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secondling

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  1. Sable Raven
    Power Level: 10 (150/150PP)
    Unspent Power Points: 0 
    Trade-Offs: +5 Attack / -5 Damage on Talon Launchers, -5 Defense / +5 Toughness

     

    In Brief: Power-Suited Cowl from a Dead World

    Catchphrase: “Fear the Dark…”

    Theme: The Abyssal Exalted – Death’s Lawgivers by James Semple

     

    Alternate Identity: Duncan Summers (Birth Name)
    Birthplace:  Freedom City

    Residence: Freedom City
    Base of Operations:  High Spire Rookery
    Occupation: 
    Affiliations: The Raven Family
    Family: Duncan Summers (Alternate Self, former Raven I), Callie Summers (Alternate Daughter, former Raven II), Callie Sen/Summers (Other Alternate Daughter, Madame Raven), deceased parents

     

    Description:
    Age: 26 (Born in 1995)
    Gender: Male
    Ethnicity: Caucasian
    Height:  6’ (183 cm)
    Weight: 165 lb. (75 kg)
    Eyes:  Blue
    Hair: Black

     

    Duncan Summers wears a somewhat unkempt and lackadaisical set of clothing, as well as a somewhat messy and ruffled hairstyle - an affectation of laziness and languor that only lasts at first glance. He strives to project the image that he is slightly well-off, but is trying to dress humbly. With dark hair and bright blue eyes, he nevertheless cuts something of a handsome figure by the standards of his society - at least, when he's standing. When he's sitting in his wheelchair, as he often does outside his home, Duncan comes across as rather less striking in the eyes of society, something he sometimes uses to his advantage in gathering information - too often people assume that broken body means mental incapacity.

     

    Sable Raven’s iconic Armor of Unkindness is unsurprisingly colored a mix of matte black, midnight blue, and dark grey. Made from metals that were dramatically altered by their journey across dimensions, the Armor has heavy gauntlets with clawed fingers, surprisingly light and soft boots, and a flexible yet heavy cape that allows the Sable Raven to glide as well as to distract his foes. His helm, however, is by far the most distinctive part of the armor. Resembling a beaked plague doctor’s mask in some ways, rather than the comical goggles of those antiques, there are eye slits which (when activated properly) glow with a dim gold menace. The dagger-sharp beak curves slightly, but is more than able to be used as a weapon, should the time come. 

     

    History:

    On a world much like Prime Earth, there were no heroes to fight in the Second World War – costumed vigilantes were virtually unheard of, and when people heard the term “centurion” they thought not of a Man of Adamant, but of a long-disused Roman military position. Into this world, Duncan Summers was born in 1995 – half a century or more after the birth of his Prime Earth counterpart.

     

    A child of privilege, Duncan’s youth was cast in melancholy after his father died when he was four, leaving his mother depressed and mostly reliant on long-term caregivers to raise her child. As he grew, he saw more and more injustice and rising crime, but the world seemed too wrapped up in apathy to care – no one seemed willing to stand up to help others or protect the weak from predation.

     

    Gradually, Duncan began shaping himself into a hero – someone who could take on the burden of protection and justice for the innocents of the world. He learned martial arts, criminology, and dozens of other arts and sciences. Even in high school, he focused more on cultivating himself than on social connections, earning him a reputation as a recluse and an eccentric, even amongst the wealthy circles of his nominal peers.

     

    When he was nineteen, his mother died in an accident, and dolor surrounded the Summers Estate. Within a few months, Duncan had taken over the assets of his company and began using his personal fortune to fund the creation of a costume and all manner of gadgets to take up his mantle.

     

    Suffice it to say, the first outing the newly fledged Raven went on ended in a dramatic chase – not of criminals, but of the Raven himself, as he was pursued by the police, who deemed him a far greater threat than any criminals he might have faced.

     

    The next two years were difficult, but gradually, the Raven took on greater threats – the Conqueror Worm, the monstrous but wealthy House of Usher, the vampiric thief Lenore, and even the maliciously organized Tzin Sing all found in him a worthy foe. Even as he did so, other heroes took flight – Centurion, an exile from a destroyed universe. Bowman, an archer extraordinaire who had much in common with Duncan, and others still.

     

    In 2018, an invasion of Earth by the Grue Collective saw heroes from across the globe unite to fight against the alien threat. In the United States, the group that formed would later be called the Freedom League – made up of such greats as Lady Liberty, Centurion, Daedalus, Johnny Rocket, and even the Raven himself. For the first time in years, Duncan felt hopeful.

     

    This was not to last, however, as shortly after the formation of the Freedom League, Tzin Sing trapped the Raven and ultimately damaging his spine when Tzin Li, Sing’s daughter, helped free him from her father. Nevertheless, once he returned home, Duncan fell into bleak depression – even with the corrective surgeries available to him, Duncan was no longer able to fight as he once had – merely standing and walking unaided hurt after a few hours. Pushing himself through the punishing acrobatics of the Raven was simply impossible.

     

    A visit by Centurion and his fellow Freedom League members helped inspire the Raven to try to contribute to the League as much as he could, and within a year he took on a role as a mission control for the League. Even as he did so, he began building a battlesuit that would enable him to take to the field again.

     

    In 2020, the suit was ready… just in time for the end of the world. Omega, the Lord of the Terminus, invaded, and the Freedom League fought hard, with the Raven, in his newly forged battlesuit, fighting alongside them for the first time in over a year… but the League failed – falling one after another, and ultimately, Daedalus worked with Centurion to cast the Raven free from the dying world.

     

    In late December 2020, the young Duncan Summers of the destroyed Earth arrived on Prime Earth. Unwilling to allow his friends’ sacrifice be in vain, he strives now to be the best hero he can, even as he discovers the wonder and hope that this new world offers.

     

    Personality & Motivation:
    Duncan Summers is an interesting mix of an idealist and a cynic. He grew up in a world more afraid of superheroes than welcoming of them, was broken by an enemy early in his career, and then lost his whole world on top of all of that. However, he remains firmly devoted to the protection of the innocent and the capture of evildoers. Indeed, coming to Prime Earth has inspired Duncan with how much more the superheroes do and how much better they seem to have made the world than he and his were capable of doing in their brief time in the limelight.

     

    In costume, Sable Raven has a dry sense of humor edged with slight melancholy – not even his foes are spared from his wit, and he is more than happy to mock them, especially if he is certain that they cannot see him. 

     

    Out of costume, Duncan keeps his dry humor, but also tends to project the air of being somewhat laidback. Unlike his Prime Earth counterpart once was, he isn’t quick to judge others’ lifestyle choices (in part due to a difference in upbringing), and is firmly against systemic injustices just as much as he is against crime – this sometimes means he clashes with more authoritarian types, including the police, whom he regards with an uneasy wariness.

     

    Perhaps the second most dramatic impact coming to Prime Earth has had on Duncan is the discovery of his elderly alternate self, his alternate’s daughter(s), and the fact that the Raven isn’t a solo act any more. Part of him is horrified – how could someone wish this life on anyone else? Another part is proud to see that at least one Duncan Summers inspired people… but he’s also saddened for the lost potential of his former world – will he ever know the family that his elder counterpart has?

     

    Being the sole survivor of a universe is a dreadful thing, and it still weighs on Duncan like a mountain. He deals with it through sublimating the despair and fury into his work as a vigilante, but every so often he is forced into a haze of dolor when he encounters someone whom he knew on his home world, but who does not know him.

     

    Powers & Tactics:
    The Sable Raven strives to inspire terror in his foes. Using voice changing technology to transform his speaking voice into a harsh, sharp whisper, vanishing from sight when others take the briefest moment to look away, and striking from the shadows, he is quick and oftentimes harsh in his tactics. While he tries hard to hold himself to the higher standards of Prime Earth’s heroes, under pressure he sometimes acts with more viciousness and even near-lethality than even he is comfortable with.

     

    Most of his combat potential, however, lies firmly on the back of his Armor of Unkindness, with its stylized shuriken-launching gauntlets, its (slight) enhancements to his strength, and its protective plating. He uses the integrated tools willingly and often, from the grappling hook to ensnare others, to the beak to headbutt or cut restraints, and so on. 

     

    Power Descriptions:

    All of the Sable Raven's "powers," such as they are, come from his Armor of Unkindness - whether it is the talon-launcher on one gauntlet, the grappling hook on the other, or the razor-edged claws and beak adorning his fingers and mask. His seemingly heavy cape can snap outwards into a facsimile of wings, allowing him to glide, while his helm allows him access to a great deal more information than most can see. Some of his skills are the result of long hours of training - remnants of his time before he lost the ability to perform those most strenuous of exercises. He is still highly capable of hiding himself from view, and his social and intellectual skills are as sharply honed as ever - if not moreso, due to the need to exercise them all the more.

     

    Complications:

    (You will) Fear the Dark: Even Sable feels uncomfortable with how closely he slips into his older, more terror-focused habits. When his friends or innocents are in danger, he sometimes reacts with excessive force and viciousness.

    Legacy of Corvids: Sable Raven is not a lone bird in this world, much to his mix of surprise and dismay. A whole cult family has grown up around the name he claimed for himself only six years ago, and their shared history is something he’s not quite comfortable with.

    Lone Survivor: Sable saw his world dying as he was cast into the universe. While for the most part, he manages to sublimate the sorrow and anger that this brought him, when unprepared, he can be struck with tears if he meets someone he once knew. Further, encounters with Omega and his Terminus forces cause him intense terror and fury. 

    Not from Around Here: Sable Raven was born in a world now dead, one that never had the legacy of superheroes. Genetically identical to the original Raven with whom he shares his name, there is plenty of room for confusion and doubt in his life.

    Old Wounds: Without his Armor of Unkindness, Duncan Summers is unable to move freely – while he can walk and stand without significant issue for a few hours on end, any strenuous exercise or long-term journey leaves him in crippling pain. Most of the time, he uses a wheelchair to move about on longer trips.


    Abilities: 0 + 2 + 2 + 12 + 4 + 2 = 22PP
    Strength: 18 [10] (+4/+0)
    Dexterity: 18 [12] (+4/+1) 
    Constitution: 12 (+1)
    Intelligence: 22 (+6)
    Wisdom: 14 (+2)
    Charisma: 12 (+1)

    Combat: 20 + 10 = 30PP
    Initiative: +4
    Attack: +10 Base, +15 Talon-Launching Gauntlets
    Defense: +5 (+5 Base, +0 Dodge Focus), +5 Flat-Footed

    Grapple: +14
    Knockback: -6

    Saving Throws: 3
     + 5 + 3 = 11PP
    Toughness: +12 (+1 Con, +11 Protection)
    Fortitude: +4 (+1 Con, +3)
    Reflex: +9 (+4 Dex, +5)
    Will: +5 (+2 Wis, +3)

    Skills: 64R = 16PP

    Acrobatics 4 (+8)

    Computers 8 (+14)

    Craft (Electronic) 4 (+10)

    Disable Device 8 (+12)

    Intimidate 8 (+9)

    Investigate 4 (+10)

    Knowledge (Technology) 4 (+10)

    Languages 4 (English [Native], German, Mandarin, Spanish, French)

    Notice 8 (+10)

    Search 4 (+10)

    Stealth 8 (+12)


    Feats: 3PP

    Equipment 2

    Hide in Plain Sight

     

    Equipment: 2PP = 10EP

     Headquarters

    Spoiler

     

    High Spire Rookery

    As it is located beneath an old office building in West Freedom, the High Spire Rookery is named somewhat ironically - Sable Raven thus feels free to refer to his headquarters in public without fear that potential foes will look where it actually is.

    Toughness: 15 (2 EP)

    Size: Medium (1 EP)

    Features: 7 EP

    • Communications
    • Computer
    • Concealed 1
    • Infirmary
    • Laboratory
    • Security System
    • Workshop

     

     

    Powers: 68 = 68PP

     

    Device 18 (Armor of Unkindness; 85 PP Container; Flaws: Hard-To-Lose) [68PP] (Technology)

    • Blast 5 (Talon-Launching Gauntlets; Extras: Autofire 1; Feats: Accurate 5) [16PP]
    • Communication 3 (Radio) (Onboard Headset) [3PP]
    • Datalink 3 (Onboard Computer) [3PP]
    • Enhanced Strength 8 (Muscular Enhancement) [16PP]
    • Enhanced Dexterity 6 (Fluid Motion System) [12PP]
    • Flight 4 (Doleful Wings; Feats: Subtle 1; Flaws: Gliding) [5PP]
    • Protection 14 (Armor of Unkindness) [14PP]
    • Strike 6 (Rending Claws & Tearing Beak; Feats: Mighty 4) [10PP]
    • Super-Movement 1: Swinging (Grapple Launcher) [2PP]
    • Super-Movement 1: Wall-Crawling (Clawed Gauntlets) [2PP]
    • Super-Senses 3 (Infravision) (HUD) [1PP]

     

    Drawbacks: (-0) + (-0) = -0PP
     

    DC Block

    ATTACK

    RANGE

    SAVE

    EFFECT

    Rending Claws & Tearing Beak

    Melee

    25

    Damage

    Talon-Launching Gauntlets

    Ranged

    20

    Damage

     

     

     

     

     

     

     

     

     

     

    Totals: Abilities (22) + Combat (30) + Saving Throws (11) + Skills (16) + Feats (3) + Powers (68) - Drawbacks (0) = 150/150 Power Points

  2. You guys can use Medicine, Investigation, Knowledge (Earth Sciences) or Knowledge (Life Sciences) to determine whether the people in the obsidian are alive - in roughly ascending order of difficulty. Alternately, if you have any super-senses that might apply, feel free to point me to 'em so I can share what they find out.

  3. GM

     

    The teens traveled through the streets of Rodney, which are surprisingly empty for this time of day - apparently, the tyrant's hand was heavy enough that people weren't really willing to come out of their homes. As they go, they passed by several police cars driving past them - towards where they had left the car behind. Continuing their journey, the heroes came across more and more signs that Ex-Prisoner had been practicing his powers - obsidian spikes are increasingly commonplace "decorations" on storefronts and streets. They even saw a few people sealed in vast chunks of the same material, their expressions frozen in horror.

  4. GM


    The trio of teens walk quickly down the road towards Rodney, concealed in the shadows of Muirne's power. As they go, they pass by several police cars with their sirens blaring, but no one seems to take note of them. It takes the three about fifteen minutes to get even a little into town, whereupon they realize that they have no immediate idea of where the police station is.

  5. GM

     

    The paper golem bent over, tearing the road block free from the concrete of the road, and tossing it aside, where it crashed into the trees that surround the area, splitting wood and shattering branches. Outrider helped lift the second one, and the two sent it spinning away off the other side of the road.

     

    Meanwhile, the two thugs began dashing away into the forest, deciding that discretion is the better part of valor.

  6. GM

     

    The man froze before dropping his phone. "Look, we don't want any trouble. We can't move the damned roadblock - it's stuck." As he spoke, he kicked one of them gingerly, his foot thwacking against the obsidian-spiked concrete.

     

    The woman lowers her gun. "If you're here to get the boss, he's usually in the police station." She says, her eyes wide and terrified.

  7. GM

    "Ha! You? Superheroes? Just a bunch of brats." The man snarks, waving his gun at the car. "Clear off."

     

    The woman frowns, leveling her gun at the group. "Dammit, John, it doesn't matter what they look like! They're here to fight the boss!" She looks to the heroes. "Scram, kids. We don't want trouble with you, but if you're looking for it, you'll get it."

     

    The man named John blinks, before pulling out a phone and tapping its screen twice, before lifting it to his ear.

  8. GM

     

    The journey to Rodney was relatively peaceful for the most part, though annoyed passersby honked at the three teens several times during the drive (presumably due to the music blaring from the car). Eventually, however, they found themselves turning off of the highway, onto an exit that was marked with the name "Rodney." Their arrival, however, was impeded by several cement barriers, placed strategically (well, somewhat) to block passage. More worryingly, the barriers were covered in spikes of black stone, pointing outwards.

     

    Behind the barriers, the three teens could see a pair of gun-toting thugs, a man and a woman, looking at the car. "Hey! Buzz off kids. We don't want none of your types coming into our homes!" The woman shouted, waving them away.

     

    "Yeah, Rodney's got some troubles that need shaking out. We don't need more visiting."

  9. GM

     

    Rodney, Suburb of Freedom City

    Thursday, 13th of May 2021

    11:30 AM

     

    Once, Rodney was a peaceful town, known best for its fantastic sandwiches and its beautiful bells that rang out the hours. Once, Rodney was a free town, with people going about their daily business, children going to their schools, and the occasional tourist coming to visit the historic churches and official buildings. Once, Rodney was an ordinary town, with fine, law-abiding people and a gentle pace of daily life.

     

    Once, all of these things were true, but no longer. A week ago, a man with dark rock skin streaked with gold led a group of armed criminals into. Working together, they took the mayor and the rest of the city council hostage, and the leader, who called himself Ex-Prisoner sealed all the police who resisted his authority in stalagmites of pure obsidian. Since then, he and his gang have begun ruling the streets by night, even pulling in a few of the more corrupt cops as they rampage through the streets. The rare few reporters who managed to get word out of the town were swiftly hunted down and captured - or perhaps even killed. No one seems to know.

     

    Rodney needs heroes, desperately. Fortunately for the town, it is right outside Freedom City, home to one of the greatest concentrations of superheroes on Earth.

     

    Okay, @Kaede Kimura, @Lone_Star, @Spacefurry, let me know how your characters have heard about Rodney's situation, how they've met up, and so on.

  10. Legatus isn't as bright as most of the folks here, but he would be more than happy to smash things if need be - the Doomforge is pretty much a legacy of Omega, no? He'd feel kind of honor-bound to help out however he can.

  11. A crisis has been reported in Rodney, a suburb a few hundred miles outside Freedom City. The local government has been taken hostage by a mysterious man with skin of black stone. Those police that resisted him have reputedly been sealed inside shards of similar rock, and he has brought together a group of criminals of various stripes to keep the citizens in line. Though the report only came in two days ago, it has supposedly been a week of mayhem and chaos for the people of Rodney, and it only promises to get worse. Rodney needs heroes to liberate the town from the grip of its tyrannical new overlord.

     

    This is a PL 7-8 thread that will be mostly combat, with perhaps a bit of stealth and investigation as well. While I have a few ideas on how the story might progress after the town is liberated, it's not something I'm willing to fully commit to at the moment. Thus, I welcome all comers who might be interested in scrapping with a bunch of thugs with more guns than wits and a minor powerhouse with a few interesting quirks.

  12. Doktor'd!

     

    Legatus

    I updated his personality entry.

     

    Complications

    Removed

    Identity Crisis: To be perfectly honest, Felix isn’t entirely certain whom or, indeed, what he is. He struggles under the burden of his assumed responsibility, and wants to know whether he is really a person, or just another experiment. If faced with claims he does not have a soul because he is a clone, or isn't as good as his progenitor, the GM may force Legatus to make a save for Emotional Control (Despair) and give him a Hero Point.

     

    Added

    Fury: Legatus’ hatred of emotional manipulation and mind control (whether mundane or supernatural) has become increasingly prominent in his life. When he encounters such things, if his actions due to his loathing somehow inconvenience or actively harm Legatus or his allies, the GM may grant him a Hero Point.

     

    Abilities

    +2 Wisdom [2pp]

    +2 Charisma [2pp]

     

    Saving Throws

    Will +8 Adjusted from increase in Wisdom

     

     

    Skills: 40R=10PP

    Diplomacy 10 (+13) Up from 7

    Intimidate 9 (+12) New

    Knowledge (Life Sciences) 10 (+12) Up from 8

    Language 1 (English [Native], Latin)

    Notice 10 (+12) Up from 8

     

    Feats

    Assessment

     

    Powers

    Inheritor of Centurion 9.5 (19PP Array, Feats: Dynamic Alternate Power, Dynamic Base Power) [22PP] Increased by 1 rank

    • Base Power (Dynamic): Flight 9 (5000MPH / 50,000ft [10 miles] per Move Action, Feats: Subtle) [19/19PP] Increased by 1 rank
    • Alternate Power (Dynamic): Super-Strength 8 (Lifting Strength 80, Heavy Load: 800 tons Feats: Super-Breath, Thunderclap, Shockwave) [19/19PP] Added Power Feats Thunderclap and Shockwave

     

    Full Sheet

    Spoiler

     

    Legatus
    Power Level: 10 (161/161PP)
    Unspent Power Points: 0
    Trade-Offs: None

     

    In Brief: “Cloned” Replacement of the Man of Adamant

    ThemeReturn of the Solar Exalted by James Semple

     

    Alternate Identity: No. XVIII (Original Designation), Felix Century (Secret)
    Birthplace: Freedom City

    Residence: Claremont Academy
    Base of Operations: Claremont Academy 
    Occupation: Student, Hero
    Affiliations: Claremont Academy
    Family: Centurion (Genetic Donor, deceased), Nos. I to XX (Genetic Siblings, deceased), Dr. Rex Syagrius (Creator, deceased), Unknown Parents (Parents, missing)

     

    Description:
    Age: 18 (DoB: 2003)
    Apparent Age: Mid-Teens
    Gender: Male
    Ethnicity: Roman
    Height: 5’11”
    Weight: 175 lb.
    Eyes: Blue
    Hair: Blond and Black

    The youth known as Felix Century is a tall, handsome specimen. Wearing his streaked black-and-blond hair short in emulation of Centurion, his startling blue eyes sparkle when he smiles, which is often. He is still growing, and displays a certain awkwardness of form – his shoulders are not quite broad as they ought to be, for instance, and his proportions are yet to become the perfection that was his progenitor.

     

    Felix, not quite grasping the need for secret identities, tends to wear blue, yellow, and white more frequently than other colors – though ever since he received a stern talking-to by his teachers, he rarely wears them together.

     

    In his first few (unsanctioned) forays into Freedom as Legatus, Felix wore a gold-and-blue costume emulating that of the Man of Adamant. Unfortunately, as these were unsanctioned, he did not have access to the advanced technology that allows superheroes’ costumes to withstand more damage than most cloth, and within the first three excursions, it was totally destroyed. Since then, he has gained permission for his extracurricular excursions, and now wears a more stylized costume, lacking the armor of his predecessor. With a simple gold shirt, blue pants, a belt of pure white, and no cape whatsoever, Legatus does not seem like Centurion reborn as a teen quite so much as he once did.

     

    History:

    When Centurion died in 1993, one scientist, a longtime devotee of his, by the name of Rex Syagrius, knew that the world would not long last without a replacement for the Man of Adamant. Determined to resolve this, he gathered genetic material from a frozen battlefield, where the Liberty League had once fought, and went to work attempting to clone his champion. However, he swiftly discovered that he lacked enough material to do so.

     

    Instead, borrowing money from dubious sources, he gathered seven babies orphaned by the Terminus Invasion, named each for a Roman numeral, and began experimenting upon them, attempting to imprint the Man of Adamant’s genetic code on theirs. Within three years, they demonstrated results – most of them had superhuman powers akin to Centurion’s… but they swiftly proved to be unstable, with more than half of them dying before they reached the age of four.

     

    The seeming return of Centurion set Syagrius back on his heels – perhaps he would not need a new group of subjects to recreate the Man of Adamant. For a time, he held onto hope (during which all save one of his initial crop of children died) that he would not need to do anything further… until it was revealed that this Centurion had been a plant by Omega – the very being that killed the true Centurion all along! Something inside Syagrius broke, then, and he became increasingly determined – there would be no true successor to Centurion until he himself managed to create a fully functional clone!

     

    Thus, in 1997, Syagrius gathered seven more infants, and used the knowledge from the first generation to ensure these ones were more stable. Nos. VIII to XIV proved swiftly to be both more genetically stable and more powerful than their predecessors. There was a problem, however – none of them had more than one of Centurion’s abilities. Determining they might be useful as a super-team, if not a champion, Syagrius had them begin training to do just that in 2003.

     

    It was in 2003 that Syagrius gathered his last group of children – this time, only gathering six. This “third generation” included Nos. XV to XX, but of them all, the child designated No. XVIII swiftly became the most levelheaded and gentle of them all. Even as a toddler XVIII was able to calm his “siblings’” wailing, allowing the second generation to train in peace, and the doctor to continue his research. Of all his siblings, XVIII was closest to little XX, who was herself the smallest and quietest of the group.

     

    By the time the third generation was six, all of them save XVIII had begun developing powers akin to those of Centurion. Though only XV and XIX truly bullied XVIII over this, he nevertheless felt inadequate, forced to play at training intended for humans rather than champions. Nevertheless, he proved swiftly adept at the lessons Syagrius assigned to the third generation, even striking up friendships with the second generation who often taught them. Things were good, for a time. XVIII and XX were still close friends, and they still enjoyed one another’s company, even though XX had to train with the others more and more frequently.

     

    This state of affairs lasted until 2016, when the third generation turned thirteen. It was at this time that the second generation returned from one of their training exercises with only six members, instead of seven. Though XVIII tried to comfort them, Syagrius did not, and within a week of the training accident, they broke out of the labs, leaving the third generation behind. The escape had destroyed a great deal of equipment and data, and to make matters worse for Syagrius, the third generation’s development had plateaued. They were still stronger than most mortals, but they were not champions. They were not Centurion.

     

    Desperate, he sought out something new – something that would bombard the children with the same energies that had made Centurion into who he was. Within a few months, he discovered traces of similar energies in Freedom City, much more recent than Centurion’s arrival should have implied. Using this, Syagrius designed a machine to emit such energies, but he was hesitant to risk the most stable and successful of his champions-to-be in an untested machine. Instead, he put XVIII into the machine – though to be fair, XVIII had volunteered.

     

    XVIII emerged from the energies more powerful than his siblings, many of whom swiftly clamored to be permitted a chance to do the same. XIX and XVI, the second and third to go through the machine respectively, were fine, but XV (the fourth) swiftly went berserk, destroying most of the machine and nearly killing Syagrius before XVI and XIX tore her messily in two – without any emotions or hesitation. XVIII was deeply concerned, especially when Syagrius encouraged them.

     

    For the next two years, XVIII and XX began studying Centurion more closely, as well as testing XVIII’s new powers. What they found on both fronts disturbed them – Syagrius, XVI, and XIX all were behaving more like Centurion’s foes than like Centurion. Further, XVIII’s powers, though still greater even than XIX and XVI’s, hurt him badly when he pushed himself to the limits.

     

    They agreed to keep close eyes on their siblings and their creator, but kept it secret from the lighthearted XVII, whom they thought would tell on them. Unfortunately, things were about to get worse – for in 2018, Syagrius had finished the repairs of the machine. XVII was first to go this time, and he was torn and battered by the energies – emerging with only one arm, but empowered. When XX’s turn came, XVIII objected, pointing out that XVII had been hurt in the machine. Syagrius would have none of it, and both XVI and XIX swiftly threw XVIII through a wall and imprisoned him in the training room. Unwilling to hurt his siblings, even though he thought they were wrong, XVIII waited.

     

    Finally, he heard a crash and XVI’s shriek of pain cut short. Bursting out of the training room, XVIII discovered a bloody and wounded XVII standing over their brother’s corpse. The one-armed brother explained in emotionless tones that the machine had killed XX, and that XVII had determined that none of the group was worthy of being Centurion’s legacy. With that, he brutally killed himself.

     

    Something inside XVIII snapped, and he burst out of the complex, flying up through the ceiling, through tons of stone and silt and water, into the air above Freedom. Screaming at the top of his lungs, XVIII swiftly found himself apprehended by the Freedom League, where he remained reticent and deeply wounded for months on end before revealing almost all of what he knew of the lab and the purpose behind it. 

     

    However, the League was unwilling to let him go free until he revealed the location of the lab that he had grown up in – to independently verify not only his claims of being Centurion’s clone, but also to ensure that all of his “siblings” were, in fact, deceased. For many months, XVIII refused to do that – he did not want a group of strangers, even if they were the Freedom League, to intrude upon what was rightfully his siblings’ home. Eventually, however, he was willing to admit where it was – with one condition. XVIII wanted his siblings’ remains treated with the honors of heroes – especially those of XVII and XX. The League was willing to accept this, and launched their investigation into the (now partially flooded) lab complex.

     

    The Freedom League’s investigators found that XVIII had not lied, though much of the information he shared could not be fully confirmed, given the damage done by both the waters and by XVIII’s escape. Determining that someone ought to keep a closer eye on him, the League sent XVIII to Claremont Academy, where they hoped he would develop into a worthy hero in his own right, not just a clone of Centurion. After several months of study and growth in Claremont, the newly named “Felix Century” decided to take the superheroic name Legatus and attempt to honor his genetic donor’s legacy.

     

     

    Personality & Motivation:

    As Felix, No. XVIII has grown tremendously over the past three years since emerging from his bunker home. Cheerful, warm, and friendly, he strives to be the best person he can. Like a ray of sunshine to his friends, he is supportive and compassionate. He’s developed something of a dry sense of humor, as well, snarking at those he thinks can take it.

     

    Not all is sunshine and rainbows, however, as Felix has retained some of his awkwardness when it comes to potentially romantic entanglements, as he once had an issue where he nearly hurt one of his classmates due to a romantic manipulation.

     

    As Legatus, XVIII strives to be everything that Centurion was to the people of Freedom City and indeed, the world. Idealistic, usually levelheaded, and friendly, he presents the image of a nigh-perfect ideal. Of course, beneath this façade there is much more to him, and he is well aware of his own faults – something that allows him to be incredibly humble, often refusing to accept much praise from others.

     

    Some things have become increasingly infuriating to both Legatus and Felix, however – mostly mind control, emotional manipulation, and deceitful intent. All of these are likely to trigger aggression – though he tries not to explode into violence at their use by allies, sometimes his anger overwhelms his compassion.

      

    Powers & Tactics:
    Legatus has many of the powers of the Centurion, though not to the same degree that he did. He is capable of surviving in space unaided, can deflect bullets with his bare skin, is superhumanly strong, and can fly rather quickly. 

    In battle, Legatus tends to be simple to the point of bluntness. With his nigh-invincibility to most attacks, he is very direct, focusing on taking down the most threatening opponents first – that is to say, those that are most threatening to others, especially innocents. Only saving lives comes before taking down those who would take them. 

     

    Power Descriptions:
    Like his genetic progenitor, Legatus is very obviously superhuman when he uses his powers – normal people don’t lift cars one-handed, or block bullets with their bodies and expect to live out of it. Most people don’t fly under their own power, either.  

     

    Complications:

    Backlash: When he pushes his powers to the limit, Legatus is much more likely to cause himself injury. After an appropriately dramatic use of his full powers, the GM may grant a Hero Point to Legatus and declare that he caused serious injury to himself.

    Haunted: XVIII still deeply misses his siblings, especially XX, whose body he did not even get a chance to see. He has nightmares about those deaths he saw, and even worse ones about those he didn't. Reminders of those events tend to provoke extreme emotional reactions, or outright shutdowns. 

    Legacies of Conflict: As a clone of Centurion, many of the Man of Adamant's rogues would love nothing more than to take their frustrations out on Legatus. Further, as a clone of Centurion, many heroes are deeply suspicious of Legatus, recalling as they do the Alpha-Centurion and his destructive actions in service to Omega.

    Lucrative Investment: Those who once invested in Dr. Syagrius' project have taken note of his death and the destruction of his lab complex, and have also noticed the arrival of Legatus on the scene. They may wish to recoup their investment by vivisecting the young "clone."

    Fury: Legatus’ hatred of emotional manipulation and mind control (whether mundane or supernatural) has become increasingly prominent in his life. When he encounters such things, if his actions due to his loathing somehow inconvenience or actively harm Legatus or his allies, the GM may grant him a Hero Point.


    Abilities: 10 + 2 + 10 + 4 + 4 + 6 = 36PP
    Strength: 40 [20] (+15/+5)
    Dexterity: 12 (+1)
    Constitution: 40 [20] (+15/+5)
    Intelligence: 14 (+2)
    Wisdom: 14 (+2)
    Charisma: 16 (+3)



    Combat: 6 + 10 = 16PP
    Initiative: +1
    Attack: +5 Melee, +3 Ranged, +3 Base 
    Defense: +5, +2 Flat-Footed

    Grapple: +20 to +28 (Super-Strength)
    Knockback: -12/-2



    Saving Throws: 0 + 4 + 6 = 10PP
    Toughness: +15/+5 (+5 Con, +10 Enhanced Con) [10 Impervious]
    Fortitude: +15/+5 (+5 Con, +10 Enhanced Con)
    Reflex: +5 (+1 Dex, +4)
    Will: +8 (+2 Wis, +6)



    Skills: 40R=10PP

    Diplomacy 10 (+13)

    Intimidate 9 (+12)

    Knowledge (Life Sciences) 10 (+12)

    Language 1 (English [Native], Latin)

    Notice 10 (+12)



    Feats: 6PP

    Assessment

    Attack Focus (Melee) 2

    Fearless

    Interpose

    Quick Change


    Powers: 20 + 20 + 10 + 11 + 20 = 81PP

    Descriptors for All Powers: Genetic, Mutation

     

    Enhanced Constitution 20 (Superhumanly Hearty, to Con 40 [+15]) [20 PP]

     

    Enhanced Strength 20 (Superhumanly Strong, to Strength 40 [+15]) [20 PP]

     

    Impervious Toughness 10 (Teen of Adamant) [10 PP]

     

    Immunity 11 (Life Support, Starvation, Thirst, Aging) (Teen of Adamant) [11 PP]

     

    Inheritor of Centurion 9.5 (19PP Array, Feats: Dynamic Alternate Power, Dynamic Base Power) [22PP]

    • Base Power (Dynamic): Flight 9 (5000MPH / 50,000ft [10 miles] per Move Action, Feats: Subtle) [19/19PP] 
    • Alternate Power (Dynamic): Super-Strength 8 (Lifting Strength 80, Heavy Load: 800 tons Feats: Super-Breath, Thunderclap) [19/19PP]

     
     

    DC Block

    ATTACK

    RANGE

    SAVE

    EFFECT

    Unarmed

    Touch

    DC 20 Toughness

    Damage (Physical)

    Unarmed

    Touch

    DC 30 Toughness

    Damage (Physical)

    Super-Breath

    150 ft. Cone

    Opposed Strength, DC 25 Reflex to halve

    Trip

    Thunderclap

    75 ft. Area

    DC 25 Reflex

    Dazzle (Auditory)

    Shockwave

    150 ft. Cone

    DC 30 Toughness, DC 25 Reflex to halve the damage

    Damage (Physical) 

     

     

    Totals:

    Abilities (36) + Combat (16) + Saving Throws (10) + Skills (10) + Feats (6) + Powers (83) - Drawbacks (0) = 161/161 Power Points

     

     

    I'd also appreciate it if the sheet was unarchived.

  13. Mahir

    Power Level: 10 (150/150PP)
    Unspent Power Points: 0  
    Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness 
    (or "None")

     

    In Brief: Speedster empowered by a (once-)evil spirit

    Catchphrase:

    Theme:

     

    Alternate Identity: Sara Nahmad (Secret)
    Birthplace: Tel Aviv-Yafo, State of Israel

    Residence:  
    Base of Operations: 
    Occupation:  
    Affiliations:  
    Family: 

     

    Description:
    Age: 26 (DoB: 17th May 1995)
    Gender:  Female
    Ethnicity: Mizrahi Jewish 
    Height:  5’4” (162 cm)
    Weight:  
    Eyes: Brown
    Hair: Black

    (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.)

     

    History:

    Mahir’s story begins in 1930, when a young German archeologist was investigating a site in the Levant. Gustav Richter, the archeologist in question, was a quiet, reflective sort, though his nationalist and racist tendencies did nothing to endear him to the others in his expedition.

     

    During their long dig, Gustav was caught in a collapse along with three others. It was there that he discovered something that changed his life forever. An ancient spirit of wind and fire, bound centuries before by mages of the caliphate, called out to Gustav, and he answered.

     

    Gustav Richter returned to Germany alone, three years later, whereupon he joined Hitler’s Übersoldaten, becoming known as Schnellschatten, the Swift Shadow. Serving mostly as a super-fast scout, he nevertheless clashed several times with the Liberty League, and was responsible for intelligence that led to some of the worst defeats of the Allies.

     

    When the Second World War ended, Gustav was captured, and it was discovered that the ancient spirit that had endowed him with power was also possessing him. When the spirit was cast out, he claimed that all he had done was at its behest – though no one could tell whether or not this was true, he was not executed and instead lived out the rest of his life in prison. The spirit, meanwhile, was mystically dissected and sealed away across the Earth.

     

    Fifty years later, in the State of Israel, Sara Nahmad was born to the Syrian Mizrahi couple Aharon and Maryam Nahmad. Unusually slow for a child, Sara never seemed to do anything fast – whether it was growing, or playing. The only exception to this rule was her mind, and there she truly excelled, as she learned to speak months earlier than her peers, and generally was quite intelligent.

     

    Her older brother, Eliya, doted significantly on Sara, and the two were inseperable for the first six years of her life. Though he was only three years older than her, Eliya proved an able mentor and protector, keeping bullies away from her when she first went to school, and generally being an inspiration for her.

     

    School was a joy and a pain for Sara, whose slow movements made her very unpopular with the highly physical culture of the Israeli school system, but she delighted in learning about history and myth. Meanwhile, at home, she learned religion from her father’s rabbi and her mother. 

     

    Once she graduated from high school, Sara joined the IDF as an analyst, for her physical capabilities left her with much to be desired as a soldier. The next two years saw Sara grow increasingly depressed and disappointed with her homeland’s policies, even as she loved her people dearly.

     

    When her two years of service were up, Sara went to university, where she studied religion and history – unpopular choices in the technological heart that was Tel Aviv, but she persevered. The day she graduated was one of her proudest moments, and Eliya and her parents showed their pride in her as they gave her a silver necklace, which she wears to this day.

     

    It was in the late winter of 2020 that Sara found the place that would change her life forever. While she was on pilgrimage to Jerusalem, Sara came across an ancient tablet. Studying it carefully led her to begin hearing the voice of the ancient spirit that once possessed Gustav Richter, so many years ago.

     

    Despite her caution, Sara decided to speak with the spirit, trying to determine its intentions. After nearly three days, the young woman decided to help free it – to her mind, it deserved to have a chance to be free of its tormented existence.

     

    Personality & Motivation:
    (Describe why they do what they do here.)

     

    Powers & Tactics:
    (In-character descriptions of how they do what they do.)

     

    Power Descriptions:
    (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.)

     

    Complications:
    Faster than I can Think: Sometimes Mahir finds herself struggling to keep up with her body’s reactions, and she acts before her thoughts catch up with the action. This isn’t exactly impulsiveness, but it is close enough that there’s little difference.
    Dark Origins: XXXX, the spirit that Mahir freed and which empowered her, was an infamous villain in the 1930s and 40s. Anyone who recognizes the signatures of her movements will end up quite suspicious of her.


    Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP
    Strength: 10 (+0)
    Dexterity: 10 (+0)
    Constitution: 10 (+0)
    Intelligence: 10 (+0)
    Wisdom: 10 (+0)
    Charisma: 10 (+0)


    Combat: 0 
    (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP
    Initiative: +0
    Attack: +0 Melee, +0 Ranged 
    Example: +10 Swords, +6 Melee, +4 Base
    Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed

    Grapple: +0
    Knockback: -0


    Saving Throws: 0 
    (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP
    Toughness: +0 (+0 Con, +0 [
    Example: Protection, Defensive Roll])
    Fortitude: +0 (+0 Con, +0)
    Reflex: +0 (+0 Dex, +0)
    Will: +0 (+0 Wis, +0)


    Skills: 0R = 0PP 
    (1PP = 4 Skill ranks)
    Skill # of Ranks (+ Total Bonus)

    Skill # of Ranks (+ Total Bonus)

    Skill # of Ranks (+ Total Bonus)

     

     

    Examples:

    • Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill.
    • Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill.
    • Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first.
    • Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier.



    Feats: 1PP

    Languages 1 (English, Hebrew [Native], Arabic)

     

     

    Examples:

    • Accurate Attack
    • Attack Focus [Melee] 1
    • Attack Specialization [Swords] 2
    • Dodge Focus 2
    • Equipment 2 (10EP)
    • Luck 3
    • Power Attack

     

    Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points')

    • Name (Power breakdown, if applicable) [XEP]

     

    Examples:

    • Gas Mask [1EP]
    • Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP]
    • Undercover Vest (Protection 3 [Feats: Subtle]) [4EP]

     

    Note: The Equipment block is only applicable if your character has the Equipment feat!


    Powers: 0 + 0 + 0 = 0PP

    All powers have the magic descriptor unless otherwise noted

     

    Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

     

    Example: 

    • Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology)

     

    Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors)

    • Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)
    • Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors)

     

    Example: 

    • Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic)
      • Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20}
      • Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20}
      • Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20}

     

    Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors)

    • Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)
    • Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors)

    Drawbacks: (-0) + (-0) = -0PP

    Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP]

     

    Example:

    • Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP]

     

    Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here.


    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

  14. Legatus

    Felix shrugged slightly, having been stewing silently for the past minute or so. That moron. He needs to be brought to heel before he graduates. He's a villain in the making, and no one seems concerned about that. His fists clenched at his sides before he took a deep breath to calm himself. Murder is wrong. He reminded himself, repressing images of crushing the other boy's skull between his hands.

     

    He looked to Charlie, taking another deep breath. "No, it's somewhat unusual. Sebastian's just a bigger jerk than most of the rest of the school combined." After a moment, he smiled in a ghoulish expression of loathing. "There are times when pranks get out of hand, and sometimes tempers flare, but he," the sheer venom in his voice could have burned a hole in flesh, "is an exception."

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