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  1. JETTE Power Level: 7 (105/105PP) Unspent Power Points: 0 Trade-Offs: -1 Attack /+1 Damage, +1 Defense / -1 Toughness In Brief: Silver Age techie sidekick turned bitter and cynical PI Catchphrase: Theme: (Optional) A theme song for the character. Alternate Identity: Caroline Cruz (Secret) Birthplace: New York City Residence: Hardwick Park, Bedlam, Wisconsin Base of Operations: Bedlam, Wisconsin Occupation: Private Investigator Affiliations: AEGIS (though not by choice at all) Family: Terry Cruz (disgraced billionaire businessman, not really dead), the Cruz family (very estranged) Description: Age: 58 (Born in 1960) Apparent Age: Late 30s Gender: Female Ethnicity: Puerto Rican Height: 5’ 5” Weight:130 lbs. Eyes: Light Brown Hair: Brown streaked with gray Appearance: Caroline pretty much just wears loose fitting clothing, most commonly jeans and dark colored shirts. Her shoes are battered sneakers, and she has an oversized leather jacket covering her Quantum Gauntlets. She doesn’t look nearly as old as she is, and is still in great shape. As JETTE, she wears a mask and a blonde wig to hide her identity. History: It started in 1963, with Caroline’s cousin Terry Cruz. He was a filthy rich industrialist in Freedom City. A witty, charming genius, there wasn’t anyone who didn’t like him. At least, that’s how Caroline remembers it. He invented a flight belt made out of inexpensive components. He then built a battlesuit around the technology, and became a superhero (The Human Rocket). He was never as famous as The Raven or the Centurion, and he never quite made it to the level of the Freedom League, but he did his part. In 1975, however, Terry made a fateful decision to follow a dream. Humans didn’t need to be stuck on the ground. He’d make it so everyone could fly. He needed a helper, so he recruited the then 15 year old Caroline (already a tech genius in her own right) and set to work. A year later, Caroline debuted as JETTE, and the flight belt schematics were published nationally. At first, everything was okay. Then a supervillain built a flight belt, redesigned for violence. Terry and Caroline defeated him, but he would not be the last one to try. Then a teenager figured out how to boost the speed and killed himself hitting above Mach 4. He too, would not be the last. It wasn’t that Terry didn’t care, though it may have seemed that way. Caroline saw him, late at night. Questioning if he had done the right thing. Raging against human selfishness and stupidity. Grieving for young potential lost. But Terry never asked for his design back. He did not recall his books. Never stopped encouraging humanity to take to the skies. In fact, he was rolling out plans to publish globally. He truly believed the world would be a better place if everyone could fly. Caroline, for her part, believed in her cousin. She freely gave her full support, speaking at events when he was unavailable and generally operating as his second in command. After all, he spoke with such passion about it, and he was as smart as she was. How could he be wrong? This was a problem. The world was at enough of a tipping point without revolutionary tech entering the equation. Terry was warned that if he continued there would be charges filed. For what? Helping humanity to fly? Ridiculous. Eventually, enough was enough. In 1978, Congress outlawed the flight belt, Terry was arrested. The prosecution’s case was simple enough. He had willfully disregarded that his flight tech was a danger to the public and in need of recall. Caroline was also arrested. It was an open and shut case. They both got over a decade of hard time. Between that, recalling all the published books (by court order), and the fines levied against Terry’s company, he was ruined. Both of them were barred from using their technological skill sets on a kind of permanent probation. After his release, a broken Terry dropped off the face of the earth. Caroline scraped by doing odd jobs and moving around a lot, until she moved to Bedlam in 2003. Here, nobody looked too closely at your record, and even her AEGIS minder (to make sure she isn’t tech’ing) that pops in now and again is virtually incompetent and probably corrupt as the rest of the law. She started doing unlicensed PI work to pay the bills. Soon afterward, she took her Quantum Gauntlets out of storage. They didn’t work, obviously. They needed refurbishing. But she needed the firepower. Bedlam was a tough place. And somewhere, deep inside, a hero’s heart still beat. Personality & Motivation: Caroline is bitter, cynical, and jaded. She’s seen what happens to visionaries who try to change the world for the better, and the worst that humanity has to offer. She has deep and intimate knowledge of how much people suck. So she drinks. Who wouldn’t? However, even 40 years gone, the altruistic core of who she is remains. Some things are just wrong. There’s lines she won’t cross and things she won’t allow to happen in her presence. Powers & Tactics: Caroline, wielding the Quantum Gauntlets, is essentially a blaster. Blast, blast, and blast some more. Maybe mix in a thrown item if she’s feeling fancy. She can fly, but this doesn’t often play a role in combat tactics. Really handy for getting the hell out of a bad situation, though. The energy flowing through her body makes her more resistant to damage, as well. Power Descriptions: 40 years ago, the Quantum Gauntlets were bulky whole hand, arm and shoulder blade covering monstrosities. The refurbish cut them down quite a bit. Without her big leather jacket they’re metal bands around her forearms with a thin strip of flexible metal running up her arms and meeting on her back. They do have a fingerless glove element, which is the control mechanism. But that can pass as regular fingerless gloves. What they do is allow her to channel quantum energy to manipulate the four fundamental forces. They’re not as powerful as they used to be, but they get the job done well enough for Bedlam. Complications: Where Everybody Knows Your Name: Caroline drinks. A lot. She admits she’s probably a functional alcoholic. The key, she says, is to celebrate the functional part of that term. She does keep it to outside of business hours, most of the time. But sometimes it can get in the way. Especially when humanity’s worst qualities smack her in the face. A GM may award a Hero Point when booze (or the unholy craving for booze) gets in her way. Using My Mind Is Illegal: Caroline isn’t supposed to be using her technological knowledge and skills under penalty of re-imprisonment. Her Quantum Gauntlets are a shining example of exactly what she isn’t supposed to be doing. She has an AEGIS agent (who may or may not be as incompetent as she thinks he/she is) assigned to her to make sure she isn’t tech’ing around who can drop by unannounced at any time. A GM may award a Hero Point if this becomes an issue. Broke As All Hell: Caroline doesn’t have money. She never has money. Her apartment is tiny, and doubles as her office. She doesn’t own a vehicle. Her diet sucks. A GM may award a Hero Point if she needs cold hard cash, as she has practically none. Quantum Failure: The Quantum Gauntlets are over 40 years old. They were built when she had virtually unlimited funds. They then sat in a box for over a quarter century. Lastly, they were refurbished using very, very limited funds. So they don’t always work properly. The active powers can be weaker than expected, or outright refuse to work. A GM may award a Hero Point for this happening. Abilities: 0 + 2 + 4 + 14 + 4 + 2 = 26PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 24 (+7) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 8 + 8 = 16PP Initiative: +1 (+1 Dex) Attack: +4 Base, +6 Ranged Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +4 Knockback: -3 (-1 without Quantum Gauntlets) Saving Throws: 3 + 4 + 3= 10PP Toughness: +6 (+2 Con, +4 Protection) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+1 Dex, +4) Will: +5 (+2 Wis, +3) Skills: 72R = 18PP Concentration 3 (+5) Craft (Electronics) 8 (+15) SM Craft (Mechanical) 8 (+15) Gather Information 9 (+10) Intimidate 7 (+8) Investigate 1 (+8) Knowledge (Physical Sciences) 8(+15) Knowledge (Streetwise) 3 (+10) Knowledge (Technology) 8 (+15) Notice 6 (+8) Search 1 (+8) Sense Motive 6 (+8) Stealth 4 (+5) Feats:14 PP Accurate Attack Attack Focus (ranged) 2 Dodge Focus 4 Improvised Tools Inventor Move By Action Power Attack Precise Shot Skill Mastery (Craft [elec & mech], KN [phys sci & tech]) Uncanny Dodge (Auditory) Powers:21PP (All technological) Device 5 (Quantum Gauntlets; 25 PP Container; FlawHard-To-Lose[/i]; Power Feat: Subtle (hide-able under a coat or some such) [21PP] Blast 8 (Power Feat: Alternate Power 1) (Quantum Blast) [17PP] AP: Move Object 8 (Heavy Load 3.2 tons) (Magneto-Gravitics) [1PP] Flight 2 (25 mph, 220 ft/rnd) [4PP] Protection 4 [4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Quantum Blast Ranged DC 23 Toughness Damage Totals: Abilities (26) + Combat (16) + Saving Throws (10) + Skills (18) + Feats (14) + Powers (21) - Drawbacks (0) = 105/105 Power Points
  2. Celestial Spirit Fellowship Tuesday, July 10th, 2017 7:32 PM The heat was breaking as the sun dragged down towards the horizon. But it still felt hot enough to light a fuse. Samantha Lemire sat on a graffiti-splattered bench in front of the shelter, nursing a cigarette like a shipwrecked man might nurse clean water. She looked out on the dirty street as the lamps flickered and fought against the twilight. As a charity worker in the Country Club, Sam had seen a lot and handled half of it with her own two hands. On a number of those occasions, she'd wished she'd had thicker gloves. But she knew what it was like to get her hands dirty and deal with the muck of the world. Not like this, though. This was something else entirely. She fought against her nerves as the steel door to the shelter scraped open. She turned to find Michael, one of the volunteers, waiting in the frame. "They show up yet?" "No. How's our... guest?" "He's fine. Sleeping it off, for now. As for the rest of him --" "Just focus on the bit that's sleeping. The others?" "They're fine, for now. If he wakes up..." Sam shook her head. "I gave him enough Benadryl that he could sleep through the Fourth of July." "You could have used the Haldol --" "There are people who need that. And he's not mad. As we know it." She turned back to the street, waiting for her guests. "Mind you, I'm sure these guys know it better..."
  3. Ronin Power Level: 9/13 (217/245 PP) Unspent Power Points: 28 Trade-Offs: +4 Attack/-4 DC, +4 Defence/-4 Damage In Brief: Military Vet turned street hero. With a splash of Karate and a dash of 80s Action films. Alternate Identity: Curtis Crane Birthplace: Nancy Street, Bedlam Residence: 22 Nancy Street, Bedlam (off Ash Street) Base of Operations: The Well (Hidden under 22 Nancy Street) Occupation: Odd Job Man, US Army Vet. Affiliations: None Family Yoshie Chiba (Elderly Grandmother), Luther Crane (Alcoholic Father, Incarcerated for the murder of Curtis’ mother / his wife), Eleanor Crane (Street Cop Half-Sister), Jack Crane (US Marine Elder Cousin, Medically discharged after bilateral leg amputation). Yoshie, Jack, and Eleanor all live in 22 Nancy Street. Description: Age: 35 (25/12/1982) Apparent Age: 35 Gender:Male Ethnicity: ¼ Asian (Japanese - Maternal Grandmother), ¾ African American Height: 5’8” Weight: 80 Kgs Eyes: Brown Hair: Shaved Curtis Crane is a man of slightly short but strong frame. He has dark skin and a slightly exotic look to him. He usually cuts his hair to military grade shortness and sports a neat goatee. He had one earing and a few scars on his body (in particular, one on his forehead). He has a US army tattoo on his right arm and a tattoo of a Samurai on his left. As Ronin, Curtis wears a customized protective vest and carries his “Street Special” a modified non-lethal shotgun in a large shoulder holster. He also wears his personalized “Bushido” Trench coat, complete with a Katana motif on the back. Inside his trench coat he has a few more concealed weapons. Power Descriptions Whilst Ronin himself has no powers, his “Street Special” weapon has some rather elegant and impressive effects, namely: “Iron Fist” (a straightforward round) “Divine Wind” (a booming shotgun blast that knocks people off their feet) “Dragon’s Breath” (a short burst of blindingly bright fire), “Hornet’s Nest” (fills the air with buzzing shrapnel) and “Ogre’s Breath” (a smouldering smoky shell fills the air with dense smoke). History: Curtis grew up on one of the most deprived streets in Bedlam, Nancy Street. For all its problems, the Nancy Street residents stuck together and the “Nancy Street Crew” would always form to beat back organised crime or street thugs. Ronin came from a troubled household but his saving grace was his Grandmother, who despaired of her daughter and son in law but loved Curtis; teaching him akido and karate from a yound age. Curtis very smart kid. He did well at school, and would have gone far if the school and his home life was better; Aged 16, his good for nothing drug addled Father murdered his Mother. Bitter, angry and impatient to leave Nancy Street, he joined the army. Here, he learned discipline and excelled. After some time in the infantry he turned to engineering and bomb disposal. He became an expert in weapons maintenance, modification, and design. All that came to an end when he was caught by an IED in the Afghanistan. Left with a nice scar and concussion, he decided to leave. He respected his comrades in arms, but he didn’t really know what he was fighting for anymore. Ronin returned to Nancy street and found it in worse shape than ever. Most of the Nancy Street Crew had disbanded (or in a few cases, had been killed), and it was rife with drugs, thugs, and worse. The Police were of little use and sometimes worse than the street thugs, taking bribes, corrupt, and sometimes plain sadistic or racist. Moving into his Grandmothers house, he determined to do something about it: Dismantling the gangs on the streets, organised crime, and the corrupt in power. Naming himself Ronin, with his military, martial, and engineering expertis, he would be the honourable Samurai with no master… Personality & Motivation: Despite his tough upbringing (and Curtis is tough), Ronin has a strict code of honour. He won’t kill, he won’t maim, or torture. He meditates daily, and tries to ensure self-discipline. Thus, whilst he is not a forgiving man, and in some ways merciless, he is not sadistic or violent. He is not motivated by vengeance but by love for his friends, family, and neighbours. Whilst he operates outside the law (to bring down corruption) he actually has immense respect for the law (and its enforcers) when it works properly. Curtis has a selectively cynical attitude. He doesn’t believe the police or the government do much (if anything) to help the poorest or the most vulnerable. He does however believe in his fellow man, his family, his friends, the social worker, the youth worker, and Nancy Street (his home). Whilst he often operates alone, he believes that we are stronger together. He has an interest in Zen and the Shinto religion; for all his “street” credentials, he is a self-educated and philosophical man. Curtis is just as home repairing an automobile of a small businessman, fixing the Youth Centre computer, helping out in the soup kitchen for the homeless, or dropping off an OD’d drug addict to a medical centre. Powers & Tactics: Ronin / Curtis has no powers, but is an intelligent and physically capable man. He has extensive military and combat training and has been Practicing martial arts (mainly Akido and Karate) over twenty years. He has a number of self – designed / self – built paramilitary devices, the prime among them is his converted shotgun, the “Street Special”, a.k.a “Katana”. The Street Special is a rather short, elegant weapon. It has less raw stopping power than a regular shotgun, but is more versatile and reliable (and, importantly, non-lethal). Perhaps his greatest strength is his loyalty, honour, and pure will power. This is backed up by the support and respect he has in his neighbourhood. Complications: Bushido: To a greater or lesser extent, Ronin keeps to the Bushido traditions. Acting honourably, fearlessly, and with self-control or restraint. Often this is to his advantage (e.g. the fearless feat) but sometimes not so; for instance, he will struggle to “back down” or “retreat” – he may not start a hopeless fight, but once in one, he won’t run from it either. He would be reluctant to use his weapons against a (single) unarmed opponent (unless that opponent was super powered). Supply and Demand: Ronin doesn’t have any income. He relies on odd jobs (as a mechanic etc) which are cash in hand, the goodwill of Nancy Street, and “salvaging” (which includes taking what he needs from crooks he busts). This might mean he has problems replacing or repairing, or even reloading, his equipment. Brothers in Arms: Usually cynical, Ronin will have big respect for military men (or women). Particularly those in the front line (medics, infantry, etc), veterans, or old-timers. He has less, but still some, respect for commanders etc. He will be inclined to automatically trust and help such individuals (or those that can effectively pretend to have such a background). This attitude is also prevalent towards many super heroes and police – at least ones who have proved themselves as compassionate and honourable. Neighbourhood Watcher: Whilst a source of strength, Ronin also has a duty to protect Nancy Street, and to a lesser extent its neighbourhood and even Bedlam itself. He has a number of friends and family on the street that are dependants and sources of vulnerability (especially as his identity is essentially open). If his reputation is somehow marred, he will (at least transiently) lose his benefit feats. No Mod Cons: Ronin is a skilled mechanic, and keeps second hand cars modified and running. But they are built for utility not comfort. His vehicles don’t have any luxuries like CD players or air/con. At best, they have a slightly bad quality FM radio. Outlaw(ish): Technically Ronin is a vigilante, wanted by the Police. However, given his reputation and lack of serious crime (e.g. no murder), opinion on this is divided amongst the police force. Some (the corrupt) want his head on a spike (before, figuratively, he wants theirs on one). Some view him with favour, and even covertly support him (like his sister), most take a pragmatic position in between; they should ideally arrest him, but frankly they have bigger fish to fry and if he occasionally brings in a crook, best not to ask too many questions. Abilities: 6 + 8 + 4 + 6 + 6 + 2 = 32 Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 28 + 28 = 56 Initiative: +12 Attack: +14 Defense: +14 (+7 Flat Footed) Grapple: +18 Knockback: -2 Saving Throws: 4 + 6 + 7 = 17 Toughness: +2/+4 (with Jacket) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 160 R = 40 PP Acrobatics 6 (+10) SM Bluff 4 (+5) Climb 2 (+5) Computers 4 (+7) Craft (Chemical) 8 (+11) Craft (Electronics) 8 (+11) Craft (Mechanical) 12 (+15) SM Craft (Structural) 8 (+11) Disable Device 12 (+15) SM Drive 6 (+10) SM Gather Information 8 (+9) Intimidate 12 (+13) Knowledge (Physical Sciences) 4 (+7) Knowledge (Pop Culture) 2 (+5) Knowlegde (Streetwise) 12 (+15) Knowledge (Tactics) 4 (+7) Knowledge (Technology) 4 (+7) Knowledge (Theology and Philosophy) 4 (+7) Languages 4 (Arabic, English [Native], French, Japanese, Mandarin, Spanish) Medicine 2 (+5) Notice 8 (+11) Search 4 (+7) Sense Motive 8 (+11) Stealth 8 (+12) Swim 2 (+5) Feats: 45PP Accurate Attack All Out Attack Assessment Attractive (Street Cool) Benefit: 3 (Local Hero, Informant Contact, Rusty Rose) Blind-Fight Bomb Defusing Expert (+5 situational bonus on disarm device only for defusing bombs / explosives!) Challenge (Fast Startle) Challenge (Fast Demoralize) Chokehold Defensive Attack Defensive Throw* Elusive Target Endurance Equipment 11 Evasion 2 Fearless Grappling Block Grappling Finesse Improved Critical 2 (Unarmed Attack) Improved Disarm Improved Grab Improved Initiative 2 Improved Pin Improved Sunder Improved Throw Improved Trip Improvised Tools Jack of All Trades Power Attack Precise Shot 2 Quick Draw Ranged Pin Second Chance: STR Saves vs Disarm Skill Mastery 1 (Drive, Mechanical, Disable Device, Acrobatics) Startle Stunning Attack Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind *as per "Warriors and Warlocks" Equipment: 8 + 12 + 16 + 13 + 5 + 1 = 55/55 EP HQ: The Curtis Residence Basement a.k.a “The Well” [8 EP] Size: Tiny [-1 EP], Toughness: 10 [1 EP], Features: Communications, Concealed 5 [+30 DC], Power System, Workshop [8 EP] Trenchcoat Array (8 PP Array, Feats: Alt Power 3, Easily Concealed Weapons*) [12 EP] BP: Obscure 3 (25’ Visual Feats: Slow Fade 1) [7/8 PP] “Smoke Pellet” AP: Damage 2 (Extras: Range, Feats: Improved Critical 2) [6/8 PP] “Shuriken” AP: Snare 4 [8/8 PP] “Weighted Bolos” AP: Dazzle 2 (Auditory) linked with Stun 2 (Extras: Range) [2+6=8 PP] “Firecracker” *To notice weapons: DC 15 for Shotgun, DC25 for Trench coat array. For a pat-down/search, DC 5 for Shotgun, DC 15 for Trench Coat Array Explosives (Blast 5, Extra: Area, Feats: Triggered 1 [timer]) [16 EP] Vehicle: Pick Up Truck STR 40 [2 EP], Toughness 9, Size Huge [2 EP], Features: Alarm, Caltrops, Oil Slick, Smoke Screen [13 EP] Alt Vehicles 5 (As per Core Rule Book: Motorcycle, Compact Car, Midsize Car, Full Sized Car, Van, all with additional features as per main vehicle) [5 EP] Rebreather [1 EP] Powers: 4 + 12 = 16 Device 1 (5 DP) [4 PP] “Protective Vest” Protection 2 (Feats: Second Chance 3 [Toughness vs Ballistic, Knives/Blades, Explosions]) [5/5 DP] Device 4 (20 DP, Flaws: Easy to Lose [-2]) [12 PP] “Street Special” Shotgun (a.k.a. “Katana”) Shot Array (16 PP Array, Feats: Alt power 4) [20 DP]BP: Blast 4 (Extras: Penetrating, Feats: Improved Critical 2, Variable Descriptor 1 [Piercing / Blunt) [15/16 PP] “Iron Fist” / “Swift Arrow”AP: Blast 4 (Feats: Progression Range Increment 2 [Rx50’], Drawbacks: Reduced Range 2, to 100’ Max) linked with Trip 4 (Extras: Knockback, Feats: Progression Range Increment 2 [Rx50’], Drawbacks: Reduced Range 2, to 100’ Max) [8+8=16/16 PP] “Divine Wind”AP: Strike 7 (Extras: Area[Cone], Feats: Progression Decrease Area 6, Flaws: Limited to Damage 3 Effect vs Protection power or armour) [16/16 PP] “Hornet’s Nest”AP: Dazzle 4 (Visual) linked with Blast 4 [8+8 = 16/16 PP] [Fire Descriptor] “Dragons Breath”AP: Strike 1 (Feats: Mighty) “Pistol-whip” [2/16 PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage “SS”: Iron Fist Ranged DC 19 Toughness Damage “SS”: Divine Wind Ranged DC 19 Toughness + DC 19 Trip Damage/Trip “SS”: Arrow Storm Area Cone DC 23/18 Toughness Damage “SS”: Dragon Breath 20’ Max DC 19 Reflex + DC 19 Tough Dazzle/Dam “SS”: Pistol Whip Touch DC 19 Toughness Damage Baton Touched DC 19 Toughness Damage Shuriken Ranged DC 17 Toughness Damage Bolos Ranged DC 19 Reflex Snare Firecrackers Ranged DC 17 Reflex/Fort Deaf/Stun Abilities 32 + Skills 30 + Feats 56 + Powers 16 + Combat 56 + Saves 17 = 217/245 Power Points
  4. Greetings! So, Bugbear is going to do his initial foray into the seedy under belly of Bedlam. Basically he's tracking down the folks that "killed" him and tried to kill his wife. Thinking we'll go with something simple here, tracks baddies to sleezy back of bar poker game. Confronts the goons, shots are fired, heroes save the day. If there are patrolling heroes who hear the shots, or there for their own reasons, patrons of the bar, etc etc they join in the fun! I'm thinking max of 3 other heroes. It's not a whole casino of baddies so too many more and the fight isn't really much of a fight. Not that it's going to be anyway against the rank and file of the mob but there you have it. Let me know who's interested!
  5. Content warning: Mild swearing, Moderate Body Horror (Lovecraftian, not gore) GM 17th June, Bedlam City One hot afternoon... As usual, Fat Joe put extra onions in his hot dog for the Tattered Man. His onions were quite nice. Unlike the bread or the meat which were meagre and passable if one was being generous. Ever since the Tattered Man had helped Fat Joe he had always got extra onions. Fat Joe was as tall, bald, and rotund as ever. His smile was no less beaming. Maybe, since the Bad Beat had burned down and Blowfish was in hiding, well, maybe he smiled just that bit brighter. "Whats up, my friend? Any news? Any good jokes for me?"
  6. Supercape

    Ronin

    A doodle for possible PC or NPC, someone designed particularly for Bedlam (as opposed to wedged into it!) Possible pic for inspiration Ill note a two things; this character is NOT the Punisher, or a simple vigilante. It is designed to have complex relationships with family, neighbourhood, crime, and the law - whilst remaining a clear protagonist. Ronin Power Level: 8 (180/180 PP) Unspent Power Points:0 Trade-Offs: +4 Attack/-4 DC, +4 Defence/-4 Damage In Brief: Military Vet turned street hero. With a splash of Kung Fu and a dash of 80s Action films. Alternate Identity: Curtis Crane Birthplace: Nancy Street, Bedlam Residence: 22 Nancy Street, Bedlam (off Ash Street) Base of Operations: The Well (Hidden under 22 Nancy Street) Occupation: Odd Job Man, US Army Vet. Affiliations: None Family Yoshie Chiba (Elderly Grandmother), Luther Crane (Alcoholic Father, Incarcerated for murder of Curtis’ mother / his wife), Eleanor Crane (Street Cop Half-Sister), Jack Crane (US Marine Elder Cousin, Medically discharged after bilateral leg amputation). Yoshie, Jack, and Eleanor all live in 22 Nancy Street. Description: Age: 35 (25/12/1982) Apparent Age: 35 Gender:Male Ethnicity: ¼ Asian (Japanese - Maternal Grandmother), ¾ African American Height: 5’8” Weight: 80 Kgs Eyes: Brown Hair: Shaved Curtis Crane is a man of slightly short but strong frame. He has dark skin and a slightly exotic look to him. He usually cuts his hair to military grade shortness, and sports a neat goatee. He had one earing and a few scars on his body (in particular, one on his forehead). He has a US army tattoo on his right arm, and a tattoo of a Samurai on his left. As Ronin, Curtis wears a customised protective vest and carries his “Street Special” shotgun in a large shoulder holster. He also wears his personalised “Bushido” Trench coat, complete with a Katana motif on the back. Inside his trench coat he has a few more concealed weapons. Power Descriptions Whilst Ronin himself has no powers, his “Street Special” weapon has some rather elegant and impressive effects, namely: “Iron Fist” (a straightforward round) “Divine Wind” (a booming shotgun blast that knocks people off their feet) “Dragon’s Breath” (a short burst of blindingly bright fire), “Hornet’s Nest” (fills the air with buzzing shrapnel) and “Ogre’s Breath” (a smouldering smoky shell fills the air with dense smoke). History: Curtis grew up on one of the most deprived streets in Bedlam, Nancy Street. For all its problems, the Nancy Street residents stuck together and the “Nancy Street Crew” would always form to beat back organised crime or street thugs. Ronin came from a troubled household but his saving grace was his Grandmother, who despaired of her daughter and son in law but loved Curtis; teaching him akido and karate from a yound age. Curtis very smart kid. He did well at school, and would have gone far if the school and his home life was better; Aged 16, his good for nothing drug addled Father murdered his Mother. Bitter, angry and impatient to leave Nancy Street, he joined the army. Here, he learned discipline and excelled. After some time in the infantry he turned to engineering and bomb disposal. He became an expert in weapons maintenance, modification, and design. All that came to an end when he was caught by an IED in the Afghanistan. Left with a nice scar and concussion, he decided to leave. He respected his comrades in arms, but he didn’t really know what he was fighting for anymore. Ronin returned to Nancy street and found it in worse shape than ever. Most of the Nancy Street Crew had disbanded (or in a few cases, had been killed), and it was rife with drugs, thugs, and worse. The Police were of little use and sometimes worse than the street thugs, taking bribes, corrupt, and sometimes plain sadistic or racist. Moving into his Grandmothers house, he determined to do something about it: Dismantling the gangs on the streets, organised crime, and the corrupt in power. Naming himself Ronin, with his military, martial, and engineering expertis, he would be the honourable Samurai with no master… Personality & Motivation: Despite his tough upbringing (and Curtis is tough), Ronin has a strict code of honour. He won’t kill, he won’t maim, or torture. He meditates daily, and tries to ensure self-discipline. Thus, whilst he is not a forgiving man, and in some ways merciless, he is not sadistic or violent. He is not motivated by vengeance but by love for his friends, family, and neighbours. Whilst he operates outside the law (to bring down corruption) he actually has immense respect for the law (and its enforcers) when it works properly. Curtis has a selectively cynical attitude. He doesn’t believe the police or the government do much (if anything) to help the poorest or the most vulnerable. He does however believe in his fellow man, his family, his friends, the social worker, the youth worker, and Nancy Street (his home). Whilst he often operates alone, he believes that we are stronger together. He has an interest in Zen and the Shinto religion; for all his “street” credentials, he is a self-educated and philosophical man. Curtis is just as home repairing an automobile of a small businessman, fixing the Youth Centre computer, helping out in the soup kitchen for the homeless, or dropping off an OD’d drug addict to a medical centre. Powers & Tactics: Ronin / Curtis has no powers, but is an intelligent and physically capable man. He has extensive military and combat training and has been Practicing martial arts (mainly Akido and Karate) over twenty years. He has a number of self – designed / self – built paramilitary devices, the prime among them is his converted shotgun, the “Street Special”, a.k.a “Katana”. The Street Special is a rather short, elegant and almost featureless weapon. It has less raw stopping power than a regular shotgun, but is more versatile, elegant, and reliable (and, importantly, non-lethal). Perhaps his greatest strength is his loyalty, honour, and pure will power. This is backed up by the support and respect he has in his neighbourhood. Complications: Bushido: To a greater or lesser extent, Ronin keeps to the Bushido traditions. Acting honourably, fearlessly, and with self-control or restraint. Often this is to his advantage (e.g. the fearless feat) but sometimes not so; for instance, he will struggle to “back down” or “retreat” – he may not start a hopeless fight, but once in one, he won’t run from it either. He would be reluctant to use his weapons against a (single) unarmed opponent (unless that opponent was super powered). Supply and Demand: Ronin doesn’t have any income. He relies on odd jobs (as a mechanic etc) which are cash in hand, the goodwill of Nancy Street, and “salvaging” (which includes taking what he needs from crooks he busts). This might mean he has problems replacing or repairing, or even reloading, his equipment. Brothers in Arms: Usually cynical, Ronin will have big respect for military men (or women). Particularly those in the front line (medics, infantry, etc), veterans, or old-timers. He has less, but still some, respect for commanders etc. He will be inclined to automatically trust and help such individuals (or those that can effectively pretend to have such a background). This attitude is also prevalent towards many super heroes and police – at least ones who have proved themselves as compassionate and honourable. Neighbourhood Watcher: Whilst a source of strength, Ronin also has a duty to protect Nancy Street, and to a lesser extent its neighbourhood and even Bedlam itself. He has a number of friends and family on the street that are dependants and sources of vulnerability (especially as his identity is essentially open). If his reputation is somehow marred, he will (at least transiently) lose his benefit feats. Outlaw(ish): Technically Ronin is a vigilante, wanted by the Police. However, given his reputation and lack of serious crime (e.g. no murder), opinion on this is divided amongst the police force. Some (the corrupt) want his head on a spike (before, figuratively, he wants theirs on one). Some view him with favour, and even covertly support him (like his sister), most take a pragmatic position in between; they should ideally arrest him, but frankly they have bigger fish to fry and if he occasionally brings in a crook, best not to ask too many questions. Abilities: 6 + 8 + 4 + 6 + 6 + 2 = 32 Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 24 + 24 = 48 Initiative: +12 Attack: +12 Defense: +12 (+6 Flat Footed) Grapple: +15 Knockback: -2 Saving Throws: 4 + 6 + 7 = 17 Toughness: +2/+4 (with Jacket) Fortitude: +6 (+2 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+3 Wis, +7) Skills: 140 R = 35 PP Acrobatics 6 (+10) SM Bluff 4 (+5) Climb 2 (+5) Computers 4 (+7) Craft (Chemical) 8 (+11) Craft (Electronics) 8 (+11) Craft (Mechanical) 12 (+15) SM Craft (Structural) 4 (+7) Disable Device 12 (+15) SM Drive 6 (+10) SM Gather Information 4 (+5) Intimidate 8 (+9) Knowledge (Physical Sciences) 4 (+7) Knowlegde (Streetwise) 12 (+16) Knowledge (Tactics) 4 (+7) Knowledge (Technology) 4 (+7) Knowledge (Theology and Philosophy) 4 (+7) Languages 4 (Arabic, English [Native], French, Japanese, Mandarin, Spanish) Medicine 2 (+5) Notice 8 (+11) Search 2 (+5) Sense Motive 8 (+11) Stealth 8 (+12) Swim 2 (+5) Feats: 32PP Accurate Attack Assessment Attractive (Street Cool) Benefit: 2 (Local Hero, Informant Contact) Defensive Attack Defensive Throw* Equipment 4 Evasion 2 Fearless Grappling Block Grappling Finesse Improved Critical 1 (Unarmed Attack) Improved Disarm Improved Initiative 2 Improved Pin Improved Throw Improved Trip Improvised Tools Jack of All Trades Power Attack Skill Mastery 1 (Drive, Mechanical, Disable Device, Acrobatics) Startle Takedown Attack 1 Uncanny Dodge 1 (Auditory) Weapon Bind *as per "Warriors and Warlocks" Equipment: 8 + 12 = 20 EP HQ: The Curtis Residence Basement a.k.a “The Well” [8 EP] Size: Tiny [-1 EP], Toughness: 10 [1 EP], Features: Communications, Concealed 5 [+30 DC], Power System, Workshop [8 EP]Bushido Trench Coat (8 PP Array, Feats: Alt Power 3, Weapons easily concealed*) [12 EP] Trenchcoat Array (8 PP Array, Feats: Alt Power 3, Easily Concealed Weapons*) [12 EP] BP: Damage 1 (Feats: Collapsible/Small, Mighty, Thrown) [4/8 PP] “Collapsible Baton” AP: Damage 2 (Extras: Range, Feats: Improved Critical 2) [6/8 PP] “Shuriken” AP: Snare 4 [8/8 PP] “Weighted Bolos” AP: Dazzle 2 (Auditory) linked with Stun 2 (Extras: Range) [2+6=8 PP] “Firecracker” *To notice weapons: DC 15 for Shotgun, DC25 for Trench coat array. For a pat-down/search, DC 5 for Shotgun, DC 15 for Trench Coat Array Powers: 4 + 12 = 16 Device 1 (5 DP) [4 PP] “Protective Vest” Protection 2 (Feats: Second Chance 3 [Toughness vs Ballistic, Knives/Blades, Explosions]) [5/5 DP] Device 4 (20 DP, Flaws: Easy to Lose [-2]) [12 PP] “Street Special” Shotgun (a.k.a. “Katana”) Shot Array (14 PP Array, Feats: Alt power 5) [19 DP] BP: Blast 4 (Extras: Penetrating, Feats: Improved Critical 2) [14/14 PP] “Iron Fist” AP: Blast 4 (Feats: Progression Range Increment 1 [Rx25’], Drawbacks: Reduced Range 2, to 100’ Max) linked with Trip 4 (Extras: Knockback, Feats: Progression Range Increment 1 [Rx25’], Drawbacks: Reduced Range 2, to 100’ Max) [7+7=14/14 PP] “Divine Wind” AP: Strike 6 (Extras: Area[Cone], Feats: Progression Decrease Area 5, Flaws: Limited to Damage 3 Effect vs Protection power or armour) [14/14 PP] “Hornet’s Nest” AP: Dazzle 4 (Visual, Feats: Extended Reach 3, Flaws: Touch Range) linked with Damage 4 (Feats: Extended Reach 3) [7+7 = 14/14 PP] “Dragons Breath” AP: Obscure 3 (25’ Radius, Visual and Olfactory, Extras: Independent (+0), Feats: Precise, Slow Fade 1) [11/14 PP] “Ogre’s Breath” AP: Strike 1 (Feats: Mighty, Thrown) “Pistol-whip” [3/16 PP] Enhanced Trait 1 (Feat: Second Chance STR test vs Disarmed) “Good grips” [1 DP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness Damage “SS”: Iron Fist Ranged DC 19 Toughness Damage “SS”: Divine Wind Ranged DC 19 Toughness + DC 19 Trip Damage/Trip “SS”: Arrow Storm Area Cone DC 23/18 Toughness Damage “SS”: Dragon Breath 20’ Max DC 19 Reflex + DC 19 Tough Dazzle/Dam “SS”: Pistol Whip Touch DC 19 Toughness Damage Baton Touched DC 19 Toughness Damage Shuriken Ranged DC 17 Toughness Damage Bolos Ranged DC 19 Reflex Snare Firecrackers Ranged DC 17 Reflex/Fort Deaf/Stun Abilities 32 + Skills 35 + Feats 32 + Powers 16 + Combat 48 + Saves 17 = 180
  7. A thread for suchlike in this thread. @KnightDisciple, get Judex out here!
  8. May 10, 2017 Wolverton Bedlam City Black Rose Detective Agency 9AM A god kicked in the door not long after opening. Lady Horus flew into the Black Rose Detective Agency with speed fast enough to send loose papers flying everywhere, then kicked the door shut behind her with equal alacrity. "Lo!" she called in that oddly resonant voice that was familiar both from the television and to the local residents of the Wolverton/Hardwick Park area - "where is thy doctor? This girl needs care!" In her arms, or rather, wrapped in her white and gold cape was a battered-looking young woman in the torn remnants of a super-costume - the darkly complected Hispanic girl looked like she'd taken a heavy beating from somebody.
  9. GM May 28th, Sunday, 2017, 5.51PM Maniac Park, Downtown Bedlam, Wisconsin The last set... It was finally here. The last step on a journey across America. The last song that would put an unquiet soul to rest. Val had met the shade named Jane Westerling months back, on a tour through LA. A cover of Michael Jackson's hit 'Billie Jean' had been interrupted by the lights shorting out, a spectral wail and the appearance of a translucent floating figure with every limb out of joint, her head twisted around and her enormous eyes on the back of her head. Thankfully, Jane had just been trying to cheer and her powers had gotten out of hand. After making her earnest apologies and providing her own illumination of shimmering ghostlight, she'd dropped backstage after the show to gush and make a very odd request. "The music makes me whole, Ms. Cain. If I could hear more like it...I could remember myself. Where I can rest. Will you carry me there?" All had become clear as the weeks went by, Val sharing her body with the bubbly, now-healed ghost. No longer monstrous, the music of her long-gone teenage years had formed her back into a flickering, tiny brunette with a small, catlike mouth and large green eyes. She couldn't go far from Val, not that she wanted to. After so long alone it had been a relief to meet someone who could talk to and see her all the time again. Most of the time, she stayed in Val's head and made occasional small talk or went on stream-of-consciousness rambles about this or that, occasionally hitting on a common interest. She had been a music fanatic as a kid growing in Woolverton back in 1983 and when she'd turned 15 in '84 had struck out into the world in a stolen Chevy, following the Star Gods, the greatest musicians of her time. Four years, many life lessons and one lost finger later, she'd finally come home. Then something had happened, she had died been shattered into pieces. A part of her in every place she'd heard the songs she'd loved so much. Right then, Val could feel Jane jittering with excitement as the first chords were struck. The crowd of tired-looking Bedlamites that had gathered in the sprawling, ill-kept park weren't nearly so enthusiastic, but they'd at least made signs. Val could see the less flattering ones at the back torn down, their holders the target of a perfunctory scrap. Everyone not involved kept their eyes front and ignored the shouts and curses drifting in the air. The people in suits around the stage weren't so relaxed. Valerie Cain's security detail were used to rough towns, but they'd been on edge since arriving in Bedlam, Wisconsin, almost paranoid thanks to the rundown city's enormous crime rate. But that couldn't stop the music or dampen the spirits of 'Sweet Child of Mine'
  10. OOC thread for this thread. Best of the 80's meets ghost haps.
  11. Now that Brigandine's back in the game I'm looking to start a story with her. Couple of PL 7/8s investigating some of Bedlam's urban legends. Who's up?
  12. Super-Movement 3 (Slow Fall, Wall-Crawling 2) [8PP] Gravity Array (x PP, Feats: Alternate Power 4) BE: Move Object 7 (Flaw: Range/Touch, Extra: Damaging) AP: Blast 7 AP: Snare 7 (Flaw: Range/Touch, Extra: Transparent) AP: Drain Movement Powers 7 (Flaw: Action [Full], Extra: Range [Ranged]) Leaping 2 [2PP]
  13. Okay, putting this here. WIP for my upcoming Bedlamite (as soon as I hit silver). Mainly showing it to you all for ideas regarding the name (difficult!), and additional good complications. I want a few more that can come into play regularily, so if there's any ideas shoot! Character Name: Power Level: 7 (105/105 PP) Trade-Offs: +2 Attack / -2 Damage (Melee), +0 Attack/-0 Damage (Ranged), +2 Defense / -2 Toughness Unspent Power Points: 0 In Brief: Boxer with slight magnetic control tries to make a living and protect her little sister. Residence: Blaed Avenue, Hardwick Park, Bedlam City Base of Operations: Blaed Avenue, Hardwick Park, Bedlam City / The Bar / Forte Gym Catchphrase: Alternate Identity: Cynthia Elita Armstrong Identity: Birthplace: Bedlam City Occupation: Barmaid, Prizefighter, Bouncer, various odd jobs Affiliations: None Family: Cedella Armstrong (mother, deceased), Carl Ricci (father, deceased), Mya Armstrong (sister, 14) Description: Age: 23 Apparent Age: mid-20s Gender: Female Ethnicity: Mixed (African-American/Italian-American) Height: 5’5” Weight: 160 lbs. Eyes: Brown Hair: Black History: Cynthia never got to know her father. Partially because he and her mother never were close. Partially because he was killed when she was four. Not that she learned of that until somebody got wind of her existence and tried to come after her and her mother too. To this day, Cynthia hasn’t learned exactly what her father did to antagonize the Scarpias. Apart from being a part of Gorganzuas, something she learned when a squad of them came in just in time for her to not get killed by Scarpia Thugs. That, and they seemed to know her mother. Her childhood went on, about as well as one would expect for a mixed race Bedlamite child of a single mother. Still, life went on. Her mother didn’t speak about her job, but she at least brought in enough money so the two of them weren’t hungry all the time. Something that became a lot more difficult when Cynthia’s sister was born. Neither Cynthia ‘nor Mya, her sister, know who her father is, to this day. Cynthia learned when to run early in her life. When to run, and when to stand and fight. Even if that usually didn’t end too well. She first appeared on the police’s radar before she even was 14. Still, she did what she had to do, until one day, when running from a few guys who had gotten a bit too close and thus forced her to defend herself, she was stopped by a man. He invited her into a house so she could hide, and while she’d learned that never ended well, it was better than being shot. The house turned out to be an old boxing gym, and the man introduced himself as Herbert Forte, long-time champion of Bedlam’s boxing league, back when that still existed. He’d seen her fight, she had potential. He offered to train her, an offer the girl bored of just about everything gladly accepted. It didn’t turn her life around, but it gave her purpose, beyond simply making it to the next day. Most things stayed the same. Go to school. Somehow learn nothing. Avoid getting into a fight. Make sure Mya was okay. Go to training. Go home. Things stayed that way for some time, until, when she was 18, her mother died. Mafia business again, even if there never was a police investigation. Cynthia had dropped out of high school to take the stress of earning all the money for three people off her mother, and managed to make some occasional cash through various odd-jobs of various legality. That didn’t change much afterwards, only that rent wasn’t something she could even imagine paying anymore. Not while also caring for herself and Mya. Finding an apartment wasn’t easy. But in the end, she managed to find a small one-room apartment in Wolverton. Ever since, she’s been earning money whatever way she managed. She has a somewhat stable job at The Bar, with the stability taking a dip since it’s only open occasionally. She works various other jobs, but her main source of income are fights of various sorts. Street fights, illegal tournaments, legal boxing tournaments, or simply tricking muggers into attacking her and then taking their cash. That last one almost ended very, very badly once, as suddenly three people pulled a gun on her while she was fighting back. She’d dealt with guns before. She’d even gotten shot at before. But she’d never been flanked by three people with guns, while also having the full adrenaline rush of combat. It caused something in her body. Suddenly, she felt different. The guns, as well as the mugger’s piercings were glowing. And then, the guns shot towards her. Not bullets, but the entire pistols, simply leaving her attacker’s hands. Next were the muggers themselves, the two wearing zipper hoodies pulled towards her by some force. She knew an opportunity when she saw one, and managed to once more survive being far too close to guns. She slowly explored her newfound powers, learning about them, and learning how to use them to gain a slight edge in combat. She couldn’t reveal the fact she had powers, it would lead to even more issues. But she could use them, so long as it wasn’t too obvious. With the recent flare of superpowered activity in Bedlam, she has decided to take up the mantle too. Her past is full of mysteries. Who was her father? Why did he die? How was her mother involved with the mafia, what led to her death? And what about Mya? There was so much she didn’t know, so much she could figure out. Of course, Mya now entering High School would also mean additional trouble… Personality & Motivation: Powers & Tactics: Power Descriptions: Complications: Straight Edge: Growing up in Bedlam does things to your perception of drugs and alcohol. Being trained by a recovering alcoholic does so too. Either you embrace it, or you understand the horrors it could bring. For Cynthia, it’s the former. While she doesn’t care about the straight edge culture itself, she refuses to drink alcohol, smoke, or take drugs. It’s not often a problem, but it has led to some nasty attention at events she’s attended, and it certainly doesn’t make her job as a barmaid easier. Neither one ‘nor the other: In a city like Bedlam, full of racial tension, being mixed-race isn’t always easy. Neither ethnic group considers her to be an actual member, both consider her an outcast. It doesn’t make day to day living easier, even if, fortunately, Cynthia managed to find one of the very few apartments in Hardwick Park that were affordable, her landlord, an old Hispanic lady, even becoming a friend of sorts. The doesn’t fit in there either, but she doesn’t have to deal with as much hate usually. Single Sister: Cynthia earns all the money in her household. She has to pay for food, rent, utilities and various other things. And manage to do that with irregular jobs. She manages to at least get one meal a day in most of the time, but it’s not easy living. And she, under no circumstance wants Mya to have to get involved. Mya deserves better than this. Cynthia will do what it takes to earn enough money so Mya doesn’t have to go down the same path as her older sister and drop out of High School. Of course, Cynthia also wants to be able to save up some money, so her sister can do something after High School, but at the moment those are just dreams. Criminal Record: Unsurprisingly, Cynthia has a criminal record. This could not only cause problems in social situations should it somehow come out, but also means that if the police were to actually investigate a scene she was involved in, they could easily track her down. Which, in turn, would only lead to more issues. And while working as a vigilante is one thing, she is also involved in a variety of underground fights, which would offer even more ways to track her. Reputation: Cynthia has some reputation. Both as a proficient boxer in what small amounts of legal boxing still exists in Bedlam, but also in various underground scenes. She’s not an unknown, and if anybody were to learn of her identity, underground fights would offer a good way of getting close to her without attracting attention. Of course, this also means it wouldn’t take much to track down more personal information about her. Responsibilities: Not only is there Mya, but Cynthia also carries some responsibility for the Forte Gym. Herbert keeps a low profile and pays all the necessary protection money, but not only can she be tracked back to the gym, she also doesn’t know much about Herbert’s past, and it would not be surprising if he’d made some enemies in the past. And while he offers free training, she does clean up the gym and make sure all equipment works at all times, draining some of her time. Of course, she also still takes regular lessons. The Mafia is responsible: Cynthia is not on good terms with any of Bedlam’s Mafia. While with the other criminal groups, she simply doesn’t like them, the absolutely abhors the Mafia. Dealing with them will always take Priority, and it will take a lot of convincing for her to do anything but attack them. There are still many mysteries in her past, and the Mafia is directly responsible for all of them. And if it means she has to antagonize some of the most powerful elements in Bedlam to learn more, she will do that. Abilities: 10 + 6 + 10 + 0 + 2 + 2 = 30PP Strength: 20 (+5) Dexterity: 16 (+3) Constitution: 20 (+5) Intelligence: 10 (+0) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 10 + 10 = 20PP Initiative: +7 Attack: +5 Melee, +5 Ranged, +9 Unarmed Grapple: +10 Defense: +9 (+5 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -3 Saving Throws: 0 + 4 + 4 = 8PP Toughness: +5 (+5 Con, +0 [Other]) Fortitude: +5 (+5 Con, +0) Reflex: +7 (+3 Dex, +4) Will: +5 (+1 Wis, +4) Skills: 52R = 13PP Acrobatics 2 (+5) Bluff 8 (+9) Climb 4 (+9) Disguise 2 (+3) Drive 2 (+5) Escape Artist 4 (+7) Intimidate 6 (+7) Language (English [Native]) Notice 8 (+9) Sense Motive 8 (+9) Sleight of Hand 4 (+7) Stealth 4 (+7) Feats: 17PP Accurate Attack All-Out Attack Attack Specialization 2 (Unarmed) Dodge Focus 4 Improved Initiative Distract (Bluff) Elusive Target Favored Environment (Arenas, Fight Clubs, Boxing Rings and so on) Improved Critical (Unarmed) Move-by Action Power Attack Sneak Attack Takedown Attack Powers: 13 + 3 + 1 = 17PP (descriptors: magnetic, genetic) Move Object 7 ( Extras: Damaging, Range (Perception), ; Feats: Subtle, Precise, Accurate 2, Progression 2 [Subjects (5)]; Flaws: Duration (Instant), Limited Direction (Attraction/Repulsion), Limited Material (Metal)) [13PP] Super-Senses 2 (Metal Awareness [Visual], Feats: Subtle) [3PP] Super-Movement 1 (Wall Crawling 1, Flaws: (Limited to Metal Surfaces)) [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Attack Range Save Effect Unarmed Touch DC20 TGH Damage Move Object Perception DC22 TGH Damage Totals: Abilities (30) + Combat (20) + Saving Throws (8) + Skills (13) + Feats (17) + Powers (17) - Drawbacks (0) = 101/105 Power Points
  14. February 14, 2017 http://bedlam-maniac.tumblr.com/post/157056952707/hardwick-park-crazyshit (CN: Violence, Bright Lights, Disturbing Imagery Video Description: A blonde woman in Egyptian-style garb is standing in the middle of a run-down looking playground. A badly-beaten man is laying on the ground at her feet - and behind him, a small group of frightened gang-bangers are making a pile of guns, knives, and various drugs they seem to have been carrying on their persons. We can't see her face, but her voice crackles with supernatural power as she declares, "Lo, villains! Never again will you market thy poisoned goods in Hardwick Park!" She reaches behind her back and pulls from nothing a glowing Egyptian ankh - which she then plunges into the pile of guns and drugs at her feet. In a flare of light, the contraband vanishes. "This block is guarded by Lady Horus herself! Now begone, and find you honest work! Show pride in thy home!" She turns and addresses the camera directly, her voice calming a little, as the men run. "Didst you get all that, girl? Good. Send it to every teenager in this city!" )
  15. Good place for die rolls.
  16. SLITHER Power Level: 10 (150/150PP) Tradeoffs: -2 Toughness/+2 Defense Unspent PP: 0 In Brief: Former MI6 agent with stretching powers Alternate Identity: Isabel Liǔshuāng Fitzmorris-Blakely Identity: Secret Birthplace: Islamabad, Pakistan Occupation: Freelance investigator Affiliations: None currently, formerly MI6 Family: Sir Henry Albert Fitzmorris-Blakely KCMG (father), Anna Wong Fitzmorris-Blakely [Huáng Xiǎoqìng] (mother) Description: Age: 26 (March 29th, 1990) Gender: Female Height: 5’6” Weight: 125 lbs. Eyes: Brown Hair: Brown Isabel is an attractive young woman of mixed Chinese and English ancestry; she's typically dressed in very chic designer clothes typical of the 'horsey set', lots of Burberry tweed, scarves and boots, and always complimented by a pair of elegant leather gloves. When she's not dressing up or just hanging out with friends, she dresses for comfort, usually in sweaters or blouses and comfortable slacks, but she still wears gloves of some sort. As Slither, she wears a full body suit in black and gray made of a special mimetic, thermally-neutral material that refracts all wavelengths of light as well as dampening heat signatures; it makes her very hard to see, but if she moves too fast the photocells struggle to match her movement, and a distinctive ripple may be seen. A pull-up hood and facemask hide her face, and also includes light magnifying goggles for nighttime operations. The hands and feet also include adhesive padding to allow unimpeded movement on walls and ceilings. Lastly the suit is insulted to offer some protection from the cold, which othrrwise drastically impairs Slither's performance. History: Isabel Liǔshuāng Fitzmorris-Blakely (‘Izzy’ to friends and family) was born March 29th, 1990 into a well-respected family that has been part of Her Majesty's Government for over a century, mostly in the Colonial and Foreign Offices (now combined into the Foreign and Commonwealth Office, or FCO). Her father is Sir Henry Albert Fitzmorris-Blakely, the former High Commissioner to Pakistan, and her mother is a diplomatic translator from Hong Kong, who met her father through the Queen's Service. Izzy spent much of her childhood living with her family in India and Pakistan, where she developed an interest in Asian languages. While she attended International schools in Islamabad and New Delhi for her primary education, there was never any doubt that she would return to England for university. She inherited her mother’s gift for languages, and was conversant in four languages by age six, and fluent in eight by the time she started university. It was while she was at Cambridge majoring in Politics and International Studies that she was recruited by the Secret Intelligence Service (MI6); the excitement of espionage work intrigued her, and she knew her knowledge of South Asia would prove invaluable in the field. After she completed her studies, she was assigned a cover position as a translator at the British Trade and Investment Office in Lahore, which gave her many opportunities to gather intel on Pakistani business leaders possibly supporting anti-Western interests. She never revealed her undercover status to any of her coworkers, and was very popular among her peers. Then one day in 2013, the BTIO delegation was stopped on the road near Peshawar; all occupants were dragged out of their vehicles, beaten and thrown into trucks that made for the Afghan border. Once there, their captors delivered them to a heavily-armed camp where a huge Russian mercenary brutally questioned them all in turn. Isabel soon figured out that she was the prize he was looking for, and she offered to provide him with information as long as he let the others go free. The Russian, who his followers called 'the Black Dragon', gleefully agreed and then turned his full attention to breaking Isabel. This began a harrowing ordeal that lasted two weeks; the young agent was given numerous drug injections, forced to go for days without food, sleep or water and subjected to a barrage of questions that didn't make any sense. Snakes were randomly thrown into her cell at night by her laughing guards, biting her again and again, leaving dark purple wounds on her arms and legs. Finally Isabel became feverish and collapsed into unconsciousness. When she at last woke up, her mind was clear for the first time in days; the bites on her arms and legs had faded and an odd warmth spread throughout her whole body. Somehow she knew she was different, changed. Isabel walked up to the bars of her cage, took a deep breath, and squeezed right through. Several days later, she showed up out of the blue at the High Commission in Islamabad, stunning the Diplomatic Service who assumed she was dead. The full details of her capture and escape were never revealed to the press, but since her security clearance was in tatters, SIS was forced to let her go. Now out of work but possessing amazing new abilities, Izzy decided to pursue the Black Dragon on her own, determined to bring down his organization by any means necessary, though is reluctant to use deadly force. Her efforts have been fairly successful over the last three years, but she’s just discovered he’s fled to the US, to a city called Bedlam… Personality & Motivation: Most of Izzy's childhood was spent in South Asia, where she grew up around diplomats and the children of diplomats, giving her a very multicultural perspective. She's always been a team player, and though she's thoroughly competent and capable of working on her own, she misses being part of a group like she was back at uni or in the Queen's Service. Her normally outgoing attitude has been somewhat diminished by the events back in Afghanistan, especially by the changes to her physiology which have made human interactions more difficult. Her upper class manners and 'good breeding' might make people think she's a bit of a stuffed shirt, but Izzy is actually very warm and approachable once you get to know her. In her heart, Isabel is still a patriot, and the fact that monsters like Dragomirov walk the earth fill her with a cold fury. She may not be part of the SIS anymore, but she can still do her bit, which sometimes includes taking on freelance jobs for people who's problems with the criminal element that can't be solved by traditional means. Powers & Tactics: There are very few places Slither can't get into if she's really determined; between her serpentine abilities and her custom-made 'Slither suit', she's extremely sneaky and hard to pin down. If she was a more criminal mind, she'd be a highly successful thief, but she's not hurting for money and is passionate about justice. Unfortunately she is now much more sensitive to cold, and the befuddling toxin she secretes can't be turned off. Izzy's built for infiltration and information gathering, and while she can handle herself in a fight, she's far from a heavy hitter. However her toxin is very effective at making people more pliable if not outright unconscious, ideal for incapacitating security guards and the like. Complications: Enemy: Arkady Ilyich Dragomirov, aka 'The Black Dragon', a former member of the Spetsnaz GRU, now a metahuman gangster operating in Bedlam City. It was Dragomirov's men who captured Izzy and her team in Afghanistan, and it was during her captivity and mistreatment that her abilities first emerged, allowing her to escape. She has vowed to see him brought to justice. Pop Culture Illiterate: Growing up in the world of diplomacy and international travel, Izzy didn't have a lot of time to go to the cinema or watch the telly; besides books were far more interesting and portable. Because of this, she doesn't always get the jokes and references of more media-savvy individuals. Posh: Izzy comes from an upper class English family, attended Cambridge and speaks in a rather RP accent; this doesn't always go over so well with the 'hoi polloi', especially if they're from the UK. PTSD: Isabel still has a lot of unpleasant memories of her captivity, leading to heightened vigilance, nervous tension and occasional nightmares. She's been seeing a therapist for over a year, but she still has a lot of work to do. Racism: Izzy’s father is Caucasian and her mother is Chinese; being a biracial child means she’s been exposed to her share of ignorance. Abilities: 4 + 6 + 12 + 6 + 4 + 8 = 40PP Strength: 14 (+2) Constitution: 16 (+3) Dexterity: 22 (+6) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 12 = 22PP Initiative: +10 (+6 Dex, +4 Improved Initiative) Attack: +5, +10 Melee (+5 Base, +5 Attack Focus), +5 Ranged Grapple: +23/+25 (+10 Melee, +6 Grappling Finesse, +7 Elongation [+2 if using Addl. Limbs]) Defense: +12 (+6 Base, +6 Dodge Focus) Knockback: Saves: 0 + 7 + 6 + 8 = 21PP Toughness +8 (+3 Con, +5 Defensive Roll) Fortitude +10 (+3 Con, +7) Reflex +12 (+6 Dex, +6) Will +10 (+2 Wis, +8) Skills: 80R = 20PP Acrobatics: 4 (+10) Bluff: 6 (+10) Computers: 2 (+5) Diplomacy: 6 (+10) Disable Device: 7 (+10) Drive: 1 (+7) Escape Artist: 7 (+13, +20 w/ Elongation)* Gather Information: 6 (+10)* Knowledge: Current Events: 2 (+5) Knowledge : Streetwise: 2 (+5) Languages: 7 (Cantonese, English [native], French, Hindustani, Japanese, Mandarin, Pashto, Russian) Medicine: 3 (+5) Notice: 8 (+10) Search: 3 (+5) Sense Motive: 8 (+10) Sleight of Hand: 4 (+10)* Stealth: 4 (+10)* Feats: 24PP Attack Focus 5 (Melee) Benefit: Ambidexterity (Hands and feet) Benefit: Wealthy Connected Defensive Roll 5 Dodge Focus 6 Equipment 1 Evasion Grabbing Finesse Improved Grab Improved Grapple (free w/ Additional Limbs) Improved Initiative Improved Pin Skill Mastery* (Escape Artist, Gather Information, Sleight of Hand, Stealth) Uncanny Dodge Well-Informed Equipment: 1PP = 5EP Binoculars 1EP Commlink 1EP Handcuffs 1EP Lockpicks 1EP Multi-tool 1EP Powers: 2 + 10 + 7 + 2 + 8 = 29PP Additional Limbs 2 (Both Legs) [2PP] Drain Wisdom 10 (Extras: Poison, Flaws: Permanent) [10PP] Elongation 7 (250 feet) [7PP] Super-Movement 2 (Slithering, Trackless) [4PP] Device 2 (Slither Suit; 10PP Container; Flaws: Hard-to-Lose) [8PP] • Concealment 4 (All Visual Senses, Flaws: Blending) [4PP] • Immunity 1 (Cold environments) [1PP] • Super-Movement 2 (Wall-Crawling 2) [4PP] • Super-Senses 1 (Low Light Vision) [1PP] Drawbacks: (-6) = -6PP Vulnerability (Cold Attacks, Frequency: Common, Intensity: Moderate [+50% DC]) [-3PP] Weakness (Cold environments, Frequency: Common, Intensity: Moderate, cumulative -1 penalty on all checks, attack rolls and Defense per 20 minutes) [-3PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 17 Tough Damage Drain Touch DC 20 Fort Drain Abilities 40 + Combat 22 + Saving Throws 21 + Skills 20 + Feats 24 + Powers 29 - Drawbacks 6 = 150/150 Power Points
  17. Wisconsin laws about superheroes [Bedlam] It’s hard to be a superhero in Wisconsin. Wisconsin’s state laws are much less friendly towards superheroes than New Jersey’s are - which after all were largely written in deference to decades of superheroes active in Freedom City. (Wisconsin also lacked the high levels of fifth column infiltration that led to so much worry about secret Axis attack in both the Pacific Northwest and the East Coast.) Individuals may not testify in court, be paid a salary, or own property in a costumed identity. In other words, one may wear a mask and fight crime - but their mask is not a legal identity, and in general a crime-fighter must follow the same laws as civilians. Wisconsin courts are also much more hostile towards super excess than New Jersey courts- a superhero who inflicts significant property damage during a battle may expect to be served (with the understanding that they will unmask in court or be forced to unmask and go to jail for contempt), just as one who commit any serious crime while carrying out their duties may expect a criminal case. While inhabitants of Freedom City might expect that this would lead to significant superviolence, in fact Wisconsin as a whole has a relatively low rate of meta-crime. (Of course, as many a legal scholar has pointed out,, Wisconsin also has a low rate of metas in general - but is that because the laws against superheroing encourage emigration to other states? These are the sorts of dispute that help legal scholars make their careers.) Superheroes in Wisconsin have gotten around these laws in several ways - by being careful in the laws they follow, maintaining a public identity as part of their costumed one, or by working with very friendly law enforcement. Bedlam’s Hammer of Justice has typically benefited primarily from the last one. As Hammer of Justice is not well-liked outside of his native city, this typically means that efforts to change Wisconsin’s super laws are branded as encouraging vigilantism.
  18. Samson Power Level: 7/10 (150/150PP) Unspent Power Points: 0 Trade-Offs: None In Brief: Rich kid starts taking super serum to avenge his brother and fix the harm his family has caused. Catchphrase: "You should run." Theme: Forever - Kamelot Alternate Identity: Aaron Howle Birthplace: Cape Cod, Massachusetts Residence: Bedlam City Occupation: Socialite Affiliations: None Family: Vivian Howle (Mother, CEO), Todd Lester (Father, Art Dealer), Jason Howle (Brother, Deceased) Description: Age: 23 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 180 lbs Eyes: Blue Hair: Brown Aaron Howle is modestly handsome, with a strong, sharp face but soft, deep eyes. He wears his hair short, with a well-trimmed beard running along his jawline and upper lip. It's a fairly recognizable face to anyone who reads the business page of a major newspaper. Aaron's build, though, has changed somewhat since most of those photos. He has put on twenty-five pounds of pure muscle, leaving him broad-shouldered and with corded arms and legs that stand out all the more given his merely average height. Young and fresh-faced, he has had dark circles beneath his eyes almost perpetually of late. He is a sharp dresser, and fills out a twenty-thousand-dollar suit nicely. In costume as Samson, Aaron favors mobility and anonymity. He wears a loose black duster coat with an attached hood; a cloth scarf up to the bridge of his nose works with the hood to keep his vision clear while hiding his identity. Beneath the coat, Samson's clothes are durable but flexible, a close fit but not a tight one. They are unarmored, as Samson's layer of muscle just beneath his skin is as tough as kevlar, and particularly violent fights or big explosions can burn or tear big holes in the costume. Fortunately it's not difficult for Aaron to afford many, many spares. Samson wears padded gloves and boots to help absorb the impact of punches and long jumps. History: "You can't imagine how bad it is here, Ron. The money-changers are in the temple. The foundations are rotten. And our family's deep in it. Come and see. Please. I can't fight this alone." Aaron Howle's world began to unravel with that email. Until that moment, everything had been easy. Born the second son of internationally-famous businesswoman Vivian Howle, who had refused to give up the maiden name she shared with her company and had soon given up her husband instead, Aaron grew up surrounded by wealth and privilege unimaginable to most of the world. A reasonably intelligent and very well-mannered kid, he did well in school and made friends easily - in his little bubble of extremely elite private schools, from kindergarten to college. Coached on how to behave in the spotlight, he was used to the media circus that surrounded his family. He never gave the tabloids any ammunition except the rumor that he might be secretly gay, as he'd never dated anyone. In reality he was just shy, but if that was the rumor they were going to run with, he wasn't insulted. Four years and a personality gulf separated Aaron from his older brother Jason. Where Aaron was laid back and a little bookish, content to live the life he'd been given at his own pace and eventually take over from Mom, Jason was driven and possessed of deep convictions; Mom's example of fierce independence and strongly-held beliefs had worked a little too well on him. Jason always had a cause, and it usually wasn't a cause that lined up with the Howle-Brandt Consortium's business plan. Arrested twice for environmental protesting in college, he turned around and pursued a law enforcement degree at the University of Wisconsin, hoping to create internal reform in the local PD. He refused Mom's money and made his own way through school with scholarships and part-time jobs. Yet for all that they were different, Jason and Aaron were inseparable. They talked on the phone almost every day. Jason quickly proved to be a good, conscientious cop. He made detective at 26, just as Aaron was graduating from Georgetown's McDonough School of Business, though he flew out for the ceremony. Mom did too, and she might even have been a little proud. But Jason always had to have a cause, and when he looked around he saw blighted, corrupt Bedlam City just up north, a city where Howle-Brandt was one of the major (and virtually unregulated) employers. So he transferred to the Bedlam PD, full of spunk and idealism, with no idea just how deep the pit he'd just leapt into really was. The open graft and corruption shocked him like nothing he'd ever seen before. His refusal to participate, and attempts to tell IA about it, would have gotten him immediately killed if he had been less famous. As it was, he was sidelined to the dead-end Missing Persons squad. He took to the assignment with gusto anyway. Still, it took its toll. Not even his partner would talk to him, and he was handed the most hopeless cases the department could find. His calls with Aaron grew less and less frequent, and his brother grew worried. Then came the email. Jason said he'd found full and irrefutable proof of the Bedlam PD's corruption, enough that the Feds would be forced to step in and take over the department. But he couldn't do it alone; there was no one he could trust, and he was afraid the higher-ups were on to him. Aaron dropped everything and came to Bedlam as fast as the company jet could carry him. It wasn't fast enough. He landed to the news that Jason had been killed in a shootout with a Wolverton gang up on Industrial Row. He couldn't view his brother's body; he had already been cremated. He couldn't claim his personal effects from his office; they were "relevant to an ongoing investigation." Jason's apartment had been tossed. Even his car was gone. It was blatantly obvious to Aaron that everything Jason had been saying was true, and that his brother had died for it. For the first time in his life, he felt totally powerless and adrift. That feeling only intensified as he got a glimpse into his family's company's operations in Bedlam. The Howle-Brandt Refinery and the surrounding corporate dorms were warrens of human misery. Every dime in his trust fund began to feel utterly tainted. And in that moment, some of the steel that Jason had possessed found its way into Aaron. He was going to fight this, all of this madness and corruption and ruin. He told his mother, whom he was no longer sure he trusted, that he was moving to Bedlam full-time for charity and political work. However ruthless Vivian Howle could be, she mourned her son, and she understood - for the moment. But money was not the only weapon Aaron intended to use. Aaron had friends at all levels in Howle Chemical, not to mention extensive clearance as the boss's business-involved son. That was how he knew about Xanacet-12. It was designed to be given in small doses to heavy labor employees, enabling them to build muscle faster and bigger than just daily exercise would. But things like caution and "small doses" had little place in Aaron's mind; his new mission occupied his every thought. He had never shot a gun or taken a karate class, didn't have magic spells or psychic powers, but he needed a way to become powerful enough to fight this fight. So he took Xanacet-12, a lot of it, and regularly. Heavy injections of the strength serum bulked him up to inhuman strength while maintaining a fairly slim build, changing the very makeup of his musculature. The rush that came with it, the power, was the best thing he'd ever felt, a relief for that helpless hopelessness that had descended over him. In the back of his mind, he's not sure he could stop even if he wanted to. Either way, he won't. Not until he finds the truth, reveals the corruption, undoes the harm... or dies trying. Personality & Motivation: Aaron is driven, even obsessed, when it comes to finding out who killed his brother and bringing them down - along with the entire system of corruption and disorder that led them to that point, or as much of it as he can reasonably dismantle. But he also recognizes that he's had chances most people never get, and that anything he does has consequences for people with less freedom than billionaires. He was always kind and thoughtful, thinking first of others, and while he doesn't much care what happens to him personally, he would never put an innocent person in danger to pursue his goals. Killing for any reason is totally beyond him. In truth, Aaron runs the serious risk of running himself into the ground. He has always been hard on himself, berating his every failure and devaluing his successes, while granting others easy grace - sometimes too much. The potent cocktail of grief for Jason and guilt over the way his easy life was financed that drives him allows him little rest even as he picks a fight it's impossible to ever completely win. His practical experience outside boardrooms, resorts, and private schools is limited, which he freely admits, and while he has always been quick and eager to learn, gaps in his real world knowledge might well be the death of him if his self-destructive impulses don't get him first. Powers & Tactics: Aaron can do a lot of good at a benefit dinner or charity fundraiser, and he tries not to lose sight of that. He's very good with people, and has tremendous resources at his disposal through his trust fund, his wealthy and powerful contacts, and his access to Howle-Brandt. When that isn't enough, Samson picks up the slack. Fast and strong, it's a simple matter for him to bowl over entire groups of armed thugs and pound them senseless - he actually has to hold himself back to keep from breaking their bones beyond repair. A slap of his hands or a stop of his feet can bring down opponents without his ever having to touch them through resounding shockwaves. Power Descriptions: Thanks to Xanacet-12, Aaron is strong massively beyond human limits. Capable of bench-pressing semi trucks and throwing punches with the force of a sniper rifle, he is a human weapon of considerable power. His muscles allow him to take great bounding strides at speeds of up to a hundred miles per hour or leap multiple stories in a single bound. The tough, corded muscle tissue is strong enough to flatten bullets and withstand heavy impacts. The drug makes all of this possible with muscle growth hormones, myostatin inhibitors that mean the body isn't told when to stop producing muscle, and RNA strands that build muscle tissue along the pattern of coiled steel. Complications: I Can Stop Anytime I Want: Xanacet-12 is deliberately addictive, an intentional means of keeping Howle-Brandt's workers from leaving the company. It also doesn't keep working forever; continued consumption is required to maintain the muscle-building effects. Aaron has discovered the hard way that his enhanced musculature shuts down if he stops regularly taking the massive doses he's been using to achieve super-strength. As his body's myostatin levels return to normal, it frantically starts breaking down his muscles in order to normalize his metabolism (he eats A LOT when he's on Xanacet-12). Withdrawals are both physically and mentally debilitating for him. If Aaron is unable to take a dose of Xanacet-12 for more than two days, he loses all powers and gains a hero point. At the GM's discretion, he may begin to suffer random DC17 Confuse effects and gain a hero point. Side Effects May Include: No one, least of all Aaron, has any idea what the long-term effects of taking massive doses of Xanacet-12 will be. It's designed to be sprinkled into food in doses less than a sixteenth of the size of what Aaron is injecting. There are nights when he stays up late, hunched over the toilet as he wonders if his newly-empowered muscle action is actually capable of making him puke up his own organs. It hasn't happened yet, but he is not infrequently sick and rarely sleeps well. If something does start to go wrong, it will be very difficult for him to get help without revealing who he is and how this happened... so he probably won't. At the start of a scene, Aaron may be fatigued from poor sleep, gaining a hero point. At the GM's discretion, he may have to save against a DC17 Nauseate effect at an inopportune moment, gaining a hero point. Why Yes, I Am Aaron Howle: Aaron was somewhat famous for all of his life as the son of Vivian Howle of the Howle-Brandt Corporation, and the recent media circus surrounding his brother's death and his own public presence in Bedlam have only increased his reputation. This can be very inconvenient for someone trying to lead a double life abusing muscle-building drugs to beat mobsters over the head by night. Aaron is keenly aware that he has a great deal to lose if his secret is revealed - his activities are against the law in Bedlam, and discovery could lead to the loss of his money, his reputation, and his freedom, plus plenty of problems for his surviving family. When out of costume, Aaron may (at the GM's discretion) be inconvenienced by reporters, admirers, or protesters to whom he must not reveal his secret, gaining a hero point. It Must Be Put Right: Aaron is dangerously obsessed with solving his brother's murder, fixing the damage his family's company has caused, and punishing those responsible. He is perfectly willing to sacrifice his own safety and well-being for the slightest chance at advancing one of those goals, but not the safety and well-being of innocent people. Even as he puts himself in increasing danger, Aaron feels compelled to go out of his way to help and protect those in need. He is also very careful to restrain his tremendous strength so that he doesn't hurt anyone beyond their ability to eventually heal, no matter how awful they might be. He can't cross that line. Abilities: 2 + 2 + 4 + 4 + 4 + 4 = 20PP Strength: 12 / 25 (+1 / +7) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +5 Attack: +7 Melee, +4 Ranged Grapple: +12 (+7 Str, +5 Super-Strength) Defense: +7 (+2 Base, +5 Protection) Knockback: -3 Saving Throws: 7 + 8 + 5 = 20PP Toughness: +7 (+2 Con, +5 Protection) Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +7 (+2 Wis, +5) Skills: 80R = 20PP Acrobatics 4 (+5) Bluff 8 (+10) Computers 4 (+6) Diplomacy 8 (+10) Drive 4 (+5) Gather Information 8 (+10) Intimidate 8 (+10) Knowledge [Business] 8 (+10) Knowledge [Civics] 8 (+10) Notice 4 (+6) Search 4 (+6) Sense Motive 8 (+10) Stealth 4 (+5) Feats: 34PP Attack Focus (Melee) 3 Benefit 4 (Filthy Rich, Status: Upper Crust) Chokehold Connected Contacts Dodge Focus 3 Fast Overrun Fearless Fearsome Presence 7 Grappling Finesse Improved Grab Improved Grapple Improved Initiative 1 Improved Overrun Improved Trip Improved Throw Stunning Attack Takedown Attack 2 Uncanny Dodge 1 (Auditory) Well-Informed Powers: 13 + 2 + 5 + 5 + 15 = 40PP Enhanced Strength 13 [13PP] Leaping 2 (5x distance; 85ft running long jump, 42ft standing long jump, 21ft high jump) [2PP] Protection 5 [5PP] Speed 4 (100 mph; Feats: Alternate Power 1) [5PP] AP: Swimming 4 [4/4PP] Super-Strength 5 (50 effective strength; Power Feats: Bracing, Groundstrike, Shockwave, Super-Breath, Thunderclap) [15PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Fearsome 35ft radius DC17 Will Fear (Mental) Groundstrike 70ft radius DC17 Reflex Trip (Physical) Shockwave 70ft cone DC22 Tough Damage (Physical) Stunning Fist Touch DC17 Fort Stun (Physical) Super-Breath 70ft cone DC17 Reflex Trip (Physical) Thunderclap 35ft radius DC17 Reflex Dazzle (Auditory) Unarmed Touch DC22 Tough Damage (Physical) Totals: Abilities (20) + Combat (16) + Saving Throws (20) + Skills (20) + Feats (34) + Powers (40) - Drawbacks (0) = 150/150 PP
  19. Players Name: Dr. Archeville Character's Name: Dead Head Power Level: 15 (but built as PL 10) Power Points: 250/250PP Unspent Power Points: 0PP Trade-Offs: -1 Attack / +1 Damage w/ Body Weapons, +1 Attack / -1 Damage w/ Shovel; -5 Defense / +5 Toughness In Brief: The Revoltin' Revenant, enemy to graverobbers and death-warpers, friend to all children! Alternate Identities: Burton "Burt" Lee Identity: Secret Birthplace: Durham, North Carolina, USA Occupation: Advocate, Ghostbuster, Psychopomp Affiliations: Midnighters Family: David Lee (Father), Jamie Lee (Mother), Keith Lee (Brother), Katherine Lee (Sister), numerous aunts, uncles, and cousins; all believe Burt Lee died ten years ago. Age: 41 (DoB: October 1977; Date of death/Reanimation January 2000) Apparent Age: Early 20s... ? Gender: Good Ol' Boy Ethnicity: Caucasian (some Irish on his mother's side, some English from his father's side) Height: 6'2" (1.88 m) Weight: 170 lbs. (77.11 kg) Eyes: Ectoplasmic Blue-Green Flames (formerly Green flames, formerly Blue) Hair: White-Grey (formerly Platinum-Blonde) Description: Dead Head is a mostly preserved corpse, dry though not quite mummy-like, with purplish-gray skin and wild white hair. Sometimes he creaks when he moves. He smells like tobacco and spices and rum, and his eyes glow with a soft blue-green light. He still doesn't get out to the shops much, but has been raiding Avenger's old wardrobe for outfits to supplement what he gets from dumpster diving (a habit he has not, and probably never will, break); he enjoys wearing a noose as a necktie. He still carries a shovel, but now he's usually able to get new ones instead of using rusty discarded ones. His voice still sounds like a harsh, strained whisper, with an eerie reverb when speaking when he shouldn't be able to (like when his head is detached from his body). Power Descriptions: Dead Head's resilience still comes not from being so tough that attacks bounce off, but rather that blasts and bullets and fists go through him harmlessly. His eyes constantly glow with a cyan light, which flares when using his Comprehend and Enhanced Feats powers. History: For full history and background, see his Guidebook entry. By September 2009, he had made his way to Freedom City, perhaps the hub for superpowered and mystical activity in the world. He opposed numerous cults and necromancers, as well as some more traditional supervillains and even few Grue kaiju, but things came to a head for him on Halloween 2010. On the 50th anniversary of his imprisonment in Tartarus, Hades, Greek God of the Underworld, tried to manifest on Earth, but was stopped by a group of heroes and Baron Samedi and his agents. During the battle, something stepped out of Dead Head: Papa Ghede, Baron Samedi's good counterpart. When Malador and Samedi had opened that rift a decade ago, it was to a prison dimension holding a pseudonatural monstrosity. Ghede and some other gods rushed to close it, but the Horror fought back, and dealt him a severe blow. Desperately seeking some spot to recuperate, Ghede went to the one place available: Burton Lee. He backtracked the mystical link the Horror had set up, which it had just sent a portion of its essence into. Due to the restrictions of The Pact, Ghede still needed Burt's permissions to inhabit his body... but he was dead, his soul about to be intercepted and consumed by the Horror. Ghede had to act fast, and offered Burt a deal: he'd save him from the Horror, resurrect him, let him continue amongst the mortal world, if he could hole up in him for a bit. Burt, not really wanting to be dead (or Horror-chow), agreed... but there was an unexpected hitch. The alterations the Horror had made to Burt's mind/soul, as well as the damage it caused when it lashed out and tried to send a portion of itself into him, altered his metaphyiscal being such that when the wounded Ghede tried to bond with Burt, he was instead trapped and in a state of semi-hibernation; the resurrection also went awry, bringing Burt back as a type of super-powerful zombie, constantly rotting yet regenerating. The increased magical activities of the past month finally roused Ghede, who spent some time cleaning and undoing the damage the pseudonatural Horror had done to Burt before manifesting and carrying Baron Samedi and Hades away. He planned to take Burt's spirit with him to Guinee, where he would be rewarded in final rest, but he pleaded to stay, and his friends rallied for him. Ghede allowed it, altering him to be more resilient and left him one of Legba's hounds, to make up for the loss of his ability to animate and resurrect the dead. Fortunately for Dead Head, he knows a few powerful and skilled mages and benevolent necromancers, who could help him relearn those abilities. These lessons are 'paid' in part by helping out around Parkhurst Hotel, a task he happily does. Personality & Motivation: At first, Burt was exceedingly depressed and horrified about his condition. All his friends were dead, twice over, and his family thought he was gone. Lacking any ties to the world of the living, he wandered and did what he could for the dead, but some of them wanted him to do horrible things. He never did them, but being constantly exposed to those requests didn't help his mood. Over the past few years, though, Burt has learned to lighten up -- thanks in part by helping to bring peaceful closure to several families -- and to even enjoy some aspects of his condition (like his Anatomic Separation power). Of course, given his appearance, voice, and mannerisms, his humor is very much in the vein of Tales from the Crypt's Crypt Keeper. He is, in fact, very much like a member of The Addams Family: compassionate and loving, friendly to all he meets, eager to help strangers in times of need, tolerant to a fault... and largely incapable of noticing how creepy and wrong he comes off, or just how badly his "idle fun" (like snapping off a hand and having it crawl around like a spider, or stretching and twisting in ways no living person should or could) unnerves some people. He has, of course, made a few enemies, and holds particular types of criminals with special distaste. Baron Samedi and Malador both wanted him, either to lead their armies of undead monstrosities, or to rip out whatever power is in him and add it to their own; now Samedi wants him destroyed just out of spite. Hades has also become an enemy, due to his role in preventing his possession of/merging with Daedalus. Burt himself takes special interest in cases involving children (especially those who weren't able to fully enjoy life) and those who disturb the dead (such as graverobbers and most necromancers). Powers & Tactics: Since losing his connection to Papa Ghede, Dead Head has lost much of his power. He's still monstrously tough and near-impossible to put down -- in fact, his body repairs itself even faster than before -- and he can still communicate with and even grab spirits of the dead, but he can no longer animate or raise them as he once could. He has recently re-learned how to control himself if separated into three pieces, and a new trick: taking on the appearance, sound, and even smell of anyone who has died. Good for confronting a murderer with their victims, bad for trying to sneak into guarded areas. His Fearsome Presence can be either contorting his body in hideous ways, channeling the chill finality of the grave, or making himself look like the decayed remains of someone the person knew. COMPLICATIONS Appearance: It's a zomumbie! Eek! The GM may give him a Hero Point if someone reacts negatively upon seeing him use some of his more disgusting abilities (or simply upon seeing him for the first time), such as fleeing from him, trying to drive him off, and/or attacking him. Creepy and Kooky, Mysterious and Spooky: Even when he's trying to present himself as 'normal,' Dead Head always has an 'Addams Family vibe' about him. The GM can give Dead Head a Hero Point when his antics run counter to the etiquette practiced by those around him or otherwise make them uncomfortable, which can, for example, give him a penalty to an interaction skill check, or cause him to fail it automatically. Alternately, this can be a Complication for another character, who will suffer a penalty or automatic failure to their check. Enemies: Baron Samedi, Hades, and Malador are the big three. Then there's all the graverobbers, organlegging rings, and death-cults he's busted up. The GM can give him a Hero Point in exchange for one of these people/groups attacking or otherwise disrupting him at the worst possible times. Spare Change? Chaaange?: No job, legally dead, gets most of his clothes from the dumpsters behind the Goodwill and Salvation Army (or the closets of allies). The GM can award a Hero Point should these present a significant impediment to him. Temper/Hatred: Dead Head has a special dislike of those who harm children or disturb the dead. The GM can give him a Hero Point to force him to take a course of action which would be straightforward but also foolish and/or rash. The GM may force him to make a Will save to resist the urge, or simply dictate that he gives in to it. Alternately, the GM can give another character a Hero Point and force them to make a contested interaction skill check to convince him otherwise. Blind Without 'Em: Dead Head's "spiritual blindsight" is a necromantic variation of the traditional psychic blindsight, with a few limits. It allows him to sense the living, the dead, and the undead: anything that has or once had a soul (for varying definitions of "soul"). As such, it does not work on mindless robots (and similar constructs), nor does it pick up on nonliving objects (like buildings and vehicles). ABILITIES: 14 + 4 + (-10) + 2 + 6 + 6 = 22PP Strength: 24 (+7), effective Str 29 w/ Shovel Dexterity: 14 (+2) Constitution: --- Intelligence: 12 (+1) Wisdom: 16 (+3) Charisma: 16 (+3) COMBAT: 10 + 4 = 14PP Initiative: +2 Attack: +5 Ranged, +9 Melee, +11 Shovel (+5 Base) Grapple: +16, +17 w/ Shovel, +18 w/ Tireless Limbs, +19 w/ both Defense: +4 (+2 Base, +2 Dodge Focus), +1 Flat-Footed Knockback: -12, -7 vs Magic, Salt, or Silver ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage (Physical) Shovel Touch DC 24 Toughness (Staged) Damage (Physical) Shovel, Breaking Touch DC 17 Fortitude (Staged) Drain Toughness; Objects Only DC 22 Toughness (Staged) Damage (Physical); Objects Only Necromancy / Body Weapons (Crit 19-20) Touch +5 ft. DC 26 Toughness (Staged) Damage (Physical) Necromancy / Fearsome Presence 50 ft. DC 20 Will (Staged) Shaken / Frightened / Panicked SAVING THROWS: 0 + 3 + 7 = 10PP Toughness: +15 (Impervious 10 [not vs Magic, Salt, or Silver]) Fortitude: --- Reflex: +5 (+2 Dex, +3) Will: +10 (+3 Wis, +7) SKILLS: 76R = 19PP Diplomacy 12 (+15) Disguise 0 (+3, +23 w/ Morph) Gather Information 7 (+10) SM Intimidate 11 (+14) SM Knowledge (Arcane Lore) 9 (+10) Knowledge (Life Sciences) 4 (+5) Knowledge (Popular Culture) 4 (+5) Knowledge (Theology & Philosophy) 9 (+10) Notice 8 (+11) SM Sense Motive 12 (+15) SM FEATS: 26PP All-Out Attack Attack Focus (Melee) 4 Attack Specialization (Shovel) 1 Contacts Dodge Focus 2 Favored Environment (cemeteries/graveyards) Fearless Improved Disarm Interpose Jack of All Trades Luck 3 Power Attack Prone Fighting Ritualist Skill Mastery (Gather Information, Intimidate, Notice, Sense Motive) Startle Takedown Attack 2 Weapon Bind Well-Informed Enhanced Feats Challenge 4 (Gather Information: Discrete Inquiry [-20 to penalty]) (from Comprehend Spirits) Challenge 7 (Intimidate: Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 [-5 penalty], Startle as a Move action) (from “Boo!”) Elusive Target (from "Aspect of The Penanggalan") Fearsome Presence 10 (from “Boo!”) Improved Grab (from “Bite-y Flying Head”) Improved Grapple (from “Bite-y Flying Head”) Improved Pin (from “Bite-y Flying Head”) Improved Trip (from “Body Weapons”) Move-By Action (from "Aspect of The Penanggalan") Veteran Feats Equipment 8 (contribution to the Twilight Lodge Minion 15 POWERS: 3 + 12 + 2 + 1 + 30 + 1 + 5 + 7 + 23 + 15 + 31 + 5 + 16 + 2 + 6 = 159PP All powers have the magic, supernatural, and undead descriptors. "Shovel" also has the dimensional/summoning descriptor (since he summons it from another dimension). Anatomic Separation 1 (Extras: Variable Split) [3PP] Animate Objects 2 (animate dead; Extras: Horde, Range [Perception], Type; Flaws: Action [Full], Limited [to corpses]; PFs: Mental Link, Progression 3 [up to 10 zombies]) [12PP] Enhanced Strength 0 (ghost grabbin'; Feats: Affects Insubstantial 2) [2PP] Features 1 (Internal Compartment; lt. load 346 lbs.) [1PP] Immunity 30 (Fortitude Effects) [30PP] Immunity 2 (Critical Hits, Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [1PP] Impervious Toughness 10 (Flaws: Limited [Not vs Magic, including the natural weapons of Supernatural creatures, Salt, or Silver]) [5PP] Medium 3 (6PP Array; PF: Alternate Power) [7PP] BE: Comprehend 1 (Spirits; PFs: Challenge 4 [Discrete Inquiry]) {6/6} AP: Comprehend 2 (Objects; Flaw: Limited [corpses]) {2} and Super-Senses 8 (postcognition, precognition; Flaw: Unreliable) {4} {2+4=6} Necromancy 8.5 (17PP Array; PFs: Alternate Power 6) [23PP] BE: Enhanced Anatomic Separation 2 ("Fall To Pieces"; Total Rank 3; Extras: Action [Free] [3], Variable Split [2]) {9pp} plus Flight 2 ("Aspect of The Penanggalan"; 25mph / 250ft per Move Action; Flaws: Limited [Only Detached Head Can Fly]; PFs: Elusive Target, Move-by Action) {4pp} plus Strike 0 (“Bite-y Flying Head”; PFs: Improved Grab, Improved Grapple, Improved Pin, Mighty) {4} {9+4+4=17/17} AP: Enhanced Feats 17 ("Boo!"; Challenge 7 [Demoralize as a Move action, Forceful Intimidation, Mass Intimidation, Powerful Intimidation 3 {-5 penalty}, Startle as a Move action], Fearsome Presence 10 [50-ft. radius, DC 20]) {17/17} AP: Comprehend 3 (”spirit translators”; read all, speak any one at a time, understand all) {6} plus Morph 4 ("Faces of Death"; Any Humanoid, +20 Disguise; Flaw: Limited [Dead People]; PFs: Covers Scent, Precise, Voice Mimicry) {7} + Shrinking 4 ("Creepy Dead Kid"; Small [-4 Str, -1 Toughness, +1 attack/defense, -4 grapple, +4 stealth, -2 intimidate]) {4} {6+7+4=17/17} AP: Strike 4 (”body weapons”; Extra: Penetrating 4; PFs: Extended Reach, Improved Critical, Improved Trip, Incurable, Mighty, Split Attack, Variable Descriptor [bludgeoning/piercing/slashing]) {15/17}0 AP: Teleport 6 (”gravewalking,” 600 feet/20 miles; Extra: Accurate; Flaw: Limited [only from & to places of death {cemeteries, morgues, etc.}]; PFs: Change Direction, Change Velocity, Easy, Subtle, Turnabout) {17/17} AP: Communication 3 (“haunt hotline,” mental, 1,000 feet; Extras: Area; Flaw: Limited [Only with Undead and Characters with Comprehend/Spirits]; PFs: Dimensional 2 [afterlives], Selective, Subtle) {7} + Mind Reading 10 (“memento mors”; Extras: Action 2 [Free for surface, Move for probe], Sensory Link; Flaws: Limited [only memories & thoughts pertaining to death & killing], Range 2 [Touch]) {10} {7+10=17/17} AP: Nullify 11 (“curse eating”; all magic effects simultaneously; Extra: Duration [Concentration]; Flaws: Limited [to necromantic magic effects], Range [Touch]; PF: Selective) {12/17} Protection 15 [15PP] Regeneration 29 (Recovery 14 [+9], Recovery Rate: Injured 3 [1 minute], Disabled 5 [1 minute], Resurrection 7 [1 minute]; PFs: Persistent, Regrowth) [31PP] Shovel 1.5 (3 points; PFs: Alternate Power 2) [5PP] BE: Strike 2 (whack!; PF: Mighty) {3/3} AP: Burrowing 3 (digging; Soil: 5MPH / 50ft per Move Action, Hard Clay / Packed Earth: 2.5MPH / 25ft per Move Action) {3/3} AP: Super-Strength 1 (leverage; STR 29 [Heavy Load: 1,400 lbs.]; PF: Breaking) {3/3} Super-Senses 19 (Communication Link [mental, with Mutt], Darkvision [Drawbacks: Noticeable], Hearing Counters Concealment [Flaw: Undead only], Magic Awareness 3 [Mental], Mental Awareness 2 [Mental], Vision Counters Concealment [Flaw: Undead only], Danger Sense [mental], “Spiritual Blindsight” [Mental Sense; Enhancements: Accurate, Acute, Radius, Ranged]) [16PP] + Enhanced Super-Senses 4 (Acute & Analytical for All Mental Senses; Flaw: Limited [Only for Necromantic Effects]) [2PP] Undead Body 2.5 (5 points; PF: Alternate Power) [6PP] BE: Insubstantial 1 (disturbingly limber) {5/5} AP: Speed 1 (tireless limbs; 10 mph) {1} plus Super-Strength 2 (tireless limbs; effective STR 34 [Heavy Load: 2,800 lbs.]) {4} {1+4=5/5} TOTALS Abilities (22) + Combat (14) + Saving Throws (10) + Skills (19) + Feats (26) + Powers (159) - Drawbacks (0) = 250/250 Power Points
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