benefit 3 (Multi-millionaire) Connected Contacts Eidetic Memory Inventor Master Plan 2 Online Research Skill Mastery (Computers, Gather Information, Knowledge [Tactics], Knowledge [Technology]) Speed of Thought Well-Informed Powers: 0PP Device X (XDP Container, Flaws: Hard-To-Lose) [XPP] (Descriptors: Grandmaster's Suit, Technology) Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] (Descriptors: Commlink) Datalink Features 2 (Built-in Subtle Computer) [2PP] (Computer, A.I. System) Force Field 15 (Extras: Linked to Immunity) Immunity 10 (Gas effects; Extras: Linked to Force Field) [10DP] (Descriptors: Air filtration force field) Super Senses 3 (Direction Sense; Distance Sense; Time Sense) [3DP] (Descriptors: H.U.D. Glasses) Teleport (Descriptors: Emergency Escape) Emotion Control 12 (Flaws: Sense Dependent [Auditory]; Feats: Alternate Power 1, Innate, Subtle) [14PP] (Descriptors: Break Them By Talking, Charismatic, Manipulator, Speech) Quickness 6 (Flaws: Limited [Mental tasks only]; Feats: Innate) [3PP] (Descriptors: Genius) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Chain Lightning Ranged DC 25 Toughness (Autofire) Damage Taser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points
  4. Flash Gordon/Adam Strange/Star-Lord space adventurer type Arthurian overtones He's the questing knight, the Galahad. He's on a "grail quest" through space, even if he doesn't know it yet Cynical, jaded. Was pulled into space and promised a great destiny, which has yet to materialize. Has spent years wandering space, building up his skills, working as adventurer, mercenary, a knight for hire Arc revolves around him finding himself on the right path, growing to become less cynical Gallant Power Level: 12 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: Blasters (+2ATK/-2DC), Railgun (-2ATK/+2DC), No defensive In Brief: Jaded cosmic chosen hero. Catchphrase: "This is gonna suck." Theme: Slinger's Song - Bastion Soundtrack Alternate Identity: Grant Gallant (Public) Birthplace: Freedom City, United States of America, Earth Residence: Mobile, Space Base of Operations: The Lancer Occupation: Mercenary, Gun-For-Hire, Adventurer Affiliations: None Family: Trevor Gallant (Father, status unknown), Julie Gallant (Mother, status unknown) Description: Age: DoB: March 13th, 1985 Gender: Male Ethnicity: Caucasian Height: 6' Weight: 178 lbs. Eyes: Black Hair: Brown (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: At the age of 15, Grant Gallant marvelled at the sights of Freedom City. A dreamer, a true believer, he loved heroes of all kinds. The stories of Robin Hood and King Arthur from books and movies, the real world super heroes that strode through the sky to thwart evil. Some day, he would be one of them. He was sure of it. It felt like his destiny, like something that was simply meant to be. And it seemed like he was right. One day, he found himself alone, at the edge between Earth and Space, held aloft by strange cosmic energies as a blue-skinned man with short white hair and a perfect goatee introduced himself and the Wizard and told young Grant Gallant that he had a cosmic destiny. He was to become a hero, he had a quest, one that only he could accomplish. He would be given great power, he would soar among the stars, one of a brotherhood of heroes, never alone, always important. All he had to do was to accept the Wizard's offer. Grant said yes. What else could he do? This was what he had dreamed of. This was the destiny that he had known was his. He was chosen, of course he was chosen. The Wizard thanked him, and in an instant, Grant found his senses, his very awareness expand. Catapulted through space, Grant could feel everything around him, his mind opening to the sheer amount of life everywhere around him. Listening, sensing, feeling everything. Opening his eyes, he found himself alone on a strange planet, in the middle of a jungle. A beast howled in the disatnce. The Wizard was nowhere to be seen. He could sense things around him, but he could do nothing else that the Wizard had claimed. He was alone in a hostile world. The Wizard had promised Grant that he would do great things, that he would become a hero, a great man. 20 years later, Gallant was more sure than ever that it had all been a lie. [what has he been up to, what is he doing] [glimmer of hope for the quest] Personality & Motivation: Cynical and jaded, Gallant has lost most of his idealism by spending a couple of decades in space, having to make a living as a mercenary. Though prefering to call himself a realist, he can be pessimistic, but is nonetheless something of an anti-nihilist. His life sucks, he was lied to and thrown into space, but he's not just gonna roll over and die. He will keep going for as long as he can, doing whatever good he can along the way. He prefers to go by Gallant rather than Grant. Generally speaking, Gallant tends to keep to himself, not being much for conversation in general. He will soon be moving on anyway. While once hopeful and sure it would just be a matter of time until his cosmic destiny began to unfold, he has since given up that hope, as well as any chance of ever returning to the Earth. He's not even sure if he wants to return, if given the chance. He goes where the money is and where he is needed. At least, that's what Gallant tells himself. In truth, it wouldn't take much for him to turn from whatever he is doing, if he was given any hint that he might be able to do what he was actually sent into space for... if he can figure out what that is, at least. Powers & Tactics: Trickery and overwhelming fire power are the names of the game. Gallant will set up traps, he will fight dirty, he will use whatever weapons he has at his disposal. He will use his cosmic awareness to gain any advantage he can, from fighting blind to simply picking the right path or action. It is his only advantage, after all. Gallant is not much for negotiation or trying to talk people into standing down, prefering to fight his way through problems. Power Descriptions: As the only gift from the Wizard, Gallant posses cosmic awareness. He can use this cosmic awareness to effectively sense everything around him, alterting him to any danger. He can see the right paths to choose, the right choices to make, allowing him to evade what would otherwise be certain doom. On rare occasions, he will get flashes of cosmic importance. While Gallant knows little of how the cosmic awareness works or how the Wizard was even able to grant him such an ability, there seems to be a deeper meaning to this power, with certain sights or words triggering visions. All of Gallant's other abilities are either learned skills or technology. He owns a spaceship called the Lancer, which is both his transportation and his home. He has a translator chip implanted under his skin, allowing him to communicate in close to any language in outer space. Gallant's armor has been cobbled together from bits and pieces of different technologies he has encountered during his journeys. It can unfold instantly from his right hand gauntlet, covering his body and offering protection through invisible force fields. The built in computer offers aid, while the life support system can support Gallant even in the void of space. The built in jetpack let's him fly, even if not very fast. Offensively, Gallant uses an arsenal of different weapons, most prominently a pair of twin hand held blasters and a larger rifle that he claims is a railgun. The arsenal also includes....... Complications: Name: Description Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary. Abilities: 4 + 4 + 8 + 4 + 4 + 0 = 30PP Strength: 14 (+2) Dexterity: 18 (+4) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 12 + 12 = 24PP Initiative: +4 (+4 Dex) Attack: Base +6, +6 Melee, +10 Ranged (+6 Base, +4 Attack Focus) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +9 (+6 Base Attack, +3 Strength) Knockback: -6 (TOU/2) Saving Throws: 6 + 6 + 8 = 20PP Toughness: +12 (+4 Con, +8 Force Field) Fortitude: +10 (+4 Con, +6) Reflex: +10 (+4 Dex, +6) Will: +10 (+2 Wis, +8) Skills: 48R = 12PP Computers 5 (+8) Craft [Electronics] 7 (+10) Craft [Mechanical] 7 (+10) Knowledge [Galactic Lore] 2 (+5) Notice 8 (+10) Pilot 11 (+15) Sense Motive 8 (+10) Feats: 29PP Attack Focus [Ranged] 4 Dodge Focus 6 Equipment 13 Luck 4 Skill Mastery [Computers, Notice, Pilot, Sense Motive] Uncanny Dodge [Mental] Equipment: 13PP = 65EP The Lancer (Vehicle; Spaceship) [65EP] Size: Gargantuan [3EP] Strength: 40 [0EP] Defence: 6 [0EP] Toughness: 11 [0EP] Features: 4EP Communications Computer Hidden Compartments Living Space Powers: 58EP Blast 10 (Lasers) [20EP] Flight 10 (10,000 MPH) [20EP] Protection 12 (Extras: Force Field (+0)) [12EP] Super Movement 3 (Space Flight 3 [Intergalactic]) [6EP] Powers: 8 + 24 + 5 + 20 + 8 = 65PP Comprehend 4 (Languages: Speak/Understand all languages at once, Read any language; Codes) [8PP] (Descriptors: "Translator Chip", Technology, Implant) Arsenal 8 (40DP Container; Flaws: Easy-To-Lose) [24PP] (Descriptors: "Space Age Arsenal", Technology, Weapons) Arsenal Array 18 (36DP Array; Feats: Alternate Power 4) [40DP] BP: Blast 10 (Extras: Autofire 1; Feats: Accurate 2) {32/36} (Descriptors: Twin Blasters) DC+10/ATK+14 AP: Blast 14 (Extras: Penetrating 4) {32/36} (Descriptors: Railgun) DC+14/ATK+10 AP: Trip 12 (Extras: Area [General Burst], Knockback, Reversed [Knocked towards centre rather than away]) {36/36} (Descriptors: Gravity Grenade) Maybe decrease area with drawback? Get improved trip instead? AP: weapon 4 - backup melee weapon? AP: weapon 5 Luck Control 1 (Force Reroll; Feats: Luck 2) [5PP] (Descriptors: "Cosmic Probability Awareness", Cosmic) Space Suit 5 (25DP Container; Extras: Hard-To-Lose) [20PP] (Descriptors: "Space Suit", Technology) Enhanced Feat 1 (Quick Change) [1PP] (Collapsible Armor) Features 2 (Built-in Subtle Computer) [2DP] (Computer, A.I. System) Flight 2 (Flight Speed: 25MPH / 250 feet/rnd.) [4DP] (Jetpack) Immunity 9 (Life support) [9DP] Protection 8 (Extras: Force Field (+0); Feats: Subtle) [9DP] ("Force Field") Super-Senses 8 (Cosmic Awareness, Danger Sense [Sense Types: Mental], Mental [Sense Type: Mental; Default Extras: None; Extras: Accurate (+2), Acute, Radius, Ranged]) [8PP] (Descriptors: "Cosmic Awareness", Cosmic, Sensory Enhancement) Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Chain Lightning Ranged DC 25 Toughness (Autofire) Damage Taser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (30) + Combat (24) + Saving Throws (20) + Skills (12) + Feats (29) + Powers (65) - Drawbacks (0) = 180/180 Power Points
  5. Nathan Knight Power Level: X Effective Power Level: X Power Points: X/XPP Unspent Power Points: 0 Trade-Offs: X In Brief: X Catchphrase: X Theme: Tightrope (Infest Bonus Track Version) - Papa Roach Alternate Identity: X Birthplace: X Residence: X Base of Operations: X Occupation: X Affiliations: X Family: X DESCRIPTION Age: X Apparant age: X Gender: X Ethnicity: X Height: X’X’’ Weight: X lbs. Eyes: X Hair: X 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 Close contact magic? Has to get in close and touch things to work his magic? Items of Power: Doesn't have much actual magic himself, pulls out magic items from a bag of tricks? Force Field X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Mystic Barrier, X) Luck Control X (Extras: X; Flaws: X; Feats: Luck 2; Drawbacks: X) [XPP] (Descriptors: The Fool, X) Street Magic X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Blast X (Extras: X; Flaws: X; Feats: Variable Descriptor 2 [Any Magic]; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Create Object X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Illusion X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Paralyze X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Snare X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Teleport X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Transform X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) Utility Array X (Xx2PP Array; Feats: Alternate Power X) [XPP] (Descriptors: ) BP: Super-Senses X (Postcognition; Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: ESP X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) AP: Super-Senses X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) {X/X} (Descriptors: Name, X) Super-Senses X (Magic Awareness; Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: See Magic, X) Variable Power 2 (Extras: X; Flaws: Easy-To-Love; Feats: X; Drawbacks: X) (10PP to divide) [XPP] (Descriptors: Bag of Trinkets, X) Example Powers Nullify Magic 10 (Extras: Area [General Burst]; Flaws: Action [Full], Range [Touch]) [10PP] (Descriptors: Stop Magic, X) Dazzle 10 (Visual Dazzle; Flaws: Range [Touch]) [10PP] (Descriptors: Strike Blind, X) Transform 1 (Locked Entrance [Doors, Gates, Portals, Etc.] into Unlocked Entrance; Extras: Duration [Continuous]) [5PP] (Descriptors: Open Sesame, X) Transform 1 (Unlocked Entrance [Doors, Gates, Portals, Etc.] into locked Entrance; Extras: Duration [Continuous]) [5PP] (Descriptors: Close Sesame, X) Power X (Extras: X; Flaws: X; Feats: X; Drawbacks: X) [XPP] (Descriptors: Name, 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
  6. Ultio Suit User NOTE: Ultio Suit Users can posses a multitude of different powers, skills and feats aside from the ones listed here, depending on what upgrades they have purchased. The ones listed here represent a basic user with no upgrades, and no special skills on their own. Individual Ultio Suit Users can posses vastly different powers and can be at higher power levels than what is listed here. Power Level: 6 (84/84PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Wannabe super heroes all hooked up with the latest MarsTech Ultio Suit. Alternate Identity: Varies Birthplace: Varies Residence: Emerald City Occupation: Varies Affiliations: MarsTech Family: Varies Description: The basic Ultio Suit is a simple full body costume in a light grey color, with a thick dark grey stripe running down the chest to the belt. The dark grey stripe is flanked by thin white stripes on each sides, separating it from the light grey of the costume. The belt is white, with a round, dark grey belt buckle, two pieces that connect to form the circle. The suit has dark grey boots with white soles and trim, with a square shape on the outside of the leg, a bit higher than the rest of the boot. The costume has a similar design on the dark grey right arm, though the square is on the inside of the arm, just under the arm pit. This darker grey sleeve has white trim separating it from the lighter grey of the main costume, like the boots and central stripe. The costume is completed with a light grey helmet, which leaves the user's face exposed. A black pair of goggles protects the user's eyes and can act as correctional lenses, as well as an advanced heads up display, perfect for interacting with various offers from MarsTech and feed the wearer a steady stream of information from the MarsTech TroubAlert. Users that perform heroic deeds and score Hero Points can use said Hero Points for both power enhancements and cosmetics, including different colors, alternate designs, capes and more. History: First revealed in late January 2020, the MarsTech Ultio Suits are Maximillian Mars' attempt to create an entirely new business model that he has dubbed SaaS: Superheroes as a Service. Using technology created by Max Mars himself and MarsTech employees, the Ultio Suits lets anyone become an instant super hero! Coupled with the MarsTech TroubAlert, Ultio Suit Users will be alerted of many situations that might require their attention, making Emerald City safer than ever before! Now, would-be heroes and celebrities all across Emerald City can respond to the call of heroism! When the MarsTech TroubAlert alerts the Ultio Suit Users of trouble, they can immediatelly suit up and rush off to save the day, all courtesy of the power granted to them by Max Mars and MarsTech! Of course, there's some so-called heroes that might try and interfere with the TroubAlert ratings, taking valuable Hero Points from the heroes in the Ultio Suits, but they will just have to learn to take a step back, and let the future of super heroes take the spotlight! Personality & Motivation: Varies, depending on the individual. In general, Ultio Suit Users tend to be well meaning, but inexperienced. They will prioritize their actions based on the MarsTech TroubAlert, often focusing on capturing or otherwise stopping a villain above rescuing civillians or preventing collateral damage. Due to the competitive nature of the Ultio System, Ultio Suit Users will rarely support each other, and might actually hinder each other to be the one to score most points. A great number of Ultio Suit Users are would-be celebrities, prioritizing getting famous over being heroes. Of course, as anyone can wear an Ultio Suit, the given personality traits might or might not appear in any given Ultio Suit User. Powers & Tactics: The power of all Ultio Suit Users come directly from their armor, which is stored in their Ultio Belt when not active. The armor offers enhanced strength, durability, speed and reflexes, as well as enhanced vision through a built in H.U.D., which also offers a direct connection to the MarsTech TroubAlert. Additionally, each user picks a starter pack upon purchase, which offers their own specialized powers. Their choices are: Aqua Pack: Increased swimming speed, resistance to pressure and cold, oxygen tank that prevents drowning. Blaster Pack: Low power, but accurate, laser blasts. Flight Pack: A jetpack and enhanced super-strength, including the ability to create shockwaves. Stealth Pack: Built in stealth field, which offers visual and auditory blocking for the user. Grip claws that allow wall-crawling, and an assortment of smoke bombs. Tank Pack: Increased armor and defences, strong enough to completely block most assault rifles. In general, the tactics of the Ultio Suit Users is based on the scores offered through the MarsTech TroubAlert. If defeating an enemy nets a higher score, then the users will attack that enemy, using whatever abilities they have. Most users tend to favor brute force over strategy, though that might differ depending on what powers they posses. The Ultio Suit Users will rarely cooperate with either each other or other heroes, over fear of losing out on Hero Points. Power Descriptions: All of the Ultio Suit's powers are technological in nature, using various equipment created either by Max Mars directly, or by any number of employees at MarsTech. When note in use, the Ultio Suit is stored in the Ultio Belt. With the press of a single button, the suit unfolds, rapidly building up to cover the user's body. Some users tend to strike various poses while this happen. The basic nature of the suit is a general strength, durability, speed and reflex enhancement, empowering the user to super human levels, all afforded through various motors, computer power and targeting systems. The suit connects directly to the MarsTech TroubAlert system, which guides the user to trouble spots, ranks their heroics and otherwise functions as a store front to purchase enhancements. While the Ultio Suits come with a standard powerset and a choice of 5 different starter packs, the user can enhance and expand their power suite by spending money or Hero Points, earned by performing heroics and other activites as rated by the MarsTech TroubAlert. When a user purchase an enhancement or new power, the suit's new ability is unlocked instantly. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) / 22 (+6) Dexterity: 10 (+0) / 20 (+5) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 + 0 = 0PP Initiative: +0 / +5 (+5 Enh. Dex) Attack: +0 Base / +6 Enhanced Base (+6 Enh. Attack Bonus) Defense: +0 Base, +0 Flat-Footed / +6 Enhanced Base (+6 Enh. Defense), +3 Enhanced Flat-Footed Grapple: +0 / +14 (+6 Enh. Attack, +6 Enh. Str, +1 Super-Strength) / +15 (+6 Enh. Attack, +6 Enh. Str, +2 Super-Strength) Knockback: -0 / -3 (TOU +6/2) Saving Throws: 4 + 2 + 4 = 10PP Toughness: +0 (+0 Con) / +6 (+6 Protection) Fortitude: +4 (+0 Con, +4) Reflex: +2 (+0 Dex, +2) / +7 (+5 Enh. Dex, +2) Will: +4 (+0 Wis, +4) Skills: 20R = 5PP Knowledge [Current Events] 2 (+2) Knowledge [Popular Culture] 2 (+2) Notice 4 (+4) Search 4 (+4) Sense Motive 4 (+4) 6PP worth of other skills Feats: 1PP Benefit 1 [Ultio Suit User - MarsTech customer] Enhanced Feats: Quick Change Powers: 64 = 64PP Device 16 ("MarsTech Ultio SuitTM"; 80PP Container; Flaws: Hard-To-Lose) [64PP] (Technology, Armor, MarsTech) Communication 6 ("MarsTech TroubAlert"; Wireless Communications, Radio; Flaws: Limited [Only MarsTech TroubAlert]) (20 miles radius) [3PP] (Radio Communications, MarsTech TroubAlert, Information Source) Enhanced Dexterity 10 [10PP] (Computer Enhanced Reflexes and Dexterity) Enhanced Feat 1 (Quick Change) [1PP] (Collapsible Armor) Enhanced Strength 12 [12PP] (Enhanced Musculature) Enhanced Trait 12 (Attack Bonus +6) [12PP] (Computer Guided Targeting System, Computer Enhanced Reflexes, Software) Enhanced Trait 12 (Defense Bonus +6) [12PP] (Computer Assisted Defensive System, Computer Enhanced Reflexes, Software) Leaping 3 (Leaping Distance x10; Running: 160 ft.) [3PP] (Enhanced Musculature) Protection 6 [6PP] (Armored suit) Speed 3 (50mph, 440 ft./round) [3PP] (Enhanced Musculature) Super-Senses 1 ("H.U.D."; Visual [Sense Type: Visual; Default Extras: Accurate, Acute, Ranged; Extras: Analytical]) [1PP] (H.U.D. Display, Visual Zoom, Visual Analysis, Software) Super-Strength 1 (Effective Strength +5; Heavy load: 1,000 lbs.) [4PP] (Armored suit, Enhanced Musculature) 1 of 5 Starter packs at 11PP Aqua Pack Swimming 6 (Feats: Environmental Adaption [Aquatic]) (Swim speed: 100MPH, 880 ft./rnd) [7PP] (Underwater Propellers, Minimum Resistance Design) Immunity 1 (Drowning) [1PP] (Oxygen supply) Immunity 2 (Cold, Pressure; Flaws: Limited (Half Effect) [1PP] (Built-in Heat, Armor) Super-Strength 1 (Stacks to Super-Strength 2; Effective Strength +10; Heavy load: 2,100+ lbs.) [2PP] (Enhanced Musculature) Blaster Pack Blast 4 (Feats: Accurate, Precise) [11PP] (Laser Blast, Computer Guided Targeting System, Piercing Damage Type, Light, Heat) Flight Pack Flight 4 (Flight speed: 100MPH, 880 ft./rnd) [8PP] (Jetpack) Super-Strength 1 (Feats: Shockwave) (Stacks to Super-Strength 2; Effective Strength +10; Heavy load: 2,100 lbs.) [3PP] (Enhanced Musculature, Shockwave Generator) Stealth Pack Concealment 3 (Auditory and Visual Concealment) [6PP] (Sound Absorption, Holographic Field) Obscure 3 (Visual Obscure; Extras: Independent (+0); Flaws: Limited to One Sense [Normal Vision]) (25 ft. radius) [3PP] (Smoke Bombs) Super-Movement 2 (Wall-Crawling) [2PP] (Built-in Grip Claws) Tank Pack Impervious Toughness 7 [7PP] (Armor) Immovable 2 (Feats: Unstoppable) [4PP] (Armor) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC22 Tou (staged) Damage +6 Laser Blast 40 ft. DC19 Tou (staged) Damage +8, Precise, Requires Blaster Pack Shockwave 60 ft. Cone Area DC16 Ref Reduce Damage effect to DC18 Area, Requires Flight Pack DC21 TOU (staged) Damage Totals: Abilities (0) + Combat (0) + Saving Throws (10) + Skills (5) + Feats (1) + Powers (64) - Drawbacks (0) = 80/80 Power Points
  7. Space chinchilla with gravity powers. Generally adorable, highly destructive. BACKGROUND: Ancient Praetorian, unfrozen with the rest of them. Background until now. A big, revered hero on his homeworld. Not really taking seriously outside it because of race/looks Scientist Medic caught in an experiment, turned homeworld hero turned Praetorian. Hardened warrior, but looks adorable and hard to take serious As for joining, you could say the chinchilla hero was one of the ancient Praetorians forzen by the Curator. If that were the case, most likely his species and world would have been part of the Deleztri Empire. Advancement Get All-Out Attack, Power Attack feats Increase Gravity Control array, ESPECIALLY Gravity Control. Trip (Extra: Area [Burst], Knockback, Reversed [Knocked towards centre rather than away]. Flaw: Range) Orbit Power Level: 12 (180/180PP) Unspent Power Points: 0 Trade-Offs: -3 Defense / +3 Toughness In Brief: High powered gravity controlling hero, who just happens to look like an overgrown chinchilla. Catchphrase: "Ready to go orbital?" Theme: Higher - The Score Alternate Identity: Tenji of the Stargazer Clan aka Tenji Stargazer (Public) Birthplace: Chillia II Base of Operations: Space Occupation: Praetorian, former Doctor Affiliations: Praetorians, Delzatri Empire Family: None still alive Description: Age: 36 (DoB: Over 2000 years ago) Gender: Male Ethnicity: Chillian Height: 3'3'' Weight: 50 lbs. Eyes: Hazel Hair: Light brown A rodent of an unusual size, Tenji looks very much like a 3'3'' chinchilla from Earth with light brown fur. He has big hazel eyes and a snout with white whiskers. His large ears are on the side of his head, covered in a thin layer of fur. While Tenji appears to have an impressive girth, it is in fact his very thick fur, and he is indeed of average weight for a Chillian. He appears to have short arms and legs, though as with most of his body, it is hidden behind his fur. Fine fingers at the end of his arms allow for fine motor control. He has a long bushy tail. While he can move on just his hindlegs, he will often move on all fur while running. Tenji, and indeed all Chillians, rarely wear clothing, as their thick fur protects them from both cold and hot weather. He has been known to wear formal clothing, spacesuits or other clothes as necessary, or if someone has taken offense to his normal lack of clothing. When Tenji uses his powers, his fur changes color, becoming a swirling mass of blue hues, black and white, with white energies dancing around him, several spirals of the colors moving around his body. His eyes become completely black, in stark contrast to his usual appearance. White energy seems to float freely off his body. History: (Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.) Tenji was born more than 2000 years ago, on the peaceful world of Chillia II, part of the Delaztri Empire. Chillia II was a peaceful planet, where the Chillians, who seemed to have evolved from a species of common rodents, lived in harmony with nature around them, even as members of the species had begun to make advances. One such advance was the Gravity Field Manipulator. In theory, the manipulator would be able to control gravity on a localized scale, allowing the Chillians to Personality & Motivation: Tenji of the Stargazer Clan used to be a timid sort. Now, after having spent years in the past as a Praetorian, that is no longer a character flaw. Tenji has seen and done much in his time, and he lets this experience show. Calm and collected, he tries to be a voice of reason when in a situation with more extreme characters. He regularly offers check ups to his fellow Praetorians, though his bedside manner can be lacking. He has little patience for nonsense, and has little patience for those that fail to take him seriously due to his appearance and species. Tenji is deeply conflicted about his status on Chillia II, as a supposedly ancient, almost god-like hero, which contradicts greatly with how he sees himself. As a result, he rarely spends time on his home planet, prefering to stay with the Praetorians instead. With years of experience as a Praetorian, he is often a voice of reason, focused on protecting the civilian population in any conflict, though not necessarily any buildings or infrastructure. Still a doctor at heart, preserving life is his highest priority, even if he is also willing to end it, should it prove necessary, though it is never an easy choice. Powers & Tactics: Tenji prefers to use his powers at a range, staying out his opponents' range if at all possible. His main focus in combat is to keep his allies and civilians safe, whether through defensive fields or disabling opponents with gravity fields. His go-to attack seems to be sending non-fliers hurling towards the sky, while sending fliers straight into the ground. Power Descriptions: Tenji's Chillian physiology accounts for his small size, strong senses, strong leaping ability, and a thick fur that acts as natural protection. Every Chillian shares these traits. What is unusual is Tenji's ability to manipulate gravity itself, which manifests as swirling white and blue energies, ranging from almost white to almost black in shade, which also manifests in his fur, as he takes on his Gravity Master form, the result of catastrophic result of the Gravimetric Field Manipulator's first activation. While most caught in the explosion was instantly killed, Tenji and one other Chillian was granted the ability to instead manipulate gravity itself. Tenji's powers allow him to create areas of extremely high or low gravity, essentially crushing his targets or sending them flying into the atmosphere. By applying the same principle on a smaller scale, Tenji is able to create areas of high or low gravity, hindering his opponents or helping his allies, as he deems necessary. He also posses control fine enough to create a blast of gravity strong enough to hurt most enemies. By applying even finer control, he is able to create an effect much like telekinesis, by applying minute changes in gravity. Defensively, Tenji is able to create fields of concentrated gravity effects around himself and others to protect them from harm, and create a combination of high and low gravity to fly. While he can apply the latter effect to others as well as himself, the greater control required means that multi person flight will be much slower. Complications: Adorable: Tenji is a doctor and an experienced warrior. He is revered as an almost divine hero on his home planet Chillia II, and yet, he just looks so adorable, which often makes it difficult for others to take him seriously, frustrating Tenji gratly. Frozen Time: Tenji is very much a Chillian out of time. In his time, Chillia II was a veritable paradise, where the Chillians lived in peace with nature. In the time since his return, he has discovered that Chillia II has changed greatly in his absence, instead becoming a technological wonder world. He is rather disturbed by these stark changes. Praetorian: Tenji is a Praetorian, released from suspended animation into a strange future. While some still believe in the Praetorians as heroes, other see them as conquerors and villains. Ancient Hero: Tenji is revered as an ancient hero on his home world Chillia II, with much of his true story being lost to the passage of time. Statues, books, comics, movies: It is all there, and yet much of it is so wrong. Most Chillians are honored to meet him, others are disappointed once they get to truly know him. It is a complicated thing, and Tenji rarely spends time on Chillia II as a result. Doctor & Warrior: Still a doctor at heart, Tenji will often find himself torn between stopping an enemy or tending to the wounded. Old Enemies: Back before Tenji and the rest of the Praetorians were put in stasis, he would often clash with Doctor Quark, a Chillian super villain with powers similar to his own, granted by the same accident that empowered Tenji. Somehow, Doctor Quark has survived to the present day. Whether he is still foe, or now friend, remains to be seen. Abilities: 0 + 8 + 4 + 6 + 10 + 6 = 34PP Strength: 10 (+0) / 6 (-2) [Small Size] Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 20 (+5) Charisma: 16 (+3) Combat: 10 + 8 = 18PP Initiative: +8 (+4 Dexterity, +4 Improved Initiative) Attack: +5 Base, +6 Melee (+5 Base, +1 Small Size), +6 Ranged (+5 Base, +1 Small Size), +12 Gravity Control Array (+5 Base, +1 Small Size, +6 Attack Specialization) Defense: +9 (+4 Base, +5 Dodge Focus, +1 Small Size), +3 Flat-Footed (+2 Base, +1 Small Size) Grapple: -1 (+5 Attack, -2 Strength, -4 Small Size) / +17 (+5 Attack, +12 Telekinesis) Knockback: -1 / -7 (w. Force Field) Saving Throws: 5 + 6 + 5 = 16PP Toughness: +3 (+2 Con, +2 Protection, -1 Small Size) / +15 (+2 Con, +2 Protection, -1 Small Size, +12 Force Field) Fortitude: +7 (+2 Con, +5) Reflex: +9 (+3 Dex, +6) Will: +10 (+5 Wis, +5) Skills: 48R = 12PP Bluff 0 (+3, +7Attractive [Cute]) Concentration 10 (+15) Diplomacy 7 (+10, +14Attractive [Cute]) Intimidation 0 (+3, +1Small Size) Knowledge [Physical Sciences] 7 (+10) Languages 4 (Chillian (native); Delaztri, Galstandard, Lor, Grue) Medicine 10 (+15) Notice 5 (+10) Sense Motive 5 (+10) Stealth 0 (+4, +8Small Size) Feats: 14PP Attractive [Cute] Attack Specialization [Gravity Control Array] 3 Dodge Focus 5 Equipment 2 Improved Initiative 1 Jack-Of-All-Trades Precise Shot 1 Equipment: 2PP = 10EP Space Suit (Immunity [Life Support]) [9EP] Commlink [1EP] Powers: 13 + 73 = 86PP Chillian Physiology 2.6 (13PP Passive Container) [13PP] (Alien, Genetic) Leaping 4 ("Strong Legs") [4PP] Protection 2 ("Thick Fur") [2PP] Shrinking 4 ("Small Size"; Small Size, Flaws: Permanent) [2PP] Super-Senses 3 ("Big Ears"; Accurate Extended Hearing) [3PP] Super-Senses 2 ("Nocturnal Roots"; Darkvision) [2PP] Alternate Form 14.6 ("Gravity Master Form": 73PP Alternate Form.) [73PP] (Gravity, Mutation) Enhanced Feat 3 (Environmental Adaption [High Gravity], Environmental Adaption [Low Gravity], Environmental Adaption [Zero Gravity]) [3PP] Gravity Control Array 13 (26PP Array; Feats: Alternate Power 4) [30PP] (Gravity) BP: Move Object 13 ("Gravity Control"; Extras: Area [Burst], Flaws: Limited [Only up and down]) (Effective Strength 65) (Gravity Control) {26/26} AP: Blast 12 ("Gravimetric Blast"; Feats: Knockback 2) {26/26} AP: Environmental Control 6 ("High Gravity"; Extras: Duration [Continuous], Selective; Effect: 250 ft. radius, Speed-5ft., Carry Capacity x½, Climb Check -10, -10 Strength for Jumping, -2 Attack Roll, 1½ Fall Damage) {24/26} AP: Environmental Control 6 ("Low Gravity"; Extras: Duration [Continuous], Selective; Effect: 250 ft. radius, Speed+5ft., Carry Capacity x2, Climb Check +10, +20 Strength for Jumping, -2 Attack Roll, ½ Fall Damage) {24/26} AP: Telekinesis 12 ("Fine Control"; Feats: Precise) (Effective Strength 60) {25/26} Gravity Defense Array 12 (24PP Array; Feats: Alternate Power 1) [25PP] (Gravity) BP: Force Field 12 ("Gravimetric Field"; Extras: Impervious) {24/24} AP: Force Field 7 ("Projected Gravimetric Field"; Extras: Affects Others, Ranged 1 [Ranged], Feats: Progression 3 [Subjects: 10]) {24/24} Gravity Movement Array 7 (14PP Array; Feats: Alternate Power 1) [15PP] (Gravity) BP: Flight 7 ("Gravimetric Flight") (1,000 MPH / 8800 ft./rnd) {14/14} AP: Flight 3 ("Assisted Gravimetric Flight"; Extras: Affects Others, Area [Burst], Feats: Selective) (50 MPH / 440 ft./rnd) {13/14} Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC13 Tou (staged) Damage +6 Gravity Control 130 ft., Area 65 ft. radius DC23 Ref (staged) Grapple initiated +18 (Grapple) Gravimetric Blast 120 ft. DC27 Tou (staged) Damage +12 Telekinesis - Grapple 120 ft. - Grapple initiated +12 (attack) / +17 (Grapple) Telekinesis - Throw Object 120 ft. DC27 Tou (staged) Damage +12 Totals: Abilities (34) + Combat (18) + Saving Throws (16) + Skills (12) + Feats (14) + Powers (86) - Drawbacks (0) = 180/180 Power Points
  8. Advancement: - Increase Skills (Try to get most skills up to +10, Stealth higher) - Increase Saves (Will to +10, Reflex to +12 or higher eventually) - Get Feats -- Accurate Attack -- Power Attack -- Well-Informed -- Contacts -- Skill Mastery (Stealth, Notice, Sense Motive, ?) - Powers -- Flight to Rank 5 Ghost Power Level: 12 Effective Power Level: 10 Power Points: 180/180PP Unspent Power Points: 0 Trade-Offs: +5 DEF / -5 TOU In Brief: X Catchphrase: X Theme: X Alternate Identity: Casper Baltazar Church Birthplace: Freedom City Residence: X Base of Operations: X Occupation: Substitute Teacher Affiliations: None 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 Physical description 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 the ASTRO Labs researcher that had first checked him out, he figured out his powers and limits, developing a close relationship with the researcher 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. For seventeen years, 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 long, hard life of fighting is piling on, but still, Casper remains a hero. He is still the Friendly Neighborhood Ghost. PERSONALITY & MOTIVATION X POWERS & TACTICS X POWER DESCRIPTIONS X COMPLICATIONS 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, giving Casper a Hero Point instead. Surface Contact: Casper's Teleport power requires him to touch a surface to use it. He can then Teleport to another location connected to the the surface he touched. He could teleport to the other side of a wall, or to somewhere inside a given skyscraper, or further down the road. If the GM decides that two locations aren't somehow connected, or if Casper is otherwise blocked from using his Teleport power due to being unable to touch a surface, the GM can award him a Hero Point. Loser Dad: Casper wants nothing more in life than for his daughter to think that he's cool. Complication: X. Complication: X. ABILITIES 0 + 2 + 2 + 10 + 10 + 6 = 30PP Strength: 10 (+0) Dexterity: 20 (+5) / 12 (+1) Constitution: 16 (+3) / 12 (+1) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 16 (+3) COMBAT 8 + 10 = 18PP Initiative: +5 (+5 Dex) Attack: +4 Base, +10 Melee, +4 Ranged, see Power attack bonuses in DC Block Defense: +15 (+5 Base, +10 Dodge Focus), +2 Flat-Footed Grapple: +10 (+4 Base Attack, +6 Attack Focus [Melee]) Knockback: -3 / -1 without Defensive Roll SAVING THROWS 5 + 5 + 3 = 13PP Toughness: +5 (+3 Con, +2 Defensive Roll) Fortitude: +8 (+3 Con, +5) Reflex: +10 (+5 Dex, +5) Will: +8 (+5 Wis, +3) SKILLS 28R = 7PP Bluff 2 (+5) Computers 0 (+5) Craft [Electronic] 0 (+5) Craft [Mechanical] 0 (+5) Disable Device 0 (+5) Gather Information 2 (+5) Investigate 0 (+5) Knowledge [Current Events] 0 (+5) Knowledge [Physical Sciences] 5 (+10) Knowledge [Streetwise] 0 (+5) Knowledge [Technology] 0 (+5) Notice 5 (+10) Search 4 (+9) Sense Motive 5 (+10) Stealth 5 (+10) FEATS 27PP Attack Focus [Melee] 6 Defensive Roll Dodge Focus 10 Elusive Attack Evasion 2 Hide in Plain Sight Inventor Jack-of-All-Trades Luck 3 Move-By Action POWERS 4 + 4 + 8 + 10 + 26 + 33 = 85PP 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 4 [4PP] (Descriptors: Ghostly Constitution, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Ghostly Dexterity, Physical Mutation) Flight 4 (Feats: Subtle 2) (1000 ft./turn, 100 mph) [19PP] (Descriptors: Phantom Flight, Dimensional, Physical Mutation) Friendly Neighborhood Ghost Array 12 (24PP Array; Feats: Alternate Power 2) [26PP] (Descriptors: Dimensional, Physical Mutation) BP: {1 + 23 = 24/24PP} (Descriptors: Intangible Ghost) Immunity 1 (Suffocation while incorporeal) [1PP] Insubstantial 4 (Incorporeal; Affected by Cold; Feats: Selective, Subtle 2) [23PP] AP: Teleport 9 (Extras: Accurate; Flaws: Short-Range; Feats: Change Direction, Change Velocity, Progession [Mass] 3, Turnabout) (Teleport w. 1000 lbs. of mass. Distance 900 ft.) {24/24} (Descriptors: Poltergeist 'Port) AP: Selective Area Power 10 Adds (Extras: Area [General Burst], Selective; Feats: Progression [Area] 4) to Ghost With The Most Array {24/24} (Descriptors: Phantom Force) Ghost With The Most Array 15.5 (31PP Array; Feats: Alternate Power 2) [35PP] (Descriptors: Dimensional, Physical Mutation) BP: Stun 10 (Extras: Affects Corporeal; Feats: Reversible) {31/31} (Descriptors: Chilling Touch) AP: Damage 10 (Extras: Affects Corporeal, Secondary Effect; Feats: Reversible) {31/31} (Descriptors: Shock Touch) AP: Snare 10 (Extras: Affects Corporeal, Secondary Effect; Flaws: Range [Touch]; Feats: Reversible) {31/31} (Descriptors: Phantom Touch) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC15 TOU (staged) Damage +10 Chilling Touch Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10 Shock Touch Touch DC25 TOU (staged) Damage +10 Phantom Touch Touch DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10 Chilling Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Stun Effect to DC15 Area DC20/15 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious Shock Touch - Phantom Force Area DC20 REF Area effect: Pass to reduce Damage Effect to DC20 Area DC25/20 TOU (staged) Damage Phantom Touch - Phantom Force Area DC29 REF Area effect: Pass to reduce Snare Effect to DC15 Area DC20/15 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless Totals: Abilities (30) + Combat (18) + Saving Throws (13) + Skills (7) + Feats (27) + Powers (85) - Drawbacks (0) = 180/180 Power Points
  9. Considering putting the examples in spoiler tags or quotes, not sure if that works on the getting started page? First things first: The most important Mutants and Masterminds rules for you to have in mind at any given point in time are 1) Power Level Caps, 2) Trade-offs, 3) Extra Effort, and 4) Hero Points. Most everything else is just "Roll a D20, add a bonus, try to hit a target number (Difficulty Class, or DC)." This page does not exist to replace reading the first 8 chapters in the Mutants and Masterminds 2E core book, but to help understanding these rules. Power Level Caps Power Level Caps and Trade-offs are covered in Chapter 1 of the core book, the red chapter, pages 24-26. Power Level is how Mutants and Masterminds achieves combat balance, and to a lesser extent, overall character balance. Most of your traits (but not all of them) are capped at a certain value relative to your Power Level. Power Level is usually abbreviated to PL, followed by a number. E.g., PL10 means Power Level 10, which means the character caps out at Power Level 10 caps. On Freedom City Play By Post, you start with two PL10 slots and one PL7 slot. It is recommended that your first character be one of the PL10s slots, since it is easier to build a character with PL10 caps and 150PP available, than a character with PL7 caps and 105PP available. It is also highly recommended that you build your character in such a way as to actually meet your PL caps, so your PC isn't frustratingly ineffectual in play. If your character does not meet their offensive PL caps, you will have a hard time hitting or damaging enemies, and if you do not meet your defensive PL caps, it will be much easier to hit or hurt you than it should be. In most other RPGs, you start with a foundation, and you build on it, as high as you can stack the bonuses. Mutants and Masterminds isn't like that. You start with a ceiling, your Power Level, and you build up to that ceiling. Since your PC is PL10, you want your best possible Attack Bonus, Save Difficulty, Defense Bonus, and Toughness Saving Throw Bonus (what Mutants and Masterminds has instead of Hit Points) to all reach +10. There are several ways to do this. None of them are "better" than the others, but some of them are cheaper, because they're more limited in scope and usefulness. You can be a generalist, or you can specialize. Specialization is cheaper, but does not apply to all situations. Attack Bonus Your Attack Bonus determines how well you hit a target. To hit try to hit someone, you roll a d20 and add your Attack Bonus to the roll to determine if you hit someone or not. Examples You could buy your base Attack Bonus that gets used for all attacks you make up to the full +10 cap for 20PP. Then you have +10 Attack no matter what attack you're using - punching a guy in the face, shooting him with a gun, whacking him with a baseball bat, picking up a dumpster and throwing it at your target, whatever: You will add +10 to your Attack Roll to hit your target. Or you could decide to specialize. Buy Base Attack up to +5 for 10PP, 3 ranks of the Attack Focus [Melee] feat for another 3PP, and one rank of the Attack Specialization [Swords] feat for 1PP. Then you have a +10 attack bonus when swinging a sword at a guy, or a +8 bonus when using some other melee attack, or a +5 bonus when using any kind of ranged attack. Save Difficulty Damage and the effect your powers have on their target depends on what you use to attack and sets the DC a target must beat on a Toughness or Exotic Save Roll to avoid being affected. The Save Difficulty of a given attack sets the full DC that target must reach on their save: A Toughness Save to avoid taking Damage is 15 + Save Difficulty = Toughness Save DC, while an Exotic Sav to avoid being affected is 10 + Save Difficulty = Exotic Save DC. A melee attack will use your Strength Bonus as the Save Difficulty, while other DC Bonuses will depend on the ranks of your Powers. The total Save Difficulty is capped by your PL, so for a PL10 character, it cannot go above +10. Examples A generalist might buy their Strength ability score up to 30, costing 20PP, giving them a +10 Save Difficulty to all attacks made using their Strength, whether its when hitting someone with a punch, with a sword, throwing a car at them or whatever else. The specialist could buy their Strength ability score up to 18, costing 8PP, then buy the Damage power at Rank 6 with the Mighty feat, costing 7PP, that lets you add your Strength bonus to the Save Difficulty of the power, for a total +10 Save Difficulty, for a total cost 15PP. While cheaper, you will only have the full +10 Save Difficulty when you use the given power, not with all attacks. This Damage power could for instance be used to show you using a sword, claws coming out of your hands, coating your hands in a strange energy, or even just a martial arts move. Another specialist could buy a power at rank 10, for instance Blast, costing 20PP, which would give you a Save Difficulty at +10, but only for the attacks you make using the given power. This might cost more than the specialist above, but you can use the attack at a range. This Blast could be eye beams, which you could use in a situation where your hands are bound, or something entirely else. Defense Bonus Your Defense Bonus determines how difficult you are to hit. In order to hit you, an attacker's Attack Roll (1d20+Attack Bonus) must be equal to or higher than your Defense Bonus + 10. Half of your Defense Bonus is called the Dodge Bonus, and it will only be applied if you're aware of an attack. In other words, if you're surprised by an attack, you will be easier to hit. Examples You can buy your Base Defense Bonus up to +10, costing you 20PP. In that case, you will have a total Defense of 20 in most cases, or a Defense of 15 if you're surprised. Alternatively, you could buy Base Defense Bonus +4, costing you 8PP, and 6 ranks of the Dodge Focus feat for 6PP, costing you a total of 14PP, and giving you a total Defense Bonus of +10. The downside is that only half the bonus from the Base Defense Bonus applies when you're surprised, not the bonus from the Dodge Focus feat, so when surprised, you would only have a Defense of 12. Toughness Saving Throw Bonus Your Toughness Saving Throw Bonus determines how difficult you are to hurt. If an attacker has hit you, you must roll a Toughness Save Roll to avoid being hurt. In order to avoid being hurt, your roll of 1d20 + Toughness Bonus must be equal to or greater than the attack's Save Difficulty + 15. Toughness is a bit different in that you can't buy a base Toughness bonus, like with the Base Defense and Attack Bonuses. Your Constitution modifier is added to your Toughness bonus, which can also be improved by buying the Protection power (or any of its variations) or the Dodge Roll feat. Examples A generalist could buy their Constitution ability score up to 30, costing 20PP, giving them Toughness +10. The Constitution modifier gives a lot of other benefits, and in this way, they would always have the full Toughness bonus. But perhaps you don't want your character to have super human constitution, it just doesn't make sense for them. Then, you could buy your Constitution ability score up to 16, costing 6PP, giving you a +3 to your Toughness Saving Throw Bonus. On top of that, you could buy 5 ranks of the Protection power for another 5PP to give you another +5 to your Toughness Saving Throw Bonus, and 1 rank of the Dodge Roll feat for 1PP to get another +2, for a total of +10 to your Toughness Saving Throw Bonus, at a cost of 12PP. This would give you the same total bonus, but maybe the Protection power comes from an armor, so it won't apply if you're not wearing the armor, and the Dodgle Roll feat's bonus doesn't apply if you're surprise attacked. It is cheaper, but more specialized. Note that we have special house rules for the Dodge Roll feat found here. In most other games, Sword Guy is just as good as The Generalist in overall combat, but he's even better than The Generalist with a sword. In Mutants and Masterminds, The Generalist pays a premium to be good with everything, including swords, while Sword Guy gets a discount for only reaching his maximum potential with a sword, and not being as good as The Generalist at non-sword attacks. You don't have to hit your PL caps under all circumstances, just under your best possible circumstances - Using your preferred attack, against your preferred enemy, in your preferred environment, etc. Specialization is cheaper than being a generalist because your "best possible circumstances" come up less often. The exact list of everything affected by your Power Level Caps are found in the core book, on page 24 Trade-offs Power Level Caps and Trade-offs are covered in Chapter 1 of the core book, the red chapter, pages 24-26. That was a lie, or at least a half-truth, to ease you in. Technically, your Attack Bonus is on an axis with your Save Difficulty, and your Defense Bonus is on an axis with your Toughness Saving Throw Bonus, and each of those pairs has to average to 10 (or lower, but you don't want to go lower). So you can have Attack +10 and Save Difficulty +10, or Attack +15 and Damage 5, or Attack +5 and Save Difficulty +15, or anything in between. You don't even have to stick to the same trade-off for different attacks, so maybe you have an accurate but weak attack with Attack +15 and Save Difficulty +5, but then another that's more balanced, at Attack Bonus +12 and Save Difficulty +8. Trade-offs are a way to 1) Keep every character from looking the same, and 2) More accurately represent certain characters and archetypes. Note that, as per our house rules, at least 1/3rd of your total Defense or Attack Bonus must be bought with Base Defense or Attack Bonus. Examples All as PL10. You might want to create an acrobatic hero that is difficult to hit. In that case, you would want to increase your Defense Bonus, at the cost of lowering your Toughness Saving Throw Bonus. Let's say you go for a +4 Defense Bonus / -4 Toughness Saving Throw Bonus trade-off. Then, your total Defense Bonus could reach +14 and your total Toughness Saving Throw Bonus could reach +6. At least 1/3rd of your total Defense Bonus must be bought from Base Defense Bonus, so you buy Base Defense Bonus +5, for 10PP, and then buy 9 ranks of the Dodge Focus feat for another 9PP. For a total cost of 19PP, your Defense Bonus is now +14. You buy Constitution 18, for 8PP, to get +4 to your Toughness Saving Throw Bonus and 1 rank of the Dodge Roll feat for 1PP, giving your another +2 to your save, for a total Toughness Saving Throw +6 for 9PP. Having part of your Toughness Saving Throw Bonus coming from Dodge Roll even further goes to show that you're an acrobatic hero that rolls with the punches you do take. You want someone that's a great shot, which will in turn meet your attack is weaker. You decide to get a +2 Attack Bonus / -2 Save Difficulty trade-off for one of your attacks. You need at least 1/3rd of your Attack Bonus to come from your Base Attack Bonus, and you don't care about hitting in melee, so you buy Base Attack Bonus +4 for 8PP, then buy 8 ranks of the Attack Focus [Ranged] feat for 8PP, giving you a total Attack Bonus with ranged attacks of +12 for 16PP. Then, you buy a Blast power at rank 8 for another 16PP, which will have a Save Difficulty of +8. Extra Effort Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122. With Extra Effort, you take a free action (so you can only do it on your own turn, but it doesn't cost any actions), get something special, and then suffer a level of Fatigue on the next round. There's a number of possible uses of Extra Effort, but the most common use is a Power Stunt: You temporarily gain a single Power Feat on one of your powers of your choice. The most common choice for that power feat is Alternate Power, which allows you temporarily do something you can't normally do. The temporary power feat sticks around for the entire scene, unless you grabbed a new Alternate Power, in which case it goes away sooner if you swap to the original power you gave the Alternate Power feat, or another power in the array, in case you added another Alternate Power to an existing array. These Alternate Powers gained through Power Stunting represents things that you can always do, but its not something that you use often enough for it to make sense to spend PP on. Maybe its a special weapon in your battlesuit that you only need to pull out once in a while, maybe its a creative use of your powers or something that takes some effort actually do. A wizard might have 100s of spells, but if there's only 4 or 5 that see any regular use, then you have those as your regular attacks in an array, and for the rest, you stunt. In short: Just because its not on your character sheet, it doesn't mean you can't do it. Examples You are facing a group of weaker enemies and you have a Snare power, which allow you to trap one enemy. You want to trap them all with just one attack. In order to try to trap all enemies at once, you use Extra Effort to Power Stunt, adding an Alternate Power with the Area Extra to the hit them all. Since the original power and the Alternate Power have the same PP cost total, the new power will be weaker, but since its weak enemies, it doesn't matter. You have an array with a number of electric powers. You want to shut down a big super computer, but its shrugging off all damaging attacks you throw at it! You then use Extra Effort to Power Stunt an Alternate Power to the Array, choosing the Nullify power, applying it to electronics in order to shut down the computer. Facing an overwhelming foe, you need an attack that can take him down in the next hit. Your battlesuit has a bunch of weapons, but none of them are strong enough to really hurt him, even if he's easy to hit. You use Extra Effort to Power Stunt a new power off your Weapons Array, a secret gun that has +15 Save Difficulty / +5 Attack Bonus. Hero Points Extra Effort and Hero Points are covered in Chapter 6 of the core book, the pink chapter, pages 120-122. Hero Points is a special resource that only Player Characters have access to. NPCs, no matter if they're enemies controlled by the GM or sidekicks controlled by the player, do not have them. As a standard, you enter a thread with 1 Hero Point and can earn more by performing heroic actions or by triggering your complications. There is no limit to the amount of Hero Points you can save, but they are not carried between different threads. The number of Hero Points you have in one therad does not in any way affect the number of Hero Points you have in another. You can start a thread with additional Hero Points by buying ranks in the Luck feat, with each rank letting you start the thread with one extra Hero Point. Luck cannot go higher than 1/3rd of your Power Level under normal circumstances. You can spend Hero Points for a number of different effects, see page 121 of the core book for the full list. Spending a Hero Point is a Reaction, so you can do it at any time, even during another player's turn or during a NPC's turn. One of the many things you can do with a Hero Point is "Heroic Feat", where you gain a single Feat (normal or power) for 1 round, in essence the same effect as Power Stunting for Extra Effort, but also extending to regular Feats. In this way, you could suddenly gain the use of a feat that might be not normally be useful, but be incredibly useful in just this situation. Another thing you can do is immediately recover from a level of Fatigue. Because you can do this, a lot of people will short-hand spending a Hero Point for a Power Stunt. The big takeaway here is that "what your character can do" is not limited to just what's written on their sheet. You don't have to buy a massive power Array with a dozen Alternate Power feats to cover every conceivable use of your character's powers. You don't have to buy every single feat you think your character might have use for at some point. You can just buy the stuff you'll use most often, buy a few Luck feat ranks to start each game with some extra Hero Points, and then use Extra Effort and Hero Points to temporarily grab stuff during play as you need it. And if you find yourself temporarily grabbing the same thing over and over again, then maybe you spend some earned Power Points on buying it permanently.
  10. Did he disappear? First, Setho was ranting about all that he could do. He knew a lot of things, he could probably do even more, and yet... he disappeared again. Who was he trying to convince, them or himself? Was this the kind of mystical mumbo jumbo that Cassidy would have to get used to as the Dust Devil? Is this what he would have to deal with all the time now? Everything was so much simpler back in Southside. But fine then. If Setho was in here, he would find him. "Not again." Quickly, a sandstorm started raging around around him, but leaving his allies unharmed, as he moved into the room. If Setho was still here, he would find him.
  11. Creating a Sandstorm in the room, leaving Dust Devil, Venomax and the 3 snakemen unaffected, but helping them find Setho if he is in there.
  12. @Supercape Can I get a Swim check and a Stealth check?
  13. GM "Go get it!" the driver shouted after Lament, as he dove into the water... only to find that it was only about half a meter deep. The Elf has slowed down considerably. It had not seen Lament diving into the water, did not expect the humans to follow it, as it danced across the water. It was not far. There were maybe a hundred meter from one side of the small man made lake to the other, the sides of the lake covered by square grey stone about half a meter above the water's surface. So, the Elf danced, and Lament snuck closer, moving under the water if he could. Would he make it in time? Would he be discovered?
  14. Oh, great. Detective Kidd had no plan, he was just gonna start shooting. That was just great. He obviously knew more than Robin did about the situation, and yet he wasn't about to do anything to try to resolve it. Wait, did he say he was really bulletproof? If that was true, then his approach kind of made sense for him, but what about everyone else? He sounded just as bad as Mrs. Doors, though. Only willing to protect one side. Giving him a speech about immigrants probably wouldn't much good, would it now. At least Kidd didn't like Jack Jackson either. That was a plus. She pulled a bit back, letting Kidd get some space, and trying to turn away. Let's have Jack Jackson focus on him for now, if possible.
  15. GM "Jeg aner ikke hvad du siger, men i lige måde, kammerat!" the driver roaded, his car responding with a roar of its own as he shifted gears. The approach was quick, even as the light darted out towards the water, stopping just shy of it, looking back as the taxi came to a screeching halt, sliding to a stop a few meters away from the light. Now that they were close, Lament could see it clearly. It was a young woman, almost impossibly beautiful, incredibly light and almost glowing. She was turned towards them now, but then, with a small laugh, she turned away, and ran across the water. With her back turned, Lament could see that her back was hollow. Clearly, she was not human. "Elverfolk!" the driver gasped, pointing at her. "That's just a myth! Just what's going on here?" --- "No idea what you're saying, but likewise, buddy" "Elves!"
  16. "Yeah, I kinda got the feel that the protest wasn't gonna be as peaceful as they wanted to be." Great. Just great. Nothing was ever simple, was it? "You got any proof of all that? I mean, I have heard about Blowfish, and I don't like what I'm hearing." He was a cop. Robin was supposed to trust cops, right? Didn't mean that she felt like trusting this particular cop a whole lot, not yet at least. "So, what's your plan to deal with it? It seems like you know a whole lot more about what's going on than me." Maybe she could get some information at least. While talking with the detective, Robin made sure to glance over at Jack Jackson and Blowfish, just to make sure about what they were doing. Didn't want to be surprised by them suddenly showing up. At the same time, she had pulled out her phone and entered the deactivation command, causing the suit to retract into her belt again, making herself stand out just a little bit less.
  17. GM The light was past the more or less open construction yard now. On the other side, it was moving alongside a number of rather artistically designed apartment buildings, the lights shutting down as it moved. It was almost to a small lake that separated the Ørestad area from Fælleden. Lament would not have long to pursue, before it was gone. The taxi driver blinked once at the costumed madman before him. Perhaps Lament's words were a bit too flowery for someone where English was his second language, or perhaps he was just staring at the crazy man, but the end result was clear: The passenger door opened, and the driver yelled "Get in! Der er ingen som skal kidnappe børn når jeg er her!" The moment that Lament had entered, he pressed his foot to the floor. The taxi screeched to a start, as the driver turned violently, almost flying over the construction yard. He was obviously not about to waste any time, and in moments they had crossed the construction yard, flying down the road after the light that was nearing the water. --- Translations, including previous post, in order (sorry, forgot): "What the devil! Are you crazy, man?" "What the devil are you supposed to be?" "Nobody is kidnapping any children when I'm around!"
  18. POTENTIAL PLOT HOOKS - The Quest for the Truthtm: Rebellion searches for the conspiracy that runs Emerald City. His ultimate goal is to dismantle it entirely. -- Infiltration -- Open Rebellion - Family Ties -- Father vs. Son: Rebellion is brought into direct conflict with his father. -- Election Campaign: Emma Elder runs for a higher political position. Will Rebellion hinder her or aid her? -- Big Sister: Elaine has inherited a version of her father's powers, and is being groomed to take his place. Will it stick? Will she be corrupted and become an enemy? Or run away, and become a hero? - The Hero's Path: Rebellion learns to be a hero. -- Hero of the People: Making his presence known to Emerald City. -- Rebellion vs. Terror: Fighting the Terror. Revenge vs. heroics vs. finding out the truth. NOTES ON ADVANCEMENTS - Potentially spend PP on Fear Array, to change Emotion Control to Action (Move) (Or Action (Free)) and to get rid of the Full Action flaw on Paralyze - Device with variable power for various spy devices (enhanced hearing, wiretap, etc.) E.g. Raven III - Teleport through shadows? - computers and bluff ranks? Other music: Help Is On The Way - Rise Against / Ready To Fall - Rise Against / Prayer of the Refugee - Rise Against / Worth Dying For - Rise Against / Behind Closed Doors - Rise Against / Life Less Frightening - Rise Against / Rumors of My Demise Have Been Greatly Exaggerated - Rise Against / A Deep Mentality Dual Mix - Persona 3 Dancing Moon Night / Untravelled Road -Thousand Foot Krutch / I'm Dangerous - The EverLove Powers? Concealment 2 (All Mental Senses; Extras: Duration [Continuous]; Flaws: Permanent; Feats: Close Range) [5PP] (Descriptors: Mental Static, Mutation, Psionic) Enhanced Feat 1 (Second Chance [Mind Reading/Control]) [1PP] (Descriptors: ) Immunity 5 (Mind Reading effects) [5PP] (Descriptors: Unreadable Mind, Mutation, Psionic) REBELLION Power Level: 14 Effective Power Level: 10 Power Points: 214/215PP Unspent Power Points: 2 Trade-Offs: (Melee) -1 Attack / +1 DC, +2 Defense / -2 Toughness In Brief: Former villain-in-training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City / Elysian Academy Dorms Base of Operations: Emerald City Occupation: Student Affiliations: Elysian Academy Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased) DESCRIPTION Age: DoB: 2002 January 1st Gender: Male. Ethnicity: Caucasian Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysian Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. HISTORY Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysian Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysian Academy would be how. At the Elysian Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysian Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysian Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysian Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysian Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysian Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. PERSONALITY & MOTIVATION Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. POWERS & TACTICS Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. POWER DESCRIPTIONS Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. This inherited power has mixed with the Terror's power, becoming far greater than his father's own ability. Unlike his father, Elliot can change his voice, throw his voice and has learned how to morph his muscles, in essence making him far stronger than he would normally be. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. He can also create an intense fear that allows him to issue commands to his targets, effectively mind controlling them for a brief moment. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. COMPLICATIONS FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysian Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysian Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysian Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysian Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. ABILITIES 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 32 (+11) / 12 (+1)Dexterity: 20 (+5) / 12 (+1) Constitution: 22 (+6) / 12 (+1) Intelligence: 24 (+7) / 16 (+3)Wisdom: 16 (+3)Charisma: 20 (+5) / 12 (+1) COMBAT 8 + 12 = 20PP Initiative: +5 (+5 Enh. Dex) / +1 (+1 Dex) Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus), +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +5 Attack Focus, +1 Str) /+20 (+4 Base Attack, +5 Attack Focus, +11 Enh. Str) Knockback: -4 SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +3 (+1 Con, +2 Defensive Roll)Fortitude: +10 (+6 Enh. Con, +4) / +6 (+1 Con, +4)Reflex: +10 (+5 Enh. Dex, +5) / +6 (+1 Dex, +4)Will: +10 (+3 Wis, +7) SKILLS 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 0 (+5, +10Royal Morph, +40Terror Morph)Skill Mastery Escape Artist 10 (+15) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 8 (+15) Knowledge (Popular Culture) 2 (+9) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery FEATS 25PP Attack Focus [Melee] 5 Benefit [Wealth] 1 Challenge - Fast Startle Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Takedown Attack Well-Informed POWERS 8 + 10 + 8 + 8 + 33 + 1 + 1 + 4 + 8 + 21 = 104 For Mask descriptor explanation, see the complication TERROR/HERO. Enhanced Charisma 8 [8PP] (Descriptors: Uncanny Charisma, Physical Mutation) Enhanced Constitution 10 [10PP] (Descriptors: Uncanny Physique, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Uncanny Dexterity, Physical Mutation) Enhanced Intelligence 8 [8PP] (Descriptors: Uncanny Mind, Physical Mutation) Fear Array 15.5 (31PP Array; Feats: Alternate Power 2) [33PP] (Descriptors: Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 (Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31PP} (Descriptors: Aura of Terror) AP: Paralyze 10(Extras: Mental, Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31PP} (Descriptors: Paralyzing Terror) AP: Mind Control 10 (Extras: Conscious, Effortless; Flaws: Duration [Instant]; Feats: Subtle) {31/31PP} (Descriptors: Commanding Terror) Feature 1 (Directed Inspiration) [1PP] (Descriptors: See The Pattern, Mask, Hyper-Awareness) See the Complication CITY/GRID Immunity 1 (Fear Effects) [1PP] (Descriptors: No Fear, Mask, Mutation) Leaping 4 (x25 Leaping distance; Run 250 ft./525 ft.) [4PP] (Descriptors: Mask, Mutation Psionic) Morph 1 (+5 Disguise, Broad Group: Humanoid) [2PP] (Descriptors: Royal Morph, Inherited, Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Descriptors: Mask, Mutation, Psionic) Terror Array 10 (20PP Array; Feats: Alternate Power 1) [21P] (Descriptors: Inherited, Mutation) BP: Enhanced Strength 20 {20/20PP} (Descriptors: Uncanny Power, Muscle Morph) AP: {4 + 2 + 14= 20/20PP} (Descriptors: Terror Morph, Mask) Concealment 4 (All Visual Senses; Flaws: Blending) [4PP] (Descriptors: Camouflage) Feature 2 (Vocal Mimicry, Throw Voice) [2PP] Morph 6 (+30 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) (Stacks with Royal Morph) [14PP] Stacked Power: Morph 7 (+35 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC16 Tou (Staged) Damage +9 Unarmed - Uncanny Power Touch DC26 Tou (Staged) Damage +9 Aura of Terror Perception DC20 Will (Staged) Fail: Shaken >5: Frightened Panicking Reversible Paralyzing Terror Perception DC20 Will (Staged) Fail: Slowed >5: Paralyzed Reversible Commanding Terror Perception DC20 Will Mind Control Conscious, Effortless, Subtle Abilities (20) + Combat (20) + Saving Throws (16) + Skills (29) + Feats (25) + Powers (104) - Drawbacks (0) = 214/215 Power Points
  19. Endgame PL12 build, post Claremont FOREVER BOY Power Level: 15 Effective Power Level: 12 Power Points: 250/250PP Unspent Power Points: 0 Trade-Offs: +5 Defense / -5 Toughness, (The Forever Weapon) -2 Attack / +2 DC In Brief: Super powered trickster from Neverworld, a world of adventure and action. Catchphrase: "Just trust me!" Theme: Storytime - Nightwish / Fly - Blind Guardian Alternate Identity: Pan (Secret), Pan Barrie (Secret, Earth identity) Birthplace: Neverworld. Residence: Claremont Academy, Freedom City. Base of Operations: Claremont Academy, Freedom City. Occupation: Student at Claremont Academy. Affiliations: Claremont Academy, Blue Squad. Family: None known. DESCRIPTION Age: Unknown. Claims to be 16. (DoB: Unknown, legally listed as 2002 on Earth) Apparant age: 16 Gender: Male Ethnicity: Alien, from Neverworld. Appears Caucasian. Height: 5’10’’ Weight: 170 lbs. Eyes: Green. Hair: Dark red. Pan is an attractive young man with messy dark red hair and green eyes. He has an athletic build, which he doesn’t mind showing with mostly form fitting clothing. Pan prefers green and red clothing, rarely wearing any dark colors. He almost always seem to be smiling. In uniform, Pan wears a pair of green dark green pants, with green boots in the same dark green nuance. The boots have white piping that separate them from the pants, as well as a white stripe above the ankle and white soles. On his upper body, Pan wears a red t-shirt with a logo at a white heart interconnected with an infinity symbol on his chest. He wears an emerald green jacket over the t-shirt. The jacket is left open, with what appears as a thick white elongated square shape, revealing the interconnected heart and infinity symbol on the t-shirt. The jacket has white piping details in three strips on his shoulders and around his elbows, with thick white cuffs at his wrists. Pan wears an emerald green domino mask in the same color as his mask. HISTORY In Neverworld, adventure and action rule. Swashbuckling heroes chase heinous villains across the seas in flying airships, pixies guide adventures in search of treasures haunted by ghosts in the machine. The Lost Heroes chase the being known only as the Crocodile across the endless ocean, hoping that it will one day fulfil its destiny and defeat The Hooked Man for good. Pan was born into this world. Raised by pixies, he never knew his parents. Always believing they abandoned him, Pan quickly came to resent most adults. Aided by the pixies, he performed daring heists into the bustling cities of Neverworld to gather food or just play pranks, and Pan became something of a myth: A never aging trickster that would disappear into the night. Eventually, the Lost Heroes happened upon the city that Pan had decided to visit. Hearing the rumors of the mysterious Forever Boy, they set a trap, and managed to capture him. Feeling pity for the boy, they took him in, and through time and effort, Pan came to trust them, joining them in the quest for the Crocodile. Pan spent long travelling with the Lost Heroes, until they met the Hooked Man. A man of monstrous power, the Hooked Man defeated the Lost Heroes one by one, until he finally stood before Pan. With the strike of his blade, the Forever Boy severed the Hooked Man’s hand, which hurled into the waters below. As the Hooked Man prepared to kill Pan in retaliation, the Crocodile rose from the depths. Pan blacked out, and the next thing he knew, he woke up in Freedom City. With no way home, Pan wasted little time in exploring this strange new world. While living on the street and surviving through petty theft, he was eventually discovered while stopping a robbery with several future classmates from the Claremont Academy. Offered the choice of joining the Claremont Academy, Pan accepted, given the identity Pan Barrie. If he could not find a way home to Neverworld, he could at least try to find a new adventure. PERSONALITY & MOTIVATION Pan is a trickster, preferring to solve problems through trickery rather than brute force. He enjoys playing tricks on others, whether they are practical jokes or something more. Pan is utterly fearless, aside from one thing: The fear that he will never return home. He hides this fear behind bravado and a smile, while trying to find anyone to become his friend, rather than remain alone in this strange, new world. Despite his fears, Pan is determined to enjoy Freedom City as his newest adventure, and to aid his new home however he can, at least until he can find a way back to Neverworld. POWERS & TACTICS Pan’s powers are either an innate part of his alien nature, or a use of Pixie Dust taught to him by the pixies of Neverworld. True to his nature as a trickster, Pan prefers to disable his opponents through his various tricks, rendering them unable to fight back against him and his allies, sowing chaos and confusion on his way, making them disbelieve if what they see are even true. Pan will often act to support his allies in one way or another, from encouraging them in combat to setting up opportunities for them to strike. POWER DESCRIPTIONS Pan's powers come from one of two sources: His alien genetics as a resident of Neverworld, or his usage of magical Pixie Dust, gifted to him by the Pixies of Neverworld. Compared to humans of Earth Prime, Neverworlders posses enhanced hearing, which Pan has honed into a sort of danger sense, his senses being sharp enough to warn him of any incoming danger he can hear. All Neverworlders posses inate magic, an universal understanding that lets them understand and talk any language, whether written or spoken. Pan has further trained this ability, allowing him to read a target's surface thoughts, a sort of weak mind reading, or to filter the ability to only allow some to understand him. Even for a Neverworlder, Pan's mind is sharp, and he is able to perform mental tasks far faster than normal persons of Earth Prime. Whether through fate or chance, Pan posses incredible luck, even if this luck tends to have strange consequences for both himself and those around him. Any powers with the Pixie Dust descriptor, save for those explicitly told otherwise, tend to have a golden glow and leave behind golden glitter that disappear after a few seconds. Pixie Dust is a form of magical technology used by the Pixies of Neverworld. Anyone is able to be empowered by Pixie Dust, if it is given as a gift by the Pixies, though it might cause different effects. The only standard effect for everyone seem to be the ability to fly, though few to the same level as Pan. For Pan, the Pixie Dust has also resulted in his lack of aging, seemingly being stuck at the age of 16 forever. He is freedom and joy, and he can never be held down against his will. By manipulating the Pixie Dust that infuses his body, Pan is able to summon his uniform from nowhere, and to perform a great number of magical feats. The Pixie Dust has enhanced Pan's natural charisma to super human levels, and through training and experience, Pan has learned to form the Pixie Dust into life-like illusions and strange mists that block the sight of his enemies. He can shape the Pixie Dust into what he has dubbed Forever Weapons, creating any weapon he knows, even if he seems to prefer swords. By his very presence, he can entangle those around him in powerful emotions, or simply let his shadow roam free to grasp and bind a target. COMPLICATIONS Never is an awfully long time: While usually fearless, Pan has just one fear: That he will never be able to return to Neverworld. If Pan is affected by a Fear effect targeting his fear of never returning to Neverworld, his Fearless feat will not apply. Alternatively, if faced with a situation where he might be able to return home, it might cause him to hesitate or otherwise make the current situation worse.  Oh, the cleverness of me: Pan is a trickster, and he has trouble not taunting and otherwise aggravating his enemies. This can lead to escalation of conflict if Pan manages to aggravate the enemy enough, or Pan being attacked where he was previously ignored, making the situation worse for him. To live will be an awfully big adventure: To Pan, a life without adventure would be worse than death. He searches for adventure in any form, always having trouble sitting still, be it during classes, stakeouts or strategy meetings. This can apply in many ways, such as picking up a strange idol, pressing the tempting button with "Do not press" or flying after something the glowing light in the sky, having trouble staying focused during planning on learning, which can cause problems later on, if Pan forgets crucial information or just didn't pay attention in the first place. I'll hold you in my heart, until I can hold you in my arms: Pan is quick to find friends, and quick to trust them. He is willing to do just about anything for his friends, even if he shouldn't. Hurt his friends, and his revenge will be swift, even if it shouldn't be. If Pan's friends are hurt or in situations where they will be seriously hurt or worse if Pan or someone else doesn't help them, Pan will be spurred into action, even if the situation places Pan himself in great danger. All you need is faith, trust and a little bit of pixie dust: Pan has to actually believe in himself and his abilities for his powers to work effectively. If his faith in himself is shaken, for instance by being met with an overwhelming foe or otherwise being worn down, any of his powers with the Pixie Dust descriptor might fail when he try to use them. All children, except one, grow up: Pan has a soft spot for children, and they tend to like him in turn. While he might not outright believe everything a child will say or do, knowing all too well how mischievous a child can be, he will always believe in children, prioritizing their protection and well being. It may have been quixotic, but it was magnificent: Pan's uncanny luck tends to have strange consequences. If probability is pushed far enough in one direction, it might just decide to push back, causing improbable things to happen, like the password to a computer suddenly changing, or a piano suddenly falling from the sky. ABILITIES 4 + 16 + 6 + 4 + 2 + 10 = 42PP Strength: 14 (+2) Dexterity: 26 (+8) Constitution: 16 (+3) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 20 (+5) / 44 (+17)Forever Charisma COMBAT 16 + 12 = 28PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +8 Base, +8 Melee, +8 Ranged, see Power attack bonuses in DC Block Defense: +17 (+6 Base, +11 Dodge Focus), +3 Flat-Footed Grapple: +10 (+8 Base Attack, +2 Strength) Knockback: -1 / -3 (with Defensive Roll) SAVING THROWS 7 + 6 + 9 = 22PP Toughness: +7 (+3 Con, +4 Defensive Roll) Fortitude: +10 (+3 Con, +7) Reflex: +14 (+8 Dex, +6) Will: +10 (+1 Wis, +9) SKILLS 72R = 18PP Bluff 17 (+22) / (+34)Forever Charisma Languages 1 (Native: Neverspeak; Learned: English) Notice 14 (+15)Skill Mastery Search 2 (+4) Sense Motive 14 (+15)Skill Mastery Sleight of Hand 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery FEATS 41PP Beginner's Luck Challenge [Fast Feint] Challenge [Fast Taunt] Defensive Roll 2 Distract [Bluff] Dodge Focus 11 Evasion 2 Fearless Improved Initiative 1 Inspire 5 Jack-of-All-Trades Leadership Luck 4 Move-by Action Setup Skill Mastery (Notice, Sense Motive, Sleight of Hand, Stealth) Taunt Teamwork 3 Uncanny Dodge 2 [Auditory, Visual] Enhanced Feats Luck 4 -> Luck 6Forever Lucky Quick Change Takedown Attack 2The Forever Weapon POWERS 8 + 1 + 10 + 1 + 5 + 11 + 2 + 33 + 27 + 3 = 101 Comprehend Rank 3 (Understand, speak and read all languages; Feats: Alternate Power 1, Selective) [8PP] (Descriptors: Universal Understanding, Alien, Magic) AP: Mind Reading 12 (Flaws: Feedback, Limited to Surface Thoughts; Feats: Subtle 2) {6/7PP} (Descriptors: Tell Me What You Think, Alien, Magic, Training) Enhanced Feat 1 (Quick Change) [1PP] (Descriptors: Forever Uniform, Magic, Pixie Dust) Flight 5 (Flight speed: 250 MPH / 2500 ft./rnd) [10PP] (Descriptors: Fairy Flight, Flight, Magic, Pixie Dust) Immunity 1 (Aging) [1PP] (Descriptors: The Forever Boy, Immortality, Magic, Pixie Dust) Immunity 5 (Entrapment Effects [Snare, Grappling, Bonds]) [5PP] (Descriptors: Forever Free, Freedom, Magic, Pixie Dust) Luck Control 3 (Force Rerolls, Spend Hero Points for Others. Bestow Hero Points to Others; Feats: Luck 2) [11PP] (Descriptors: Forever Lucky, Luck) Quickness 4 (Flaws: One type [Mental]) (Able to perform mental tasks at x25 normal speed) [2PP] (Descriptors: Cleverness of Me, Alien, Quick Thinking) Tricks Array 15 (30PP Array; Feats: Alternate Power 3) [33PP] (Descriptors: Tricks, Magic, Pixie Dust. Additional descriptors on individual powers) BP: {29 + 1 = 30/30PP} (Descriptors: The Forever Weapon, Light, Precise Strikes, Slashing/Bludgeoning/Piercing Damage Type, Training, Weapons) Damage 12 (Extras: Penetrating 5; Feats: Accurate, Extended Reach 2 [10 ft.], Improved Critical 2, Incurable, Mighty, Paralyzing Attack, Precise, Takedown Attack 2, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [29PP] Feature 1 (Light Source) [1PP] AP: Emotion Control 12 (Feats: Mind Blank, Reversible, Subtle 2) {28/30PP} (Descriptors: Powerful Emotions, Emotion) AP: Illusion 7 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 2) (Duration: Sustained, Area: 25 ft. radius) (Stacks with Endless Forms) {30/30PP} (Descriptors: Forms Most Beautiful, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Snare 12 (Feats: Accurate 2, Indirect 3, Subtle) {28/30PP} (Descriptors: Binding Shadow, Pan's Shadow, Grasping Shadows) Trickster Array 12 (24PP Array; Feats: Alternate Power 3) [27PP] (Descriptors: Trickster, Magic, Pixie Dust. Additional descriptors on individual powers) BP: Enhanced Charisma 24 {24/24PP} (Descriptors: Forever Charisma, Superhuman charisma) AP: Flight 12 (stacks with Fairy Flight) {24/24PP} (Descriptors: Forever Flight, Flight) Stacked Power: Flight 17 (2,500,000 MPH / 25,000,000 ft./rnd) AP: Illusion 5 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 4) (Duration: Sustained, Area: 100 ft. radius) (Stacks with Forms Most Beautiful) {24/24PP} (Descriptors: Endless Forms, Illusion) Stacked Power: Illusion 12 (Affects All Senses; Extras: Duration 1 [Sustained]; Flaws: Action [Full Round]; Feats: Progression [Area] 6) (Duration: Sustained, Area: 500 ft. radius) (Descriptors: Endless Forms Most Beautiful, Illusion) AP: Obscure 6 (Affects Visual Senses; Extras: Independent [+0], Selective Attack, Total Fade) (Duration: Independent [20 rounds], Radius: 250 ft.) {24/24PP} (Descriptors: Hide & Seek, Illusion, Mists) Super-Senses 3 (Danger Sense [Sense Types: Auditory], Audiotory [Sense Type: Normal Hearing; Default Extras: Acute, Radius, Ranged; Extras: Accurate]) [3PP] (Descriptors: Never Senses, Alien, Enhanced Senses, Genetic, Training) DRAWBACKS -2PP Vulnerable (Emotion effects; Minor Intensity: +1 to saving throw DC) [-2PP] DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +6 The Forever Weapon Touch (Up to 10 ft.) DC29 Tou (staged) Damage +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 The Forever Weapon - Paralyzing Attack Touch (Up to 10 ft.) DC24 Fort (Staged) Fail: Slowed 1 round >5: Paralyzed 1 round +10, Crit 18-20, Incurable, Precise, Takedown Attack 2 Powerful Emotions Perception DC22 Will (staged) Fail: Emotion Changed >10: Target takes no hostile action Mind Blank, Reversible, Subtle 2 Binding Shadow 100 ft. DC22 Ref (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +12, Indirect 3, Subtle Endless Forms Perception DC15 Will (staged) Tricked if disbelieving illusion N/A, 100 ft. radius Forms Most Beautiful Perception DC17 Will (staged) Tricked if disbelieving illusion N/A, 25 ft. radius Endless Forms Most Beautiful Perception DC22 Will (staged) Tricked if disbelieving illusion N/A, 500 ft. radius Totals: Abilities (42) + Combat (28) + Saving Throws (22) + Skills (18) + Feats (41) + Powers (101) - Drawbacks (2) = 250/250 Power Points
  20. Alright, let's go with Sea Devil, Sgt. Shark and Asad. Sorry Ex! I'll get a thread up some time this week, probably Friday at the latest.
  21. "You do not point a gun at people like that. Doesn't matter who's watching or not!" Robin's tone was harder than before. She had taken a shot at the Gas Man like that before, but then he was a danger to both others and herself. These guys? No matter if what they were doing were wrong or not, Detective Kidd had pointed a gun at them, even after they had dropped their weapons. Robin was well aware that going incognito wouldn't really work anymore, now that she was wearing all red and gold. Maybe she should try going for some different colors in the future, once she got her suit upgraded a bit more, but she really shouldn't be thinking about that now. It was only a matter of time before Jack Jackson would notice the commotion, and she had to deal with Detective Kidd first. "Right, this place is a powderkeg. Look around." Robin gestured to the protesters, Jack Jackson, Blowfish, the building and the fleeing workers. "Look at this. What would happen if they'd seen your gun? If you just tried to scare them, you'd be caught on camera, and that whole group would explode." Alright, deep breath. Get a chance to figure out what was going on while she could. "I really don't have all the info here, so please, what do you mean about Blowfish financing this? What do you know about that?" Maybe they could actually work together here.
  22. The Forever Boy Pan was ecstatic. He was only barely keeping himself contained, as he looked at the Pegasus. He was floating a few inches off the ground, unable to keep his eyes of the spacecraft, even as Mr. Austin explained things to them. He was dressed in the loose fitting vacuum suit he had been supplied with, his uniform underneath, including his mask. It might be silly to wear in space, but it wasn't like he wore it to conceal his identity in the first place. This was so exciting. he had never been to space before! Not here on Earth, not back on Neverworld! He had honestly never even thought to try! Maybe he could fly in space! Maybe he couldn't! But actually getting to go out there like this, together with Veronica, Alex and Echohead? Awesome! He positively beamed at the question about questions. He had so many! "How fast will the Pegasus go? Do you mind if we bring souvenirs back? Is there bathrooms on the Pegasus? Will we hit any stars on the way?" He could keep going, but he had to stop for air, and to give Mr. Austin a chance to reply.
  23. GM As assemblage of heroes made their plans, and were joined by Wadjet. Whatever Mister Strix might be trying to conceal from the others, whatever their differences in approach were, they would have to make their choice, because Ronin had been right. Nancy Street might have calmed down, but riots were starting elsewhere. Fire began to rise from an overturned car near Snacktastic. The striking workers were beginning to riot. It would only be a matter of time before they clashed with Snacktastic's security. Blood would soon flow. Similar scenes took place at the lottery offices. And at one of the government offices, one that dealt with taxes in specific, a man was standing at the edge of a window, ready to jump. Everything was ruined, his life was over. What else could he do?
  24. GM The light moved over the small construction yard near the Royal Arena, as Lament stopped the car. As it just so happened, it was a cab. Very dark blue, with the word TAXI written on it in a few places, as well as the company's slogan and number to call. "Hvad fanden!? Er du sindssyg, mand!" the driver shouted after rolling down his window. He paused, looking over Lament. "Hvad fanden skal du forestille?" The driver was a man in his 50'es. He had a full beard, which was once a dark brown, but was now dotted with grey, almost silver streaks. His hair was thinning on the top. He was wearing a dark jacket, but now he seemed to realize what Lament had been saying, and that he was talking English. "Wait! What children? What are you talking about?" His Danish accent was heavy, but Lament could understand him, at least.
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