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Tiffany Korta

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  1. Toughness Save Toughness Save: 1d20+10-1 14, shall spend a HP for a reroll Toughness Save: 1d20+10-1 26 Grapple Check: 1d20+30 38, so close!
  2. As her biokinetic blast seems appropriate considering it's electical based. That a Blast 10 so DC35 Toughness if needed.
  3. Emerald Spider It was kind of nice to not be instantly recognized, even with the blossoming of new heroes in Emerald City she stood out as the alleged first modern hero. But Freedom City was filled to the gills with heroes and she didn’t even stand out as the only spider themed super here. She followed her rope of quantum web to a nearby building sticking to it due to quantum interference. She couldn’t fly so this was the best she could manage. “You could say that...” Peri spoke in her soft west coast accent “I’m Emerald Spider!”
  4. Zhenschina-voin As any warrior knew a missing your target was almost as important as striking your foe. A smart fighter watched and learned how there opponent moved and would eventually begin to spot opening in there moves and use that to there advantage. And Klara had a lot of decades of experience of many conflicts. And she had spotting a little tell, something she used to her advantage changing her direction at the last second allowing her to strike a solid blow. It was hard to tell with all the fur but she didn’t feel that she’d done any amount of damage. “Maybe we’re looking at this all wrong? These are creatures right out of Grimm’s, maybe we can use that knowledge to defeat them?” She wasn’t quite sure how right now, but it was an option to explore.
  5. More, and hopefully better, punchin' Attack Roll: 1d20+10 22, DC 25 Toughness if she got luckly.
  6. The Immutable Betsy Brooks “Guy probably cheated, he wasn’t exactly a good little boy. Hence why we need to stop him before things get out of hand.” She weaved through the traffic, carefully keep to around the speed limit. She wished the bloody speed limits was more like home (home) everything felt so much slower. “He had enough smart to flee all the way to Freedom City, but it could be much worse if he’s possessed by something much more insidious…” Hopefully it was just smart zombies, ancient evils were such a pain in the butt. They had such attitudes thinking they were all that, but they were a dime a dozen.
  7. Emerald Spider Peri had to admit that East Coast cities seemed to do better hot-dogs than back home, though she’d not find better kimchi that back home. Maybe after the exciting day of air conditioning seminars she’d have a chance to explore the city from the ground. Now was a chance to explore the city from the air, disposing of her trash she sent a strand of quantum web spinning into the air, following it to start to swing through the city. The beauty of Freedom City she figured was that you never knew quite what you’d find!
  8. Madame Raven Callie had already begun to get out her costume, sure that the boys with there toys would be on top of security already. Denied the orignal suit of her (future) self she’d had to improvise. Which had the advantage of fitting inside a laptop bag and tended to slip easily over the clothes she’d worn today. Besides a crumpled blouse drew a completely different attitude to a shirt on a man, she mused as she pulled on the modified bikers jacket with the Raven symbol, some things hadn’t changed enough in the last few decades. Fighting in heel wasn’t her first choice but lace up boots weren’t the easiest to lug around in case of emergencies. Maybe after this they’d trust her with one of the fancier suits. Finally she put on the domino mask that general did the job of hiding her identity. “So how do we want to play this?”
  9. Surprise attack! Not sure what you want me to roll but teeny tiny Bee is going inside the 'bot to cause some damage!
  10. Bee Melissa had only read a little around the subject but humans general desire to antromorphise still applied, even to geniuses making robot dinosaurs. As soon Bee got the nod she’d shrunk down and flew towards the robot. She’d though about warning the others but she realised her teeny voice wouldn’t carry well, she should talk with her uncle about that when she got a chance. All the while she waiting to the right moment to fly into the maw of the robot, the best place to get to the robots brain she figured.
  11. NEW STUDENT Name: Rosalind Sommaripa Codename: Starshine Year: Sophomore Pronouns: She/her Prospective Roommate: Oh wow! I’ve never had to share a room before, um I guess not snoreing. Unless I snore then that would be worse... Goal: I guess helping others, or at least helping others helping others! Favourite Music: I mean I should say something cool or something but really I just like pop music.
  12. Mercy Jones Power Level: 7 (105/105PP) or 10 (150/150PP) Unspent Power Points: 0 Trade-Offs: +4 Attack / -4 Damage, +4 Defense / -4 Toughness In Brief: Bronze Age Martial Artist back from retirement. Catchphrase: You better hope for sweet Mercy! Theme: Theme from Cleopatra Jones Alternate Identity: Samantha Grant (Secret), Samantha Jones (Secret), Nefertiti Jones (Public) Birthplace: Lincoln, Freedom City Residence: Yong Investigations & Dojo, Lincoln, Freedom City Base of Operations: Yong Investigations & Dojo, Lincoln, Freedom City Occupation: Private Investigator and Martial Artist Affiliations: Independent Family: Collen Knight (Grand-niece) Description: Age: 93 (DoB: 21st December 1928) Apparent Age: mid 30s Gender: Female Ethnicity: African-American Height: 5'5" Weight: 125 lbs Eyes: Black Hair: Black (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: Wanting to help people Samantha choose to volunteer to serve as a nurse in the US Army, with her passing out happing after the start of the Korean War. Shipping out to Korea she was on her way to a forward hospital when the helicopter she was travelling in was shot down crashing in the wilds of the Taebaek mountains. She awoke in an isolated temple of in the mountains full on Buddhists nuns. She was so injured that she couldn’t move, with broken bones and burns all over her body. One of the nuns spoke English and explained she was found in the burning wreckage the only survivor of the crash. Over time as she began to heal enough to begin to wander the temple, apparently high in the mountains, interacting with the other nuns. As well as learning the language she also began to learn , first by watching, the trying out the martial arts they practised. She quickly showed a talent for the martial art, the ancient almost dance like Taekkyon, and as she healed she became able to defeat all of the other practitioners. Finally she face the Abbess of the temple, also the most skilled martial artist, a long gruelling battle that took what seemed like hours. Eventually Samantha got the upper hand and managed to defeat the woman. The elder woman told her that now she was fully healed and should now leave to return to the world, though she warned her that much had changed since she’d first entered the place. Indeed it had as whilst almost no time had seemed to have passed in the monetary over ten years had passed in the rest of the world. After the initial shock she returned home to Freedom City, after reconnecting with her family Samantha decided to reinvent herself. Taking on the name of Nefertiti Jones she used her martial art skills to defend the local of Lincoln by from threats, including the occasional supervillains. Along with the other black heroes she became an almost mythic protector of her neighbourhood. As the eighties started moved on many of the black heroes began to retire, or worse, as the mood of the city begin to change. Nefertitit hadn’t however, having hardly aged through the decades. Her family were however and when her momma final died, along with Mayor Moore making superheroes illegal, Samantha had enough and again left the city to find herself. She travel through the world tracking down rumours and folk-law until she was able to find an entrance to the hidden vale of Shangri-la. Once in that mythical place she once again focsed herself to the study of martial arts, adding to the other forms she’d picked up over the years. This time she spent two decades honing her art and learning about herself and accessing her gi powers. Once again she left to return home, to a Freedom City that had changed again. Again she reinvented herself as Mercy Jones. Personality & Motivation: Whatever she does and whatever she call herself Mercy has always been about helping and protecting people. Whilst her focus has also been on her home neighbourhood of Lincoln it extends to Freedom as a whole, a city that despite all that happens to it doesn't seem to ever loose hope. That doens't stop her from trying to make things better, using the dojo to improve the locals by teaching them self reliance and give them something important to do in there life. Whilst for many that would make them grim and hard Mercy has managed to keep a positive attitude, with a sharp whit and wicked sense of humour. Indded she belives that humour and laughter are better teachers than the harsh way of other seonsaeng. Indeed unlike other she belives that knowledge should be shared rather than hording knowledge for themselves, though some knowledge needs some degree of knowledge before sharing. Powers & Tactics: (In-character descriptions of how they do what they do.) Power Descriptions: (Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.) Complications: Name: Description Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary. Abilities: 8 + 16 + 8 + 2 + 16 + 2 = 52PP Strength: 18 (+4) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 12 (+1) Wisdom: 26 (+8) Charisma: 12 (+1) Combat: 16 + 16 = 32P Initiative: +12 Attack: +14 Melee, +8 Ranged, +8 Base Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Grapple: +22 Knockback: -3 Saving Throws: 2 + 4 + 0 = 6PP Toughness: +6 (+4 Con, +2 Defensive Roll) Fortitude: +6 (+4 Con, +2) Reflex: +0 (+8 Dex, +4) Will: +8 (+8 Wis, +0) Skills: 141R = 38PP Acrobatics 12 (+20)Skill Mastery Climb 11 (+15) Concentration 2 (+10) Diplomacy 14 (+15) Drive 2 (+10) Escape Artist 7 (+15) Gather Information 14 (+15) Investigation 14 (+15) Knowledge (Business) 4 (+5) Knowledge (Street) 4 (+5) Knowledge (Theology & Philosophy) 4 (+5) Language 3 (Korean, Mandarin, Japanese, English [Native]) Medicine 7 (+15) Notice 7 (+20)Skill Mastery Sense Motive 12 (+20)Skill Mastery Stealth 12 (+20)Skill Mastery Survival 7 (+15) Feats: 40PP Acrobatic Bluff Attack FOcus (Melee) 6 Benefit (PI Licence) Blind-Fight Challenge (Fast Acrobatic Bluff) Connected Defensive Roll 2 Dodge Focus 6 Equipment (Yong Investigations) 2 Evasion 2 Grappling Finesse Hide in Plain Sight Improved Initiative 1 Instant Up Interpose Luck 2 Move-by Action Second Chance (Concentration) Skill Mastery (Actrobatics, Notice, Sense Motive, Stealth) Takedown Attack 2 Trance Ultimate Effort (Sense Motive) Uncanny Dodge (Mental) Well-Informed Equipment: 5PP = 10EP Yong Investigations / Dojo (10 EP) Size: Medium (1EP), Toughness: 5 (0EP) Features: Communications, Garage, Gym, Library, Living Space, Parade Ground, Power System, Security System 1, Workshop (9EP) Powers: 6 + 6 + 1 + 1 = 14PP All power are from inner strength or Gi. Gi 2 (4PP Array; Feat: Alternative Power 2) (6PP) Base Power: Damage 2 (Feats: Mighty 1, Improve Critical [Unarmed]) (4PP) Alternative Power: Healing 2 (Extra: Total, Flaw: Personal) (4PP) Alternative Power: Super-Movement 2 (Wall-Crawling) (4PP) Immunity 11 (Aging, Life Support, Sleep, Starvation & Thirst Flaw: Half-Effect) (6PP) Leaping 1 (Jump x2) (1PP) Speed 1 (10 mph, 88 ft/rnd) (1PP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness Damage [Physical] Gi Strike Touch DC 21 Toughness Damage [Physical] Totals: Abilities (52) + Combat (32) + Saving Throws (6) + Skills (36) + Feats (40) + Powers (14) - Drawbacks (0) = 180/180 ) Power Points
  13. My bad the formatting didn't copy accross how i had it setup, I also fixed the knockback and grapple and the minor formatting errors on the powers.
  14. Name: Calliope Sen Codename: Madame Raven Year: Junior Pronouns: She/Her Current Intramural Team: Grey Squad Current Roommate: Kendra Farrum aka Chronia Reflection: Found out that I have a supervillain for a grandad and what should have happened on my sweet sixteen, pretty happy to have missed that one to be honest! On the plus side I’m getting on we my extended found family and helping improve Freedom. Independent Thinker: Oh, you know average teenage thing, find out who I am and why I’m here, as in time displaced and studying under an older me!
  15. Starshine Power Level: 8 (119/124PP) Unspent Power Points: 5 Trade-Offs: None In Brief: Everyday teen bonded to a powerful artifact. Catchphrase: "Here we go...!" Theme: Build a Bitch - Bella Poarch Alternate Identity: Rosalind Sommaripa (Secret) Birthplace: Shamong, New Jersey Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy Occupation: Student Affiliations: None Family: Janina Sommaripa (Mom), Alexander Sommaripa (Dad), Calliope Sommaripa (Gran) Description: Age: 16 (DoB: 20th Februrary 2005) Gender: Female Ethnicity: Greek-American Height: 5'5" Weight: 150 lbs Eyes: Brown Hair: Red Rosalind has one of those faces that looks more mature, but not old, than her sixteen years. Despite her best effort to look younger people think she'd older and therefore more mature than she'd really like. It probably doesn't help that her mother insists on her having a practical boring hairstyle, despite several (ahem) close shaves. Likewise, her clothes tend to be practical and a little on the baggy side, with her managing to stay just the wrong side of fashionable and cool. The bracelet, it has, nor needs, any other name, is a rather simple design of a thick band of silvery metal. When activated it glows with power that is quite obvious in all but the darkest of situations. Sometimes in this form faint symbols and circuitry can be made out behind the light, though so far no one has been able to work out what the rapidly changing designs actually mean or represent. Still not quite convinced that she's a full-on Superhero she's not even considered any kind of costume for herself, instead of using the standard Claremont uniform when danger calls. The only thing she does wear is a pair of old aviator goggles, ostensively to keep bugs out of her eyes. Her gran insists that they belonged to a famous ancestor that fought for the allies in World War 2. Rosalind suspects that they were just something she picked up at a thrift store, though she still wears them as a good luck charm. History: Long ago an advanced race of aliens created, as many often do, what they thought was the ultimate personal weapon. What happened to their species is unknown but the bracelet like weapon fell into the hands of multiple warlike species out to unlock the apparently deadly weapon. Each time they seemed to be able to activate the weapon and would pass it on to the next species and the cycle would continue. In 1947 AD the device found its way into the hands of a Grue Scout ship which properly crash-landed on Earth, the U.S. Airforce like all the others attempted to figure out the bracelet before boxing it away and keeping it in a series of less predacious storage facilities. In Winter 2020 on its way to another storage facility in Freedom City something happened and the bracelet was lost from its storage crate, some of the crazier theories suggested that it escaped. The item inert and with many more interesting artefacts the lost wasn't really noticed and few care about its recovery. Meanwhile, Rosalind Sommaripa was having a fairly uneventful life growing up in Shamong, New Jersey. She wasn't popular, talented or pretty sitting in that happy middle ground of just getting on with things. The closest thing that came to the excitement was when a super flew overhead on their way back to Freedom City, and whilst Rosalind might idly daydream of moving to the big city she was content to live out her high school years in relative peace and quiet. Not that she wouldn't get involved if she saw injustice, her gran always said the women of the family had a fire inside them, and that where the amazing, and awful, trouble. began! In the spring of 2021 whilst enjoying the warming weather Rosalind was walking in Wharton Forest, so remote and boring even the Green Man didn't bother to hang around when she saw a group of Jocks hassling a couple of her fellow classmates. On her way over to give them a piece of her mind fate intervened and she tripped on something, the alien bracelet that had been lost all those months before. Long sleeping inside the intricate circuitry of the alien device the synthetic intelligence came across something that it normally didn't encounter. Instead of a mind bent on conquest and destruction, or harnessing its powers for its own end, it found a mind concerned only for helping others and defending the weak. Fascinated it scanned the brainwaves of Rosalind to discover someone so very unlike the warriors and scientists it normally encountered, in a pique of interest it did something it hadn't done in many millennia and bonded with the young woman. All of this was a surprise to Rosalind who suddenly found this glowing bracelet bound to her arm, trying to shake it loose only caused it to fire a blast of light (which ironically scared away both the jocks and fellow classmates) throwing her into the air. It wasn't the most graceful way to find she could now fly, but her momma hadn't raised no fool, and she quickly figured out what had happened and got, some, control over the situation. Over the summer she slowly gained control over the alien device, not helped that the SI couldn't form words, only emotions and vague impressions, trying to keep this all secret until she'd figured out just what to do with this unearthly power she'd been gifted with. Despite being careful a glowing flying figure gains some attention, especially in a place as quiet as Shamong, and someone came looking for Rosalind offering a chance to train to better use her powers at Claremont academy. Personality & Motivation: Sensible and level headed are probably the best way to describe Rosalind. She will always try to think her way out of any situation before resorting to more extreme solutions, which is why the bracelet chose her in the first place. Though she does have a bit of a temper when she sees something she considers an injustice and isn't beyond getting involved powers or no. Despite her outwards signs of being together, she is in fact a bundle of insecurities, like many teens her age, and to counter such tends to rely on self-deprecation humour. And though she'll happily take the mickey out of herself she won't allow anyone to do likewise to others. if it wasn't for that she is pretty sure she could blend into the background and allow others to take the lead, and in general situations, she's happy to do that. Especially within the bounds of Claremont where she feels like a very small fish in a massive pond filled with superpowered sharks. Powers & Tactics: Rosalind is not a skilled tactician in the slightest and hence has a pretty simple tactic to deal with supervillains. Never strike first, but if trouble starts hit them with everything you've got until they fall down and can be arrested. She's not stupid, however, despite her claim sometimes, and if something isn't obviously working she will attempt something else. Conditioned by high school she's a natural follower over being a leader, being able and capable of taking orders and offer good options for team efforts. Power Descriptions:The advanced alien bracelet using immense energies generates a powerful electromagnetic field. These can be used offensively or defensively whilst also allowing Starshine to fly at high speeds safely. All of the effects are however accompanied by an aura of light, normal white but it can change in intensity and colour depending on what the bracelet is trying to do and the general mood of both Starshine and the bracelet. Complications: Imposter Syndrome: Everyone at Claremont is smart, prettier and just all-around better at being a superhero than Rosalind. The GM can offer a hp for Starshine to fret so much that for a short while she can't access any of her powers. Pacifist: Until someone throws the first punch (or blast) or others are obviously in danger Rosalind's morals and the bracelets programming won't let her use her powers offensively. Abilities: 2 + 0 + 2 + 4 + 2 + 4 = 14PP Strength: 12/24 (+1/+7) Dexterity: 10 (+0) Constitution: 12/26 (+1/+8) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 12 + 6 = 18PP Initiative: +0 Attack: +8 Hard Light, +8 Melee, +6 Base Melee Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed Grapple: +7/+19 Knockback: -0/-5 Saving Throws: 1 + 7 + 5 = 13PP Toughness: +1/+8 (+1/8 Con, +0 [Impervious 6]) Fortitude: +1/+9 (+1/+8 Con, +1) Reflex: +7 (+0 Dex, +7) Will: +6 (+1 Wis, +5) Skills: 36R = 9PP Computers 3 (+5) Diplomacy 8 (+10) Knowledge (Current Affairs) 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (English [Native], Greek) Notice 9 (+10) Sense Motive 9 (+10) Feats: 3PP Luck 2 Online Research Attack Focus (Melee) 2 Attack Specialization (Hard Light) 1 Dodge Focus 5 *Enhance Feats from The Bracelet Powers: 62 = 62PP The Bracelet 15 (75PP Device, Hard to Lose, Feat: Restricted 2 [Only Usable by You]) Alien Artifact [62PP] Body of Light 7 (14PP Array, Feat: Dynamic Alternative Power 2) [17PP] Dynamic Alternative Power: Flight 7 (up to 2,500 mph / 22,000 ft/rnd) [14PP] Dynamic Alternative Power: Super-Strength 7 (up to +35 STR) [14PP] Enhanced Constitution 14 [14PP] Enhanced Strength 12 [12PP] Enhanced Feats 8 (Attack Focus [Melee] 2, Attack Specialization [Hard Light], Dodge Focus 5) [8PP] Flight 1 (10mph / 88ft/rnd) 1 [2PP] Hard Light: Damage 8 (range: 80ft, Extra: Range) [16PP] Impervious Toughness 4 [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Hard Light Ranged DC 23 Toughness Damage Totals: Abilities (14) + Combat (18) + Saving Throws (13) + Skills (9) + Feats (3) + Powers (62) - Drawbacks (0) = 119/124 Power Points
  16. La Fantasma Power Level: 7 (105/105PP) or 10 (150/150PP) Unspent Power Points: 0 All PP must be spent at character creation but unspent points may accrue during play. Trade-Offs: ±X Attack / ±X Damage, ±X Defense / ±X Toughness (or "None") In Brief: 1-2 sentences which sum up the whole character. Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc. Theme: (Optional) A theme song for the character. Alternate Identity: ??? (Public) or (Secret) Birthplace: Residence: (Optional) Where the character normally resides / lives. Base of Operations: (Optional) Where in the city the character primarily operates or their headquarters' location, if anywhere. Occupation: Affiliations: People and/or groups you work with. Family: Close or otherwise significant relatives. Description: Age: ??? (DoB: Year [Optionally, Day & Month]) Apparent Age: If applicable. Gender: Ethnicity: Caucasian, Asian, Atlantean, Etc. Height: 5'9" Weight: Eyes: Hair: (Describe what they look like! Cover their physical appearance, typical clothing and of course their costume if they have one.) History: (Remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, you'll need to rethink it. When in doubt, ask a Staff Member.) Personality & Motivation: (Describe why they do what they do here.) Powers & Tactics: (In-character descriptions of how they do what they do.) Power Descriptions: (Describe the appearance of their powers as applicable: the colour of energy blasts, the shape of portals, the design of a battlesuit. Also give an idea of the Descriptors those powers use: fire, technological, cosmic energy, etc.) Complications: Name: Description Example: Everyone Deserves A Second Chance: The character believes in everyone's better nature, even if it would be more prudent to be wary. Abilities: 0 + 0 + 0 + 0 + 0 + 0 = 0PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 0 (2PP / Base Attack) + 0 (2PP / Base Defense) = 0PP Initiative: +0 Attack: +0 Melee, +0 Ranged Example: +10 Swords, +6 Melee, +4 Base Defense: +0 (+0 Base, +0 Dodge Focus), +0 Flat-Footed Grapple: +0 Knockback: -0 Saving Throws: 0 (1PP / Fortitude) + 0 (1PP / Reflex) + 0 (1PP / Will) = 0PP Toughness: +0 (+0 Con, +0 [Example: Protection, Defensive Roll]) Fortitude: +0 (+0 Con, +0) Reflex: +0 (+0 Dex, +0) Will: +0 (+0 Wis, +0) Skills: 0R = 0PP (1PP = 4 Skill ranks) Skill # of Ranks (+ Total Bonus) Skill # of Ranks (+ Total Bonus) Skill # of Ranks (+ Total Bonus) Examples: Craft [Structural] 5 (+5) Skill Mastery -- 5 ranks in Craft [Structural], a +0 Intelligence modifier and the Skill Mastery Feat for that Skill. Diplomacy 8 (+10) Second Chance -- 8 ranks Diplomacy, a +2 Charisma modifier and the Second Chance feat for that skill. Languages 2 (English, French [Native], German) -- Speaks those three languages, but learned French first. Notice 5 (+4) -- 5 ranks in Notice and a -1 Wisdom modifier. Feats: 0PP Feat Name Feat Name Feat Name Examples: Accurate Attack Attack Focus [Melee] 1 Attack Specialization [Swords] 2 Dodge Focus 2 Equipment 2 (10EP) Luck 3 Power Attack Equipment: 0PP = 0EP (1 rank of the Equipment Feat = 5 'Equipment Points') Name (Power breakdown, if applicable) [XEP] Examples: Gas Mask [1EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Note: The Equipment block is only applicable if your character has the Equipment feat! Powers: 0 + 0 + 0 = 0PP Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Example: Damage 10 (Heat Vision; Extras: Range [Perception, +2], Flaws: Action [Full], Feats: Precise, Subtle) [22PP] (heat, solar radiation, alien physiology) Array Name Rank (2*Rank PP Array; Extras: ???, ???, Flaws: ???, ???, Feats: Alternate Power, ???, Drawbacks: ???, ???)[XPP] (descriptors) Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Example: Electrical Control Array 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic) Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20} Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20} Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20} Device Rank (Descriptive Name; 5*Rank PP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors) Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Example: Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP] Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP] Force Field 2 [2PP] Shield 2 [2PP] Note: If all Powers have the same Descriptor (all genetic, all technological, etc.), you can just write that directly under the Powers header. Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major])[-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power Drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Chain Lightning Ranged DC 25 Toughness (Autofire) Damage Taser Blast Ranged DC 16 Fortitude Stun Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 150/150 (or 105/105) Power Points
  17. Madame Raven Calliope knew the type oh so well, specially a certain type of prep bro that wrapped it all big ten dollar words. She’d been expelled from… two school for breaking noses of those kind of idiots. The third didn’t count due to a generous contribution from the Summer’s. “Well you don’t need me to say it, but I’m getting that to good to be true vibes as well.” she paused and looked around at everyone else “So can we do anything about it? I don’t know maybe suggest another six months of evaluation or something?”
  18. Bee With the more senior heroes seemingly taking control of the situation Melissa faded into the background. And whilst the familial stuff was fascinating, in a cross dimensional soap-opera kind of way, but how could a scientist turn down an opportunity to turn down a chance to examine Dakanian technology. Especially from over a hundred years ago. So shrinking down she’d snuck in with the Robugs and began to poke around, just appreciating the very steampunk ascetics they had going on. Apparently though they weren’t as welcome as she thought, maybe they should have asked but so much was going on and it had slipped her mind. Acting quickly she flew up and placed herself in the way of the wrench, Dyne particles luckily retained the mass so she could (if necessary) take a solid way. “Whoa wait it’s all fine!” Melissa’s voice amplified by her helmet “We were just curious and all, no harm intended.”
  19. Bee - 1 post = 1PP There Will Be Bees (1) The Scarab III - 1PP (Ref Point)
  20. Starshine Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Everyday teen bonded to a powerful artifact. Catchphrase: (Optional) Example: "Its Clobberin' Time!", "By the Power Cosmic!", "Hulk Smash!" etc. Theme: (Optional) A theme song for the character. Alternate Identity: Rosalind Sommaripa (Secret) Birthplace: Shamong, New Jersey Residence: Claremont Academy, Freedom City Base of Operations: Claremont Academy Occupation: Student Affiliations: None Family: Janina Sommaripa (Mom), Alexander Sommaripa (Dad), Calliope Sommaripa (Gran) Description: Age: 16 (DoB: 20th Februrary 2005) Gender: Female Ethnicity: Greek-American Height: 5'5" Weight: 150 lbs Eyes: Brown Hair: Red Rosalind has one of those faces that looks more mature, but not old, than her sixteen years. Despite her best effort to look younger people think she'd older and therefore more mature than she'd really like. It probably doesn't help that her mother insists on her having a practical boring hairstyle, despite several (ahem) close shaves. Likewise, her clothes tend to be practical and a little on the baggy side, with her managing to stay just the wrong side of fashionable and cool. The bracelet, it has, nor needs, any other name, is a rather simple design of a thick band of silvery metal. When activated it glows with power that is quite obvious in all but the darkest of situations. Sometimes in this form faint symbols and circuitry can be made out behind the light, though so far no one has been able to work out what the rapidly changing designs actually mean or represent. Still not quite convinced that she's a full-on Superhero she's not even considered any kind of costume for herself, instead of using the standard Claremont uniform when danger calls. The only thing she does wear is a pair of old aviator goggles, ostensively to keep bugs out of her eyes. Her gran insists that they belonged to a famous ancestor that fought for the allies in World War 2. Rosalind suspects that they were just something she picked up at a thrift store, though she still wears them as a good luck charm. History: Long ago an advanced race of aliens created, as many often do, what they thought was the ultimate personal weapon. What happened to their species is unknown but the bracelet like weapon fell into the hands of multiple warlike species out to unlock the apparently deadly weapon. Each time they seemed to be able to activate the weapon and would pass it on to the next species and the cycle would continue. In 1947 AD the device found its way into the hands of a Grue Scout ship which properly crash-landed on Earth, the U.S. Airforce like all the others attempted to figure out the bracelet before boxing it away and keeping it in a series of less predacious storage facilities. In Winter 2020 on its way to another storage facility in Freedom City something happened and the bracelet was lost from its storage crate, some of the crazier theories suggested that it escaped. The item inert and with many more interesting artefacts the lost wasn't really noticed and few care about its recovery. Meanwhile, Rosalind Sommaripa was having a fairly uneventful life growing up in Shamong, New Jersey. She wasn't popular, talented or pretty sitting in that happy middle ground of just getting on with things. The closest thing that came to the excitement was when a super flew overhead on their way back to Freedom City, and whilst Rosalind might idly daydream of moving to the big city she was content to live out her high school years in relative peace and quiet. Not that she wouldn't get involved if she saw injustice, her gran always said the women of the family had a fire inside them, and that where the amazing, and awful, trouble. began! In the spring of 2021 whilst enjoying the warming weather Rosalind was walking in Wharton Forest, so remote and boring even the Green Man didn't bother to hang around when she saw a group of Jocks hassling a couple of her fellow classmates. On her way over to give them a piece of her mind fate intervened and she tripped on something, the alien bracelet that had been lost all those months before. Long sleeping inside the intricate circuitry of the alien device the synthetic intelligence came across something that it normally didn't encounter. Instead of a mind bent on conquest and destruction, or harnessing its powers for its own end, it found a mind concerned only for helping others and defending the weak. Fascinated it scanned the brainwaves of Rosalind to discover someone so very unlike the warriors and scientists it normally encountered, in a pique of interest it did something it hadn't done in many millennia and bonded with the young woman. All of this was a surprise to Rosalind who suddenly found this glowing bracelet bound to her arm, trying to shake it loose only caused it to fire a blast of light (which ironically scared away both the jocks and fellow classmates) throwing her into the air. It wasn't the most graceful way to find she could now fly, but her momma hadn't raised no fool, and she quickly figured out what had happened and got, some, control over the situation. Over the summer she slowly gained control over the alien device, not helped that the SI couldn't form words, only emotions and vague impressions, trying to keep this all secret until she'd figured out just what to do with this unearthly power she'd been gifted with. Despite being careful a glowing flying figure gains some attention, especially in a place as quiet as Shamong, and someone came looking for Rosalind offering a chance to train to better use her powers at Claremont academy. Personality & Motivation: Sensible and level headed are probably the best way to describe Rosalind. She will always try to think her way out of any situation before resorting to more extreme solutions, which is why the bracelet chose her in the first place. Though she does have a bit of a temper when she sees something she considers an injustice and isn't beyond getting involved powers or no. Despite her outwards signs of being together, she is in fact a bundle of insecurities, like many teens her age, and to counter such tends to rely on self-deprecation humour. And though she'll happily take the mickey out of herself she won't allow anyone to do likewise to others. if it wasn't for that she is pretty sure she could blend into the background and allow others to take the lead, and in general situations, she's happy to do that. Especially within the bounds of Claremont where she feels like a very small fish in a massive pond filled with superpowered sharks. Powers & Tactics: Rosalind is not a skilled tactician in the slightest and hence has a pretty simple tactic to deal with supervillains. Never strike first, but if trouble starts hit them with everything you've got until they fall down and can be arrested. She's not stupid, however, despite her claim sometimes, and if something isn't obviously working she will attempt something else. Conditioned by high school she's a natural follower over being a leader, being able and capable of taking orders and offer good options for team efforts. Power Descriptions:The advanced alien bracelet using immense energies generates a powerful electromagnetic field. These can be used offensively or defensively whilst also allowing Starshine to fly at high speeds safely. All of the effects are however accompanied by an aura of light, normal white but it can change in intensity and colour depending on what the bracelet is trying to do and the general mood of both Starshine and the bracelet. Complications: Imposter Syndrome: Everyone at Claremont is smart, prettier and just all-around better at being a superhero than Rosalind. The GM can offer a hp for Starshine to fret so much that for a short while she can't access any of her powers. Pacifist: Until someone throws the first punch (or blast) or others are obviously in danger Rosalind's morals and the bracelets programming won't let her use her powers offensively. Abilities: 2 + 0 + 2 + 4 + 2 + 4 = 14PP Strength: 12/24 (+1/+7) Dexterity: 10 (+0) Constitution: 12/24 (+1/+7) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 14 (+2) Combat: 10 + 6 = 16PP Initiative: +0 Attack: +7 Hard Light, +6 Melee, +5 Base Melee Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +7/+13 Knockback: -0 Saving Throws: 0 + 6 + 4 = 10PP Toughness: +1/+7 (+1/7 Con, +0 [Impervious 4]) Fortitude: +1/+7 (+1/+7 Con, +0) Reflex: +6 (+0 Dex, +6) Will: +5 (+1 Wis, +4) Skills: 36R = 9PP Computers 3 (+5) Diplomacy 8 (+10) Knowledge (Current Affairs) 3 (+5) Knowledge (Popular Culture) 3 (+5) Language 1 (English [Native], Greek) Notice 9 (+10) Sense Motive 9 (+10) Feats: 2PP Luck 1 Online Research Attack Focus (Melee) 1 Attack Specialization (Hard Light) 1 Dodge Focus 4 Enhance Feats from The Bracelet Powers: 54 = 54PP The Bracelet 13 (65PP Device, Only Usable by You) Alien Artifact [54PP] Body of Light 6 (12PP Array, Feats: Dynamic Alternative Power 3) [15PP] Dynamic Alternative Power: Flight 6 (up to 1,000 mph / 8,888 ft/rnd) [12PP] Dynamic Alternative Power: Super-Strength 6 (up to +30 STR) [12PP] Enhanced Constitution 12 [12PP] Enhanced Strength 12 [12PP] Enhanced Feats 6 (Attack Focus [Melee], Attack Specialization [Hard Light], Dodge Focus 4) [6PP] Flight 1 (10mph / 88ft/rnd) 1 [1PP] Hard Light: Damage 7 (range: 70ft, Extra: Range) [14PP] Impervious Toughness 4 [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness Damage Hard Light Ranged DC 22 Toughness Damage Totals: Abilities (14) + Combat (16) + Saving Throws (10) + Skills (9) + Feats (2) + Powers (54) - Drawbacks (0) = 105/105 Power Points
  21. I doubt Chitin needs it but Melissa is assisting as needed Bee More Charming (Diplomacy): 1d20+5 20
  22. Bee Melissa wasn’t as charming or as good with words as some here, but she (almost) always told the truth of things. “We want to try and solve this peacefully, and we’re willing to discuss options. If it’s about the Daka crystal we’re more than happy to make sure that its to returned to Dakana.” it was weird to be the adult in the hive, but she was happy to step up as needed. “Besides this is there home and I don’t think it’s fair to damage the place for a fight that's nothing to do with them.” true to her name she was concerned about the bee’s, a family legacy after all.
  23. Bee - 9 post + 1 post (Rollover) = 10 posts = 2PP Meanwhile, at the Atomic Tower! (2) There Will Be Bees (7) Dr Thorne - 1 post (Rollover) = 1PP Emerald Spider - 1 post = 1PP Little Spider in the Big City (1) Madame Raven - 4 post + 6 posts (GM Posts) = 10 posts = 2PP Rough cut diamonds (1) Survival Class: Silver Lining (1) We Ain't Going Down Like This (2) Merge Trois - 1 post = 1PP Original Gangster (Remix) (1) The Immutable Betsy Brooks - 1 post = 1PP Old School Spirit (1) The Scarab III - 1 post = 1PP + 1PP (Ref Point) = 2PP Family Takeover (1) Zhenshchina-voin - 2 post = 1PP Te Whakaekenga mai i te Tonga (2) GMing (3 x 2) = 6 posts Family Takeover (1) Original Gangster (Remix) (1) Rough cut diamonds (1) Frostbyte - 1 post Only Doing Good When I'm Having Fun (1) Miss Grue - 1 posts [Maxed] Tales of the Castle Crowd (1)
  24. Well 50%, but it's a bad place discussion for another time. Though my fault for the terrible joke, so mia culpa. Vanguard is however Eurofriendly so I'm sure we can work some visit into the trip.
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