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Vampyra

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  1. I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness Yeah, I meant like a punch, kick, headbutt, etc. The 10 was a typo, and it has been corrected. Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. I was seeing it as a kind of mystical spatial awareness. Cool. I shifted that feat to Improved Initiative. Yeah, I thought I mentioned in the text that it drains a victim's strength. As for the flaw, I'll take another look at that. The examples in the book are just that, examples. The protection doesn't apply at all, on top of the Vulnerability she already has, to Cold attacks. She already has a major vulnerability to cold attacks, so a rank 10 cold blast would have a toughness DC of 35 against her, and she'd have to make that save with only a +2 toughness save bonus. She is REALLY vulnerable to cold. It is the former, which is why the immunity has 2 ranks, and costs 2PP. The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. If it gets below 70F (which describes half the year or more in the coastal Northeast), she starts suffering, though adding on additional layers of clothing, or staying in well heated areas and other such things can help. It is part of the reason she made her home in the sewers for a while, since they are insulated against the cold much better than the streets. The excel spreadsheet I made it on counts it up at 150.
  2. I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness Yeah, I meant like a punch, kick, headbutt, etc. The 10 was a typo, and it has been corrected. Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. I was seeing it as a kind of mystical spatial awareness. Cool. I shifted that feat to Improved Initiative. Yeah, I thought I mentioned in the text that it drains a victim's strength. As for the flaw, I'll take another look at that. The examples in the book are just that, examples. The protection doesn't apply at all, on top of the Vulnerability she already has, to Cold attacks. She already has a major vulnerability to cold attacks, so a rank 10 cold blast would have a toughness DC of 35 against her, and she'd have to make that save with only a +2 toughness save bonus. She is REALLY vulnerable to cold. It is the former, which is why the immunity has 2 ranks, and costs 2PP. The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. If it gets below 70F (which describes half the year or more in the coastal Northeast), she starts suffering, though adding on additional layers of clothing, or staying in well heated areas and other such things can help. It is part of the reason she made her home in the sewers for a while, since they are insulated against the cold much better than the streets. The excel spreadsheet I made it on counts it up at 150.
  3. I also have a Leather Jacket in the Equipment, which provides a +1 to Toughness Yeah, I meant like a punch, kick, headbutt, etc. The 10 was a typo, and it has been corrected. Except that the Gaze extra (which is basically combining bumping the range to Perception and adding the sense dependent flaw) makes it so that they have to make eye contact with her to be affected. I was seeing it as a kind of mystical spatial awareness. Cool. I shifted that feat to Improved Initiative. Yeah, I thought I mentioned in the text that it drains a victim's strength. As for the flaw, I'll take another look at that. The examples in the book are just that, examples. The protection doesn't apply at all, on top of the Vulnerability she already has, to Cold attacks. She already has a major vulnerability to cold attacks, so a rank 10 cold blast would have a toughness DC of 35 against her, and she'd have to make that save with only a +2 toughness save bonus. She is REALLY vulnerable to cold. It is the former, which is why the immunity has 2 ranks, and costs 2PP. The base form of Noticable would be someone who has glowing red eyes. They stand out pretty well. But someone with glowing red eyes, and big demonic wings, and clawed hands, and horns on his head would stand out a LOT more. If it gets below 70F (which describes half the year or more in the coastal Northeast), she starts suffering, though adding on additional layers of clothing, or staying in well heated areas and other such things can help. It is part of the reason she made her home in the sewers for a while, since they are insulated against the cold much better than the streets. The excel spreadsheet I made it on counts it up at 150.
  4. Sorry for the delay in responding. Had a couple projects due for school, which had to come first. All right, I changed it up, taking out the bit about her being able to control the gaze. So to keep from turning people to stone, she now has to have her eyes shut, or be blindfolded, or something like that. She typically walks around blindfolded 24/7, which I edited the Description and Background to reflect. I gave her Blindsight so she wouldn't be completely helpless, and made the gaze Innate. Paid for it by dropping some saves and skills, as well as lowering her CHA to 18. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +9 : +1 : +8 CON: 12 : : +1 | REFL : +12 : +4 : +8 INT: 10 : : +0 | WILL : +9 : +1 : +8 WIS: 12 : : +1 | CHA: 18 : : +4 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 9 = 5 + 4 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 3 = 3 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 8 = 4 + 4 + Cha Disable Device 0 = + 0 + Int Disguise 8 = 4 + 4 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 6 = 2 + 4 + Dex Gather Information 6 = 2 + 4 + Cha Handle Animal 5 = 1 + 4 + Cha Intimidate 8 = 4 + 4 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 2 = 2 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 2 = 2 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 4 = + 4 + Cha Perform (Comedy) 4 = + 4 + Cha Perform (Dance) 12 = 8 + 4 + Cha Perform (Keyboards) 4 = + 4 + Cha Perform (Oratory) 4 = + 4 + Cha Perform (Percussion Instruments) 4 = + 4 + Cha Perform (Singing) 6 = 2 + 4 + Cha Perform (Stringed Instruments) 4 = + 4 + Cha Perform (Wind Instruments) 4 = + 4 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 5 = 1 + 4 + Dex Search 3 = 2 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 5 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 2 + 0 + Str PP From Skills: 24 ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Uncontrolled Feats: Innate Drawbacks: Limited to 100' 3, Full Power, Power Loss (Does not work on non-mortal creatures) 3 Total: 34 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. Serpentina must keep her eyes covered at all times in order to avoid turning random people to stone. She has no control over this ability, except to keep her eyes shut or behind a heavy veil. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 5 Free Personal Permanent Descriptors: Magic Total: 5 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. She also has blindsight, the ability to see without using her eyes. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are hidden behind a white silk mask, like a blindfold. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to hone her senses, so that she could keep her eyes covered at all times, and see without seeing. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her eyes covered all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
  5. Sorry for the delay in responding. Had a couple projects due for school, which had to come first. All right, I changed it up, taking out the bit about her being able to control the gaze. So to keep from turning people to stone, she now has to have her eyes shut, or be blindfolded, or something like that. She typically walks around blindfolded 24/7, which I edited the Description and Background to reflect. I gave her Blindsight so she wouldn't be completely helpless, and made the gaze Innate. Paid for it by dropping some saves and skills, as well as lowering her CHA to 18. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +9 : +1 : +8 CON: 12 : : +1 | REFL : +12 : +4 : +8 INT: 10 : : +0 | WILL : +9 : +1 : +8 WIS: 12 : : +1 | CHA: 18 : : +4 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 9 = 5 + 4 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 3 = 3 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 8 = 4 + 4 + Cha Disable Device 0 = + 0 + Int Disguise 8 = 4 + 4 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 6 = 2 + 4 + Dex Gather Information 6 = 2 + 4 + Cha Handle Animal 5 = 1 + 4 + Cha Intimidate 8 = 4 + 4 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 2 = 2 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 2 = 2 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 4 = + 4 + Cha Perform (Comedy) 4 = + 4 + Cha Perform (Dance) 12 = 8 + 4 + Cha Perform (Keyboards) 4 = + 4 + Cha Perform (Oratory) 4 = + 4 + Cha Perform (Percussion Instruments) 4 = + 4 + Cha Perform (Singing) 6 = 2 + 4 + Cha Perform (Stringed Instruments) 4 = + 4 + Cha Perform (Wind Instruments) 4 = + 4 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 5 = 1 + 4 + Dex Search 3 = 2 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 5 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 2 + 0 + Str PP From Skills: 24 ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Uncontrolled Feats: Innate Drawbacks: Limited to 100' 3, Full Power, Power Loss (Does not work on non-mortal creatures) 3 Total: 34 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. Serpentina must keep her eyes covered at all times in order to avoid turning random people to stone. She has no control over this ability, except to keep her eyes shut or behind a heavy veil. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 5 Free Personal Permanent Descriptors: Magic Total: 5 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. She also has blindsight, the ability to see without using her eyes. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are hidden behind a white silk mask, like a blindfold. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to hone her senses, so that she could keep her eyes covered at all times, and see without seeing. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her eyes covered all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
  6. Sorry for the delay in responding. Had a couple projects due for school, which had to come first. All right, I changed it up, taking out the bit about her being able to control the gaze. So to keep from turning people to stone, she now has to have her eyes shut, or be blindfolded, or something like that. She typically walks around blindfolded 24/7, which I edited the Description and Background to reflect. I gave her Blindsight so she wouldn't be completely helpless, and made the gaze Innate. Paid for it by dropping some saves and skills, as well as lowering her CHA to 18. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +9 : +1 : +8 CON: 12 : : +1 | REFL : +12 : +4 : +8 INT: 10 : : +0 | WILL : +9 : +1 : +8 WIS: 12 : : +1 | CHA: 18 : : +4 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 9 = 5 + 4 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 3 = 3 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 8 = 4 + 4 + Cha Disable Device 0 = + 0 + Int Disguise 8 = 4 + 4 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 6 = 2 + 4 + Dex Gather Information 6 = 2 + 4 + Cha Handle Animal 5 = 1 + 4 + Cha Intimidate 8 = 4 + 4 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 2 = 2 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 2 = 2 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 4 = + 4 + Cha Perform (Comedy) 4 = + 4 + Cha Perform (Dance) 12 = 8 + 4 + Cha Perform (Keyboards) 4 = + 4 + Cha Perform (Oratory) 4 = + 4 + Cha Perform (Percussion Instruments) 4 = + 4 + Cha Perform (Singing) 6 = 2 + 4 + Cha Perform (Stringed Instruments) 4 = + 4 + Cha Perform (Wind Instruments) 4 = + 4 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 5 = 1 + 4 + Dex Search 3 = 2 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 5 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 2 + 0 + Str PP From Skills: 24 ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Uncontrolled Feats: Innate Drawbacks: Limited to 100' 3, Full Power, Power Loss (Does not work on non-mortal creatures) 3 Total: 34 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. Serpentina must keep her eyes covered at all times in order to avoid turning random people to stone. She has no control over this ability, except to keep her eyes shut or behind a heavy veil. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 5 Free Personal Permanent Descriptors: Magic Total: 5 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. She also has blindsight, the ability to see without using her eyes. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are hidden behind a white silk mask, like a blindfold. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to hone her senses, so that she could keep her eyes covered at all times, and see without seeing. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her eyes covered all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
  7. Ok, sorry for taking so long to respond, I've been busy with a research project for school. 1) Only mortal creatures would mean that Constructs, Robots, Undead, Immortals, Cosmic creatures, etc. are all immune to it off the bat. Constructs are immune because they all buy immunity to fort saves, but that is not necessarily the case with the other types. 2) A perception range power has no range increments to limit, which is why I didn't think that drawback applies. The Reduced Range drawback doesn't limit the base range of the power, but rather the number of range increments you can use it at. For instance, a Blast attack has a range increment of rank x 10 feet, meaning a Rank 10 blast can be used to 100 feet with no penalty, or to 200 feet with a -2 to the check, or to 300 feet with a -4 to the check, and so on. Ranged powers normally have a max of 10 increments. Reduced Range doesn't affect the base range of the power, but instead cuts the number of increments from 10 to 5 to 2, etc. 3) Hmm. I'll have to think about what to do with that one.
  8. Ok, sorry for taking so long to respond, I've been busy with a research project for school. 1) Only mortal creatures would mean that Constructs, Robots, Undead, Immortals, Cosmic creatures, etc. are all immune to it off the bat. Constructs are immune because they all buy immunity to fort saves, but that is not necessarily the case with the other types. 2) A perception range power has no range increments to limit, which is why I didn't think that drawback applies. The Reduced Range drawback doesn't limit the base range of the power, but rather the number of range increments you can use it at. For instance, a Blast attack has a range increment of rank x 10 feet, meaning a Rank 10 blast can be used to 100 feet with no penalty, or to 200 feet with a -2 to the check, or to 300 feet with a -4 to the check, and so on. Ranged powers normally have a max of 10 increments. Reduced Range doesn't affect the base range of the power, but instead cuts the number of increments from 10 to 5 to 2, etc. 3) Hmm. I'll have to think about what to do with that one.
  9. Ok, sorry for taking so long to respond, I've been busy with a research project for school. 1) Only mortal creatures would mean that Constructs, Robots, Undead, Immortals, Cosmic creatures, etc. are all immune to it off the bat. Constructs are immune because they all buy immunity to fort saves, but that is not necessarily the case with the other types. 2) A perception range power has no range increments to limit, which is why I didn't think that drawback applies. The Reduced Range drawback doesn't limit the base range of the power, but rather the number of range increments you can use it at. For instance, a Blast attack has a range increment of rank x 10 feet, meaning a Rank 10 blast can be used to 100 feet with no penalty, or to 200 feet with a -2 to the check, or to 300 feet with a -4 to the check, and so on. Ranged powers normally have a max of 10 increments. Reduced Range doesn't affect the base range of the power, but instead cuts the number of increments from 10 to 5 to 2, etc. 3) Hmm. I'll have to think about what to do with that one.
  10. There was a typo in the skill list as I moved between the excel sheet to the text sheet. It has been rectified. Equipment is listed in the Feats list at 1 rank, giving me 5 PP to spend on equipment. Petrification is base 3/rank. I have Duration (Continuous) +1, Gaze +0, Action (Reaction) +3, Permanent -1, Limited (Only mortal creatures) -1, Limited (100 ft.) -1, bringing it to 4/Rank. At 8 ranks, this is 32 PP. I have a Power Loss (Eyes Closed/Covered) which is a very common, minor drawback, for -3 PP, bringing the total cost to 29 PP. Petrification can be found in the Ultimate Power book, but it is basically a Transform (Flesh to Stone). The Gaze extra combines the Perception range extra with the Sense-dependent Flaw, making it a net +0. Action (Reaction) makes it so that when she has her gaze up, anyone who makes eye contact with her is affected. The Snakes are intended to work in unison. They aren't going to grapple one person while striking at another or anything like that. So effectively, they are one additional limb. As for total PP, it runs as follows: 150 (Base) - 22 (abilities) - 8 (Attack) - 10 (Defense) - 27 (Saves) - 18 (Feats) - 28 (Skills) - 51 (Powers) + 14 (Drawbacks) = 0 PP Handy thing about Excel is that it can keep a running total of PP spent. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +10 : +1 : +9 CON: 12 : : +1 | REFL : +13 : +4 : +9 INT: 10 : : +0 | WILL : +10 : +1 : +9 WIS: 12 : : +1 | CHA: 20 : : +5 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 11 = 6 + 5 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 4 = 4 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 10 = 5 + 5 + Cha Disable Device 0 = + 0 + Int Disguise 10 = 5 + 5 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 7 = 3 + 4 + Dex Gather Information 7 = 2 + 5 + Cha Handle Animal 7 = 2 + 5 + Cha Intimidate 10 = 5 + 5 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 3 = 3 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 3 = 3 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 5 = + 5 + Cha Perform (Comedy) 5 = + 5 + Cha Perform (Dance) 15 = 10 + 5 + Cha Perform (Keyboards) 5 = + 5 + Cha Perform (Oratory) 5 = + 5 + Cha Perform (Percussion Instruments) 5 = + 5 + Cha Perform (Singing) 7 = 2 + 5 + Cha Perform (Stringed Instruments) 5 = + 5 + Cha Perform (Wind Instruments) 5 = + 5 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 6 = 2 + 4 + Dex Search 3 = 3 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 6 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 4 + 0 + Str ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Limited (Only mortal beings), Limited (100ft.) Drawbacks: Power Loss (Eyes Closed/Covered, Very Common, Minor) 3 Total: 29 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. In addition, Serpentina can choose to 'dim' her gaze, so that she can look upon the world normally, without causing random people to turn to stone. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 1 Free Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are a yellow color, slitted like those of a snake. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to dim her gaze, so that she could exist with mortals and not be immediately recognized for what she was. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her gaze dimmed all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
  11. There was a typo in the skill list as I moved between the excel sheet to the text sheet. It has been rectified. Equipment is listed in the Feats list at 1 rank, giving me 5 PP to spend on equipment. Petrification is base 3/rank. I have Duration (Continuous) +1, Gaze +0, Action (Reaction) +3, Permanent -1, Limited (Only mortal creatures) -1, Limited (100 ft.) -1, bringing it to 4/Rank. At 8 ranks, this is 32 PP. I have a Power Loss (Eyes Closed/Covered) which is a very common, minor drawback, for -3 PP, bringing the total cost to 29 PP. Petrification can be found in the Ultimate Power book, but it is basically a Transform (Flesh to Stone). The Gaze extra combines the Perception range extra with the Sense-dependent Flaw, making it a net +0. Action (Reaction) makes it so that when she has her gaze up, anyone who makes eye contact with her is affected. The Snakes are intended to work in unison. They aren't going to grapple one person while striking at another or anything like that. So effectively, they are one additional limb. As for total PP, it runs as follows: 150 (Base) - 22 (abilities) - 8 (Attack) - 10 (Defense) - 27 (Saves) - 18 (Feats) - 28 (Skills) - 51 (Powers) + 14 (Drawbacks) = 0 PP Handy thing about Excel is that it can keep a running total of PP spent. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +10 : +1 : +9 CON: 12 : : +1 | REFL : +13 : +4 : +9 INT: 10 : : +0 | WILL : +10 : +1 : +9 WIS: 12 : : +1 | CHA: 20 : : +5 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 11 = 6 + 5 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 4 = 4 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 10 = 5 + 5 + Cha Disable Device 0 = + 0 + Int Disguise 10 = 5 + 5 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 7 = 3 + 4 + Dex Gather Information 7 = 2 + 5 + Cha Handle Animal 7 = 2 + 5 + Cha Intimidate 10 = 5 + 5 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 3 = 3 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 3 = 3 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 5 = + 5 + Cha Perform (Comedy) 5 = + 5 + Cha Perform (Dance) 15 = 10 + 5 + Cha Perform (Keyboards) 5 = + 5 + Cha Perform (Oratory) 5 = + 5 + Cha Perform (Percussion Instruments) 5 = + 5 + Cha Perform (Singing) 7 = 2 + 5 + Cha Perform (Stringed Instruments) 5 = + 5 + Cha Perform (Wind Instruments) 5 = + 5 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 6 = 2 + 4 + Dex Search 3 = 3 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 6 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 4 + 0 + Str ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Limited (Only mortal beings), Limited (100ft.) Drawbacks: Power Loss (Eyes Closed/Covered, Very Common, Minor) 3 Total: 29 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. In addition, Serpentina can choose to 'dim' her gaze, so that she can look upon the world normally, without causing random people to turn to stone. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 1 Free Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are a yellow color, slitted like those of a snake. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to dim her gaze, so that she could exist with mortals and not be immediately recognized for what she was. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her gaze dimmed all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
  12. There was a typo in the skill list as I moved between the excel sheet to the text sheet. It has been rectified. Equipment is listed in the Feats list at 1 rank, giving me 5 PP to spend on equipment. Petrification is base 3/rank. I have Duration (Continuous) +1, Gaze +0, Action (Reaction) +3, Permanent -1, Limited (Only mortal creatures) -1, Limited (100 ft.) -1, bringing it to 4/Rank. At 8 ranks, this is 32 PP. I have a Power Loss (Eyes Closed/Covered) which is a very common, minor drawback, for -3 PP, bringing the total cost to 29 PP. Petrification can be found in the Ultimate Power book, but it is basically a Transform (Flesh to Stone). The Gaze extra combines the Perception range extra with the Sense-dependent Flaw, making it a net +0. Action (Reaction) makes it so that when she has her gaze up, anyone who makes eye contact with her is affected. The Snakes are intended to work in unison. They aren't going to grapple one person while striking at another or anything like that. So effectively, they are one additional limb. As for total PP, it runs as follows: 150 (Base) - 22 (abilities) - 8 (Attack) - 10 (Defense) - 27 (Saves) - 18 (Feats) - 28 (Skills) - 51 (Powers) + 14 (Drawbacks) = 0 PP Handy thing about Excel is that it can keep a running total of PP spent. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +10 : +1 : +9 CON: 12 : : +1 | REFL : +13 : +4 : +9 INT: 10 : : +0 | WILL : +10 : +1 : +9 WIS: 12 : : +1 | CHA: 20 : : +5 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 11 = 6 + 5 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 4 = 4 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 10 = 5 + 5 + Cha Disable Device 0 = + 0 + Int Disguise 10 = 5 + 5 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 7 = 3 + 4 + Dex Gather Information 7 = 2 + 5 + Cha Handle Animal 7 = 2 + 5 + Cha Intimidate 10 = 5 + 5 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 3 = 3 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 0 = + 0 + Int Knowledge (Streetwise) 3 = 3 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = 1 + 0 + Int Language = 1 + + Medicine 4 = 2 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 5 = + 5 + Cha Perform (Comedy) 5 = + 5 + Cha Perform (Dance) 15 = 10 + 5 + Cha Perform (Keyboards) 5 = + 5 + Cha Perform (Oratory) 5 = + 5 + Cha Perform (Percussion Instruments) 5 = + 5 + Cha Perform (Singing) 7 = 2 + 5 + Cha Perform (Stringed Instruments) 5 = + 5 + Cha Perform (Wind Instruments) 5 = + 5 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 6 = 2 + 4 + Dex Search 3 = 3 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 6 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 4 + 0 + Str ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Limited (Only mortal beings), Limited (100ft.) Drawbacks: Power Loss (Eyes Closed/Covered, Very Common, Minor) 3 Total: 29 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. In addition, Serpentina can choose to 'dim' her gaze, so that she can look upon the world normally, without causing random people to turn to stone. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 1 Free Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are a yellow color, slitted like those of a snake. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to dim her gaze, so that she could exist with mortals and not be immediately recognized for what she was. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her gaze dimmed all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
  13. Changed it. Took out the full power, and dropped four of the skills by one to balance out. Doing these character sheets in an Excell program really makes it easier to do changes. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +10 : +1 : +9 CON: 12 : : +1 | REFL : +14 : +4 : +10 INT: 10 : : +0 | WILL : +10 : +1 : +9 WIS: 12 : : +1 | CHA: 20 : : +5 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 11 = 6 + 5 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 4 = 4 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 10 = 5 + 5 + Cha Disable Device 0 = + 0 + Int Disguise 10 = 5 + 5 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 7 = 3 + 4 + Dex Gather Information 7 = 2 + 5 + Cha Handle Animal 7 = 2 + 5 + Cha Intimidate 10 = 5 + 5 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 3 = 3 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 1 = 1 + 0 + Int Knowledge (Streetwise) 3 = 3 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = + 0 + Int Language 0 = + 0 + Medicine 4 = 3 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 5 = + 5 + Cha Perform (Comedy) 5 = + 5 + Cha Perform (Dance) 15 = 10 + 5 + Cha Perform (Keyboards) 5 = + 5 + Cha Perform (Oratory) 5 = + 5 + Cha Perform (Percussion Instruments) 5 = + 5 + Cha Perform (Singing) 7 = 2 + 5 + Cha Perform (Stringed Instruments) 5 = + 5 + Cha Perform (Wind Instruments) 5 = + 5 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 6 = 2 + 4 + Dex Search 3 = 3 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 6 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 4 + 0 + Str ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Limited (Only mortal beings), Limited (100ft.) Drawbacks: Power Loss (Eyes Closed/Covered, Very Common, Minor) 3 Total: 29 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. In addition, Serpentina can choose to 'dim' her gaze, so that she can look upon the world normally, without causing random people to turn to stone. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 1 Free Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are a yellow color, slitted like those of a snake. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to dim her gaze, so that she could exist with mortals and not be immediately recognized for what she was. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her gaze dimmed all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
  14. Changed it. Took out the full power, and dropped four of the skills by one to balance out. Doing these character sheets in an Excell program really makes it easier to do changes. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +10 : +1 : +9 CON: 12 : : +1 | REFL : +14 : +4 : +10 INT: 10 : : +0 | WILL : +10 : +1 : +9 WIS: 12 : : +1 | CHA: 20 : : +5 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 11 = 6 + 5 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 4 = 4 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 10 = 5 + 5 + Cha Disable Device 0 = + 0 + Int Disguise 10 = 5 + 5 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 7 = 3 + 4 + Dex Gather Information 7 = 2 + 5 + Cha Handle Animal 7 = 2 + 5 + Cha Intimidate 10 = 5 + 5 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 3 = 3 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 1 = 1 + 0 + Int Knowledge (Streetwise) 3 = 3 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = + 0 + Int Language 0 = + 0 + Medicine 4 = 3 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 5 = + 5 + Cha Perform (Comedy) 5 = + 5 + Cha Perform (Dance) 15 = 10 + 5 + Cha Perform (Keyboards) 5 = + 5 + Cha Perform (Oratory) 5 = + 5 + Cha Perform (Percussion Instruments) 5 = + 5 + Cha Perform (Singing) 7 = 2 + 5 + Cha Perform (Stringed Instruments) 5 = + 5 + Cha Perform (Wind Instruments) 5 = + 5 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 6 = 2 + 4 + Dex Search 3 = 3 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 6 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 4 + 0 + Str ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Limited (Only mortal beings), Limited (100ft.) Drawbacks: Power Loss (Eyes Closed/Covered, Very Common, Minor) 3 Total: 29 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. In addition, Serpentina can choose to 'dim' her gaze, so that she can look upon the world normally, without causing random people to turn to stone. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 1 Free Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are a yellow color, slitted like those of a snake. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to dim her gaze, so that she could exist with mortals and not be immediately recognized for what she was. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her gaze dimmed all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
  15. Changed it. Took out the full power, and dropped four of the skills by one to balance out. Doing these character sheets in an Excell program really makes it easier to do changes. -----------------------Mutants & Masterminds 2e----------------------------- Name : Serpentina Gender: Female Updated: Alt ID: Medusa Age : 3069 Group : Player: Vampyra Height: 5'8" Motive : Game : Weight: 126 lbs Affil : PwrLvl: 10 Hair : Snakes Base : PwrPts: 150 Eyes : Yellow HeroPts: 1 ---------------------------------------------------------------------------- ABILITY ENHANCED ABILITY | TOTAL BASE ENHANCED SCORE SCORE MOD | SAVE SAVE SAVE STR: 10 : : +0 | TOUGH: +10 : +1 : +9 DEX: 18 : : +4 | FORT : +10 : +1 : +9 CON: 12 : : +1 | REFL : +14 : +4 : +10 INT: 10 : : +0 | WILL : +10 : +1 : +9 WIS: 12 : : +1 | CHA: 20 : : +5 | ---------------------------------------------------------------------------- TOTAL BASE DODGE SIZE FLAT-FOOTED DEFENSE: +10 = 05 + 05 + 00 15 DEX POWER FEAT TOTAL MOD MOD MOD INIT : +04 = 04 + 00 + 00 ATTACK : +4 (Unarmed), +10 (Snake Hair) SAVE DC: 10 (Unarmed), 18 (Petrification), 20 (Drain) ---------------------------------------------------------------------------- BRUISED : STAGGERED: UNCONCIOUS: INJURED : DISABLED : DYING : FATIGUED: EXHAUSTED: UNCONCIOUS: ---------------------------------------------------------------------------- SKILLS NAME TOTAL RANKS MOD MISC TYPE SPECIAL Acrobatics 9 = 5 + 4 + Dex Bluff 11 = 6 + 5 + Cha Climb 1 = 1 + 0 + Str Computers 0 = + 0 + Int Concentration 4 = 3 + 1 + Wis Craft (Artistic) 4 = 4 + 0 + Int Craft (Chemical) 0 = + 0 + Int Craft (Electronic) 0 = + 0 + Int Craft (Mechanical) 0 = + 0 + Int Craft (Structural) 0 = + 0 + Int Diplomacy 10 = 5 + 5 + Cha Disable Device 0 = + 0 + Int Disguise 10 = 5 + 5 + Cha Drive 5 = 1 + 4 + Dex Escape Artist 7 = 3 + 4 + Dex Gather Information 7 = 2 + 5 + Cha Handle Animal 7 = 2 + 5 + Cha Intimidate 10 = 5 + 5 + Cha Investigate 0 = + 0 + Int Knowledge (Arcane Lore) 10 = 10 + 0 + Int Knowledge (Art) 0 = + 0 + Int Knowledge (Behavioral Sciences) 0 = + 0 + Int Knowledge (Business) 0 = + 0 + Int Knowledge (Civics) 0 = + 0 + Int Knowledge (Current Events) 0 = + 0 + Int Knowledge (Earth Sciences) 0 = + 0 + Int Knowledge (History) 3 = 3 + 0 + Int Knowledge (Life Sciences) 0 = + 0 + Int Knowledge (Physical Sciences) 0 = + 0 + Int Knowledge (Popular Culture) 1 = 1 + 0 + Int Knowledge (Streetwise) 3 = 3 + 0 + Int Knowledge (Tactics) 0 = + 0 + Int Knowledge (Technology) 0 = + 0 + Int Knowledge (Theology) 0 = + 0 + Int Language 0 = + 0 + Medicine 4 = 3 + 1 + Wis Notice 7 = 6 + 1 + Wis Perform (Acting) 5 = + 5 + Cha Perform (Comedy) 5 = + 5 + Cha Perform (Dance) 15 = 10 + 5 + Cha Perform (Keyboards) 5 = + 5 + Cha Perform (Oratory) 5 = + 5 + Cha Perform (Percussion Instruments) 5 = + 5 + Cha Perform (Singing) 7 = 2 + 5 + Cha Perform (Stringed Instruments) 5 = + 5 + Cha Perform (Wind Instruments) 5 = + 5 + Cha Pilot 5 = 1 + 4 + Dex Profession (Courtesans) 7 = 6 + 1 + Wis Ride 6 = 2 + 4 + Dex Search 3 = 3 + 0 + Int Sense Motive 6 = 5 + 1 + Wis Sleight of Hand 8 = 4 + 4 + Dex Stealth 10 = 6 + 4 + Dex Survival 2 = 1 + 1 + Wis Swim 4 = 4 + 0 + Str ---------------------------------------------------------------------------- LANGUAGES: English, Ancient Greek ---------------------------------------------------------------------------- FEATS Feat PP Desc Artificer 1 Make magical inventions Ambidexterity 1 No offhand penalties Attack Specialization 3 Snake Hair Evasion 2 Improved Evasion Dodge Focus 5 Add Rank to Def Equipment 1 5 PP per rank for equipment Fascinate 1 Perform (Dance) Grappling Finesse 1 Use dex for grapple Improved Grab 1 Grapple with unarmed attack Improved Grapple 1 Grapple with one hand Ritualist 1 Create magic rituals ---------------------------------------------------------------------------- EQUIPMENT/GEAR Equipment PP Multi-tool 1 Rebreather 1 Cell Phone 1 GPS Receiver 1 Leather Jacket 1 Left from Equipment: 0 ---------------------------------------------------------------------------- LIGHT MEDIUM HEAVY LIFT OVER LIFT OFF PUSH OR LOAD LOAD LOAD HEAD GROUND DRAG 33 lbs 66 lbs 100 lbs 100 lbs 200 lbs 500 lbs ---------------------------------------------------------------------------- POWERS/DEVICES Powers NAME RANK ACTION RANGE DURATION Petrification 8 Reaction Percep. Permanent Descriptors: Magic Extras: Duration (Continuous), Gaze, Action (Reaction) Flaws: Permanent, Limited (Only mortal beings), Limited (100ft.) Drawbacks: Power Loss (Eyes Closed/Covered, Very Common, Minor) 3 Total: 29 PP Like others of her kind, Serpentina can turn a living creature to stone with but a moment's eye contact. This ability only affects mortal creatures, meaning it is powerless against such creatures as undead, robots, immortals, and the like. In addition, Serpentina can choose to 'dim' her gaze, so that she can look upon the world normally, without causing random people to turn to stone. Comprehend 2 Reaction Percep. Continuous Descriptors: Magic Flaws: Limited - Only Snakes (2) Total: 1 PP Serpentina has a rare gift, the ability to speak with snakes, and understand what they are saying. She can speak with snakes as easily as with any person. Super-senses 1 Free Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has darkvision, the ability to see in the dark. Additional Limbs 1 Reaction Personal Permanent Descriptors: Magic Total: 1 PP Like all of her kind, Serpentina has a collection of snakes growing from her head, where a normal human would have hair. She can use these snakes as an extra limb, prehensile as they are. Elongation 1 Free Personal Permanent Descriptors: Magic Extras: Duration (Continuous), Action (Free) Flaws: Permanent, Limited - Only snake hair Total: 1 PP Serpentina's snake hair is long and prehensile, adding an additional five feet to her reach. Drain 10 Standard Touch Instant Descriptors: Magic Flaws: Limited - Only with Snake Hair Feats: Slow Fade 6 Total: 11 PP By striking with her snake hair, Serpentina can deliver a debilitating poison into a victim's blood, sapping them of their strength. A couple doses of this poison is enough to make even the strongest warriors helpless as newborn babes. Protection 8 Reaction Personal Permanent Descriptors: Magic Flaws: Limited - Not against Cold Total: 4 PP Unlike a human, Serpentina's skin is covered in hard reptilian scales, like those of a snake. This provides her with enhanced protection from attacks. Immunity 2 Reaction Personal Permanent Descriptors: Magic Total: 2 PP Serpentina is a Medusa, and as such she is immortal, immune to the effects of aging. This also means she is immune to the effects of a medusa's petrifying gaze. Super-Senses 8 1 Min Personal Permanent Descriptors: Magic Drawbacks: Action (1 Minute) 4, Power Loss (No tarot cards) 3 Total: 1 PP Serpentina spent many years with the Romany gypsies of Europe. She has the ability to use the tarot to read into the past or future, though such things take time. Devices NAME RANK ACTION RANGE DURATION ---------------------------------------------------------------------------- WEAKNESSES/DRAWBACKS/COMPLICATIONS Complication Desc Prejudice Serpentina is a medusa, a descendent of the original Gorgon out of myth. As such, she often faces fear and resentment when she shows her face, because people know she can turn someone to stone with a glance. Enemy Serpentina is a medusa and a heroine, and as such, she has come into conflict with the Brotherhood of the Yellow Sign over the years. Some would seek to use her as a 'holy maiden'. Other times she fights against them to keep them from ressurecting the empire of the Serpent People, or summoning the Unspeakable One to this dimension. Serpentina similar to her people. Enemy Serpentina is a medusa, a mythical monster from the days of ancient greece. The fact that she has chosen to try and act as a hero has at times put her at odds with the Olympian god of the dead, Hades. Drawbacks Frequency Intensity Misc PP Desc Vulnerable 3 2 5 Cold Attacks Noticable 1 0 1 Snake Hair Noticable 1 0 1 Scaly Skin Noticable 1 0 1 Slitted Eyes Noticable 1 0 1 Forked Tongue Weakness 3 2 5 Cold-Blooded ---------------------------------------------------------------------------- DESCRIPTION The woman before you is wearing a long, white cloak with long sleeves and a hood. It is not unlike the cloaks seen in some of the Star Wars movies. Under the cloak, her dress is like that of a dancer, all in silk and translucent materials, and all of it white. Across her face she wears a veil, disguising her features from view. Her eyes are a yellow color, slitted like those of a snake. What can be seen of her skin shows that she is obviously a mutant, for though her curved, hourglass figure would be very attractive normally, many would be put off by the fact that her flesh is covered in green scales, like a snake. She wears a pair of long white silk gloves that reach up to her elbows. Upon her feet she wears a pair of leather sandals, in the style of the ancient greeks. If one gets a glimpse of her hair under the shadow of the hood, it appears to be pulled back in a series of tight braids. ---------------------------------------------------------------------------- ORIGIN There are those who say that the heroes and monsters of ancient times are mere myths, or at the very least, legends of a time long gone by. But the wise know that all myths began their life as a fact, somewhere, long ago. It is true of Daedalus and his son Icarus, and it is also true of the legendary Medusa, a bastard child of the gods who could turn people to stone with a single gaze. Born of the sea-god Phorcys, the three Gorgons were Stheno, Euryale, and Medusa. The three sisters were very beautiful, and had the power to turn a mortal to stone with but a glance. While Stheno and Euryale were powerful, they were not the match for Medusa, in either power or beauty, for though she was mortal, unlike her sisters, and had golden hair that made even mighty Poseidon stop and stare. It was this beauty that would be her downfall, for she came upon Poseidon while in a temple of Athena, and did lie with the sea-god there. Angered by this defilement of her temple, Athena cursed Medusa, giving her scales over her body, and turning her beautiful golden hair to serpents. The wretched Medusa retreated to a cave, and preyed upon passing warriors, turning them to stone with her baleful gaze, in retribution for the curse that had been placed upon her. At last, a hero emerged, named Perseus, who, armed with a mirror and scythe, was able to overcome the bitter creature's defenses, and slew her by cutting off her head. But before she died, she had made a nest, and from it six eggs had hatched. Thus the race of creatures known as the Medusae were born, creatures who, unlike their mother, were immortal, unless killed. The six sisters were named Eluria, Medha, Adaney, Temisa, Steia, and Medusa (named after her mother). When their mother was struck down, the six fled the cave, separating never to see eachother again. Over the years, the other five had children, and would prey upon the weak, and were in their turn destroyed, and so were their children after them. But Medusa made her way to an isolated island, where she would be no threat to anyone. She had no wish to continue the bloodthirsty ways of her mother. Over time, the world changed, and Medusa changed with it. She would find far off corners of the world, and work there as a dancing girl, making a living as honestly as she could. She learned to dim her gaze, so that she could exist with mortals and not be immediately recognized for what she was. And in time, she even ventured closer to major cities. In 1930, she was living in Germany, traveling with a group of the Romany, wandering gypsies who had lived in Europe for generations and more. They knew her secret, of course, but they also knew that she was not evil, like the monsters of ancient times. But as the Nazis began to grow in power, Medusa knew that they would have to leave. She had seen this pattern before, in the centuries she had been alive, and knew what was to come. On her advice, the tribe left Germany, and made their way to America, where they wandered through the midwest, until they came to a land called Montana. There they settled down, while they watched and saw Medusa's predictions come true. In time, Medusa left the tribe, as her friends began to grow old and die, and the younger generation did not look on her the same way as the elders. She made her way across America, once more dancing and telling fortunes to earn a living. She kept her gaze dimmed all the time, for fear of her true nature becoming known to those who would only try to hunt her down, as her mother was. Making her way to Freedom City, Medusa sought to start a new life, where people wouldn't know her secret, and would just treat her as any other mutant. Working as a prostitute and dancer, Serpentina was caught up in the wave of suspicion during the scare of 'Jack-a-knives' as that serial killer went about slaying prostitutes. She tried using the tarot to find out who was responsible, but some power blocked her attempts. In the end, when the killings stopped, Serpentina decided that it was time for her to begin helping the people who walked the night with her. By 1980, she had organized some of the prostitutes of the Fens, bringing them together under her protection. This coincided with a rise of odd statues appearing at the bottom of the river, as Medusa worked to protect her girls from those that would prey on them. But eventually, Medusa began to draw attention to herself, and not in a good way. Hades, lord of the underworld, saw Medusa as a monster, and thought she should fall under his control, to use as a pawn against the world that Zeus ruled over. He came to Medusa in a dream, and offered her power if she would serve him. She refused him, which angered the god of death greatly. Knowing that she could not remain with her girls, and expect them to be safe, Medusa fled, moving around different parts of Freedom City, trying to keep a low profile. She lived in the sewers, feeding off rats and other vermin in order to survive. But as she explored the sewers that became her home, she was again discovered, this time by the Brotherhood of the Yellow Sign. One of the humans in the cult mistook her for one of the Serpent People that led the cult. When the Serpent People learned of her, they captured her, intending to use her as a pawn in their plans to bring about the Unspeakable One on this plane. Medusa refused this fate as well. If she would not bow to Hades, God of the Dead, she certainly would not bow to a bunch of religious fools who wished only to bring about madness and destruction. After two years in captivity, she was rescued from the Brotherhood's clutches when Earth's Master Mage, Adam Eldritch, attacked the Brotherhood to stop one of their ceremonies. Eldritch recognized immediately what Medusa was, and was going to destroy her when she begged him to spare her life. Somehow, she managed to convince the mage that she was not evil, and was certainly no part of the Brotherhood. Eldritch decided that he would take a chance, and trust her. Medusa decided that it was time to start anew once again, and changed her name, becoming Serpentina, a minor heroine who specialized in catching crooks by getting close enough to strike with her snake hair, using her poison to drain their strength away until they were helpless, and easy for the police to take in on their own. She also made a name for herself in going after the Brotherhood of the Yellow Sign, using her fortunetelling abilities to try and predict their movements, and the best ways to defeat them. ----------------------------------------------------------------------------
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