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N/A

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  1. Kingsnake is combat PL10 and has oodles of detective skills and super-senses.
  2. N/A

    Newt Rebuild

    Power Level: 15 (12) Power Points: 227/250 Abilities 8 + 8 + 8 + 0 + 0 + 14 = 38PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 34/18 (+12/+4) Constitution: 34/18 (+12/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 24 (+7) Combat 24 + 24 = 48PP Initiative: +12/+4 (+12/+4 Dex) Attack: +12 Grapple: +24/+14 (+12/+4 Dex, +12 Melee Attack), +36 Elongation, Automatic Escape with Insubstantial Defense: +12, +6 Flat-Footed Knockback: 6/2, 12/2 vs Physical Damage Saving Throws 0 + 0 + 12 = 12PP Toughness: +12/+4 (+10/+4 Con) Fortitude: +12/+4 (+12/+4 Con, +0PP) Reflex: +12/+4Evasion (+12/+4 Dex, +0PP) Will: +12 (+0 Wis, +12PP) Skills 53/56R = 14PP Acrobat 10 (+20/+14)Skill Mastery Bluff 13 (+20)Skill Mastery Diplomat 8 (+15)Skill Mastery Escape 0 (+10/+4, +20 with Elongation, Automatic with Insubstantial) Knowledge (Current Events) 5 (+5) Knowledge (Pop Culture) 5 (+5) Languages 1 (English [Native], Hawaiian) Notice 10 (+10)Skill Mastery Swim 1 (+5) Feats 19PP Accurate Attack Acrobatic Bluff Distract (Bluff) Elusive Target Evasion Grapple Finesse Improved Critical (Unarmed) 2 Improved Grapple Interpose Luck 4 Move-By Action Power Attack Setup Skill Mastery (Acrobat, Bluff, Diplomat, Notice) Taunt Powers 11 + 33 + 16 + 16 + 1 + 1 + 1 + 10 + 6 + 1 = 96PP Bouncing 10 (x1,000 Jump Distance, Max Distance 14,000ft [2.8 miles ], Flaws: Limited [No Protection Effect], Feats: Ricochet) [11PP] (Accidental Mutation, Elasticity) Elasticity 16 (32PP Array, Feats: Alternate Power) [33PP] (Accidental Mutation) Base Power: [9 + 14 + 5 + 4 = 32PP] Damage 8 (Feats: Mighty) [9PP] (Epic Flails, Spring-Loaded Strikes) Elongation 12 (25,000ft [5 miles] Max Distance, 600ft per Move Action, Feats: Improved Range 2 [600ft Range Increments for Melee Attacks]) [14PP] Insubstantial 1 (Liquid) [5PP] Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Human Cling-Wrap/Silly-Putty) Alternate Power: [31PP] Damage 8 (Extras: Area [Targeted, Burst], Selective, Feats: Indirect 3, Progression [Area] 4 [100ft/rank = 800ft radius]) [31PP] Enhanced Constitution 16 [16PP] (Accidental Mutation, Elasticity) Enhanced Dexterity 16 [16PP] (Accidental Mutation, Elasticity) Features 1 (Quick Change [Costume]) [1PP] (Morphic-Molecule Costume, Technology) Immunity 2 (Critical Hits, Flaws: Limited [Physical Damage]) [1PP] (Accidental Mutation, Elasticity) Immunity 2 (Despair, Fear, Flaws: Limited [1/2 Effect]) [1PP] (Heroic Spirit) Immunity 10 (Impact Damage [Falling, Knockback, Slam Attacks]) [10PP] (Accidental Mutation, Elasticity) Impervious Toughness 12 (Flaws: Limited [Physical Damage]) [6PP] (Accidental Mutation, Elasticity) Super-Senses 1 (Extended Vision [100ft Notice Increments]) [1PP] (Accidental Mutation, Stretched Eyeballs) Drawbacks -0PP None Abilities (38) + Combat (48) + Saving Throws (12) + Skills (14) + Feats (19) + Powers (96) - Drawbacks (0) = 227/250 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch Touch DC19 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch+Elongation DC27 Toughness (Staged) Damage (Physical) Pinball Attack Touch/Area DC23 Toughness (Staged) Damage (Physical)
  3. Character: Kingsnake Power Level: 15 (12, +4 Attack / -4 Damage, +4 Defense / -4 Toughness) Power Points: 249/250 Abilities 16 + 16 + 16 + 8 + 8 + 8 = 72PP Strength: 26 (+8) (Heavy Load: 920 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 18 (+4) Combat 12 + 12 = 24PP Initiative: +16 (+8 Dex, +8 Improved Initiative) Attack: +6 Ranged (+6 Base), +16 Melee (+6 Base, +10 Attack Focus) Grapple: +24 (+8 Str, +16 Melee Attack) Defense: +16 (+6 Base, +10 Dodge Focus), +3 Flat-Footed Knockback Resistance: 4 Saving Throws 0 + 8 + 12 = 20PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +16Evasion (+8 Dex, +8PP) Will: +16Ultimate Save (+4 Wis, +12PP) Skills 191/192R = 48PP Acrobat 12 (+20)Skill Mastery Climb 12 (+20)Skill Mastery Concentrate 6 (+10) Disable Device 16 (+20)Skill Mastery Escape 12 (+20)Ultimate Skill Gather Info 16 (+20) Intimidate 16 (+20)Skill Mastery Investigate 16 (+20)Skill Mastery Knowledge (Streetwise) 16 (+20) Languages 7 (Braille, Cantonese, English [Native], Italian, Japanese, Mandarin, Russian, Spanish) Notice 16 (+20)Skill Mastery Search 16 (+20) Sense Motive 16 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery Swim 2 (+10)Swimming Feats 55PP Accurate Attack Acrobatic Bluff Attack Focus (Melee) 10 Chokehold Dazzling Attack (Visual) Defensive Attack Distract (Intimidate) Dodge Focus 10 Elusive Target Equipment 4 (20EP)Veteran Reward Evasion Grapple Finesse Hide In Plain Sight Improved Critical (Unarmed) 2 Improved Critical (Whip) 2 Improved Disarm Improved Initiative 2 Improved Trip Luck 4 Move-By Action Power Attack Quick Change (Costume) Quick Draw Skill Mastery 2 (Acrobat, Climb, Disable Device, Intimidate, Investigate, Notice, Sense Motive, Stealth) Stunning Attack Takedown Attack 2 Trance Ultimate Save (Will) Ultimate Skill (Escape) Well-Informed Equipment 1 + 1 + 5 + 13 = 20EP Masterwork Smartphone (Modified for blind users) [1EP] Smoke Pellets [3EP]: Obscure 2 (10ft radius, Visual-Type Senses, Extras: Independent, Total Fade, Flaws: Limited [Single Sense: Normal Vision], Unreliable [5 Uses], Feats: Slow Fade [1 minute], Drawbacks: Reduced Range 2 [2 20ft Range Increments = 40ft Max Range]) [1EP] Whip [5EP]: Damage 0 (Feats: Extended Reach 2 [+10ft], Features 2 [+2 Disarm, +2 Trip], Mighty) [5EP] Townhouse with Secret Basement (PL12 HQ) [13EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows) Features: Communications, Computer, Concealed (+10DC), Fire Prevention System, Gym, Laboratory 2 (Masterwork), Library 2 (Masterwork), Living Space 2 (Masterwork), Power System, Security System (DC20) [13EP] Powers 3 + 1 + 1 + 2 + 6 + 3 + 4 + 5 + 1 + 3 + 1 = 30PP Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Leaping 1 (x2, Running Long Jump: 36ft) [1PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Super-Movement 1 (Swinging) [2PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Super-Senses 6 (Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [6PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 4 (Normal Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Extended [100ft Notice Increments]) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 5 (Echolocation / Ultra-Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Extended [100ft Notice Increments]) [4PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 5 (Normal Smell/Taste [Sense Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking 2 [Normal Speed]) [5PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 1 (Normal Touch [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 3 (Tremorsense [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Extended [100ft Notice Increments], Ranged) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Swimming 1 (2.5MPH / 25ft per Move Action, Can Take 10 on Swimming checks) [1PP] (Intentional Mutation, Super-Science, Training) Drawbacks -0PP [None] Totals: Abilities (72) + Combat (24) + Saving Throws (20) + Skills (48) + Feats (55) + Powers (30) - Drawbacks (0) = 249/250 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Whip Touch +10ft DC23 Toughness (Staged) Damage (Physical)
  4. N/A

    Thrude Rebuild

    In Brief: A dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon. Player Name: ShaenTheBrain Character Name: Thrude ("ThrOOD") Power Level: 15 (14 without Device: 13 Offensive, 15 Defensive) Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 250/250 Abilities 16 + 0 + 16 + 0 + 0 + 16 = 48PP Strength: 42/26 (+16/+8), 107/26 Lifting (Heavy Load: 34,078 tons 1,440 lbs. / 920 lbs.) Dexterity: 10 (+0) Constitution: 40/26 (+15/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) Combat 12 + 12 = 24PP Initiative: +0 (+0 Dex) Attack: +10 Melee (+6 Base, +4 Attack Focus), +2 Ranged (+6 Base, -4 Disability), +10 Lightning Bolt (+6 Base, -4 Disability, +8 Accurate) Grapple: +39/+18 (+10 Melee Attack, +16/+8 Strength, +13/+0 Super-Strength) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: 17/4 Saving Throws 0 + 10 + 15 = 25PP Toughness: +20/+8 (+15/+8 Con, +5/+0 Protection, Impervious 15/0) Fortitude: +15/+8 (+15/+8 Con, +0PP) Reflex: +10 (+0 Dex, +10PP) Will: +15 (+0 Wis, +15PP) Skills 44R = 11PP Bluff 0 (+8, +20 Attractive) Diplomacy 0 (+8, +20 Attractive) Intimidate 12 (+20) Knowledge (Arcane) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Theology/Philosophy) 5 (+5) Languages 8 (Danish, English, German, Gothic, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 4 (+4) Survival 5 (+5) Feats 26PP Accurate Attack Attack Focus (Melee) 4 Attractive 3 (+12 Bluff/Diplomacy) Benefit (Status) Dodge Focus 4 Equipment 4 (20EP)Veteran Reward Fast Task 2 (Demoralize, Startle) Fearless Improved Critical (Hridgandr) Improved Grapple Interpose Luck Power Attack Startle Takedown Attack 2 Track Ultimate Save (Toughness) Equipment 4PP = 20EP Valhalla (PL15 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness +22, Nullify 15) Infirmary Isolated (Located in Asgard, another dimension) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop AoF = Agents of Freedom BoM = Book of Magic Powers 33 + 14 + 16 + 3 + 11 + 20 + 26 = 123PP Device 10 (50PP Container [Passive, Permanent], Toughness 17, Flaws: Easy-To-Lose, Feats: Restricted 2 [Can only be lifted or used by "The Worthy"], Subtle [Transforms into an ornate drinking horn]) [33PP] ("Hridgandr," Magic Weapon, Rune Magic) Environment Control 1 (5ft radius, Light [Moderate], Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Elemental Mastery, Lightning, Rune Magic) Features 1 (Environmental Adaptation [Storms]) [1PP] (Elemental Mastery, Rune Magic) Flight 1 (10MPH / 100ft per Move Action) [2PP] (Elemental Mastery, Rune Magic, Wind) Storm Mastery 20 (40PP Array, Feats: Alternate Power 5) [45PP] (Elemental Mastery, Rune Magic) Base Power: [12 + 14 = 26PP] Damage 4 (Feats: Affects Insubstantial 2 [Full Effect], Extended Reach [+5ft], Improved Critical [2, 18-20], Incurable, Knockback [Effective Damage 21], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, and/or Slashing]) [12PP] (Weapon Strike) Flight 7 (8, 2,500MPH / 25,000ft [5 miles] per Move Action) [14PP] (Wind) Alternate Power: [40PP] (Lightning Bolt) Disintegrate 20 (2,000ft Max Range, Flaws: Action [Full], Distracting, Feats: Accurate 4 [+8 Attack], Homing 2, Improved Range 3 [1 2,000ft Range Increment], Indirect 2, Drawbacks: Lethal) [40PP] Drain Toughness 20 (Extras: Affects Objects, Range [Ranged], Flaws: Action [Full], Distracting) [20PP] Damage 20 (Extras: Range [Ranged], Flaws: Action [Full], Distracting) [10PP] Feats [11PP] Drawbacks [-1PP] [20 + 10 + 11 + (-1) = 40PP] Alternate Power: [20 + 6 = 26PP] (Wind) Flight 10 (11, 25,000MPH / 250,000ft [50 miles] per Move Action) [20PP] Super-Movement 3 (Space Travel 3) [6PP] Alternate Power: [12 + 14 = 26PP] Flight 6 (7, 1,000MPH / 10,000ft [2 miles] per Move Action) [12PP] (Wind) Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology], Extras: Duration 2 [Continuous], Portal, Feats: Progression [Portal Size] 2 [25ft]) [14PP] (Summon Rainbow Bridge) Alternate Power: [38PP] (Summon Storm) Environment Control 15 (50-mile radius, Cold [Extreme, Fortitude save 1/minute] + Hamper Movement [1/4] + Hamper Visibility [-4 Visual Notice] + Wind [Severe: -4 Auditory Notice, -4 Attack with Throwing, Automatically extinguishes open flames, 50% chance to extinguish protected flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade 2 [1PP per 5 minutes = 3 hours minutes]) [38PP] Environment Control 15 (Cold [Extreme], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [8PP] Environment Control 15 (Hamper Movement [1/4], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [8PP] Environment Control 15 (Hamper Visibility [-4 Visual Notice], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP] Environment Control 15 (Wind [Severe], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [15PP] Feats [2PP] [8 + 8 + 5 + 15 + 1 = 38PP] [2 + 1 + 2 + 45 = 50PP] Enhanced Constitution 14 [14PP] (Divine Might) Enhanced Strength 16 [16PP] (Divine Might) Features 3 (Environmental Adaptation 3 [High-Gravity, Low-Gravity, Zero-Gravity]) [3PP] (Divine Might) Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might) Protection 5 (Extras: Impervious [15]) [20PP] (Divine Might) Super-Strength 13 (Lifting Strength 107 [Heavy Load: 34,078 tons 1,440 lbs. / 920 lbs.]) [26PP] (Divine Might) Drawbacks (-3) + (-4) + = -7PP Disability (One Eye, Frequency: Common, Intensity: Moderate [-4 Attack with Ranged Attacks]) [-3PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-4PP] (Astrid must drink from the horn to transform into Thrude) Totals: Abilities (48) + Combat (24) + Saving Throws (25) + Skills (11) + Feats (26) + Powers (123) - Drawbacks (7) = 250/250 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC31/23 Toughness (Staged) Damage (Physical) Weapon Strike Touch+5ft DC35 Toughness (Staged) Damage (Energy and/or Physical) Lightning Bolt Ranged DC30 Fortitude (Staged) Drain Toughness DC35 Toughness (Staged) Damage (Energy, Lethal)
  5. In Brief: A dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon. Player Name: ShaenTheBrain Character Name: Thrude ("ThrOOD") Power Level: 11/12 Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 173/175 Unspent Power Points: 2 Bronze Reward: 4PP of Equipment for Kingsnake, 4PP of Equipment for Thrude, 7PP of Equipment/Minions/Sidekick unclaimed Silver Reward: Increased PL7/105PP PC to PL12/180PP (Kingsnake) Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard (see below). Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Valhalla, Asgard Residence: Valhalla, Asgard Base of Operations: Milky Way Galaxy Occupation: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Affiliations: The Aesir, The Valkyries. Family: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Jord (Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiance, Deceased). Catchphrase: "I SHALL SMITE THEE!" Description Age: Incalculable (several thousand Earth-years at least) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Scandinavian Height: 6'0" Weight: 180 lbs. Eyes: Blue Hair: Gold A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, and wears a black patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes, and anchored with plates and buckles forged of gleaming mithril. Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. Her mother's fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her's for the taking. Power Description As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gawn-der"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive protean polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridgandr appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. Electricity arcs up and down the wielder's body and between their eyes. When they will it, the chill wind and fog coalesce around them, lifting them into the air and racing them across the sky at speeds many times that of sound or even light, leaving thunder in their wake. To honor The Pact, and to root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming herself into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. The passive mind cannot control the active one, but her emotions will influence the other. While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them. History Odin All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Jord, also known as Gaea, the giantess who personified the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent. The Aesir sought to form a lasting alliance with the Dvergur. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's "appetites" in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world, so Master Mage Adrian Eldritch allowed her to stay. Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude. Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family. Personality & Motivation Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. Complications Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time. Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude. Gullible: Thrude inherited her father's linear thinking. Deception doesn't occur to her as an option, so she is slow to suspect it from others. She is a competent enough warrior to see past most feints, and most mortals find her too frighteningly beautiful (or just plain frightening) to be able to lie to her effectively. But a GM can give her a Hero Point in exchange for a penalty to an opposed Bluff check, or an outright failure. Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it. Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Reputation: The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. Rivalry: Like many young women before and after her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their mortal followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Sven, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him. Abilities 16 + 0 + 16 + 0 + 0 + 16 = 48PP Strength: 35/26 (+12/+8), 60/26 Lifting (Heavy Load: 100 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) Combat 12 + 12 = 24PP Initiative: +0 (+0 Dex) Attack: +6 Melee (+6 Base), +2 Ranged (+6 Base, -4 Disability), +10 Lightning Bolt (+6 Base, -4 Disability, +8 Accurate) Grapple: +23/+14 (+6 Melee Attack, +12/+8 Strength, +5/+0 Super-Strength) Defense: +6, +3 Flat-Footed Knockback: 13/4 Saving Throws 0 + 6 + 10 = 16PP Toughness: +16/+8 (+10/+8 Con, +6/+0 Protection, Impervious 11/0) Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +6 (+0 Dex, +6PP) Will: +10 (+0 Wis, +10PP) Skills 36R = 9PP Bluff 0 (+8, +20 Attractive) Diplomacy 0 (+8, +20 Attractive) Intimidate 12 (+20) Knowledge (History) 4 (+4) Knowledge (Theology/Philosophy) 4 (+4) Languages 8 (Danish, English, German, Gothic, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 4 (+4) Survival 4 (+4) Feats 9PP Attractive 3 (+12 Bluff/Diplomacy) Benefit (Status) Equipment 4 (20EP)Veteran Reward Fearless Improved Grapple Interpose Startle Takedown Attack Equipment 4PP = 20EP Valhalla (PL11 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness +15, Nullify 11) Infirmary Isolated (Located in Asgard, another dimension) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop AoF = Agents of Freedom BoM = Book of Magic Powers 24 + 4 + 9 + 3 + 11 + 17 + 10 = 78PP Device 7 (35PP Container [Passive, Permanent], Toughness 17, Flaws: Easy-To-Lose, Feats: Restricted 2 [Can only be lifted or used by "The Worthy"], Subtle [Transforms into an ornate drinking horn]) [24PP] ("Hridgandr," Magic Weapon, Rune Magic) Environment Control 1 (5ft radius, Light [Moderate], Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Elemental Mastery, Lightning, Rune Magic) Features 1 (Environmental Adaptation [Storms]) [1PP] (Elemental Mastery, Rune Magic) Flight 1 (10MPH / 100ft per Move Action) [2PP] (Elemental Mastery, Rune Magic, Wind) Storm Mastery 13 (26PP Array, Feats: Alternate Power 4) [30PP] (Elemental Mastery, Rune Magic) Base Power: [12 + 14 = 26PP] Damage 4 (Feats: Affects Insubstantial 2 [Full Effect], Extended Reach [+5ft], Improved Critical [19-20], Incurable, Knockback [Effective Damage 17], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, and/or Slashing]) [12PP] (Weapon Strike) Flight 7 (8, 2,500MPH / 25,000ft [5 miles] per Move Action) [14PP] (Wind) Alternate Power: [25PP] (Lightning Bolt) Disintegrate 10 (1,000ft Max Range, Flaws: Action [Full], Distracting, Feats: Accurate 4 [+8 Attack], Homing 2, Improved Range 3 [1 1,000ft Range Increment], Indirect 2, Drawbacks: Lethal) [25PP] Drain Toughness 10 (Extras: Affects Objects, Range [Ranged], Flaws: Action [Full], Distracting) [10PP] Damage 10 (Extras: Range [Ranged], Flaws: Action [Full], Distracting) [5PP] Feats [11PP] Drawbacks [-1PP] [10 + 5 + 11 + (-1) = 25PP] Alternate Power: [20 + 6 = 26PP] (Wind) Flight 10 (11, 25,000MPH / 250,000ft [50 miles] per Move Action) [20PP] Super-Movement 3 (Space Travel 3) [6PP] Alternate Power: [12 + 14 = 26PP] Flight 6 (7, 1,000MPH / 10,000ft [2 miles] per Move Action) [12PP] (Wind) Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology], Extras: Duration 2 [Continuous], Portal, Feats: Progression [Portal Size] 2 [25ft]) [14PP] (Summon Rainbow Bridge) Alternate Power: [25PP] (Summon Storm) Environment Control 10 (1-mile radius, Cold [Extreme, Fortitude save 1/minute] + Hamper Movement [1/4] + Hamper Visibility [-4 Visual Notice] + Wind [Severe: -4 Auditory Notice, -4 Attack with Throwing, Automatically extinguishes open flames, 50% chance to extinguish protected flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade [1/minute = 24 minutes]) [25/26PP] Environment Control 10 (Cold [Extreme], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP] Environment Control 10 (Hamper Movement [1/4], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [5PP] Environment Control 10 (Hamper Visibility [-4 Visual Notice], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [4PP] Environment Control 10 (Wind [Severe], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch]) [10PP] Feats [1PP] [5 + 5 + 4 + 10 + 1 = 25PP] [2 + 1 + 2 + 30 = 35PP] Enhanced Constitution 4 [4PP] (Divine Might) Enhanced Strength 9 [9PP] (Divine Might) Features 3 (Environmental Adaptation 3 [High-Gravity, Low-Gravity, Zero-Gravity]) [3PP] (Divine Might) Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might) Protection 6 (Extras: Impervious [11]) [17PP] (Divine Might) Super-Strength 5 (Lifting Strength 60 [Heavy Load: 50 tons]) [10PP] (Divine Might) Drawbacks (-3) + (-4) + (-4) = -11PP Disability (One Eye, Frequency: Common, Intensity: Moderate [-4 Attack with Ranged Attacks]) [-3PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-4PP] (Astrid must drink from the horn to transform into Thrude) Vulnerability (Emotion Effects, Frequency: Common, Intensity: Major [x2 Effect Rank]) [-4PP] (Divine Passion) Totals: Abilities (48) + Combat (24) + Saving Throws (16) + Skills (9) + Feats (9) + Powers (78) - Drawbacks (11) = 173/175 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Weapon Strike Touch+5ft DC31 Toughness (Staged) Damage (Energy and/or Physical) Lightning Bolt Ranged DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy, Lethal) Normal Identity: Astrid Kierkegaard Power Level: 5 Tradeoffs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Power Points: 67 Alternate Identity: Princess Thrude Thorsdottir of Asgard (see above) Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Freedom City, New Jersey, USA. Residence: A small apartment in The Fens. Base of Operations: Freedom City, New Jersey, USA. Occupation: Former soldier collecting disability payments, part-time Uber driver. Affiliations: Dual-citizen of the USA and Denmark (and by extension, the European Union) with no criminal record. Family: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother). Description Age: 23 Apparent Age: 23 Gender: Female Ethnicity: Caucasian Scandinavian Height: 5'6" Weight: 150 lbs. Eyes: Blue Hair: Blonde Astrid, being only human, is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She shares only a fraction of her alter-ego's beauty. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her legs. Hints of the confident, disciplined demeanor from her military days still linger, but they are half-buried under a shroud of subdued resentment and despair. History Astrid Kierkegaard is the American-born daughter of Danish nationals. She was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism, until she stumbled upon Hridgandr. Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Personality & Motivation Astrid's injury, and her (perceived) abandonment by the military, left her less idealistic and more jaded than her alter-ego. Her association with Thrude is helping her to recover some of her old self, but the process is slow, with many setbacks. If Thrude would let her, she would be the goddess all the time. But Thrude insists on having a personal stake in the fate of Earth through Astrid and her family. Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 14 (+2)Paraplegic Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat 12 + 12 = 24PP Initiative: +2 Attack: +6 Grapple: +8 Defense: +6Paraplegic, +3 Flat-Footed Knockback: 2 Saving Throws 3 + 4 + 5 = 12PP Toughness: +4 (+2 Con, +2 Body Armor) Fortitude: +5 (+2 Con, +3PP) Reflex: +6Paraplegic (+2 Dex, +4PP) Will: +5 (+0 Wis, +5PP) Skills 52R = 13PP Climb 3 (+5) Drive 3 (+5) Intimidate 3 (+5) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Knowledge (Tactics) 4 (+4) Languages 1 (Danish, English [Native]) Medicine 4 (+4) Notice 5 (+5) Profession (Soldier) 5 (+5) Search 5 (+5) Stealth 3 (+5) Survival 5 (+5) Swim 3 (+5) Feats 6PP Endurance Equipment 4 (20EP) Prone Fighting Equipment 4PP = 20EP Collapsible Baton: Damage 2 (Feats: Mighty, Subtle) [4EP] Ballistic Vest: Protection 2 (Feats: Subtle) [3EP] Tesla Model S Luxury Sedan (Vehicle) [13EP] Size: Huge [2EP] Strength: 35 [1EP] Defense: 8 Toughness: 10 [1EP] Features: Alarm (DC20), Disabled Driver Conversion (All controls are hand-operated), GPS Navigation System [3EP] Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP] Drawbacks -4PP Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP] In some situations, she will effectively be Immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback. Totals: Abilities (16) + Combat (24) + Saving Throws (12) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 67 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Baton Touch DC19 Toughness (Staged) Damage (Physical)
  6. In Brief: Johnny Storm got stretching instead of fire powers. Player: ShaenTheBrain Character: The Newt Power Level: 10 (8) Tradeoffs: None Power Points: 151/151 Unspent Power Points: 0 Bronze Status Reward: 4PP of Equipment for Kingsnake, 4PP of Equipment for Thrude, 7PP of Equipment/Minions/Sidekick unclaimed Silver Status Reward: Increased PL7/105PP character to PL12/180PP (Kingsnake) Residence: An apartment in Riverside. Base of Operations: Freedom City, New Jersey, USA Alternate Identity: Keahi Kekoa Identity: Public Birthplace: Honolulu, Hawaii, USA Occupation: Superhero Affiliations: The Newt, LLC (Co-Founder), University of Hawaii at Monoa (former student athlete) Family: Haunani Kekoa (Mother), Akamu Kekoa (Father), Leilani Kekoa (Younger Sister) Catchphrase: "FIST!" Description Age: 21 (DoB: 1994) Apparent Age: 21 Gender: Male Ethnicity: Polynesian Height: 5ft 10in Weight: 185 lbs. Eyes: Green Hair: None Out of costume, Keahi usually wears a bandana or durag over his bare scalp, which he is still somewhat self-conscious about. He favors a casual but mainstream style, involving a lot of polo shirts and cargo pants. While "on the job," he wears a dark skintight jumpsuit with yellow splotches, vaguely reminiscent of a fire salamander, made from morphic molecules which stretch and bend with his body. He hasn't let his physical fitness dip since his athletic career ended, so his muscles are still lean, rock-hard and well-defined. Power Description The Newt can stretch, compress, or bend any part of his body, as if it were made of rubber. When his body strikes a solid surface, it bounces. The tensile strength and malleable nature of his flesh makes him virtually immune to physical harm. He is, however, vulnerable to sudden temperature changes, exposure to corrosive acidic and alkaline substances, and electrical discharge, as though his body were made of unvulcanized rubber. History Keahi Kekoa grew up in Kalihi, a working-class industrial neighborhood in Honolulu. His family scraped by on his father's salary as a schoolteacher while his mother stayed at home until he and his sister were old enough to become latch-key kids, after which she got a job at one of the resort hotels. Keahi was never better than an average student, but he was a "class clown" with plenty of natural athletic talent, so he was popular despite being a bit of a "weirdo." Having a younger sibling forced him to learn a little empathy, so he managed to be popular without being a bully. Keahi's family wouldn't have been able to afford to send him to college on their own, but luckily, the University of Hawaii at Manoa offered him a "full-ride" basketball scholarship. As one of their Rainbow Warriors, he proved to be one of the most promising young point guards in the NCAA. Unfortunately, he drew the attention of a Yakuza fixer, who tried to convince him and several of his teammates to participate in a point-shaving scheme, and to use a new version of the designer-drug "Max" as a performance-enhancer. Keahi adamantly refused, and thought he'd convinced his teammates to do likewise. But behind his back, some of them accepted the fixer's bribes, and his "help." The fixer decided to make an example of Keahi, hoping the rest of the chosen players would then fall in line. Unbeknownst to Keahi, some of the Manaka residue from the Yakuza's new Max strain that he'd handled the previous day had been absorbed through his skin, and reacted unpredictably with his physiology. The next morning, Keahi awoke to find his bed full of hair. He ran his hand over his scalp, and it felt smooth. What didn't fall out overnight sloughed off in the shower. His friends and fellow students complimented his "new look," but he was terrified. He showed up to his favorite coffee shop that evening as usual, just as one of his teammates had told the fixer he would. Subdued and distracted by his sudden hair loss, Keahi didn't notice the Yakuza hitmen driving up alongside him until they started shooting. The hitmen emptied their machineguns into Keahi. The bullets pressed a few inches into Keahi's flesh without breaking his skin. A second later, the slugs bounced back and clattered onto the sidewalk. The hitmen idled in front of the coffee shop for a few moments while Keahi stood there, all of them staring dumbfounded at the bullets. Then the Yakuza wheelman slammed on the gas pedal and laid a strip of burned rubber down onto the pavement. Without thinking, Keahi angrily ran after the hitmen, and, to his surprise, kept pace with their car. It took him a few more moments to notice that his arms and legs grew longer with every step, and that his feet weren't so much striking the asphalt as they were bouncing off of it. He reached out toward the car, and his arms stretched forward until his fingers grasped it. Then the rest of his body snapped forward like a rubber band, launching him up onto the moving car. A frantic brawl erupted between Keahi and the two hitmen. Their struggle caused the car to crash into a nearby lamp post. The police arrived to find Keahi sitting on the curb, without a scratch on him, with his elongated arms wrapped around the hitmen like coils of rope. The failed assassination attempt kicked off an investigation that went higher and farther than anyone involved would have suspected. The low-level gangster bribing athletes and coaches and betting on fixed games was the tip of the iceberg. His operating funds came from money that the Yakuza had embezzled from the dues of one of the largest labor unions in the country, a union which included workers from all over the Pacific Rim and the American West Coast. Dozens of people were arrested and indicted. Layer after layer of gangsters and corrupt officials testified against those above them. The failed hit against Keahi turned out to be the one loose thread that unraveled an entire international crime syndicate. Unfortunately for Keahi, no good deed goes unpunished. He swore that his powers had first manifested on that day, but with no way to conclusively prove it, UH Manoa was forced to forfeit the entire season. And since he was barred from any future athletic competitions, Keahi lost his scholarship and had to leave the university. He went from big-man-on-campus to pariah and pauper. He felt like he needed a fresh start, so he decided to move as far away as possible, all the way to Freedom City. He hoped that, if any of the people he helped put in prison ever came back for revenge, this would also move their target away from his family. He spent three months working a minimum-wage part-time job while attending classes at a community college before quitting both in frustration. He doubted he would have been able to keep up the balancing act even if he wasn't also superheroing on the side. And with his newfound powers, his studies seemed pointless. What career was he going to achieve that would compare to being a superhero? (The idea that he might lose his powers, or that they might fade, did not occur to him.) One of the few college friends who would still acknowledge his existence was an economics major who had interned for a venture capital firm the previous summer. He managed to get Keahi in to see them, and helped him put together his proposal: The V.C. puts up some seed money in exchange for a partial stake in Keahi's new "brand," his superhero identity, and when profits from merchandise sales, endorsements, and public appearances start rolling in, they take a cut. Everyone involved gets to make money by making the world a better place. The pitch swayed the investors. They hired an advertising/marketing professional to come up with a family-friendly, non-threatening name and look. The initial seed money was enough to set Keahi up with an apartment, basic living expenses, and even a couple of employees for The Newt, LLC, who manage his website, social media accounts (which those in need can use to ask for his help), and print-on-demand online merchandise store. The Newt took to the streets looking for some wrongs to right, and some cameras to watch him do it. Personality Keahi is a basically good person who wants to use his newfound gifts to help people. But since his efforts at work/life balance have failed so far, he wants to make "being a superhero" his career instead of his hobby. That depends upon public adoration, so he is acutely aware that fame and image are of paramount importance. But he would be lying if he tried to claim that his striving for the limelight was entirely pragmatic. On the contrary, he is quite comfortable being the center of attention. He is young, immature, brash, cocky, impulsive, and sarcastic, which is potentially a recipe for thorough unpleasantness. But he tempers it with a calm confidence and natural panache which usually manages to make him charming instead of obnoxious. He isn't anything close to a deep thinker, and he has no head for strategy. But he won't hesitate to throw himself into harm's way to help a total stranger, and he won't leave until he's managed to put a smile back on their face. Powers & Tactics Keahi tends to jump (or bounce) into the thick of it, with a joke and a smile but without much if anything in the way of reconnaissance or prior planning, trusting his natural agility and his unnatural durability to carry him to victory. Against multiple foes, he'll usually jump off a building, blow himself up into a ball on the way down, and then bounce himself against them and any surrounding terrain, like a giant pinball. Against a single foe, he'll wind his elongated arms and legs into springs, launching his fists and feet at incredible speed, or he'll lash out with his elongated limbs, literally flailing against his enemy. If his goal is to detain rather than defeat, then he can use his stretched arm like a lasso. Any foe who uses kinetic energy against this bouncing battler will quickly come to regret it as he literally bounces back, redirecting that same energy on its original source via a giant rubbery fist. Complications All About The Benjamins: The Newt is an investment, and Keahi's backers expect to make a profit on it. If his actions in public damage his brand, and thus, his profitability, then his investors could make his life more complicated. Cursed With Bald of Awesome: When his powers started manifesting, all of Keahi's body hair fell out, including his eyebrows, eyelashes, nosehairs, fingernails and toenails. A GM can give him a penalty to checks which require tactile sensitivity or dexterity, or to saving throws against effects which target his eyes or nose (especially if they involve the invasion of foreign matter). Additionally, while he is handsome overall, his condition may appear unsettling enough to some to warrant a penalty on certain social interaction checks. Family: Because of his public identity (see below), a villain may decide to hurt Keahi through his parents or his sister. Because they live on the other side of the planet, he would be unable to respond quickly. Glory Hound: The GM can demand that Keahi take a foolhardy course of action for the sake of his public image, or impose a penalty on a check or saving throw to resist or recognize a foolhardy course of action which could yield public adoration. Public Identity: Keahi's identity is not secret. He wears a mask as a nod to superhero tradition, and to reduce the chance that he'll be recognized out of costume. But his real name is easy to find (it's on his website), which makes other information about him (like his home address) accessible to those with the right skills and/or resources. This also makes him an easy target for lawsuits. Sucker For A Pretty Face: Keahi's libido has a tendency to override his rational brain. The GM can give him a penalty to checks and saving throws which involve resisting the allure of the opposite sex. The GM can also demand that he take a foolhardy course of action which may result in female attention. Vulnerabilities: Keahi's flesh is similar to un-vulcanized rubber. He is vulnerable to extremes of temperature and extreme changes in temperature (hot or cold). His body is not as good a conductor of electricity as that of a normal human, so electricity causes more damage when it comes into contact with him. His flesh is also less resistant to corrosive substances, such as highly acidic or alkaline chemicals. A GM can give him a penalty on saving throws against attacks with those descriptors, or force a degree of automatic failure. Abilities 8 + 8 + 8 + 0 + 0 + 8 = 32PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 26/18 (+8/+4) Constitution: 26/18 (+8/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Combat 8 + 8 = 16PP Initiative: +8/+4 Attack: +4 Ranged (+4 Base), +8 Melee (+4 Base, +4 Attack Focus) Grapple: +16/+12 (+8/+4 Dex, +8 Melee Attack), +24 Elongation, Automatic Escape with Insubstantial Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: 4/2, 8/2 vs Physical Damage Saving Throws 0 + 0 + 6 = 6PP Toughness: +8/+4 (+8/+4 Con) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+4Evasion (+8/+4 Dex, +0PP) Will: +6 (+0 Wis, +6PP) Skills 44R = 11PP Acrobat 7 (+15/+11)Skill Mastery Bluff 11 (+15)Skill Mastery Diplomat 11 (+15)Skill Mastery Escape 0 (+8/+4, +16 with Elongation, Automatic with Insubstantial) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Languages 1 (English [Native], Hawaiian) Notice 5 (+5)Skill Mastery Swim 1 (+5) Feats 18PP Acrobatic Bluff Attack Focus (Melee) 4 Distract (Bluff) Dodge Focus 4 Evasion Grapple Finesse Improved Grapple Interpose Move-By Action Setup Skill Mastery (Acrobat, Bluff, Diplomat, Notice) Taunt Powers 9 + 25 + 8 + 8 + 1 + 1 + 1 + 10 + 4 + 1 = 68PP Bouncing 8 (x500 Jump Distance, Max Distance 7,000ft [1.4 miles], Flaws: Limited [No Protection Effect], Feats: Ricochet) [9PP] (Accidental Mutation, Elasticity) Elasticity 12 (24PP Array, Feats: Alternate Power) [25PP] (Accidental Mutation) Base Power: [5 + 10 + 5 + 4 = 24PP] Damage 4 (Feats: Mighty) [5PP] (Epic Flails, Spring-Loaded Strikes) Elongation 8 (1,000ft Max Distance, 400ft per Move Action, Feats: Improved Range 2 [400ft Range Increments for Melee Attacks]) [10PP] (Stretching) Insubstantial 1 (Liquid) [5PP] (Human Clay) Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Human Cling-Wrap/Silly-Putty) Alternate Power: Damage 6 (Extras: Area [Targeted, Burst], Selective, Feats: Indirect 3, Progression [Area] 3 [50ft/rank = 300ft radius]) [24PP] (Pinball Attack) Enhanced Constitution 8 [8PP] (Accidental Mutation, Elasticity) Enhanced Dexterity 8 [8PP] (Accidental Mutation, Elasticity) Features 1 (Quick Change [Costume]) [1PP] (Morphic-Molecule Costume, Technology) Immunity 2 (Critical Hits, Flaws: Limited [Physical Damage]) [1PP] (Accidental Mutation, Elasticity) Immunity 2 (Despair, Fear, Flaws: Limited [1/2 Effect]) [1PP] (Heroic Spirit) Immunity 10 (Impact Damage [Falling, Knockback, Slam Attacks]) [10PP] (Accidental Mutation, Elasticity) Impervious Toughness 8 (Flaws: Limited [Physical Damage]) [4PP] (Accidental Mutation, Elasticity) Super-Senses 1 (Extended Vision [100ft Notice Increments]) [1PP] (Accidental Mutation, Stretched Eyeballs) Drawbacks -0PP None Totals: Abilities (32) + Combat (16) + Saving Throws (6) + Skills (11) + Feats (18) + Powers (68) - Drawbacks (0) = 151/151 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch Touch DC19 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch+Elongation DC23 Toughness (Staged) Damage (Physical) Pinball Attack Touch/Area DC21 Toughness (Staged) Damage (Physical)
  7. N/A

    Newt Rebuild

    In Brief: Johnny Storm got stretching instead of fire powers. Player: ShaenTheBrain Character: The Newt Power Level: 10 (8) Tradeoffs: None Power Points: 151/151 Unspent Power Points: 0 Progress To Gold Status: 82/90 Bronze Status Reward: 4PP of Equipment for Kingsnake, 11PP of Equipment/Minions/Sidekick unspent Silver Status Reward: Increased PL7/105PP character to PL12/180PP (Kingsnake) Residence: An apartment in Riverside. Base of Operations: Freedom City, New Jersey, USA Alternate Identity: Keahi Kekoa Identity: Public Birthplace: Honolulu, Hawaii, USA Occupation: Superhero Affiliations: The Newt, LLC (Co-Founder), University of Hawaii at Monoa (former student athlete) Family: Haunani Kekoa (Mother), Akamu Kekoa (Father), Leilani Kekoa (Younger Sister) Catchphrase: "FIST!" Description Age: 21 (DoB: 1994) Apparent Age: 21 Gender: Male Ethnicity: Polynesian Height: 5ft 10in Weight: 185 lbs. Eyes: Green Hair: None Out of costume, Keahi usually wears a bandana or durag over his bare scalp, which he is still somewhat self-conscious about. He favors a casual but mainstream style, involving a lot of polo shirts and cargo pants. While "on the job," he wears a dark skintight jumpsuit with yellow splotches, vaguely reminiscent of a fire salamander, made from morphic molecules which stretch and bend with his body. He hasn't let his physical fitness dip since his athletic career ended, so his muscles are still lean, rock-hard and well-defined. Power Description The Newt can stretch, compress, or bend any part of his body, as if it were made of rubber. When his body strikes a solid surface, it bounces. The tensile strength and malleable nature of his flesh makes him virtually immune to physical harm. He is, however, vulnerable to sudden temperature changes, exposure to corrosive acidic and alkaline substances, and electrical discharge, as though his body were made of unvulcanized rubber. History Keahi Kekoa grew up in Kalihi, a working-class industrial neighborhood in Honolulu. His family scraped by on his father's salary as a schoolteacher while his mother stayed at home until he and his sister were old enough to become latch-key kids, after which she got a job at one of the resort hotels. Keahi was never better than an average student, but he was a "class clown" with plenty of natural athletic talent, so he was popular despite being a bit of a "weirdo." Having a younger sibling forced him to learn a little empathy, so he managed to be popular without being a bully. Keahi's family wouldn't have been able to afford to send him to college on their own, but luckily, the University of Hawaii at Manoa offered him a "full-ride" basketball scholarship. As one of their Rainbow Warriors, he proved to be one of the most promising young point guards in the NCAA. Unfortunately, he drew the attention of a Yakuza fixer, who tried to convince him and several of his teammates to participate in a point-shaving scheme, and to use a new version of the designer-drug "Max" as a performance-enhancer. Keahi adamantly refused, and thought he'd convinced his teammates to do likewise. But behind his back, some of them accepted the fixer's bribes, and his "help." The fixer decided to make an example of Keahi, hoping the rest of the chosen players would then fall in line. Unbeknownst to Keahi, some of the Manaka residue from the Yakuza's new Max strain that he'd handled the previous day had been absorbed through his skin, and reacted unpredictably with his physiology. The next morning, Keahi awoke to find his bed full of hair. He ran his hand over his scalp, and it felt smooth. What didn't fall out overnight sloughed off in the shower. His friends and fellow students complimented his "new look," but he was terrified. He showed up to his favorite coffee shop that evening as usual, just as one of his teammates had told the fixer he would. Subdued and distracted by his sudden hair loss, Keahi didn't notice the Yakuza hitmen driving up alongside him until they started shooting. The hitmen emptied their machineguns into Keahi. The bullets pressed a few inches into Keahi's flesh without breaking his skin. A second later, the slugs bounced back and clattered onto the sidewalk. The hitmen idled in front of the coffee shop for a few moments while Keahi stood there, all of them staring dumbfounded at the bullets. Then the Yakuza wheelman slammed on the gas pedal and laid a strip of burned rubber down onto the pavement. Without thinking, Keahi angrily ran after the hitmen, and, to his surprise, kept pace with their car. It took him a few more moments to notice that his arms and legs grew longer with every step, and that his feet weren't so much striking the asphalt as they were bouncing off of it. He reached out toward the car, and his arms stretched forward until his fingers grasped it. Then the rest of his body snapped forward like a rubber band, launching him up onto the moving car. A frantic brawl erupted between Keahi and the two hitmen. Their struggle caused the car to crash into a nearby lamp post. The police arrived to find Keahi sitting on the curb, without a scratch on him, with his elongated arms wrapped around the hitmen like coils of rope. The failed assassination attempt kicked off an investigation that went higher and farther than anyone involved would have suspected. The low-level gangster bribing athletes and coaches and betting on fixed games was the tip of the iceberg. His operating funds came from money that the Yakuza had embezzled from the dues of one of the largest labor unions in the country, a union which included workers from all over the Pacific Rim and the American West Coast. Dozens of people were arrested and indicted. Layer after layer of gangsters and corrupt officials testified against those above them. The failed hit against Keahi turned out to be the one loose thread that unraveled an entire international crime syndicate. Unfortunately for Keahi, no good deed goes unpunished. He swore that his powers had first manifested on that day, but with no way to conclusively prove it, UH Manoa was forced to forfeit the entire season. And since he was barred from any future athletic competitions, Keahi lost his scholarship and had to leave the university. He went from big-man-on-campus to pariah and pauper. He felt like he needed a fresh start, so he decided to move as far away as possible, all the way to Freedom City. He hoped that, if any of the people he helped put in prison ever came back for revenge, this would also move their target away from his family. He spent three months working a minimum-wage part-time job while attending classes at a community college before quitting both in frustration. He doubted he would have been able to keep up the balancing act even if he wasn't also superheroing on the side. And with his newfound powers, his studies seemed pointless. What career was he going to achieve that would compare to being a superhero? (The idea that he might lose his powers, or that they might fade, did not occur to him.) One of the few college friends who would still acknowledge his existence was an economics major who had interned for a venture capital firm the previous summer. He managed to get Keahi in to see them, and helped him put together his proposal: The V.C. puts up some seed money in exchange for a partial stake in Keahi's new "brand," his superhero identity, and when profits from merchandise sales, endorsements, and public appearances start rolling in, they take a cut. Everyone involved gets to make money by making the world a better place. The pitch swayed the investors. They hired an advertising/marketing professional to come up with a family-friendly, non-threatening name and look. The initial seed money was enough to set Keahi up with an apartment, basic living expenses, and even a couple of employees for The Newt, LLC, who manage his website, social media accounts (which those in need can use to ask for his help), and print-on-demand online merchandise store. The Newt took to the streets looking for some wrongs to right, and some cameras to watch him do it. Personality Keahi is a basically good person who wants to use his newfound gifts to help people. But since his efforts at work/life balance have failed so far, he wants to make "being a superhero" his career instead of his hobby. That depends upon public adoration, so he is acutely aware that fame and image are of paramount importance. But he would be lying if he tried to claim that his striving for the limelight was entirely pragmatic. On the contrary, he is quite comfortable being the center of attention. He is young, immature, brash, cocky, impulsive, and sarcastic, which is potentially a recipe for thorough unpleasantness. But he tempers it with a calm confidence and natural panache which usually manages to make him charming instead of obnoxious. He isn't anything close to a deep thinker, and he has no head for strategy. But he won't hesitate to throw himself into harm's way to help a total stranger, and he won't leave until he's managed to put a smile back on their face. Powers & Tactics Keahi tends to jump (or bounce) into the thick of it, with a joke and a smile but without much if anything in the way of reconnaissance or prior planning, trusting his natural agility and his unnatural durability to carry him to victory. Against multiple foes, he'll usually jump off a building, blow himself up into a ball on the way down, and then bounce himself against them and any surrounding terrain, like a giant pinball. Against a single foe, he'll wind his elongated arms and legs into springs, launching his fists and feet at incredible speed, or he'll lash out with his elongated limbs, literally flailing against his enemy. If his goal is to detain rather than defeat, then he can use his stretched arm like a lasso. Any foe who uses kinetic energy against this bouncing battler will quickly come to regret it as he literally bounces back, redirecting that same energy on its original source via a giant rubbery fist. Complications All About The Benjamins: The Newt is an investment, and Keahi's backers expect to make a profit on it. If his actions in public damage his brand, and thus, his profitability, then his investors could make his life more complicated. Cursed With Bald of Awesome: When his powers started manifesting, all of Keahi's body hair fell out, including his eyebrows, eyelashes, nosehairs, fingernails and toenails. A GM can give him a penalty to checks which require tactile sensitivity or dexterity, or to saving throws against effects which target his eyes or nose (especially if they involve the invasion of foreign matter). Additionally, while he is handsome overall, his condition may appear unsettling enough to some to warrant a penalty on certain social interaction checks. Family: Because of his public identity (see below), a villain may decide to hurt Keahi through his parents or his sister. Because they live on the other side of the planet, he would be unable to respond quickly. Glory Hound: The GM can demand that Keahi take a foolhardy course of action for the sake of his public image, or impose a penalty on a check or saving throw to resist or recognize a foolhardy course of action which could yield public adoration. Public Identity: Keahi's identity is not secret. He wears a mask as a nod to superhero tradition, and to reduce the chance that he'll be recognized out of costume. But his real name is easy to find (it's on his website), which makes other information about him (like his home address) accessible to those with the right skills and/or resources. This also makes him an easy target for lawsuits. Sucker For A Pretty Face: Keahi's libido has a tendency to override his rational brain. The GM can give him a penalty to checks and saving throws which involve resisting the allure of the opposite sex. The GM can also demand that he take a foolhardy course of action which may result in female attention. Vulnerabilities: Keahi's flesh is similar to un-vulcanized rubber. He is vulnerable to extremes of temperature and extreme changes in temperature (hot or cold). His body is not as good a conductor of electricity as that of a normal human, so electricity causes more damage when it comes into contact with him. His flesh is also less resistant to corrosive substances, such as highly acidic or alkaline chemicals. A GM can give him a penalty on saving throws against attacks with those descriptors, or force a degree of automatic failure. Abilities 8 + 8 + 8 + 0 + 0 + 8 = 32PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 26/18 (+8/+4) Constitution: 26/18 (+8/+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Combat 8 + 8 = 16PP Initiative: +8/+4 Attack: +4, +8 Melee (+4 Base, +4 Attack Focus) Grapple: +16/+12 (+8/+4 Dex, +8 Melee Attack), +24 Elongation, Automatic Escape with Insubstantial Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Knockback: 4/2, 8/2 vs Physical Damage Saving Throws 0 + 0 + 6 = 6PP Toughness: +8/+4 (+8/+4 Con) Fortitude: +8/+4 (+8/+4 Con, +0PP) Reflex: +8/+4Evasion (+8/+4 Dex, +0PP) Will: +6 (+0 Wis, +6PP) Skills 44R = 11PP Acrobat 7 (+15/+11)Skill Mastery Bluff 11 (+15)Skill Mastery Diplomat 11 (+15)Skill Mastery Escape 0 (+8/+4, +16 with Elongation, Automatic with Insubstantial) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Languages 1 (English [Native], Hawaiian) Notice 5 (+5)Skill Mastery Swim 1 (+5) Feats 18PP Acrobatic Bluff Attack Focus (Melee) 4 Distract (Bluff) Dodge Focus 4 Evasion Grapple Finesse Improved Grapple Interpose Move-By Action Setup Skill Mastery (Acrobat, Bluff, Diplomat, Notice) Taunt Powers 9 + 25 + 8 + 8 + 1 + 1 + 1 + 10 + 4 + 1 = 68PP Bouncing 8 (x500 Jump Distance, Max Distance 7,000ft [1.4 miles], Flaws: Limited [No Protection Effect], Feats: Ricochet) [9PP] (Accidental Mutation, Elasticity) Elasticity 12 (24PP Array, Feats: Alternate Power) [25PP] (Accidental Mutation) Base Power: [5 + 10 + 5 + 4 = 24PP] Damage 4 (Feats: Mighty) [5PP] (Epic Flails, Spring-Loaded Strikes) Elongation 8 (1,000ft Max Distance, 400ft per Move Action, Feats: Improved Range 2 [400ft Range Increments for Melee Attacks]) [10PP] Insubstantial 1 (Liquid) [5PP] Super-Movement 2 (Wall-Crawling 2 [Full Speed, Not Flat-Footed]) [4PP] (Human Cling-Wrap/Silly-Putty) Alternate Power: Damage 6 (Extras: Area [Targeted, Burst], Selective, Feats: Indirect 3, Progression [Area] 3 [50ft/rank = 300ft radius]) [24PP] Enhanced Constitution 8 [8PP] (Accidental Mutation, Elasticity) Enhanced Dexterity 8 [8PP] (Accidental Mutation, Elasticity) Features 1 (Quick Change [Costume]) [1PP] (Morphic-Molecule Costume, Technology) Immunity 2 (Critical Hits, Flaws: Limited [Physical Damage]) [1PP] (Accidental Mutation, Elasticity) Immunity 2 (Despair, Fear, Flaws: Limited [1/2 Effect]) [1PP] (Heroic Spirit) Immunity 10 (Impact Damage [Falling, Knockback, Slam Attacks]) [10PP] (Accidental Mutation, Elasticity) Impervious Toughness 8 (Flaws: Limited [Physical Damage]) [4PP] (Accidental Mutation, Elasticity) Super-Senses 1 (Extended Vision [100ft Notice Increments]) [1PP] (Accidental Mutation, Stretched Eyeballs) Drawbacks -0PP None Abilities (32) + Combat (16) + Saving Throws (6) + Skills (11) + Feats (18) + Powers (68) - Drawbacks (0) = 151/151 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch Touch DC19 Toughness (Staged) Damage (Physical) Spring-Loaded Strike Touch+Elongation DC23 Toughness (Staged) Damage (Physical) Pinball Attack Touch/Area DC21 Toughness (Staged) Damage (Physical)
  8. N/A

    Bombshell Rebuild

    Character: Bombshell Power Level: 12 (10, 9 without Device) Tradeoffs: +2 Attack / -2 Damage, +2 Defense / -2 Toughness (PL10: +4 Attack / -4 Damage, +4 Defense / -4 Toughness) Power Points: 184/184 Abilities: 8 + 14 + 8 + 4 + 4 + 14 = 52PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 24 (+7) Combat: 12 + 12 = 24PP Initiative: +7 Attack: +6 Ranged (+6 Base), +14 Melee (+6 Base, +8 Attack Focus) Grapple: +21 Defense: +14 (+6 Base, +6 Dodge Focus, +2 Shield), +3 Flat-Footed Knockback: 3 Saving Throws: 2 + 7 + 3 = 12PP Toughness: +6 (+4 Con, +2 Defensive Roll) Fortitude: +6 (+4 Con, +2PP) Reflex: +14 (+7 Dex, +7PP) Will: +5 (+2 Wis, +3PP) Skills 95/96R = 24PP Acrobatics 8 (+15)Skill Mastery Bluff 8 (+15)Skill Mastery Climb 5 (+9)Wall-Crawling Disable Device 13 (+15) Disguise 8 (+15) Escape Artist 8 (+15)Skill Mastery Gather Information 3 (+10) Investigate 3 (+5) Language 4 (English [Native], French, German, Polish, Russian) Notice 8 (+10) Perform (Singing) 3 (+10) Search 8 (+10) Sleight of Hand 8 (+15) Stealth 8 (+15)Skill Mastery Feats: 30PP Attack Focus (Melee) 8 Benefit 3 (Status, Wealth 2) Blind-Fighting Defensive Roll (+2 Toughness) Dodge Focus 6 Evasion Fearless Grapple Finesse Hide In Plain Sight Improvised Tools Quick Change 2 Stunning Attack Takedown Attack Skill Mastery (Acrobatics, Bluff, Escape, Stealth) Uncanny Dodge (Auditory) Powers: 6 + 3 + 8 + 1 + 10 + 14 + 5 = 47PP Concealment 3 (ESP Effects, Mental Senses, Extras: Duration [Continuous], Flaws: Permanent) [6PP] Concealment 3 (Auditory & Visual Senses, Extras: Duration [Continuous], Flaws: Blending, Passive) [3PP] Device 2 (8/10PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Multiple Weapons, Subtle [Collapsible]) [8PP] Immunity 1 (Aging) [1PP] Immunity 10 (Mental Effects) [10PP] Regeneration 13 (Recovery Rate: Bruised 3 [1/round, No Action], Injured 6 [1/round, No Action], Resurrection 4 [1 hour], Feats: Regrowth) [14PP] Super Movement 2 (Slow Fall, Wall-Crawling, Feats: Innate) [5PP] Drawbacks: -5PP Vulnerability (Magic, Frequency: Very Common, Intensity: Major [x2]) [-5PP] Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Baton Touch DC21 Toughness (Staged) Damage (Physical)
  9. In Brief: Huntress learns kung fu in K'un-L'un after getting Daredevil's powers from Captain America's super-soldier serum. Player: ShaenTheBrain Character: Kingsnake Power Level: 13 (10) Tradeoffs: None (+2 Attack / -2 Damage, +2 Defense / -2 Toughness) Power Points: 192/193 Unspent Power Points: 1 Bronze Status Reward: 4PP of Equipment for Kingsnake, 11PP of Equipment/Minions/Sidekick unspent Silver Status Reward: Increased PL7/105PP character to PL12/180PP (Kingsnake) Residence: A modest townhouse in the Southside neighborhood of Freedom City. Base of Operations: The hidden basement of his townhouse. Alternate Identity: Brian Markus Brubaker Identity: Secret Birthplace: Freedom City, New Jersey, USA Occupation: Freelance Transcription Translator Affiliations: Shambala Temple (former student), Freedom City University (former student) Family: Franklin "Frank" Brubaker (Father, Estranged), Ann Miller-Brubaker (Mother, Deceased), Wade Brubaker (Younger Brother, Deceased), Geraldine "Dina" Nocenti (Ex-Girlfriend) Catchphrase: "..." (or the crack of his whip) Description Age: 30 (DoB: 1985) Apparent Age: 30 Gender: Male Ethnicity: Caucasian (Anglo/Celtic/Germanic mutt) Height: 6ft 2in Weight: 225 lbs. Eyes: None (Grey prosthetics) Hair: Blonde with Grey streaks The skin on the top half of his face is still heavily scarred from being lacerated and burned by jagged shards of superheated shrapnel. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Aside from his blindness, he is in perfect health. He intentionally wears ill-fitting clothing in an attempt to hide his physique. Power Description Thanks to the DNAscent process, all of Brian's physical abilities are just outside the normal human range. His strength, speed, endurance, and agility are all slightly higher than what any normal person could achieve. All of Brian's non-visual senses absorb information with far greater detail and sensitivity than a normal human. He can hear a person's heartbeat from across the room, hear a tear sliding down their cheek, and feel the vibration through the floor when they take a step. He can rest a pretzel on his tongue and count exactly how many grains of salt are embedded into it. He can hold a pistol in his hand and know exactly how many bullets are in it by how heavy it feels. He can run his fingers along a page of text and "read" it by feeling the difference between the ink and the paper, or "view" a picture by feeling the differences between the colors of ink or paint. He can carress an object gently enough to feel any fingerprints left on it without disturbing them, and he can perceive enough detail to compare them to other prints. His nose acts as a gas chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyperkeen senses turn him into a walking crime laboratory. His enhanced senses of hearing and touch also give him superhuman balance and physical coordination. Brian no longer has eyes, but his brain processes and interprets most of his enhanced sensory input visually. He can hear sound and feel vibration just as a normal human would, but he can also momentarily "see" it, with the waves of different frequencies and different decibel levels of sonic energy appearing to him as differently-colored and sized lines, coating and illuminating the space and/or objects around them. Scents appear in his mind's eye as translucent clouds of mist or smoke, in various colors and sizes, leaving trails he can follow. His sense of smell is acute enough to judge the distance between himself and its source, as a normal human would with sound. As he moves closer to the source of the scent, it becomes measurably "louder" to him. The DNAscent process not only enhanced Brian's original senses, but provided new ones as well. His brain has been altered to include a disk similar to a whale or dolphin's melon, which emits waves of ultrasound in all directions, receives the reflected waves after they bounce off of surrounding objects, and interprets the results. This allows him to "see" in all directions at once, though he focuses on one roughly 180-degree field of "view" at a time, with the rest appearing as translucent overlays. This allows him to "see" just as a normal human would see in the visual light spectrum, only in black, white, and various shades of grey, with the "color" dependent upon the physical surfaces and contours of the objects around him, and their relative distance from him and from each other. For example, he would perceive the bricks and grout of a wall as different shades of grey, with no correlation to their actual color in the visual light spectrum, and he would not perceive chalk drawings or spraypaint at all, unless the paint was thick enough to form a layer visible to the naked eye. The echolocation is far more advanced than that of any existing animals or technological devices, granting him acuity roughly on par with human vision in the visible light spectrum. He can turn his echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of perceiving ultra-sound can detect the waves emanating from his brain and the echoes returning to it. History Brian Brubaker never saw things clearly until the day he lost his eyes. "You can have anything you want, but you have to want it enough. With hard work, anything is possible. People get what they deserve." Frank Brubaker made sure his sons lived by those words. He was a self-described "city college kid" who "pulled myself up from nothing." Ann Miller was a minimum-wage kid who hitched a ride out of the trailer park as soon as she could pass for 18. They were young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was one of Freedom City's most prominent shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids grew up in a penthouse and went to private schools. But Frank always stressed the importance of hard work. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Brian idolized his father, and spent every waking moment striving to earn his pride. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 20, home from his sophomore year of university, the day he saw his family for the last time. His mother and little brother were already waiting in the limo. Brian was running down the driveway when the driver turned the key. They were going to pick up Brian's father on the way. They didn't make it. The ignition switch set off the car bomb. Ann and David were blown to pieces. Shrapnel shredded Brian's eyes and left deep cuts in his face. Brian woke up in the hospital to his father's voice, telling him that he was going to fix everything. He'd only been there a couple of days when his father told him he was being moved to a "private clinic." Brian didn't know why the new nurse sedated him. He was kept in an induced coma for months, but he could still hear the people around him. As the "treatments" progressed, he could hear them louder, more clearly, from further away. He heard things he was never meant to hear. Frank Brubaker's life was a lie. If he had told his sons the truth, then their words to live by would have been "In devastation, there is opportunity. When there is blood in the streets, buy property." The car bomb was meant for Frank, a "gift" from one of his "business rivals." The Brubaker fortune didn't come from moving freight. It came from human trafficking, on an industrial scale. Frank and Ann's operation was built during the tail end of the Franklin Moore era and the aftermath of the Terminus Invasion. With a period of low superhero presence in town, and the sudden death and destruction of so many Freedom City citizens and their properties (legitimate businesses and mob fronts alike), they were able to quietly build up and then quickly fill a niche. These days, Brubaker Imports is a subsidiary of Delphic Industries, which is in turn owned and operated by Constantine Urallos, part of the inner circle of Taurus. Most of the trafficked victims are sold to sweatshops or into domestic slavery. Some are given to The Labyrinth to become test subjects for the DNAscent process. When Brian lost his eyes, Frank called in a favor. He didn't want Brian to become a brainwashed super-thug. He just wanted to give his only surviving son his eyes back. He didn't bother to get Brian's consent before submitting him to the DNAscent process. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced just past the peak physical condition for a non-powered human, but his eyes failed to regenerate. Brian had heard enough to know he should keep the unintended side-effects to himself. He didn't tell anyone about how all his other senses had been enhanced, or how he now possessed a natural sonar that would be the envy of every navy on Earth. The DNAscent process didn't restore what he'd lost, but it enhanced everything he had left. He knew that he would need to keep his cards close to his chest if he were ever going to be able to use his new gifts to dismantle the horrific empire his father had built on a foundation of blood and human misery. He was quiet and distant after his "recovery." His father didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided to "study abroad," Frank didn't try to stop him. The school in Spain returned Brian's tuition cheque. He had never shown up. Brian eluded the bodyguards Frank had secretly sent after him before they made it out of the airport. His trust fund sat untouched. Brian Brubaker vanished off the face of the Earth. He wandered through Europe and Asia for a time, before he found himself chasing the legend of Shambala Vale, scaling the mountain peaks, and finding refuge among the ancient order of monks. They taught him how to focus his new senses. They instructed him in the original martial art from which all others descended. They helped to temper his rage. Seven years after he left, Brian Brubaker quietly returned to Freedom City. His father employed coyotes and snakeheads, who preyed upon the innocent and the desperate, as vipers prey upon the smaller, weaker animals in their path. But there is a snake who hunts the vipers...the Kingsnake. Personality Brian grew up as a happy son who idolized his father. Now that idol has fallen farther than he ever thought possible. The revelation of his father's true nature forced Brian to re-examine everything he ever thought he knew about himself and the world around him. Good things didn't always come to those who worked hard for them like he was always taught. In fact, more often than not, the worst things happened to the best people, while the worst people took advantage of them and laughed all the way to the bank. Even if you never give up, you can still lose. Those revelations, and the trauma of his injuries, lost family members, and subsequent transformation, left him bitter, cynical, and full of rage. Gaining the ability to know when most people are lying showed him just how often people lie, which eroded his faith in human nature even further. His time with the Shambala monks helped to soften that edge, but he still believes that justice only happens in the world when you force it to. The monks showed him that the world can be a better place than it is, without vipers like his father poisoning it. But they will, unless a kingsnake comes along to eat them first. So much of the world he thought he knew is a dirty lie, that he's not even sure it's worth saving. But he'll die before he stops trying. These days, Brian enjoys solitude, partially as a result of his disillusionment and partially as a practical matter of his enhanced senses amplifying every outside stimulus. Just as everyone a speedster meets is the annoyingly slow customer in front of them in the ATM or checkout line, every person Brian meets is the neighbor who blasts his TV or stereo at all hours of the night or the guy sitting next to him on the bus who hasn't showered in a week. He rarely engages in conversation at all, and even when he does engage, he remains laconic, withholding, almost sullen. He does have a sense of humor, but it leans toward the dry, the morbid, and the self-depricating. He is reluctant to volunteer information, and his reaction to those he meets defaults to suspicion (though his powers make clearing that suspicion and earning some measure of trust a faster process than it would be otherwise). Everyone is guilty (of something) until proven innocent. Powers & Tactics Brian is an expert martial artist, and a world-class detective, athlete, and inflitrator. The DNAscent process left him at peak physical condition, just barely superhuman. His enhanced senses make it almost impossible to lie to him or to catch him off-guard. He prefers to strike from stealth, ending a fight in one decisive blow before it begins. When facing a foe directly, his fighting style is primarily defensive, focused on avoiding or parrying incoming attacks until the enemy leaves an opening for one finishing blow or series of rapid strikes, or until he can lure the enemy into overextending themselves and creating that opening. He will remain in constant but relaxed motion, saving his strength, circling back and forth around his target while moving closer and/or farther from them. When he finally does lash out, he does so almost faster than the eye can follow. Above all, his fighting style is rooted remaining unpredictable. He often moves or strikes in unexpected directions, such as 45-degree angles relative to his opponent. His favored weapon, a whip, allows him to strike foes at a distance from a variety of angles and directions, either by swinging the lash in an arc toward them, or by launching the end directly at them. He can confuse and intimidate opponents by spinning and cracking the whip back and forth. Shifting his grip allows him to vary the length, making his strikes unpredictable. It can wrap around an opponent's limb or weapon, allowing him to pull the weapon free from their grasp or pull them down to the ground for a follow-up strike with his other fist, elbow, knees or feet. Complications Addiction (Caffeine, Painkillers): Brian's enhanced senses cause him headaches and make it difficult for him to get restful sleep. The meditation techniques he learned in Shambala Vale mitigate this problem, but they do not eliminate it entirely. The GM can force Brian to save against effects like Nauseate, or automatically inflict conditions like Sickened, to represent the pain caused either by his powers or by withdrawal. The GM can also inflict conditions like Fatigued upon Brian to represent lost sleep. Disability (Blindness): Brian's enhanced touch can feel the difference between ink and paper, and even between different pigments, which allows him to perceive color by touch. His echolocation, on the other hand, can perceive distance, size, and shape, but not color. It can perceive texture, but not with the same level of detail as normal human vision. This means he can only read text or view pictures if they are within arms reach. The screens of television sets, computer monitors, tablets, and smartphones may as well be blank to him, even to his touch, unless they are versions of those devices specifically made for blind users. He cannot perceive the level of light in the local area directly. At best, he can guess if he is in close enough proximity to a light source to feel the heat from it, if it emits significant heat at all. (He can feel the heat from incandescent bulbs, but LED bulbs are difficult to impossible.) Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His enhanced smell can identify people by their individual scent, and his echolocation and tremorsense together provide enough detail to differentiate between people based on size, shape, and mass, but not enough to let him tell their faces apart from one another. He is physically capable of operating a vehicle or heavy machinery, but he cannot obtain a license to do so while maintaining his secret identity. Enemies (Frank Brubaker, The Labyrinth, Katanarchists): Neither Brian nor his father understand the full scope of The Labyrinth. Brian's father is a very small piece in a vast game. On the last leg of his trek home, Brian also ran afoul of a splinter sect of Katanarchists who have been corrupted by the Schattenwelt, and they now count him among their targets. Lost Love: Brian had a girlfriend in college, Geraldine "Dina" Nocenti. When he vanished from her life without warning, she came looking for him. When she asked too many questions, Frank Brubaker panicked and overreacted. He had her kidnapped and subjected to the DNAscent process, turning her into his brainwashed bodyguard and enforcer. The woman Brian loved now stands at his hated father's side. Noticeable (Echolocation): Anyone with Ultra-Hearing, or any other applicable Super-Senses, can hear the waves of ultrasound being broadcast and received by Brian's brain when he uses his echolocation. This includes animals such as dogs, bats, dolphins, and whales. Obligation (Shambala Temple): The monks of the Shambala Vale took Brian in and trained him. One or more of their number may call upon him for aid in the future. Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper's bullet could end him. And if Brian's father finds out who's targeting him, then he'll make Brian wish for a bullet to the head. Vulnerability (Sensory Overload): A GM can inflict a penalty, or a degree of automatic failure, upon Brian's ability to save against any power effect which overwhelms non-Visual type senses, such as an Auditory Dazzle effect from a loud noise, or a Nauseate effect from noxious gas. Brian may also suffer Damage (or some other attack effect), either automatically or with a failed Concentrate check, just by being in close proximity to the source, target, or area of any power with a relevant sensory descriptor, such as "Sonic." A GM may also require Brian to make a Concentrate check in order to take actions or avoid penalties while in the vicinity of a strong senory stimulus. Abilities 16 + 16 + 16 + 6 + 6 + 2 = 62PP Strength: 26 (+8) (Heavy Load: 920 lbs.) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat 8 + 8 = 16PP Initiative: +8 (+8 Dex) Attack: +4 Ranged (+4 Base), +12 Melee (+4 Base, +8 Attack Focus [Melee]) Grapple: +20 (+8 Str, +12 Melee Attack) Defense: +12 (+4 Base, +8 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4 Saving Throws 0 + 4 + 7 = 11PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +12Evasion (+8 Dex, +4PP) Will: +10Ultimate Save (+3 Wis, +7PP) Skills 144R = 36PP Acrobat 7 (+15)Skill Mastery Climb 7 (+15)Skill Mastery Concentrate 7 (+10) Disable Device 7 (+10)Ultimate Skill Escape 2 (+10)Ultimate Skill Gather Info 14 (+15) Intimidate 14 (+15)Skill Mastery Investigate 12 (+15)Skill Mastery Knowledge (Streetwise) 7 (+10) Languages 7 (Braille, Cantonese, English [Native], Italian, Japanese, Mandarin, Russian, Spanish) Notice 17 (+20)Skill Mastery Search 17 (+20)Skill Mastery Sense Motive 17 (+20)Skill Mastery Stealth 7 (+15)Skill Mastery Swim 2 (+10)Swimming Feats 37PP Acrobatic Bluff Attack Focus (Melee) 8 Dodge Focus 8 Equipment 4 (20EP)Veteran Reward Evasion Fast Task 2 (Acrobatic Feint, Demoralize) Grapple Finesse Hide In Plain Sight Improved Disarm Improved Trip Luck 2 Quick Change (Costume) Quick Draw Skill Mastery 2 (Acrobat, Climb, Intimidate, Investigate, Notice, Search, Sense Motive, Stealth) Stunning Attack Takedown Attack Trance Ultimate Save (Will) Ultimate Skill 2 (Disable Device, Escape Artist) Well-Informed Equipment 1 + 5 + 14 = 20EP Smoke Pellets [3EP]: Obscure 2 (10ft radius, Visual-Type Senses, Extras: Independent, Total Fade, Flaws: Limited [Single Sense: Normal Vision], Unreliable [5 Uses], Feats: Slow Fade [1 minute], Drawbacks: Reduced Range 2 [2 20ft Range Increments = 40ft Max Range]) [1EP] Whip [5EP]: Damage 0 (Feats: Extended Reach 2 [+10ft], Features 2 [+2 Disarm, +2 Trip], Mighty) [5EP] Townhouse with Secret Basement (PL13 HQ) [14EP] Size: Tiny [-1EP] Toughness: +10 [1EP] (Earthquake-Proofing, Bulletproof Windows) Features: Communications, Computer, Concealed (+15DC), Fire Prevention System, Gym, Laboratory 2 (Masterwork), Library 2 (Masterwork), Living Space, Power System, Security System 2 (DC25) [14EP] Powers 3 + 1 + 1 + 2 + 6 + 3 + 4 + 5 + 1 + 3 + 1 = 30PP Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Leaping 1 (x2 [Running Long Jump: 36ft]) [1PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Speed 1 (10MPH / 100ft per Move Action) [1PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Super-Movement 1 (Swinging) [2PP] (Intentional Mutation, Martial Arts, Parkour, Super-Science, Training) Super-Senses 6 (Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [6PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 4 (Normal Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Extended [100ft Notice Increments]) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 5 (Echolocation / Ultra-Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Extended [100ft Notice Increments]) [4PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 5 (Normal Smell/Taste [Sense Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking 2 [Normal Speed]) [5PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 1 (Normal Touch [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] (Intentional Mutation, Super-Science, Super-Senses) Super-Senses 3 (Tremorsense [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Extended [100ft Notice Increments], Ranged) [3PP] (Intentional Mutation, Super-Science, Super-Senses) Swimming 1 (2.5MPH / 25ft per Move Action, Can Take 10 on Swimming checks) [1PP] (Intentional Mutation, Super-Science, Training) Drawbacks -0PP [None] Totals: Abilities (62) + Combat (16) + Saving Throws (11) + Skills (36) + Feats (32) + Powers (30) - Drawbacks (0) = 192/193 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Whip Touch +10ft DC23 Toughness (Staged) Damage (Physical)
  10. Decided to re-do the top post instead of just posting new sheets. Juggled the feats and skills around a bit to cover some prior oversights (no pun intended). For example, I decided that his training and his ability to control his senses should be reflected with some Concentrate ranks and the Trance feat, even though he'll likely never use either one on-screen. Replaced the device weapon with a simple Equipment whip. Replaced his character pic with a bulkier one, to better reflect his physical stats. Gave him some minor travel powers to represent using parkour to get around the city, and to make him capable of matching the world records for sprinting speed and jumping distance. Re-did the Super-Senses. Figured his smell/taste was the only one he really needed +Analytical for. Got rid of the tactile echolocation and replaced it with the auditory version from the book, and added Tremorsense to split the difference. First priority will probably be to bump up his skills. After that, probably more feats. Then raise the base ATK/DEF values, eventually capping out at PL12. I don't see the powers changing from where they are now. The mental stats might change, but the physical stats won't. He can use Extra Effort to add +2 ranks of +Extended to his hearing, for the dramatic moments when he needs to search the entire city for a specific person's voice. So many Daredevil references: Brian Markus Brubaker is named for Brian Michael Bendis, Mark Waid, and Ed Brubaker. Frank Brubaker is named for Frank Miller and Ed Brubaker. Ann Miller-Brubaker is named for Ann Nocenti, Frank Miller, and Ed Brubaker. Wade Brubaker is named for Mark Waid and Ed Brubaker. Geraldine Nocenti is named for Gerry Conway (the writer who made Daredevil and Black Widow crime-fighting partners, and unmarried lovers living in sin together) and Ann Nocenti.
  11. N/A

    Thrude Rebuild

    In Brief: A dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon. Player Name: ShaenTheBrain Character Name: Thrude ("ThrOOD") Power Level: 11 Trade-Offs: -5 Attack / +5 Damage, -5 Defense / +5 Toughness Power Points: 171/171 Unspent Power Points: 0 Progress To Gold Status: 82/90 Bronze Reward: 4PP of Equipment for Kingsnake, 4PP of Equipment for Thrude, 7PP of Equipment/Minions/Sidekick unclaimed Silver Reward: Increased PL7/105PP PC to PL12/180PP (Kingsnake) Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard (see below). Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Valhalla, Asgard Residence: Valhalla, Asgard Base of Operations: Milky Way Galaxy Occupation: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Affiliations: The Aesir, The Valkyries. Family: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Jord (Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiance, Deceased). Catchphrase: "I SHALL SMITE THEE!" Description Age: Incalculable (several thousand Earth-years at least) Apparent Age: 18 Gender: Female Ethnicity: Caucasian Scandinavian Height: 6'0" Weight: 180 lbs. Eyes: Blue Hair: Gold A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. She lost her left eye in battle with The Fenris Wulf, and wears a black patch over the scarred remains. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes, and anchored with plates and buckles forged of gleaming mithril. Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. Her mother's fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her's for the taking. Power Description As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude's divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets bounce harmlessly off of her skin. As a member of a pantheon where every god is a "god of war," Thrude has received substantial training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gawn-der"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple but ornate drinking horn. However, when its power is needed, it transforms into a massive protean polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude's mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical Norse runes, killing words which summon lightning and frost to crackle and gleam along the weapon's edges. Hridgandr appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed "worthy," it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter for the Princess of Storms. At the wielder's command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. Electricity arcs up and down the wielder's body and between their eyes. When they will it, the chill wind and fog coalesce around them, lifting them into the air and racing them across the sky at speeds many times that of sound or even light, leaving thunder in their wake. To honor The Pact, and to root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming herself into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. The passive mind cannot control the active one, but her emotions will influence the other. While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them. History Odin All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Jord, also known as Gaea, the giantess who personified the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent. The Aesir sought to form a lasting alliance with the Dvergur. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to sate Freyja's "appetites" in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. The breaking of Thrude's prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world, so Master Mage Adrian Eldritch allowed her to stay. Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude. Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family. Personality & Motivation Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naivete to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. Complications Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her, in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time. Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude. Gullible: Thrude inherited her father's linear thinking. Deception doesn't occur to her as an option, so she is slow to suspect it from others. She is a competent enough warrior to see past most feints, and most mortals find her too frighteningly beautiful (or just plain frightening) to be able to lie to her effectively. But a GM can give her a Hero Point in exchange for a penalty to an opposed Bluff check, or an outright failure. Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it. Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed before her father murdered him. A GM should feel free to give Thrude a Hero Point in exchange for inflicting penalties upon her when she is distracted by his memory, or when an enemy uses that memory to manipulate her. Reputation: The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. Rivalry: Like many young women before and after her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their mortal followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Sven, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him. Abilities 16 + 0 + 16 + 0 + 0 + 16 = 48PP Strength: 35/26 (+12/+8), 60/26 Lifting (Heavy Load: 50 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 26 (+8) Combat 12 + 12 = 24PP Initiative: +0 Attack: +6 Melee (+6 Base), +2 Ranged (+6 Base, -4 Disability), +10 Lightning Bolt Grapple: +23/+14 (+6 Melee Attack, +12/+8 Strength, +5/+0 Super-Strength) Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: 11/4, 13 with Hridgandr Saving Throws 0 + 6 + 10 = 16PP Toughness: +12/+8 (+10/+8 Con, +2/+0 Protection, Impervious 11/0), +16 with Hridgandr Fortitude: +10/+8 (+10/+8 Con, +0PP) Reflex: +6 (+0 Dex, +6PP) Will: +10 (+0 Wis, 10PP) Skills 40R = 10PP Bluff 0 (+8, +20 Attractive) Diplomacy 0 (+8, +20 Attractive) Intimidate 12 (+20) Knowledge (Arcane) 5 (+5) Knowledge (History) 4 (+4) Knowledge (Theology/Philosophy) 4 (+4) Languages 7 (Danish, English, German, Icelandic, Norwegian, Old English, Old Norse [Native], Swedish) Ride 4 (+4) Survival 4 (+4) Feats 9PP Attractive 3 Benefit (Status) Equipment 4 (20EP)Veteran Reward Fearless Improved Grapple Interpose Startle Takedown Attack Equipment 4PP = 20EP Valhalla (PL11 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness +15, Nullify 11) Infirmary Isolated (Located in Asgard, another dimension) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop Powers 24 + 4 + 9 + 3 + 11 + 14 + 10 = 75PP Device 7 (35PP Container [Passive, Permanent], Toughness 17, Flaws: Easy-To-Lose, Feats: Restricted 2 [Can only be lifted or used by "The Worthy"], Subtle [Transforms into an ornate drinking horn]) [24PP] ("Hridgandr," Magic Weapon, Rune Magic) Environment Control 1 (5ft radius, Light [Moderate], Extras: Action [Move], Flaws: Range [Touch]) [1PP] (Elemental Mastery, Lightning, Rune Magic) Features 1 (Environmental Adaptation [Storms]) [1PP] (Elemental Mastery, Rune Magic) Flight 1 (10MPH / 100ft per Move Action) [2PP] (Elemental Mastery, Rune Magic, Wind) Protection 4 (Drawbacks: Noticeable) [3PP] (Elemental Mastery, Ice Armor, Point-Defense Lightning, Rune Magic, Wind Deflection) Storm Mastery 12 (24PP Array, Feats: Alternate Power 4) [28PP] (Elemental Mastery, Rune Magic) Base Power: [12 + 12 = 24PP] Damage 4 (Feats: Extended Reach [+5ft], Improved Critical [19-20], Incurable, Knockback 3 [Effective Damage: 19], Mighty, Variable Descriptor [Bludgeoning, Cold, Electricity, and/or Slashing]) [12PP] (Weapon Strike) Flight 6 (7, 1,000MPH / 2 miles per Move Action) [12PP] (Wind) Alternate Power: [24PP] (Lightning Bolt) Disintegrate 12 (10 120ft Range Increments / 1,200ft Max Range, Flaws: Action [Full], Distracting, Feats: Accurate 4 [+8 Attack], Homing, Indirect 2, Drawbacks: Lethal) [24PP] Drain Toughness 12 (Extras: Affects Objects, Range [Ranged], Flaws: Action [Full], Distracting) [12PP] Damage 12 (Extras: Range [Ranged], Flaws: Action [Full], Distracting) [6PP] Feats [7PP] Drawbacks [-1PP] 12 + 6 + 7 + (-1) = 24PP Alternate Power: [18 + 6 = 24PP] (Wind) Flight 9 (10, 10,000MPH / 20 miles per Move Action) [18PP] Super-Movement 3 (Space Travel 3) [6PP] Alternate Power: [10 + 14 = 24PP] Flight 5 (6, 500MPH / 5,000ft [1 mile] per Move Action) [10PP] (Wind) Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Mythology], Extras: Duration 2 [Continuous], Portal, Feats: Progression [Portal Size] 2 [25ft]) [14PP] (Summon Rainbow Bridge) Alternate Power: [24PP] (Summon Storm) Environment Control 10 (1-mile radius, Cold [Extreme, Fortitude save 1/minute] + Hamper Movement [1/4] + Hamper Visibility [-4 Visual Notice] + Wind [Severe: -4 Auditory Notice, -4 Attack with Throwing, Automatically extinguishes open flames, 50% chance to extinguish protected flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade [1/minute = 24 minutes], Drawbacks: Full Power) [24PP] [1 + 1 + 2 + 3 + 28 = 35PP] Enhanced Constitution 4 [4PP] (Divine Might) Enhanced Strength 9 [9PP] (Divine Might) Features 3 (Environmental Adaptation 3 [High-Gravity, Low-Gravity, Zero-Gravity]) [3PP] (Divine Might) Immunity 11 (Aging, Life Support, Starvation/Thirst) [11PP] (Divine Might) Protection 3 (Extras: Impervious [11]) [14PP] (Divine Might) Super-Strength 5 (Lifting Strength 60 [Heavy Load: 50 tons]) [10PP] (Divine Might) Drawbacks (-3) + (-4) + (-4) = -11PP Disability (One Eye, Frequency: Common, Intensity: Moderate [-4 Attack with Ranged Attacks]) [-3PP] Normal Identity (Frequency: Common [Full Action], Intensity: Major) [-4PP] (Astrid must drink from the horn to transform into Thrude) Vulnerability (Emotion Effects, Frequency: Common, Intensity: Major [x2 Effect Rank]) [-4PP] (Divine Passion) Totals: Abilities (48) + Combat (24) + Saving Throws (16) + Skills (10) + Feats (9) + Powers (75) - Drawbacks (11) = 171/171 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC27/23 Toughness (Staged) Damage (Physical) Weapon Strike Touch+5ft DC31 Toughness (Staged) Damage (Energy and/or Physical) Lightning Bolt Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy, Lethal) Normal Identity: Astrid Kierkegaard Power Level: 5 Tradeoffs: +1 Attack / -1 Damage, +1 Defense / -1 Toughness Power Points: 66 Alternate Identity: Princess Thrude Thorsdottir of Asgard (see above) Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, or that Thrude is an actual goddess. Birthplace: Freedom City, New Jersey, USA. Residence: A small apartment in X. Base of Operations: Freedom City, New Jersey, USA. Occupation: Former soldier collecting disability payments, part-time Uber driver. Affiliations: Dual-citizen of the USA and Denmark (and by extension, the European Union) with no criminal record. Family: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother). Description Age: 23 Apparent Age: 23 Gender: Female Ethnicity: Caucasian Scandinavian Height: 5'6" Weight: 150 lbs. Eyes: Blue Hair: Blonde Astrid, being only human, is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She shares only a fraction of her alter-ego's beauty. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her legs. Hints of the confident, disciplined demeanor from her military days still linger, but they are half-buried under a shroud of subdued resentment and despair. History Astrid Kierkegaard is the American-born daughter of Danish nationals. She was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism, until she stumbled upon Hridgandr. Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Personality & Motivation Astrid's injury, and her (perceived) abandonment by the military, left her less idealistic and more jaded than her alter-ego. Her association with Thrude is helping her to recover some of her old self, but the process is slow, with many setbacks. If Thrude would let her, she would be the goddess all the time. But Thrude insists on having a personal stake in the fate of Earth through Astrid and her family. Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 14 (+2)Paraplegic Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat 12 + 12 = 24PP Initiative: +2 Attack: +6 Grapple: +8 Defense: +6Paraplegic, +3 Flat-Footed Knockback: 2 Saving Throws 3 + 3 + 5 = 11PP Toughness: +4 (+2 Con, +2 Body Armor) Fortitude: +5 (+2 Con, +3PP) Reflex: +5Paraplegic (+2 Dex, +3PP) Will: +5 (+0 Wis, +5PP) Skills 52R = 13PP Climb 3 (+5) Drive 3 (+5) Intimidate 3 (+5) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Knowledge (Tactics) 4 (+4) Languages 1 (Danish, English [Native]) Medicine 4 (+4) Notice 5 (+5) Profession (Soldier) 5 (+5) Search 5 (+5) Stealth 3 (+5) Survival 5 (+5) Swim 3 (+5) Feats 6PP Endurance Equipment 4 (20EP) Prone Fighting Equipment 4PP = 20EP Collapsible Baton: Damage 2 (Feats: Mighty, Subtle) [4EP] Ballistic Vest: Protection 2 (Feats: Subtle) [3EP] Tesla Model S Luxury Sedan (Vehicle) [13EP] Size: Huge [2EP] Strength: 35 [1EP] Defense: 8 Toughness: 10 [1EP] Features: Alarm (DC20), Disabled Driver Conversion (All controls are hand-operated), GPS Navigation System [3EP] Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP] Drawbacks -4PP Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP] In some situations, she will effectively be Immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback. Totals: Abilities (16) + Combat (24) + Saving Throws (11) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 66 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Baton Touch DC19 Toughness (Staged) Damage (Physical)
  12. Character: Kingsnake Power Level: 12 (9) Tradeoffs: None (+1 Attack / -1 Damage, +1 Defense / -1 Toughness) Power Points: 184/184 In Brief: Huntress learns kung fu in K'un-L'un after getting Daredevil's powers from Captain America's super-soldier serum. Residence: A modest townhouse in the Southside neighborhood of Freedom City. Base of Operations: The hidden basement of his townhouse. Alternate Identity: Brian Markus Brubaker Identity: Secret Birthplace: Freedom City, New Jersey, USA Occupation: Freelance Transcription Translator Affiliations: Shambala Temple (former student), Freedom City University (former student) Family: Frank Brubaker (Father, Estranged), Ann Miller-Brubaker (Mother, Deceased), Wade Brubaker (Younger Brother, Deceased), Connie Nocenti (Ex-Girlfriend) Description Age: 26 (DoB: 1989) Apparent Age: 26 Gender: Male Ethnicity: Caucasian (Anglo/Celtic/Germanic mutt) Height: 6ft 2in Weight: 200 lbs. Eyes: None (Grey prosthetics) Hair: Black with Grey streaks The skin on the top half of his face is still heavily scarred from being lacerated and burned by jagged shards of superheated shrapnel. He wears a set of acrylic prosthetic eyes which mimic his original grey eye color. When out in public in his civilian identity, he wears the dark sunglasses and wields the white cane which universally mark him as a blind man. Aside from his blindness, he is in perfect health. Power Description Thanks to the DNAscent process, all of Brian's physical abilities are just outside the normal human range. His strength, speed, endurance, and agility are all slightly higher than what any normal person could achieve. All of Brian's non-visual senses absorb information with far greater detail and sensitivity than a normal human. He can hear a person's heartbeat from across the room, or hear a tear sliding down their cheek. He can rest a pretzel on his tongue and count exactly how many grains of salt are embedded into it. He can hold a pistol in his hand and know exactly how many bullets are in it by how heavy it feels. He can run his fingers along a page of text and "read" it by feeling the difference between the ink and the paper, or "view" a picture by feeling the differences between the colors of ink or paint. He can carress an object gently enough to feel any fingerprints left on it without disturbing them, and he can perceive enough detail to compare them to other prints. His nose acts as a gas chromatograph mass spectrometer, able to distinguish the chemical makeup of a substance by the smell of its molecular components. In essence, his hyperkeen senses turn him into a walking crime laboratory. His enhanced senses of hearing and touch also give him superhuman balance and physical coordination. Brian no longer has eyes, but his brain processes and interprets most of his enhanced sensory input visually. He can hear sound just as a normal human would, but he can also momentarily "see" it, with the waves of different frequencies and different decibel levels of sonic energy appearing to him as differently-colored and sized lines, coating and illuminating the space and/or objects around them. Scents appear in his mind's eye as translucent clouds of mist or smoke, in various colors and sizes, leaving trails he can follow. His sense of smell is acute enough to judge the distance between himself and its source, as a normal human would with sound. As he moves closer to the source of the scent, it becomes measurably "louder" to him. The one sense he possesses which is entirely new and not an enhancement of one of his existing senses is his echolocation. His brain has been altered to include a disk similar to a whale or dolphin's melon, which emits waves of ultrasound in all directions, receives the reflected waves after they bounce off of surrounding objects, and interprets the results. This allows him to "see" in all directions at once, though he focuses on one roughly 180-degree field of "view" at a time, with the rest appearing as translucent overlays. He "sees" just as a normal human would see in the visual light spectrum, only in various shades of grey, with the "color" dependent upon the physical surfaces and contours of the objects around him, and their relative distance from him and from each other. For example, he would perceive the bricks and grout of a wall as different shades of grey, with no correlation to their actual color in the visual light spectrum, and he would not perceive chalk drawings or spraypaint at all, unless the paint was thick enough to form a layer visible to the naked eye. The echolocation is far more advanced than that of any existing animals or technological devices, granting him acuity roughly on par with human vision in the visible light spectrum. He can turn his echolocation "off," in a manner similar to how a human closes their eyes. While it is active, anyone capable of perceiving ultra-sound can detect the waves emanating from his brain and the echoes returning to it. History Brian Brubaker never saw things clearly until the day he lost his eyes. "You can have anything you want, but you have to want it enough. With hard work, anything is possible. People get what they deserve." Frank Brubaker made sure his sons lived by those words. He was a self-described "city college kid" who "pulled myself up from nothing." Ann Miller was a minimum-wage kid who hitched a ride out of the trailer park as soon as she could pass for 18. They were young and hungry, willing to do whatever it took to get ahead. By the time their first child was born, Brubaker Imports was one of Freedom City's most prominent shipping empires, moving just about anything that needed moving to just about anywhere in the world. Their kids grew up in a penthouse and went to private schools. But Frank always stressed the importance of hard work. His kids weren't going to have a free ride. They were going to work for everything they had, just like he had. Brian idolized his father, and spent every waking moment striving to earn his pride. He got near perfect grades, tried out for every sport, auditioned for every play, took after-school jobs and summer internships. Brian was 20, home from his sophomore year of university, the day he saw his family for the last time. His mother and little brother were already waiting in the limo. Brian was running down the driveway when the driver turned the key. They were going to pick up Brian's father on the way. They didn't make it. The ignition switch set off the car bomb. Ann and David were blown to pieces. Shrapnel shredded Brian's eyes and left deep cuts in his face. Brian woke up in the hospital to his father's voice, telling him that he was going to fix everything. He'd only been there a couple of days when his father told him he was being moved to a "private clinic." Brian didn't know why the new nurse sedated him. He was kept in an induced coma for months, but he could still hear the people around him. As the "treatments" progressed, he could hear them louder, more clearly, from further away. He heard things he was never meant to hear. Frank Brubaker's life was a lie. If he had told his sons the truth, then their words to live by would have been "In devastation, there is opportunity. When there is blood in the streets, buy property." The car bomb was meant for Frank, a "gift" from one of his "business rivals." The Brubaker fortune didn't come from moving freight. It came from human trafficking, on an industrial scale. Frank and Ann's operation was built during the tail end of the Franklin Moore era and the aftermath of the Terminus Invasion. With a period of low superhero presence in town, and the sudden death and destruction of so many Freedom City citizens and their properties (legitimate businesses and mob fronts alike), they were able to quietly build up and then quickly fill a niche. These days, Brubaker Imports is a subsidiary of Delphic Industries, which is in turn owned and operated by Constantine Urallos, part of the inner circle of Taurus. Most of the trafficked victims are sold to sweatshops or into domestic slavery. Some are given to The Labyrinth to become test subjects for the DNAscent process. When Brian lost his eyes, Frank called in a favor. He didn't want Brian to become a brainwashed super-thug. He just wanted to give his only surviving son his eyes back. He didn't bother to get Brian's consent before submitting him to the DNAscent process. As far as the Labyrinth scientists were aware, the treatment failed. Brian's body was enhanced just past the peak physical condition for a non-powered human, but his eyes failed to regenerate. Brian had heard enough to know he should keep the unintended side-effects to himself. He didn't tell anyone about how all his other senses had been enhanced, or how he now possessed a natural sonar that would be the envy of every navy on Earth. The DNAscent process didn't restore what he'd lost, but it enhanced everything he had left. He knew that he would need to keep his cards close to his chest if he were ever going to be able to use his new gifts to dismantle the horrific empire his father had built on a foundation of blood and human misery. He was quiet and distant after his "recovery." His father didn't press the issue. Frank was consumed with guilt, a foreign sensation to him. When Brian decided to "study abroad," Frank didn't try to stop him. The school in Spain returned Brian's tuition cheque. He had never shown up. Brian eluded the bodyguards Frank had secretly sent after him before they made it out of the airport. His trust fund sat untouched. Brian Brubaker vanished off the face of the Earth. He wandered through Europe and Asia for a time, before he found himself chasing the legend of Shambala Vale, scaling the mountain peaks, and finding refuge among the ancient order of monks. They taught him how to focus his new senses. They instructed him in the original martial art from which all others descended. They helped to temper his rage. Five years later, Brian Brubaker quietly returned to Freedom City. His father employed coyotes and snakeheads, who preyed upon the innocent and the desperate, as vipers prey upon the smaller, weaker animals in their path. But there is a snake who hunts the vipers...the Kingsnake. Personality Brian grew up as a happy son who idolized his father. Now that idol has fallen farther than he ever thought possible. The revelation of his father's true nature forced Brian to re-examine everything he ever thought he knew about himself and the world around him. Good things didn't always come to those who worked hard for them like he was always taught. In fact, more often than not, the worst things happened to the best people, while the worst people took advantage of them and laughed all the way to the bank. Even if you never give up, you can still lose. Those revelations, and the trauma of his injuries, lost family members, and subsequent transformation, left him bitter, cynical, and full of rage. Gaining the ability to know when most people are lying showed him just how often people lie, which eroded his faith in human nature even further. His time with the Shambala monks helped to soften that edge, but he still believes that justice only happens in the world when you force it to. The monks showed him that the world can be a better place than it is, without vipers like his father poisoning it. But they will, unless a kingsnake comes along to eat them first. So much of the world he thought he knew is a dirty lie, that he's not even sure it's worth saving. But he'll die before he stops trying. These days, Brian enjoys solitude, partially as a result of his disillusionment and partially as a practical matter of his enhanced senses amplifying every outside stimulus. Just as everyone a speedster meets is the annoyingly slow customer in front of them in the ATM or checkout line, every person Brian meets is the neighbor who blasts his TV or stereo at all hours of the night or the guy sitting next to him on the bus who hasn't showered in a week. He rarely engages in conversation at all, and even when he does engage, he remains laconic, withholding, almost sullen. He does have a sense of humor, but it leans toward the dry, the morbid, and the self-depricating. He is reluctant to volunteer information, and his reaction to those he meets defaults to suspicion (though his powers make clearing that suspicion and earning some measure of trust a faster process than it would be otherwise). Everyone is guilty (of something) until proven innocent. Powers & Tactics Brian is an expert martial artist, and a world-class detective, athlete, and inflitrator. The DNAscent process left him at peak physical condition, just barely superhuman. His enhanced senses make it almost impossible to lie to him or to catch him off-guard. He prefers to strike from stealth, ending a fight in one decisive blow before it begins. When facing a foe directly, his fighting style is primarily defensive, focused on avoiding or parrying incoming attacks until the enemy leaves an opening for one finishing blow or series of rapid strikes, or until he can lure the enemy into overextending themselves and creating that opening. He will remain in constant but relaxed motion, saving his strength, circling back and forth around his target while moving closer and/or farther from them. When he finally does lash out, he does so almost faster than the eye can follow. Above all, his fighting style is rooted remaining unpredictable. He often moves or strikes in unexpected directions, such as 45-degree angles relative to his opponent. His favored weapon, a whip, allows him to strike foes at a distance from a variety of angles and directions, either by swinging the lash in an arc toward them, or by launching the end directly at them. He can confuse and intimidate opponents by spinning and cracking the whip back and forth. Shifting his grip allows him to vary the length, making his strikes unpredictable. It can wrap around an opponent's limb or weapon, allowing him to pull the weapon free from their grasp or pull them down to the ground for a follow-up strike with his other fist, elbow, knees or feet. Complications Addiction (Caffeine, Painkillers): Brian's enhanced senses cause him headaches and make it difficult for him to get restful sleep. The meditation techniques he learned in Shambala Vale mitigate this problem, but they do not eliminate it entirely.Disability (Blindness): Brian's enhanced touch can feel the difference between ink and paper, and even between different pigments, which allows him to perceive color by touch. His echolocation, on the other hand, can perceive distance, size, and shape, but not color. It can perceive texture, but not with the same level of detail as normal human vision. This means he can only read text or view pictures if they are within arms reach. The screens of television sets, computer monitors, tablets, and smartphones may as well be blank to him, even to his touch, unless they are versions of those devices specifically made for blind users. He cannot perceive the level of light in the local area directly. At best, he can guess if he is in close enough proximity to a light source to feel the heat from it, if it emits significant heat at all. (He can feel the heat from incandescent bulbs, but LED bulbs are difficult to impossible.) Anything in his surroundings which depends on light, text, or color is invisible to him once it is physically out of reach. His enhanced smell can identify people by their individual scent, and his echolocation and tremorsense together provide enough detail to differentiate between people based on size, shape, and mass, but not enough to let him tell their faces apart from one another. He is physically capable of operating a vehicle or heavy machinery, but he cannot obtain a license to do so while maintaining his secret identity.Enemies (Frank Brubaker, The Labyrinth, Katanarchists): Neither Brian nor his father understand the full scope of The Labyrinth. Brian's father is a very small piece in a vast game. On the last leg of his trek home, Brian also ran afoul of a splinter sect of Katanarchists who have been corrupted by the Schattenwelt, and they now count him among their targets.Lost Love: Brian had a girlfriend in college, Constancia "Connie" Nocenti. When he vanished from her life without warning, she came looking for him. When she asked too many questions, Frank Brubaker panicked and overreacted. He had her kidnapped and subjected to the DNAscent process, turning her into his brainwashed bodyguard and enforcer. The woman Brian loved now stands at his hated father's side.Noticeable (Echolocation): Anyone with Ultra-Hearing, or any other applicable Super-Senses, can hear the waves of ultrasound being broadcast and received by Brian's brain when he uses his echolocation. This includes animals such as dogs, bats, dolphins, and whales.Obligation (Shambala Temple): The monks of the Shambala Vale took Brian in and trained him. One or more of their number may call upon him for aid in the future.Secret (Identity): Brian may be superhuman, but he's not invincible. One sniper's bullet could end him. And if Brian's father finds out who's targeting him, then he'll make Brian wish for a bullet to the head.Vulnerability (Sensory Overload): A GM can inflict a penalty, or a degree of automatic failure, upon Brian's ability to save against any power effect which overwhelms non-Visual type senses, such as an Auditory Dazzle effect from a loud noise, or a Nauseate effect from noxious gas. Brian may also suffer Damage (or some other attack effect), either automatically or with a failed Concentrate check, just by being in close proximity to the source, target, or area of any power with a relevant sensory descriptor, such as "Sonic." A GM may also require Brian to make a Concentrate check in order to take actions or avoid penalties while in the vicinity of a strong senory stimulus. Abilities 16 + 16 + 16 + 6 + 6 + 2 = 62PP Strength: 26 (+8) Dexterity: 26 (+8) Constitution: 26 (+8) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat 8 + 8 = 16PP Initiative: +12 (+8 Dex, +4 Improved Initiative) Attack: +4 Ranged (+4 Base), +10 Melee (+4 Base, +6 Attack Focus [Melee]) Grapple: +18 (+8 Str, +10 Melee Attack) Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback Resistance: 4 Saving Throws 0 + 2 + 7 = 9PP Toughness: +8 (+8 Con) Fortitude: +8 (+8 Con, +0PP) Reflex: +10 (+8 Dex, +2PP) Will: +10Ultimate Save (+3 Wis, +7PP) Skills 144R = 36PP Acrobat 7 (+15)Skill Mastery Climb 7 (+15) Concentrate 7 (+10) Disable Device 12 (+15) Escape 2 (+10)Ultimate Skill Gather Info 14 (+15) Intimidate 14 (+15)Skill Mastery Investigate 12 (+15) Knowledge (Streetwise) 7 (+10) Languages 7 (Braille, Cantonese, English [Native], Italian, Japanese, Mandarin, Russian, Spanish) Notice 17 (+20)Skill Mastery Search 12 (+15) Sense Motive 17 (+20)Skill Mastery Stealth 7 (+15) Swim 2 (+10)Swimming Feats 28PP Acrobatic Bluff Attack Focus (Melee) 6 Chokehold Dazzling Attack (Visual-Type Senses) Distract (Intimidate) Dodge Focus 6 Equipment 4 (20EP)Veteran Reward Evasion Grapple Finesse Hide In Plain Sight Improved Initiative Quick Change (Costume) Skill Mastery (Acrobat, Intimidate, Notice, Sense Motive) Stunning Attack Takedown Attack Trance Ultimate Save (Will) Ultimate Skill (Escape) Well-Informed Powers 3 + 1 + 1 + 2 + 6 + 4 + 5 + 5 + 1 + 4 + 1 = 33PP Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] Leaping 1 (x2, Running Long Jump: 36ft) [1PP] Speed 1 (10MPH / 100ft per Move Action) [1PP] Super-Movement 1 (Swinging) [2PP] Super-Senses 6 (Danger Sense 3 [Sense Types: Auditory, Olfactory, Tactile], Uncanny Dodge 3 [Sense Types: Auditory, Olfactory, Tactile]) [6PP] Super-Senses 4 (Normal Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended [100ft Notice Increments]) [4PP] Super-Senses 5 (Echolocation / Ultra-Hearing [Sense Type: Auditory, Default Extras: Acute, Radius, Ranged], Extras: Accurate, Analytical, Extended [100ft Notice Increments]) [5PP] Super-Senses 5 (Normal Smell/Taste [Sense Type: Olfactory, Default Extras: Radius, Ranged], Extras: Acute, Analytical, Extended [100ft Notice Increments], Tracking 2 [Normal Speed]) [5PP] Super-Senses 1 (Normal Touch [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical) [1PP] Super-Senses 3 (Tremorsense [Sense Type: Tactile, Default Extras: Accurate, Acute, Radius], Extras: Analytical, Extended [100ft Notice Increments], Ranged) [4PP] Swimming 1 (2.5MPH / 25ft per Move Action, Can Take 10 on Swimming checks) [1PP] Drawbacks -0PP [None] Totals: Abilities (62) + Combat (16) + Saving Throws (9) + Skills (36) + Feats (28) + Powers (33) - Drawbacks (0) = 184/184 Power Points Combat Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC23 Toughness (Staged) Damage (Physical) Whip Touch +10ft DC23 Toughness (Staged) Damage (Physical)
  13. I would ditch most of the feats. The skill bonuses aren't really high enough to get any significant use out of them. I'd maybe keep Evasion, Move-By Action, and Precise Shot. With +2 Int, +1 Wis, and +0 Cha, you're not going to get much of anything out of Jack of All Trades. With +4 Bluff, Taunt isn't going to work very often, if ever. You can probably trim back the skills a bit to scrounge up another point or three. The bonuses are all so low, no skill checks are going to succeed anyway. For example, it's DC20 to pickpocket someone or plant something on them. With a +5 Sleight of Hand, you have to roll a 15 or better. That's what, 25% chance? Even burning a Hero Point for a reroll only increases your changes to around 50% instead of 25%. The DCs for Medicine (first aid) and Survival are pretty low, but most of the other skills aren't going to work often if at all. Why bother with Concentration? Your powers are all Instant or Permanent. The grapple bonus is wrong. If you have +6 melee Attack and +2 Str, then your grapple bonus is +8, not +0. The knockback resistance is wrong. It's 1/2 your Toughness, rounded down. So with Toughness +4, +7 Force Field, your KB would be 2, 3 Force Field. Insubstantial is 5PP/rank, and energy is 3 ranks. It's Sustained duration by default, so Permanent is a +0 modifier. With Innate, Insub 3 would cost 16PP, not 13. Growth 2 doesn't get you Large size. You're Large at ranks 4-7. At 2, you're still Medium-sized. You're spending 12PP for Defense +7, which would cost 14PP. I'd recommend keeping the +6 Defense you're actually paying for with those 12PP, and then buying a rank of Dodge Focus to increase the Defense to +7. Odd-numbered ranks of Defense are useless, since the flat-footed bonus is "half, rounded down." So your flat-footed Defense would be +3, whether you spend 13PP for Defense +6 and Dodge Focus 1, or 14PP for Defense +7. With base Attack +6, Accurate on your Blast for a total +8 attack bonus, and Blast rank 7, you're actually breaking offensive power level caps for Power Level 7. You need to either drop a rank of base Attack or a rank of Blast, or drop Accurate and get another rank of base Attack bonus. I'd recommend only getting base Attack 3-4, and then getting ranks of Attack Focus (Ranged) and/or Attack Specialization for the Blast instead of buying up full base Attack bonus. You're not going to be punching people or grappling nearly as often as you'll be blasting them while being insubstantial. Since you're insubstantial, you may as well give the -Dispersal flaw from Ultimate Power to the Growth ranks. You're not getting anything out of increased Strength, grapple, or carry capacity. I would replace the Con Drain and the Nauseate with Fortitude-based Damage instead. Draining someone's Con to 0 is pretty much the only way in this system to straight-up kill them. And all Damage effects benefit from the Bruises/Injuries the target already has, even if they're Fort or Will based damage. And Nauseate isn't great. I'd also consider Drain Toughness (affecting both objects and living creatures) as an alternate power. That could be useful for softening up a hard target in combat or burning through walls(/floors/ceilings/etc.). I would recommend dropping the Aura Damage rank to 1. At rank 4, you won't be hurting many people anyway. It's too expensive to raise to a rank that will actually hurt someone. So you may as well drop it to rank 1 so it's more of a flavor power. In the DC block, the damage type for the blast and the aura should be "Energy," not "Physical." I think the House Rules state that Action on an alternate form's activation is a drawback, not a flaw.
  14. N/A

    Player Away Thread

    I'm sorry. I don't have time for this. I've tried to make time, but it's just not working. I tried. I'm sorry.
  15. N/A

    Player Away Thread

    Sorry I've been absent this week. I'll be posting soon. Just a crazy week overall.
  16. N/A

    Man That You Fear

    The ongoing Confuse effect is rank 10, so DC20 to counter, so no, 19 doesn't quite do it. The contested Trip check is too high for the bystanders to oppose, so all of them within 60ft of Wail fall down. I'll go ahead and also have the fear effect from the roar take hold. That's also an impossible save, even (just barely) for the Raging people, so they're Panicked. Doing some back-of-the-envelope math, I'll say there's about 400 people inside the area of effect. So those people are now either turning and fleeing from Wail toward the nearest exit, or going fetal between the seats. The ones who think they're flesh-eating zombies still think they're flesh-eating zombies, but their "flight" response to Wail is currently overriding their "fight" response to everyone else. Kingsnake isn't inside the area of effect, but thanks to his extended hearing, I'm giving him a HP and forcing him to save anyway. Reflex save (DC23): 21. No Evasion for him. He's forced to use his STR for the Trip check instead of his DEX. Trip check (STR): 17. If Wail rolls a 4 or better, Kingsnake is knocked Prone. Will save (DC23): 13. He fails by 10, so he's also Panicked by Wail. (He will be using Extra Effort at the top of his round to burn a HP for Ultimate Will to break out of the Lasting effect.) Initiative: RapunzeLad: 27 (Enraged) Kingsnake: 20 (3HP) Wail: 18 (4HP, Bruised) Fire-Girl: 15 (Enraged) Gee I Wonder Who: 11 Bystanders: 1
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    March Badness

    The gunfire rang out into the night, knocking The Newt out of his adrenaline-fueled reverie. As he approached the apex of his bounce, almost a quarter mile into the air, he reached out with an arm which now stretched over a hundred feet and pushed off against a building. His eyeballs stretched into giant ovals bulging out of his mask, giving him a clear view of the armed robbery in progress down on the ground. As he soared through the air, he took a deep breath, and snapped his limbs back to their normal lengths. His torso inflated into a sphere, and his limbs and head flattened down against it. He landed in the midst of the coverall-clad miscreants, and bounced from the ground into a thug's chest, and from there to another, and another. Each impact knocked the wind out of the thug on the other side, launching the man and his weapon flying in different directions to land unconscious onto the street. After ricocheting off of about half a dozen of the armed men, The Newt landed back-to-back with Foreshadow, his flesh snapping back to its normal human shape as his feet hit the pavement. He raised his fists in front of him in an exaggerated fighting stance, and the fists themselves expanded to the size of boxing gloves. "Something tells me these guys aren't here to touch up the crown molding. You gotta name or-WHOA!" His neck stretched about a foot, his head spun around 180 degrees, and his eyes bulged out of his mask again into spheres thrice their normal size when the fireball leapt out from Foreman's hands and blew up the front end of the armored car.
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    March Badness

    Foreshadow gets a Hero Point for the Accident complication that just hit, with the out-of-control armored car sliding down the sidewalk and bearing down on an elderly couple who don't have a chance of getting out of the way in time. Initiative: Foreshadow: 26 (4HP) Muscles: 8 (Bruised x2) White Knight: 7 Newt: 2 (3HP) Thugs (5): 2
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    March Badness

    The mountain of muscle still vaguely shaped like a man staggered backward from the impact of the grav-bike slamming into his chest. His boots scraped against the asphalt for a few inches. But then he wrapped his giant sausage fingers around the chassis and lifted the bike up over his head. "THANKS" he shouted as he brought the bike crashing down on the spot where Foreshadow was standing a fraction of a second before. To outside observers, it looked as if the behemoth barely missed the nimble vigilante, but to Foreshadow, his every movement did such a thorough job of telegraphing his next step that it looked more like he was moving in slow motion. Trusting his men to do their jobs, Daniel Foreman kept his eyes on the prize. He clenched his fists as he sauntered toward the oncoming armored car, then braced himself in a crouch and thrust his palms forward. The blue flames which had been dancing along his body rushed down toward his hands, condensed into a sphere, and hurled into the ground directly beneath the front bumper, exploding on impact. The heat and force of the flames instantly melted both front tires and most of the front end. The armored car jumped up into the air and came back down on its side. The fireball didn't break the car's momentum. It slid down the street almost as fast as it had been driving, twisting back and forth in a semicircle as it smashed into parked cars, knocked down a lamppost, and uprooted a series of parking meters and small trees. The robbers dressed as painters hefted their TEC-9s and MAC-10s and did their best to empty their clips somewhere into Foreshadow's general direction. They may as well have been trying to swat a fly, with how easily he seemed to twirl, flip and pivot in the spaces between the bullets. A single round might have tagged him, or just his clothes; they couldn't be sure. Out of the corner of his eye, while dodging the hurricane of gunfire, Foreshadow thought he caught a glimpse of an elderly couple on the sidewalk, one of them trying to bend down to help the other off the ground, right in the path of the out-of-control metal box that used to be a vehicle...
  20. N/A

    March Badness

    Initiative: Foreshadow: 26 (3HP) Muscles: 8 (Bruised x2) White Knight: 7 Newt: 2 (3HP) Thugs (5): 2
  21. N/A

    March Badness

    Based on the previous flavor text, I'll say that Newt is already mid-bounce and elongated Move Action: Change the direction of his bounce with a tug from an elongated limb on the surrounding terrain, aiming himself toward the fray. Free Action: Activate the "Pinball Attack" alternate power in his Elasticity array. Standard Action: Make a selective targeted attack against the bad guys in the area. I'll give Newt a Hero Point and limit him to being able to hit no more than 5 of the thugs, even though technically his area of effect would include EVERYONE. Attack check (DC12): 9. Screw that. Attack check (DC12, HP re-roll): 24. (That 7 becomes a 17.) 5 Thugs need to make DC20 Toughness saves. Unlike Muscles, they're wearing their standard-issue leather jackets from the templates in the book, so they have Toughness +3. Toughness saves (DC20): All 5 fail. They're minions, so they all get knocked Prone and Unconscious, and suffer 10 feet of knockback (Damage 5 - [3 / 2 = 1] = 4 = 1/2/5/10 feet).
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    March Badness

    Newt is delaying because he doesn't know anything's happening yet. Muscles uses the grav-bike as an improvised weapon and tries to beat Foreshadow to death with it. It's Medium-size, so it doesn't count as an +Area attack. Foreshadow is DC27 to hit right now, so Muscles needs a natural 20 to hit him, even if he were to Accurate Attack (so he won't bother). Attack check (DC): 17. *WHIFF* White Knight hurls a fire bolt at the armored car. It's Defense Class 8. I'll give him his Sneak Attack bonus, and he'll Power Attack for -3 Attack / +3 Damage. He hits on anything but a natural 1. Attack check (DC8): 16. The truck is Toughness 12. It takes 10 on the DC32 Toughness save and gets 22, failing by 10. It is Disabled. All 10 thugs open fire with their submachineguns at Foreshadow. 9 of them will try to Aid the 10th. Aid checks (DC10): 5 hit, 4 miss. That gives #10 +10 Attack (and a snowball's chance in Hell of actually connecting). Attack check (DC27): 30. He beats Foreshadow's Defense by 3, so he gets +1 damage from Autofire. Foreshadow needs to make a DC20 Toughness save (Lethal damage). The gunfire finally clues in The Newt, whose Initiative is now Delayed down to match the Thugs.
  23. N/A

    Network Error

    No, it is not-"HNNG!" The Scarab flinched and held her hand up to her forehead. Attempting to make contact with Hallomen's mind just filled The Scarab's with static. She cleared her throat. "Excuse me. No, it is not, to my albiet limited knowledge, explosive, or physically dangerous in any other manner." The suitcase flipped open to reveal that it was mostly padding inside, for what appeared to be a high-end solid-state hard drive. "Though the information contained on the drive may prove explosive in a less literal manner." The open suitcase floated over to the table and came to rest within Mara's reach. "I used to rely upon Doktor Archeville's expertise in this area. His current...'sabbatical' has left me woefully unprepared. Do I assume correctly that you are at least passingly familiar with The Foundry?"
  24. N/A

    Man That You Fear

    Strictly for Damage effects.
  25. Did you want IC posts from us for this stuff?
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