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  1. I just submitted a new Claremont student just... *Checks.* Today, technically. If he/she/it (shapeshifter) gets approved in time, I'd love to join in. Of course, that's a big "if."
  2. Player Name: Radiant Character Name: Ell Plunder Power Level: 7 (105/105PP) Trade-Offs: +2 Attack / -2 Damage, -1 Defense / +1 Toughness Unspent PP: 0 Progress to Bronze Status: 0/30 In Brief: Stretchy morphic creation of Minnesota's maddest scientist/supervillain/pirate, sent off to school to learn a more upstanding trade. Alternate Identities: Elasmid, Unit 036EL Identity: Public Birthplace: Plunder HQ 3, Minnesota Occupation: Student Affiliations: Claremont Academy Family: Dr. Bartholomew Plunder ("Father," in jail), Emily Noin (Guardian, St. Paul) Age: 17 (DoB: March 13, 1993) Apparent Age: Variable Gender: Shapeshifter (more often male) Ethnicity: Genetically engineered composite being (most often appears Caucasian) Height: 5'0"-6'6" Weight: 120 lbs Eyes: Variable (most often blue) Hair: Variable (most often black) Description: Ell looks like whatever Ell wants to look like. As an 'elasmid'- Dr. Plunder's term for his shapeshifting creation- Ell doesn't really have a natural form or even a defined gender, though most of the Claremont student body has settled on male pronouns, if only because he uses the boys' locker room. His human forms run the gamut of all (adult) sizes, shapes, and shades. However, for the convenience of those around him, he has chosen a day-to-day form, which has grown more comfortable in the same way a familiar jacket might. On a normal school day, Ell takes a lanky, fair-skinned, androgynous form, a bit tall for a girl, a bit short for a guy, with messy black hair. The shapeshifter has also designed a suit for all things heroic, simple bright white tights with a matching mask across the eyes, trimmed with gray. Across the back is Dr. Plunder's insignia, an inverted beaker above crossed wrenches. Power Descriptions: Ell has an extreme level of control over his body, starting with the ability to assume the form of virtually any human. However, his power goes beyond that; he is capable of stretching out his body to extreme lengths, regrowing limbs, and becoming so flexible as to be nigh-fluidic, among other feats. History: Ell's story begins with Doctor Bartholomew Plunder, a supervillain who once operated out of Minnesota, and was once the area's premier mad-scientist (and self-styled pirate, to boot). The man was constantly creating new armies with which to conquer the state and declare his own country, usually using robots, though sometimes he'd use cyborgs for a change of pace. However, he knew time would claim his body eventually, and so, he took to creating a new one. But not a robotic body, no; he'd already had to replace too much of himself with metal and wire. No, this would be an organic body, a perfect body. He shifted his efforts to the development of organic soldiers, in an effort to refine an ideal body. After numerous failed experiments that ended up little more than fodder for local heroes, he created unit 035EL, the pinnacle of his elasmid line, created from a composite of genetic material stolen from half the state, paired with his own modifications. It was healthy, stable, strong, useful. And it had a lifespan of about six weeks thanks to accelerated aging, but it yielded useful data and that feature was removed for the real product, unit 036EL. The doctor wasn't so decrepit that he couldn't wait a couple decades for the creature to mature naturally before removing its brain and implanting his own, after all. And in the mean time, there would be plenty of time to finish founding his own country. There was just one problem. Plunder was a very lonely man, who'd rarely had any company in his life. As his creation grew over the years, the doctor grew fond of it. He grew soft, eventually raising it as if it were his own child, protecting it from the perils of villainous life. 036EL became just L, and then Ell. He received an education more appropriate to a child than "how to build a robot horde." In the end, Ell proved to be his undoing. Plunder's base was raided and he was separated from his 'child.' He was faced with a choice. He could either escape and destroy the base and everyone in it, or he could let himself be captured. He chose the latter, on the condition that Ell be taken care of, giving every reassurance a supervillain can that his creation had nothing to do with his attempted conquests. There was a full investigation, but in the end, he was found innocent and assigned to a guardian trained in the care of superchildren and was integrated into public life. A slow and painful process. But even from prison, Plunder could provide one boon to his creation; money. While he may have been an evil conqueror, most of his funding came through legal means; he holds the patents on a great many advanced prosthetics and machining innovations, and even after being sued for reparations, his holdings are considerable. With this wealth, Ell has always been well cared for, has attended the best schools, and has never had a shortage of pocket money for long. Then, when Ell was nearly old enough, the mad scientist made a decision that launched another wave of investigations. Dr. Plunder had learned from his mistakes, and wanted Ell to do something better with his life, so he decided Ell shall attend Claremont. Aside from being created by a supervillain, Ell's background was clean. The elasmid seemed capable and sincere enough, and the doctor's motives checked out even under mind scan. And tuition was covered. In the end, there was no reason to keep him out. Personality & Motivation: Ell's view of criminals- supervillains in particular- are very much shaped by his father, who Ell never saw as evil despite an entire state ranking him among the most heinous scum the planet has ever had the ill fortune to produce. Rather, he sees his father's days of conquest as a misguided lashing out and believes his actions stemmed from loneliness rather than malice. In his naive mind, this view extends to most other villains as well; they're not evil, just hurting, and while they must be stopped, it is as much for their good as for the good of the public. On the most basic level, he cares about everyone, no matter how "evil" they supposedly are. Ell is rather short on basic social skills, and doesn't understand many major faux pas. Like why people wouldn't like him wearing their faces. A horrible judge of character, Ell is easily misled. However, he takes to deception quite naturally paired with a bad habit of thinking of people as tools and toys when there isn't a crisis going on. Powers & Tactics: Find face. Punch face. Possibly from half-way across a football field. Complications: Sympathy: Ell is way too sympathetic with regards to the criminal element and always has faith that they are fundamentally good people, if you dig deep enough. This is easily exploited. Reputation: Being the 'child' of a supervillain, many are extremely mistrustful of this shapeshifter, particularly the authorities and Minnesotans. Reputation: Once or twice, Ell has used his shapeshifting to pull pranks on some of his fellow students. This backfired badly, as he's become the go-to scapegoat for anyone who wants to pawn their actions off on him. Honor: Family is one of Ell's highest values. Family does not turn against family, and always tries to help the same. Unfortunately, being a composite being made of stolen genetic material, just about everyone who was living in Minnesota in the 70s or 80s is technically Ell's sibling, and their children are technically his nieces and nephews, which gives them significant sway over him. Abilities: 11 + 4 + 8 + 0 + 0 + 4 = 27PP Strength: 21 (+5) Dexterity: 14 (+2) Constitution: 18 (+4) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 8 = 14PP Initiative: +6 Attack: +3 (+9 unarmed) Grapple: +13 Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -4 (-2 flat-footed) Saving Throws: 4 + 3 + 3 = 10PP Toughness: +8 (+4 Con, +4 Defensive Roll), +4 flat-footed Fortitude: +8 (+4 Con, +4) Reflex: +5 (+3 Dex, +2) Will: +3 (+3 Wis, +0) Skills: 16R = 4PP Acrobatics 3 (+5) Bluff 2 (+4, +12 with Attractive) Diplomacy 2 (+4, +12 with Attractive) Disguise 0 (+11 with Morph and Shiftsuit) Notice 5 (+5) Perform: Acting 4 (+6) Feats: 16PP Ambidexterity Attack Specialization: Unarmed 3 Attractive 2 Benefit: Wealth 1 Chokehold Defensive Roll 2 Dodge Focus 2 Eidetic Memory Elusive Target Improved Initiative Power Attack Powers: 4 + 5 + 2 + 2 + 6 + 4 + 3 + 7 + 1 = 34PP Device 1: (Shiftsuit, Flaws: Hard to Lose, gives 5 device PP) [4PP] (technological, nanotech) Elongation 5: (Elastic Form) [5PP] (Genetic) Growth 2: (Size Modulation, Flaws: Dispersal) [2PP] (Genetic) Immunity 2: (Amorphous Anatomy, immune to critical hits) [2PP] (Genetic) Insubstantial 1: (Malleable Form, Feats: Selective) [1PP] (Genetic) Leaping 4: (Elastic Bound) [4PP] (Genetic) Morph 1: (Any human, Feats: Innate) [3PP] (Genetic) Regeneration 7: (Accelerated growth, +1 to recovery checks, full-round action to recover from bruised or injured, Feats: Regrowth) [7PP] (Genetic) Shrinking 1 (Size Modulation) [1PP] (Genetic) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Abilities (27) + Combat (14) + Saving Throws (10) + Skills (4) + Feats (16) + Powers (34) - Drawbacks (0) = 105 Power Points
  3. Some costs were listed incorrectly. There was nothing wrong with the tally; just a case of some numbers listed in four places being updated in two. That has been fixed. Technology is now Knowledge: Technology. I've talked with Jackgar; there are no problems there. It's physically impossible for our characters to not know each other, but that's not a problem for either of us. Background is still fixed. Everything I've been asked to fix is still fixed.
  4. Backstory updated. There were also some mechanical tweaks. Mostly, I noticed Ecal's battlesuit had a 4-point Normal Identity drawback that Tania's every bit as qualified for, so I tossed that in, shifted her Combat Focus over to melee, and trickled the effects through, which didn't alter much.
  5. That will have to wait for tomorrow. It's too late already. Revised mechanics are up. If the formatting is still an issue, I'm going to need some specifics because I followed the model from Ecal's battlesuit as best I could. Raw stats are up. More attack and defense comes from Tania instead of the suit, through some Attack Focus and Defensive Roll, among some other boosts to Tania herself. The suit itself is down to Device 18, same as Ecal's, and... really, there's a lot of futzing.
  6. Mechanics: I actually caught the cap a couple posts up, and dropped a point of base attack to fix that. As for ramping Tania up a bit, yeah, I can find some fat to trim. Probably drop a bit of Protection for a rank of defensive roll, pull a point or two out of the weapon array to give her some Attack Focus: Ranged, and I'll futz with Equipment to see if I can't get her a better sidearm, ideally a blaster pistol (then again, if she loses the suit, she's probably losing the blaster, too...). The Flight is a bit excessive for what's supposed to be a brick anyways, the Enhanced Constitution is a bit odd... Getting down to Device 20 should be easy, and to 19 shouldn't be too out there, though getting down to 18 may be a push. I'll deal with that a bit later, though, that's just arithmetic and arranging letters. Backstory: I've been meaning to contact Jackgar to level things out; I'll get on that. As for the, "AEGIS is competent," issue... let's see how this revision goes. 1) Gramps' Favor: Grandpa Sanders did call in a favor, for AEGIS to look at Tania, which doesn't seem a significant breach of protocol, so long as it's an honest appraisal. This time, AEGIS is interested, but not quite enough to approach her yet; they choose to monitor her progress and see how her talents mature. This time, Tania goes through TPS and becomes a test pilot. I'll bump her age up a bit, though it wouldn't be enough for her to be in TPS at the same time as Victory. 2) Dr. Harken: This guy really came across all wrong, and I completely misused him. So, starting from the top, he's still in R&D. He's still far from the brightest scientific mind they've got. Rather, he's the guy in R&D with the keenest business sense, who's best at taking a project, and giving you something that works on time and under budget. He also keeps on top of the goings on in the organization and has plenty of connections that he uses to help AEGIS' finite resources go as far as they can. 3) Project Halberd: Likewise, the project becomes less massive political humiliation and more a good idea that ran into some stumbling blocks. Harken got word of the army decommissioning a large amount of heavy weaponry, armor, and the like, which AEGIS could acquire at a fraction of what it would normally cost. So, the good doctor takes this information to the director, along with some preliminary plans for the next step beyond the Super-MAX; if it works, they got a great deal on better power armor. If it doesn't, they got a great deal on an emergency cache of heavy weaponry. It's win/win. But, in production it runs into a snag getting the cooling system to work that requires either a very expensive rebuild or a smaller test pilot, which leads to... 4) Tania's Recruitment: First off, Tania's no longer an AEGIS agent. Rather, she's still with the Air Force as a lieutenant, but she's assigned to work with AEGIS (whether or not AEGIS does opt to recruit her in the end is an issue for later). She got her assignment right out of TPS, and has been putting Halberd through its paces for quite a while, and been through combat training (and psyche/security screenings, and the whole government rigmarole). So, the Halberd's ready to see the field, Tania is the only person they can reasonably trust to pilot it, and the jury's still out on whether the project's worth the considerable price tag (though that one's a foregone conclusion; no, AEGIS is not getting a half dozen PL10 supers running around unless they're going to get stolen by supervillains in some major event, but IC, it's still being kicked around). Better?
  7. I would suggest Iron Tyrants if that didn't sound much like a supervillain team. Gear Guard[ians], Name Pending, Wired Warriors, Mechanized/Metal Masters, Tech Titans, Armed Alliteration, Claremont Academy Science Fair, Team Leadfoot, Steel Samurai, Heavy Hoplites, Steel/Iron/Whatever Cavalry/Cavaliers, Pneumatic Paladins, Iron Aces, Steel Saints, Metal Martyrs, Team Excel, Iron Idols/Icons.
  8. Another miscalculation. I do believe permanent, innate Density 6 is 19 points, not 18. Removed the Voice Modulator feature to compensate.
  9. On the one hand, the idea behind unreliable Flight was that the hunk of junk could only fly for a little while before running low fuel and having to turn to the other movement modes. On the other, it costs more points to go that way. Go figure. Okay, so the array turned into Flight 4, no flaw. Anywho, I recalculated PP expenses and apparently had a point left to spend (I'd tallied too many skill points). Also, some other tweaks came up (a number of powers were over-capped, so I'm nixing a point of attack, and there's a spot of streamlining going in). Full list of changes: -1 base Attack -1 base Defense +1 Will Removed Accurate Attack Added Dodge Focus 1 Added Equipment 2 Used Equipment points to get a commlink, handcuffs, and a knife. +5 Investigate +5 Knowledge: Civics +1 Knowledge: Current Events +1 Knowledge: Military Removed the Movement array from the battlesuit, replacing it with Flight 4. Edit: Okay, so apparently 2e Knowledges aren't like 3e Expertises and Knowledge: Military isn't actually a skill. So, that's Knowledge: History now.
  10. [floatl][/floatl]Player Name: Radiant Character Name: Special Agent Tania Sanders Power Level: 10 150/150PP Trade-Offs: -5 Defense / +5 Toughness, +4 Attack / -4 Damage on minigun only Unspent PP: 0 Gold Status: 0/30 In Brief: Former Air Force test pilot turned AEGIS agent in a battlesuit with plenty of heavy ordnance. Alternate Identities: Frequently referred to as Halberd, even though it's her armor's designation. Identity: Public Birthplace: Santa Fe, Texas Occupation: AEGIS Agent Affiliations: AEGIS, USAF Family: Lisa and Walter Sanders (Mother and Father) [santa Fe], Emily Sanders (Younger Sister) [Freedom City], Roland Sanders (Grandfather) [Freedom City] Age: 28 (DoB: September 18th, 1982) Gender: Female Ethnicity: Caucasian Height: 5'0" Weight: 98 lbs Eyes: Blue Hair: Blonde [floatr][/floatr]Description: Agent Sanders is a small, pleasant-looking woman in her late twenties with blonde hair, blue eyes, and a generally inoffensive demeanor that's about as intimidating as a house cat. Modest, innocuous, and prone to vanishing in crowds. Her work clothes, the mechanized armor Halberd, is a pile of weapons, computers, ammunition, and motors smashed together with as much armor plating as they could pile on. It is a clunky, ugly pile of olive green steel its own creators have nicknamed "The Killer Trashcan." This monstrosity bears AEGIS' emblem on its back, and openly displays its arsenal for the world to see. Power Descriptions: Outside her armor, Agent Sanders may be more capable than most humans, but she's still only human. Inside her armor, however, she's a wrecking ball. Halberd is a sturdy juggernaut, heavily armed and designed for all terrain. By and large, it's a return to basics, combining conventional armor and weaponry with modern robotics and excessive scale. History: Tania Sanders was born to a middle-class family in Santa Fe, Texas. Her father is a chef and entrepreneur, and her mother is a history professor. She was a good student, talented, and well-liked by her peers, raised with traditional American values. Or rather, one of the hundreds of sets of values that get labeled “traditional American values.†In her case, it’s the hard work and personal responsibility subsets. It is, of course, normal for children to have their heroes; when Tania was in grade school, Captain Thunder was particularly popular. Her hero, however, was her grandfather, Roland Sanders, a former marine MP who became one of the first AEGIS agents back in the sixties. Sure, the stories about Captain Thunder’s latest fights against Dr. Stratos are fun and all, but she always preferred hearing about the time her grandfather’s team had to drop a building on a dragon (ignoring the fact that at the same time, every superhero in the area was busy fighting several other, bigger dragons plus the mad wizard who had summoned them). Tania’s father had hoped she would go to culinary school and take over the family restaurant. Her mother hoped she would get her degree in something admirable, maybe become a lawyer. Her grandfather just hoped she’d go into something with a low risk of getting eaten by a cybernetic dinosaur. Instead, at seventeen years and five-foot-nothing, she joined the military. More specifically, the Air Force, where she became a pilot. Originally, she’d planned to serve her commitment, then return to civilian life with the government paying for her education. Until the Grue invaded. While most of the credit goes to the Freedom League and associated heroes in stopping the Grue fleet back in ’03, but they weren’t the only ones fighting; the military fought where the heroes could not, and Tania took to the skies against the technologically advanced fleet. Three of the best fighter pilots the U.S. had to offer went up against one stray Grue fighter. Only Tania survived, the collective firepower of all three jets having only barely been enough to get through their enemy’s shields. That was the point where she realized just how fragile the safety of the planet really was, and suddenly, getting out of law school without and student loan debts seemed a lot less important. She stayed on as a pilot, but it was a frustrating lot. She served her country with distinction, and that was all well and good, but the scale of the threats she dealt with were mundane compared to what really needed doing, and the technology available just wasn’t up to par with what she fought in the Grue invasion. When she had enough experience under her belt, she immediately transferred to become a test pilot, in the hope that in some small way she could help advance modern weaponry to the point where it’s not instantly wiped out by any alien force of appreciable size. She got a better offer than she’d hoped. Project Halberd was the brainchild of one Dr. Maxwell Harken of AEGIS R&D. The puts particular emphasis on the ‘D,’ and while he’s not much of an inventor, he’s a master of making the most of existing technology swiftly and efficiently. R&D had long wanted to create the next step beyond the Super-MAX armor, and most members had their own idea of how to proceed, some even had working prototypes, but all had always encountered the same problem; they couldn't manage a reliable, cost-effective production model. Other experiments had been too expensive or too narrow in scope to be useful on a larger scale. Harken sought the practical solution, and in time, he found one. He got word of the Army decommissioning some of their heavy armaments, among other components, and AEGIS could get their hands on them at a very good price. Using them as parts for a battlesuit would reduce costs considerably, and if the project were a wash, they’d have a cache of heavy ordnance on hand in the event of an emergency. Thus, with the director’s blessing, Project Halberd was born. The armor itself was not particularly sophisticated, relying on little more than strapping the existing parts together and reinforcing them, focusing on older, proven technology rather than the latest, shiniest, most expensive toys floating around. Unfortunately, the original design had cooling issues that weren’t identified until well into production, which required a lot of extra hardware to keep from scrapping the project entirely. There was one problem with this solution; now the pilot wouldn’t fit, so they had to scramble to find another who would work. They found Tania, Air Force test pilot with a sterling record. An ideal recruit. Needless to say, Grandpa Roland was pissed when he found out. One battle with alien conquerors is enough. Thankfully, it was not his decision. When she first saw the Halberd, she was a bit disappointed at the mini-Abrams, but it wasn’t long before she convinced herself that advanced infantry was an equally noble goal. With her help, AEGIS has managed to work the kinks out of the prototype, and now it’s ready for field testing. Personality & Motivation: Tania worries. She worries about her family, about her future, about those around her, about her own ability. She joined the Air Force in part because she was worried about her family’s safety, in part because she was worried about loans, and in part because she was worried her size would be a burden in any other branch of the military. When she fought the Grue, she learned perspective. She still tends to fret, but when things are below threat of imminent death and/or planetary annihilation, she’s come to accept that they’ll probably work out well enough. Overall, Tania has great faith in the system and her government. Even when she disagrees, following orders ultimately leads to the greater good in all but extreme cases. On the job, she’s obedient, relentless, and efficient, if high-strung. Off the job, Tania is far more personable, though she still tends to be rather formal. She tends to use that formality to keep people at a safe distance and has trouble making any real attachments. Powers & Tactics: The Halberd is not a graceful or nuanced device. It's designed to plow through all obstacles with brute force. The closest it comes to sophisticated tactics is to lay down a thick smoke cover or tear gas, then plow through all obstacles with brute force, using radar in place of eyes, or firing cluster grenades over cover. The rest is just details of which plow to use. Complications: Limitation: The Halberd's hands are designed for use with specific weapons that are, in turn, designed for use with the Halberd's hands; they (and the machine in general) are not designed for precision work, and as such, it's easier to smash through a wall than turn a door knob and fine tasks such as writing are impossible (save in very, very large letters). Responsibility: Tania lives with her (much) younger sister, currently in culinary school, and her grandfather. She supports both and shares responsibility for taking care of her grandfather, whose health has been in decline for years now. Responsibility: As an agent of AEGIS, Tania subject to their orders. Prejudice: After the Grue invasion, Tania's less than comfortable around aliens, especially Grue. Abilities: 0 + 10 + 4 + 4 + 4 + 2 = 24PP Strength: 10/30 (+0/+10) Dexterity: 20 (+5) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 12 + 8 = 20PP Initiative: +5 Attack: +6, +8 Melee, +10 with Gauss Rifle and Quarter-Ton Fist, +14 with Minigun Grapple: +4/+16 Defense: +5 (+4 Base, +1 Dodge Focus), +2 Flat-Footed Knockback: -3/-14 (-1/-12 flat-footed) Saving Throws: 5 + 4 + 7 = 16PP Toughness: +6/+15 (+2 Con, +4 Defensive Roll, +3 Density, +7 Protection [impervious 8]), +2/+11 flat-footed Fortitude: +7 (+2 Con, +5) Reflex: +9 (+5 Dex, +4) Will: +9 (+2 Wis, +7) Skills: 36R = 9PP Acrobatics 5 (+10) Diplomacy 4 (+5, +9 with Attractive) Driving 1 (+6) Investigate 1 (+3) Knowledge [Civics] 3 (+5) Knowledge [Current Events] 1 (+3) Knowledge [History] 1 (+3) Knowledge [Technology] 3 (+5) Notice 8 (+10) Piloting 5 (+10) Ride 1 (+6) Sense Motive 3 (+5) Feats: 11PP Attack Focus (Melee 2) Attractive Benefit (Security Clearance) Defensive Roll 2 Dodge Focus Equipment Interpose Luck Power Attack Powers: 74 = 74PP Device 18: (Mechanized Armor: Halberd, Flaws: Hard to Lose, Gives 90 device PP, Feats: Restricted 2: Requires small build & +5 Piloting/Technology to use) Mechanized Armor: Halberd [74PP] (Technology) Drawbacks: 4PP Normal Identity (full-round to don suit, Frequency: common, Intensity: major) [-4PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Unarmed /w Suit Touch DC25 Toughness (Staged) Damage Knife Touch DC16 Toughness (Staged) Damage Flamethrower Line DC20 Reflex, DC25 Toughness (Staged) Damage Gauss Rifle Ranged DC25 Toughness (Staged) Damage Minigun Ranged DC21 Toughness (Staged) Damage Missile Pods Ranged DC20 Reflex, DC25 Toughness (Staged) Damage QT Fist Touch DC25 Toughness (Staged) Damage Tear Gas Ranged DC15 Reflex, DC15 Fortitude (Staged) Stun Abilities (24) + Combat (20) + Saving Throws (16) + Skills (9) + Feats (11) + Powers (74) - Drawbacks (-4) = 150 Power Points
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