Jump to content

Search the Community

Showing results for tags 'emerald city'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to Freedom City
    • Campaign Discussion
    • Character Building
    • Character Bank
    • Freedom City News
  • The City of Freedom
    • Downtown Freedom
    • North Freedom
    • South Freedom
    • West Freedom
    • Other Areas Around Freedom
  • The World of Freedom
    • The Lands Beyond
    • The Worlds Beyond
    • The Realms Beyond
    • Non-Canon Tales
  • Out of Character Discussion
    • Off-Panel
    • Archives

Categories

  • Getting Started
    • Templates
    • About the Site
  • People of Freedom
    • Player Characters
    • Non-Player Characters
    • Super-Teams and Organizations
    • Reputations in Freedom
  • Places of Freedom
    • Freedom City Places
    • Earth Prime Places
    • Interstellar Places
    • Multiversal Places
  • History of Freedom
    • Events
    • Timelines
    • People
  • Objects of Freedom
    • Items
    • Ideas

Categories

  • Player Guide
  • House Rules
  • Sample Characters

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. GM Emerald City Saturday, May 16, 2020 10:54:2APM "How are you liking Emerald City, Miss Adrianna?" Vicente Cruz sat beside your dining table, a folder full of official papers laid unopened on your table. You had heard a knock on the door and when you opened it, he had introduced himself and his partner, Daria Bell, as officials from the government agency handling your refugee status. He had flashed his badge and asked that you let him inside. "We heard about the commotion you caused a few days ago. Nothing too serious? Everything turn out alright?" Daria piped up from behind Vicente. She began to count with her fingers. "No one hospitalized? No charges for assault or disturbing the peace or--" Vicente, his eyebrows twitching in what you assume to be irritation, motions for her to stop. "That's enough, Daria." Then he returns his gaze to you. "But why we are here is somewhat because of that... incident, Miss Adrianna." From out of the folder he draws a document and slides it towards you, a primer of Emerald City University's Cryptozoology program. It boasts its curriculum and faculty, including among them some of the country's leading Sasquatch experts. "As you might know," Vicente continues after you finish reading. "Emerald City has a bit of a reputation for, how would you say it, weirdness? There's an undercurrent of the hidden and the odd in the city and its surroundings, even if most people could go about their lives not really seeing anything explicit to validate their beliefs." He gestures, palm up, at you. "You yourself is a prime example. A refugee from a world where dreams are made real, and who can dream up monsters and creatures from nightmares and fairy tales." "Oh, don't string her along, Vicente. Just say what you need to say to the poor girl." Vicente, for his part, ignores his partner's comments and continues as if she had said nothing. "So perhaps you would like to be part of a community made of beings like yourself? The flotsam of space or other dimensions. Humanity can never really understand us. They see us as a phenomenon to study, or bedtime stories to frighten. Sometimes, they hunt us, believing us a threat even when we have called this Emerald City home longer than any of them. Longer than this country even." Over his shoulder, Daria is beaming at you. "We're extending you an invitation. What do you say?" Daria says and this time Vicente is nodding thoughtfully. Then visibly his features begin to change, melting back into flesh that slowly turns a bright orange. Soon, his face is blank save for solid white eyes and a mouth, which opens as he speaks. "Don't be alarmed, Miss Adrianna. I just wanted to show you who I really am." He slides his hand, orange like his face, forward as if to reassure you. "Like you, this isn't the dimension where I was born. And even then I was from another planet in the galaxy, not that Earth."
  2. OOC for this, @Kaede Kimura.
  3. Justice 8PM, March 19th, 2020 University Hill, Emerald City It was late, sure, but could have been later. At least Robin could come and go, it wasn't like students didn't keep odd hours, right? Nobody would mind if she showed up in the middle of the night, and it was only evening, so, it wasn't a big issue. Not that she had been hanging around as much as usual lately, not since figuring out how to get to the AnneX, at least... So, Salvo wanted to check the place where she used to work on her stuff. Figure out how Mars had managed to grab hold of Robin's tech. It made sense, and two pairs of eyes were better than one, anyway. So, after setting things up, Robin was now standing outside the entrance to the building on the campus that held the workshop, 3D printers and whatever else that she had used to use. Compared to her fully costumed look, she had dressed down considerably. A pair of jeans, a blue and white t-shirt with the Captain Thunder logo, an open dark red jacket, and, of course, her mask. She didn't know Salvo that well yet, after all... and who knew who else was gonna show up? Robin stood a bit to the side, away from the entrance to the building, at the spot they had agreed to meet around 8. She fought the urge to look at her watch. Not that Salvo was late, but Robin really wanted to get this over with.
  4. GM 3PM, March 4th, 2020 The Riverfront District It was perhaps appropriate that Sunburn, Dinostroyer and Metamind had been brought back to the Riverfront district that they had attacked. Their trial had, despite the overwhelming evidence, lasted a few weeks now. It was not much of an argument of guilt, it was more a question of how bad, and how to punish someone that didn't seem to exist. As it turned out, it seemed that Sunburn's claim that that the trio was from another world had been true. Or, at the very least, they had been good at hiding any trace of themselves. Now, a verdict had been reached. Property damage, mind control, but thankfully, no fatalities, and mostly minor injuries. The Upstarts were to be sent to an A.E.G.I.S. holding facility closer to Freedom City, far from Emerald City. Super villains were not something that happened in Emerald City, after all, so they had no way of keeping them. As the group was loaded into individual trucks, they were still wearing the power dampening equipment created by MarsTech. Dinostroyer wore heavy chains, Metamind had been outfitted with a helmet and Sunburn was inside a large tank filled with a strange fluid, with a breathing apparatus around her mouth and nose. She looked even more pissed off than the rest. The trucks didn't far before they simply stopped. The drivers got out, any guards simply left... and then the first shots were fired towards the prison transports. Emerald City was not a city of villains, and it seemed that being a villain here came with its own consequences.
  5. GM Lakeside, Emerald City 3PM, May 11th 2020 Lakeside was normally peaceful. No Takazumi-gumi or Malakov Mafiya, it was not the place where one would expect much trouble. Especially not on a day where the rain was simply pouring down. All day long, the rain had been falling. And yet, trouble was afoot. A monster was running rampant through the streets of Lakeside! A great beast had caused trouble, assaulting an innocent man, and now, Ultio Suit Users were coming in from all over town, flying, running and leaping through the streets. Of course, not was all as it seemed. The monster was merely a dream, and the Dreamer had just tried to stop a purse snatcher, but now, all these would-be heroes were coming for her. But perhaps one among them would see things different? Perhaps it would take an Ultra Girl to help a Dreamer?
  6. GM The Riverfront, Emerald City, Oregon Saturday, April 25, 2020 00:04:00 AM It was the end of the line as far as you could tell. Months before the case had entered your radar, the demand for cadavers in the market has risen unlike anything in recent memory. For sure, whoever had began buying had been smart about it. The demand had been incremental, months in the making, and there had been multiple buyers who bought at different times and from different suppliers across the city for different reasons. Funeral homes, prisons, hospitals, cemeteries, even some cadavers from mainland China. The buyers sold some of the cadavers up the chain. Then some of those cadavers would get resold further higher and higher until all of it led to this unremarkable warehouse owned by a shell company in the middle of the Riverfront. Unregulated by federal or state laws, the sale of cadavers is not illegal per-se but the interconnected buying and selling had caught your attention. And for obvious reasons, anyone that would go to those lengths to hide something was up to no good. Illegal and immoral in the eyes of the law. That's where you come in, perched on the rooftop of a nearby warehouse as below you an eighteen-wheeler truck and the shipping container on its cargo bed pulls the warehouse space. It backs up into a closed shutter gate and a burly man in a flannel shirt gets out of the truck's passenger seat. He says something to the driver and, dragging on his cigarette, fishes out a key from his jeans pocket. Then he strolls towards the back of the truck. Besides the nighttime activity below you, the warehouse and the surrounding area is devoid of life. Nothing stirs. You've seen rats and stray cats on your way but none around the warehouse. Your stakeout of the warehouse itself has not produced any sign of activity from inside the warehouse. It is dark there and only the streetlamps from outside serve as illumination for the warehouse interior. Finally, the man unlocks the shutter gate and it slides up with a clatter all too loud in the night's dead silence. Then the man disappears inside the warehouse, the beam of a flashlight to guide him. Outside, the driver waits idly, scrolling on his phone. The screen illuminates his face in a blue light. What do you do?
  7. ooc for this. @Tiffany Korta, @angrydurf, follow up to EC Showdown, as promised. Once you've made your entrance, give me an Initiative
  8. OOC for this. @EternalPhoenix feel free to make any description of the Starbucks that you want.
  9. ooc for this. @Kaede Kimura @Cubismo Let's start off with a post from Kaede to set up what the Dreamer and Carnifex is up to, now that they've stopped the purse snatcher and there's Ultio Suits coming in to chase them!
  10. GM 2PM, March 21st, 2020 The Riverfront, Emerald City Since the meeting of heroes at the noodle place in Betlehem Heights, Waverider and the mighty Metanaut had volounteered to try and get their hands on an Ultio Suit system. Find a rich kid with a suit, convince him to hand it over, work their charms a little bit maybe, or, well, however else they could do it. A week or so later, they had found someone. A guy named Elliot Elijah Elder, his dad was rich, his mom was on the city council, he attended a fancy private school, so of course his mom had bought him an Ultio Suit. He hadn't really used it a lot, but Metanaut had caught him going into the suit to catch a purse snatcher, then out again, even if he had seemed kind of bored. Now, Elliot was sitting by the waterfront at the Riverfront, just looking out at the water. All alone, away from his school. Probably the best time to strike up a friendly or not so friendly conversation.
  11. OOC for this. @Zeitgeist Blue
  12. GM Bridgepoint, Emerald City, Oregon Tuesday, May 12, 2020 05:31:06PM The letter sits opened at your desk, a torn-up page from some textbook. It is dirtied by grime and stained by liquid, but still the neat handwriting conveys its message clear enough. The bennu, an Egyptian phoenix with splendid red and gold feathers, sits at your windowsill, picking at its feathers. It does not care to notice you or what thoughts the letter has induced in you, if anything, but it is still a beautiful specimen to behold. Found tied to a leg, is the Lemurian key. It is a cylindrical object made of brass and glass, as small as a pocketwatch, with dials all around. You are sure you could make some use of this once you figure out how to use it. But for now, Advay's letter is the most pressing matter. You have heard the news going around the rumour mill of a Naga's death a month ago. It was a gruesome sight, hear tell. Blood splattered everywhere, his magical laboratory defiled in every manner. Priceless equipment and potions broken and spilled, his notes conspicuously missing. The psychopomps tell of Advay's hand to be the cause of murder and for sure there was struggle in Yatin's home. Curiously, enough you do not know of anyone to have actually seen the scene in question, to keep the magical away from the humans some had said. Yatin's work had required proximity to humanity and so he had, with great secrecy, found a place in the middle of the Hindu diaspora of Northern Shore, Emerald City, Washington. Yet that proximity has called the murder to the attention of the Emerald City Police Department, humans the very secretive Cryptid Clans would prefer not to get involved in. Now a manhunt from all kinds, even some of the new Ultio Suits from Marstech, has been going on for three weeks andnot all those who seek him have truly benevolent intentions in mind if Advay is to be believed. If you are to find Advay before the Clans do, then you must prepare. You have five days to gather equipment or perform the relevant rituals. And after, you venture into the blackness of Sub-Terra, where only the blind are comfortable and where only stone grow. No doubt the Clans would know the same thing you do, and perhaps you may find some of their number roaming the depths as well, most likely unfriendly to outsiders.
  13. OOC for this. @Spacefurry, please tell me how you'd like to prepare and roll me the relevant dice if you're using Ritualist. Then can you give me an IC that includes Blackstaff preparing, if ever he does want to. Of course, he can ignore the letter or investigate the murder himself.
  14. Justice Power Level: 13 Effective Power Level: 10 Power Points: 198/233PPUnspent Power Points: 35 Trade-Offs: Justice Buster: +4ATK/-4DC; Defensive Trade-offs vary between TOU+5/DEF-5, None and TOU-5/DEF+5, see M.O.D. System power In Brief: Genius tokusatsu fangirl making her dreams come true. Catchphrase: Time for justice! Theme: Hell No! - Mel Senese Alternate Identity: Robin Lynne Langley (Secret) Birthplace: Emerald City Residence: University Hill, Emerald City Base of Operations: University Hill, Emerald City Occupation: PhD Student at Emerald City University, Tech Support Affiliations: None Family: Anna (mother), Lucas (father), Lucas Jr. (2 years older brother), Mark (20 years younger brother), Dottie (paternal grandmother) DESCRIPTION Age: (DoB: 1997 [April 1st]) Gender: Female Ethnicity: Caucasian Height: 5'5'' Weight: 125 lbs. Eyes: Green Hair:Dark brown Robin is slender, her body honed by years of gymnastics. Her dark brown hair reaches her shoulders and is almost always worn loose. She has green eyes and wears glasses. She will usually dress casually, preferring t-shirts with prints or logos of cartoon characters, dragons and so on. As Justice, Robin wears a dark red suit with her Justice Driver belt. The upper body part of the suit has a tall collar with bright pink trim, which connects to a pink zipper that goes to Robin's right shoulder and down over her right breast to the center of her belt. She has a classic, heraldic lion in pink over her left breast, using it as a logo. Her sleeves end in bright pink trim at her wrists, while she wears grey gloves that leave the back of her hand bare, with a pink trim in a square shape. She wears light grey boots that ends about halfway up her lower leg in a W-shape, with the trim and soles being bright pink. To protect her identity, she wears a dark red domino mask with white lenses, in the same color as the costume. Activating the Justice driver causes her armor to appear: A dark red suit with purple-pink power lines running up the arms and down the legs from the belt buckle of the Justice Driver belt, with grey metal plating on the chest and shoulders. Her arms and legs are wrapped in dark grey and purple armor, with similar armor plating as the chest area. Her helmet has silver armor plating on the side and two small antenna on top, and a silver armor plate over her mouth, with large purple-pink one-way lenses over her eyes. Robin has also added red scarf in a brighter color to the rest of the armor. HISTORY Robin Lynne Langley has lived in Emerald City her entire life, always wondering why she lived in the one city that didn't seem to have any super heroes at all. Still, she loved heroes of all kinds, and if she couldn't find them by staring up at the sky, she would find them in comics and on the screen. When he older brother Lucas Jr. introduced her to the world of Japanese Tokusatsu, she was sold, even going as far as starting gymnastics due to her inspiration. Growing up, she kept her dream of really seeing heroes alive, Robin eventually decided that one day, she would be a hero. Eventually enrolling at Emerald City University, she sought out any class, course or knowledge that could help her in her goal, ending up with a rather varied curriculum, only broadening her knowledge of science in particular. She was only emboldened by the appearance of the Emerald Spider. Finally, using a combination of her own funds and components made available at the university, Robin created the first version of her Justice Driver and Justice Buster, setting out into Emerald City to become a hero. Since her debut, Robin has faced gangs of thieves, monsters, super natural threats and much more. She has been gifted her grandmother's amulet, that she once used as the super hero Miss Step, allowing her to access Z-Space, where she has established headquarters in an abandoned structure, though not going unnoticed by other inhabitants. She has worked through multiple iterations of her armor, finally settling on a modular design. Faced with the knowledge that MarsTech had stolen her designs to create the Ultio Suits and that Max Mars himself had discovered her identity, Robin put out the call to the heroes of Emerald City. Gathering together, the group has started to work against Max Mars and MarsTech, Justice has been thrust into a leadership role that she never expected to find herself in. PERSONALITY & MOTIVATION Robin is a dreamer. Anything is possible if you have the will and make your own means. Intellectually gifted and curious, she will pursue anything that strikes her fancy. A great fan of super heroes, she has been disappointed at the lack of any prominent heroes in Emerald City, which is part of her reason for deciding to become a hero herself. The other part is her great love of Japanese Tokusatsu shows, which has inspired the technology she uses. She is idealistic, usually willing to give almost anyone the benefit of doubt, but can be surprisingly ruthless in combat. Having grown more confident in herself, Robin has begun learning what it means to be a hero. She has faced tough decisions and battles, reacting by continuing to update her armor and arsenal. POWERS & TACTICS Robin will usually try and talk her opponent into surrendering at first. Otherwise, she will engage using her arsenal and any other gadgets she has managed to bring along. She will usually switch rapidly between weapons, using whatever the situation calls for, while creating portals to Z-Space to exchange other bits and pieces of her modular armor while in action. A favorite trick is to activate her smoke in an area around her, then shift to her visual enhancements, allowing her to see through the smoke, while her enemies are left unable to see her. POWER DESCRIPTIONS Robin posses no innate powers. All her abilities come from gymnastic skills or technology she created herself. After several different battle suit iterations and design philosophies, including her prototype suit and using a number of different armors for different situations, Robin has finally settled on a modular armor design, using her grandmother's amulet, now incorporated directly in the new and improved Justice Driver belt. The amulet is a large light purple, almost pink, round stone, normally hanging from a necklace. Unknown to Robin, her grandmother had used the amulet's ability to access Z-Space as the 70'es super hero Miss Step. Unaware of the amulet being magic, rather than just a great source of energy and a way to reach Z-Space, Robin continues to use it as her power source. The newest iteration of the Justice Driver belt houses both an utility belt, able to access a multitude of Robin's inventions, and access to the Justice Armor. By activating the Justice Driver through inserting her grandmother's amulet, and using the keyword "Henshin", Robin expands the under armor from the Justice Driver belt, while simultaneously summoning the rest of the armor. While the armor's actual appearance seems more or less unchanged since the last iteration, everything underneath, both hardware and software, has been changed greatly, utilizing 4 systems that Robin has created. Together, they utilize the power source in the amulet in a fine balance, driving precisely the amount of power needed for each task. The principal system used by the armor is the Rapid Intervention Defense and Emergency Response (R.I.D.E.R.) system . The R.I.D.E.R. system provides base enhancement to the wearer's physical strength, while offering protection and computer assistance to the wearer's reflexes and combat skills. The Modular Output Defense system (M.O.D.) , was designed to offer variable speed and protection in combat. By rapidly altering the armor plating on the suit, the wearer can quickly switch between slow, but heavily protected armor, or fast, but not quite as formidable armor, or anything in between, adapting to fit the situation as needed. While the process is quick, it is possible to interrupt it during combat, which leads to Robin prefering an armor setting for the M.O.D. system as combat starts. To improve her mobility in combat, Robin designed the Multivariable Outrageous Virtous Extension (M.O.V.E.) system. By using rocket boosters housed in the boots, Robin can either propel herself forward in great leaps or move at incredible speeds for brief periods of time. The system also enhances the wearer's carry weight, due to the various support structures needed in the armor to make sure the rocket boosters caused her no harm. Alternatively, by diverting energy from the rocket boosters, Robin can attach heavier, bullet proof armor. Whereas the other systems are rather rigid in their design and utility, the Interactive Dynamic Expansion Application system (I.D.E.A.) contain a great number of different gadgets and tools that Robin developed for the armor, connected by using the same power source from the armor. While the list of tools in the I.D.E.A. system is ever expanding, it so far contains enhanced visual options and, allows Robin to use her grandmother's amulet to create portals to Z-Space, allowing her access to the AnneX, or to summon different armors parts and weapons. Finally, Robin has begun using what she has dubbed her Z-Space Arsenal. By rapidly creating portals to the AnneX in Z-Space, Robin is able to swiftly exchange the weapons she need during a battle. While she has a number of plans for how to expand her arsenal, it currently includes the Justice Buster a one-handed gun that fires a number of different blasts,, Snare Grenades, rapidly expanding heavy wire meshes that expand from grenades to entrap targets, Stun Stickers, small stickers with technology that carries a powerful charge capable of stunning targets and Smoke Grenades, which releases a thick, obscuring smoke when activated. Both the Justice Buster and Smoke Grenades can be aimed through Z-Space Portals to arrive from any position near their target. Outside of the external arsenal, she retains her signature Justice Strikes, where she redirects power from the armor into powerful motors in her legs or arms, allowing her to strike with incredible force. To combat the ever growing threats of Emerald City, Robin has developed Heuristic Emergency Response Operator mode, or H.E.R.O. mode, an alternative battlesuit. While the H.E.R.O. mode armor is more powerful, drawing directly on energies from Z-Space, it is designed solely for combat, with little utility outside speed and pure power. COMPLICATIONS Family: Robin's family is generally unaware of her activities as Justice, but can all be used against her if a villain were to find out. Fangirl: Robin is a big fan of super heroes. Meeting a famous hero can give her pause, or at worst go into complete fangirl mode. Friend In Need: If given a situation where she can stop a villain or save someone, Robin will always try to save another person first, even if it might not be the smartest action. Modular Armor Problems: It can take time to change the amount of armoring, allowing Robin to shift between defense and speed. If the GM determines that a situation is too chaotic, they can prevent changes in PP allocation for the M.O.D. systems array, giving Robin 1 HP instead. Motormouth: Robin likes to talk. A lot. She can just keep going if she wants to, and doesn't always know when to not explain something. Power Up Let Down: Justice's H.E.R.O. armor, accessed through the Morph power Armor Change, is often undergoing maintenance, either needing repairs or being in the process of being recharged. The GM can effectively veto any use of the H.E.R.O. armor if they don't want Justice to use it in a thread. Invoking this complication does not give Justice a Hero Point. Secret Identity: Robin tries to keep her identity as Justice a secret. So far, only her grandmother Dottie knows. Superhero 101: For all her good intentions, Robin is rather new to the game, and a lot of her understanding of super heroics comes from movies and tv shows. Not all of this knowledge will necessarily translate to real life. ABILITIES 4 + 4 + 8 + 14 + 6 + 6 = 42PP Strength: 14 (+2) / [Justice Armor] 18 (+4)Dexterity: 14 (+2) / [Justice Armor] 16 (+3)Constitution: 18 (+4)Intelligence: 24 (+7)Wisdom: 16 (+3)Charisma: 16 (+3) COMBAT 8 + 8 = 16PP Initiative: +7 (+7 Int [Speed of Thought]) Attack: +4 Base, [Justice Armor] +6 Base, See additional Attack Bonuses for individual attacks on DC Block Defense: +4 Base, +2 Flat-Footed, [Justice Armor] +10 (+4 Base Defense, +1 Enhanced Defense, +5 M.O.D. System set to Base Armor), +5 (+4 Base Defense, +1 Enhanced Defense, +0 M.O.D. System set to Extra Armor), +15 (+4 Base Defense, +1 Enhanced Defense, +10 M.O.D. System set to Less Armor), +3 Flat-Footed Grapple: +6 (+4 Base Attack, +2 Strength), [Justice Armor] +10 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength), +12 (+4 Base Attack, +2 Enh. Base Attack, +2 Strength, +2 Enh. Strength, +2 Super-Strength) Knockback: -2 (TOU 4/2), [Justice Armor] -2 to -7 (TOU 5-15, based on M.O.D. System), -6 to -11 (tou 5-15, based on M.O.D. System, +4 from Impervious Toughness 8 if applied) SAVING THROWS 6 + 5 + 8 = 19PP Toughness: +4 (+4 Con), [Justice Armor] +10 (+4 Con, +1 Protection, +5 M.O.D. System set to Base Armor), +15 (+4 Con, +1 Protection, +10 M.O.D. System set to Extra Armor), +5 (+4 Con, +1 Protection, +0 M.O.D. System set to Less Armor) Fortitude: +10 (+4 Con, +6) Reflex: +7 (+2 Dex, +5) / [Justice Armor] +8 (+2 Dex, +1 Enh. Dex, +5), +12 (+2 Dex, +1 Enh. Dex, +5, +4 M.O.D. System set to Base Armor or Less Armor) Will: +11 (+3 Wis, +8) SKILLS 124R = 31PP Acrobatics 12 (+14) / [Justice Armor] (+15) Bluff 2 (+5) Computers 8 (+15) Concentration 7 (+10) Craft [Electronics] 8 (+15) Craft [Mechanical] 8 (+15) Diplomacy 12 (+15) Disable Device 8 (+15) Drive 7 (+9) / [Justice Armor] (+10) Gather Information 7 (+10) Investigate 3 (+10) Knowledge [Arcane Lore] 3 (+10) Knowledge [Physical Sciences] 8 (+15) Knowledge [Popular Culture] 3 (+10) Knowledge [Technology] 8 (+15) Medicine 3 (+10) Notice 7 (+10) Search 3 (+10) Sense Motive 7 (+10) FEATS 11PP Acrobatic Bluff Artificer Challenge [Fast Acrobatic Bluff] Equipment 7 [Veteran Reward] Improvised Tools Inventor Jack-of-All-Trades Luck 3 Speed of Thought Uncanny Dodge [Auditory] Enhanced Feats Accurate Attack Evasion 2 Power Attack Quick Change Takedown Attack 2Justice Strikes Uncanny Dodge [Visual] Equipment: 7PP = 35EP The Law Rider (Vehicle; Motorcycle) [15EP] The AnneX (Headquarters; Abandoned Outpost in Z-Space) [20EP] POWERS 82 = 82PP Device 20 (100DP Container; Flaws: Hard-To-Lose; Feats: Restricted 2 [Only Robin can use]) [82PP] (Descriptors: Justice Armor, Invention, Technology) I.D.E.A. System 5.4 (27DP Container) [27DP] Datalink 2 (Radio; 100 feet; Feats: Machine Control) [3DP] (Descriptors: Remote Hacking) Gadgets 1 (5PP Variable Power, Any Power, Multiple Powers At Once; Extras: Duration [Continuous]) [8DP] (Descriptors: Summon Gadgets, Invention, Technology) Sample powers Super-Movement 1 (Dimensional Movement [To and From Z-Space]; Extras: Portal (+2), Feats: Alternate Power 1, Progression [Portal Size] 3) (Up to 50ft x 50ft portal) [8DP] (Descriptors: Z-Space Portal, Dimensional, Magic, Z-Space) AP: Teleport 4 (Flaws: Short-Range; Feats: Change Direction, Change Velocity, Turnabout) (400 ft. distance) {7/7DP} (Descriptors: Combat Teleport) Super-Senses 8 (Counters Visual Concealment, Counters Visual Obscure, Uncanny Dodge [Visual]) [8DP] (Descriptors: H.U.D., Computer Analysis, Combat Subroutines) M.O.D. System 7 (14DP Array; Feats: Alternate Power 2) [16DP] BP: {5 + 4 + 5 = 14/14} (Descriptors: Base Armor) Enhanced Feat 5 (Dodge Focus 5; Total Defense +10) {5DP} Enhanced Trait 4 (Reflex Save +4) {4DP} Protection 5 (Total Toughness +10) {5DP} AP: {10 + 4 = 14/14} (Descriptors: Extra Armor) Impervious Toughness 4 {4DP} Protection 10 (Total Toughness +15) {10DP} AP: {10 + 4 = 14/14} (Descriptors: Less Armor) Enhanced Feat 10 (Dodge Focus 10; Total Defense +15) {10DP} Enhanced Trait 4 (Reflex Save +4) {4DP} M.O.V.E. System 4 (8DP Array; Feats: Alternate Power 2) [10DP] BP: {4 + 4 = 8/8DP} Leaping 4 (Leap distance x25: Running 350 ft.) [4DP] (Descriptors: Jump Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {4 + 4 = 8/8DP} Speed 4 (100 MPH, 1000 ft./rnd) [4DP] (Descriptors: Boost Jets, Rocket Boots) Super-Strength 2 (+10 Effective Strength, heavy load: 700 lbs./1200 lbs.) [4DP] (Descriptors: Enhanced Musculature) AP: {6 + 2 = 8/8DP} Impervious Toughness 6 {6DP} (Descriptors: Armor Plating) Leaping 2 (Leap distance x5: Running 70 ft.) [2DP] (Descriptors: Jump Jets, Rocket Boots) R.I.D.E.R. System 3.6 (18DP Container) [18DP] Enhanced Dexterity 2 (Dexterity +2) [2DP] (Descriptors: Combat Subroutines, A.I. Assisted Coordination) Enhanced Feat 4 (Accurate Attack, Evasion 2, Power Attack) [4DP] (Descriptors: Combat Subroutines) Enhanced Feat 1 (Quick Change) [1DP] (Descriptors: Collapsible Armor) Enhanced Trait 4 (Attack Bonus+2) [4DP] (Descriptors: Combat Subroutines) Enhanced Trait 2 (Defense Bonus+1) [2DP] (Descriptors: Combat Subroutines) Features 2 (Built-in Subtle Computer) [2DP] (Descriptors: Computer, A.I. System) Morph 1 (One Form [H.E.R.O. Mode]; Feats: Metamorph 1) [2DP] (Descriptors: Armor Change) Protection 1 [1DP] (Descriptors: Armor) Z-Space Arsenal 12.5 (25DP Array; Feats: Alternate Power 4) [29DP] (Descriptors: Weapons, Z-Space) BP: {21 + 4 = 25/25DP} Damage 6 (Extras: Penetrating 5; Feats: Accurate 2, Improved Critical 2, Knockback 3, Mighty, Takedown Attack 2) [21DP] (Descriptors: Justice Strikes, Kicks, Punches, Enhanced Musculature, Motors, Bludgeoning Damage Type) Enhanced Strength 4 [4DP] (Enhanced Musculature) AP: Blast 6 (Extras: Penetrating 4; Feats: Accurate 4, Indirect 3, Variable Descriptor 2 [Any Technological]) {25/25DP} (Descriptors: Justice Buster, Blaster, Variable Ammunition, Z-Space Portals) AP: Obscure 9 (Visual Obscure; Extras: Independent (+0); Feats: Indirect 3) (2500 ft. area radius) {21/25DP} (Descriptors: Smoke Grenade, Grenade, Smoke, Z-Space Portals) AP: Snare 10 (Feats: Accurate 2, Indirect 3) {25/25DP} (Descriptors: Snare Grenade, Rapidly Expanding Wireframe, Z-Space Portals) AP: Stun 10 (Feats: Accurate 2, Improved Critical 1, Reversible, Sedation) {25/25DP} (Descriptors: Stun Sticker, Electricity, Sticker) DRAWBACKS -3PP Normal Identity (Major, Uncommon; Free action to activate, Normal ID has no access to Justice Armor; Requires Justice Driver Belt to activate) [-3PP] DC BLOCK Name Range Save Effect Attack Bonus Unarmed Touch DC17 TOU (staged) Damage +4 Unarmed – Justice Armor Touch DC19 TOU (staged) Damage +6 Justice Strike Touch DC25 TOU (staged) Damage +10, Crit 18-20, Knockback 3, Penetrating 5 Justice Buster 60 ft. DC21 TOU (staged) Damage +14, Penetrating 4, Indirect 3, Variable Descriptor 2 [Any Technological] Snare Grenade 100 ft. DC20 REF (staged) Fail: Entangled >5/2nd Fail: Bound & Helpless +10, Indirect 3 Stun Sticker Touch DC20 FORT (staged) Fail: Dazed >5: Stunned >10: Unconscious +10, Crit 19-20, Reversible, Sedation Totals: Abilities (42) + Combat (16) + Saving Throws (19) + Skills (31) + Feats (11) + Powers (82) - Drawbacks (-3) = 198/233 Power Points
  15. ooc for this @Tarrakhash, @Torpedo Lass Just set up for now, feel free to add on with what you're up to.
  16. Player Name: Heritage Character Name: The Shrike Power Level: 10/12 (180/198PP) Tradeoffs: Defense +3/Toughness -3 Unspent PP: 18 In Brief: Snarky barista/musician wielding magical artifacts. Alternate Identity: Gretchen McDaniels Identity: Secret Birthplace: Portland, ME Area of Operations: Emerald City, OR Occupation: Barista/bookseller/personal crime-fighting assistant Affiliations: Grimalkin, Silberman's Books Family: Evelyn Woolsey (mother, deceased), Mark McDaniels (father), Caroline Clement (aunt), Lynn Epstein (girlfriend) DOB: November 21, 1991 Gender: Female Height: 5'1" (5'4" in costume) Weight: 113 lbs. Hair: Brown Eyes: Blue Gretchen is an attractive young woman in her mid-twenties; she tends to keep her brown hair loose, and has a lightly-muscled athletic build. She has several tattoos on her body, including bars of music on both forearms, inspirational lyrics on various parts of her torso, and the words 'The Future Is Unwritten' on the four knuckles of her left hand. Her ears bear multiple piercings, mostly a mix of rings and ear spikes. Gretchen usually doesn't wear much makeup, but she experiments with lips gloss and eyeliner. As far as clothing goes, she sort of falls into the 'hipster chick' look, mostly because she just hits the same resale shops she favored as a FreeSA student, so comfortable jeans, hi-tops, combat boots, fatigue jackets, plaid shirts, t-shirts, vests, etc. When she's feeling frisky, she'll show some skin (typically a more revealing top), but if she's feeling antisocial, she'll dress down. She often wears rings and bracelets, but always has a silver ring with a large red stone on her left index finger. The Shrike is a mysterious figure wrapped in black; her costume is a mostly black armored jumpsuit with silver accents, topped with a hawk-like silver half-face mask bearing a large ruby in the middle of her forehead. Her heavy reinforced boots add three inches to her height to make her slightly more intimidation, and her gloves are padded for extra protection. A black hooded cloak reaches down to her ankles; the hood helps to hide her features a bit better, and the cloak softens her outline in the shadows. A small carbon fiber shield is strapped to her right arm, which she keeps on her back when not in use. A silver ring with another ruby is visible on the index finger of her left gloved hand. History: For most of her life, Gretchen McDaniels has been disappointed; by a father who abandoned her mother to raise a child alone, by a world that seems more concerned with money than reducing human suffering, and by a music industry obsessed with churning out catchy crap. Growing up in Portland, Maine, young Gretchen was drawn to the performing arts from an early age; her mother Evelyn was a successful attorney specializing in labor law, and though their family was small it was full of love, and the budding musician never lacked for love and encouragement. There were piano lessons and violin recitals, and Evelyn couldn't be prouder. But then when Gretchen was fourteen, her mother was killed in an accident while driving home in a New England ice storm; with her father nowhere in sight, it was decided it would be best for the girl to live with her free-wheeling aunt Caroline in Freedom City. Moving to a much larger city during her freshman year of high school, especially right have her mother's tragic death, proved to be particularity painful for the introverted girl, and she began to slowly build walls around herself. However Caroline, who was also musically inclined, offered something to Gretchen to help with the pain: classic punk rock. The anger, passion and energy of the music struck a chord with the unhappy girl, and even though she often struggled to express her grief and frustration through words, she could always turn to punk to feel better Eventually graduating from FreeSA with a degree in Musical Performance, Gretchen found her BFA opened a few doors but didn't lead to steady employment, so like many recent college graduates she turned to the world of retail to make ends meet. She frequently found herself 'working with idiots to serve idiots', and her dry humor and rather surly demeanor did little to enamor her to either her coworkers or customers. In time she got a job at Slberman's Books in the West End, and her life has never been the same. Due to a rather bizarre set of circumstances, Gretchen now bears the Gifts of the Magi, once borne by Lynn's great-grandfather Ira Silberman, aka the Amazing Al-Kazar; these two magical artifacts adapt to their user, so her costumed identity is very different from her predecessor's. After having been in a committed, very intimate relationship with Lynn for over two years, Gretchen felt the need to make a change; it's not that her feelings for Lynn had lessened; in fact, they'd grown more intense. But Gretchen nonetheless felt the desire to get some space, to work through some things, and do some solo crime-fighting on her own. After much discussion over the course of a long summer road trip, Gretchen and Lynn came to an agreement. Gretchen would help open a new Silverman's Books location in Emerald City, under her own management and operation. The two would still remain dating, but had permission to see other people, though they would still be very much a couple connected by strands of magic. This whole situation is very new, but Gretchen hopes it will help her shake off the feeling that she is being smothered by someone she loves. After a year, both parties will review the situation and go from there. Personality & Motivation: Gretchen is keenly aware of life's injustices, but for most of her life, she felt powerless to do anything about it; but now, inspired by her mysterious employer Lynn Epstein, she found that she can make a difference in small ways, and as the equally mysterious Shrike, she can do even more! Her attitude is frequently seen as caustic or sarcastic, but it secretly hides a big caring heart that she tries to wall off from the dangers and disappointments of the world. Though she doesn't like to use labels like 'bisexual', Gretchen has dated both men and women in her life; she finds men to be uncomplicated and easier to get along with, but women to be more challenging and rewarding in the long run. In any event, she's never been very good at maintaining long-term relationships, due to her extremely guarded and somewhat negative attitude. Powers & Tactics: The Shrike's combination of flight, stealth and ranged attacks make her an ideal infiltrator and combat 'sniper', and the psychokinetic power of the ring allows her to grab and detain foes as well as move objects and remove obstacles with ease. The Gifts are now better attuned to her personality, unlocking several new powers, including creating a sort of 'magic grenade' and allowing her to become immaterial, abilities that greatly increases her combat flexibility. Since losing the Cloak of Mystery, Gretchen's supplemented her magical devices with tactical gear, including armor and several varieties of handmade, non-lethal grenades. Complications: Give a Guy a Break: Gretchen has a tendency to not take men super-seriously, seeing them as rather uncomplicated creatures; this underestimation may cost her. I Don't Like Labels: Gretchen has dated both men and women in her life, though never for very long; this attitude may bother those with more traditional values. Secret Identity: The Shrike has been told how important it is to maintain a secret identity, especially if you're not a shapeshifter! The Distance Between Us: Gretchen and Lynn are attempting maintain an open, long-distance relationship assisted by magic. It's challenging and very much I'm work in progress Abilities: 2 + 6 + 4 + 6 + 4 + 4 = 26PP Strength: 12 (+1) [Heavy Load: 130 lbs.] Dexterity: 16 (+3) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 12 + 24 = 36PP Initiative: +3 Attack: +6 Ranged, +6 Melee, +10 Ring of Power Grapple: +7, +16 Ring of Power Defense: +12 (+13 w/Shield) Knockback: -10 (-1 without Cloak) Saving Throws: 8 + 7 + 8 = 23PP Toughness: +2/+7 (+2 Con, +2 Defensive Roll, +3 Protection [EP]) Fortitude +10 (+2 Con, +8) Reflex +10 (+3 Dex, +7) Will +10 (+2 Wis, +8) Skills: 152R = 38PP Bluff 8 (+10) Computers 12 (+15)* Craft: Chemical 2 (+5) Craft: Electronics 12 (+15)* Disable Device 12 (+15)* Drive 2 (+5) Gather Information 3 (+5) Investigate 7 (+10) Knowledge (Arcane Lore) 2 (+5) Knowledge (Current Events) 2 (+5) Knowledge (Pop Culture) 7 (+10) Knowledge (Streetwise) 2 (+5) Knowledge (Tactics) 2 (+5) Knowledge (Technology) 7 (+10)* Medicine 3 (+5) Notice 8 (+10) Perform (Keyboards) 13 (+15) Perform (Singing) 13 (+15) Perform (Stringed Instruments) 13 (+15) Search 7 (+10) Sense Motive 8 (+10) Stealth 7 (+10) Feats: 8PP Attack Specialization 2 (Ring of Power) Defensive Roll 2 Improvised Tools Inventor Precise Shot Skill Mastery* Equipment: 0PP (40EP from Rewards) Silberman's Northwest (PL10 HQ) [15EP] Size: Small [0EP] Toughness: +5 [0EP] Features: [15EP] Communications Computer Cover Facility (Bookstore) Fire Prevention System Library Living Space Powers 6 (144PP, see below) Security System 2 (DC 25) Workshop  Shrike's Gear Armored Jumpsuit 3EP Small Shield 1EP Laptop 1EP Tactical Harness [20EP Utility Belt] Tear Gas grenade (ME: Dazzle 4 + Nauseate Explosion 4) [18EP] Flash-Bang grenade (AP: Dazzle Burst 4) [1EP] Smoke grenade (AP: Obscure 2 [visual])[1EP] Powers: 17 + 32 = 49PP (All have Magic descriptor) Device 4 (Helm of Truth, Magical Helmet, 20PP, Power Feat: Subtle. Flaws: Hard-To-Lose) [17PP] Comprehend 2 (All Codes and Written Languages) [4PP] Super-Senses 16 (Danger Sense, Magic Awareness [Visual, Analytic, Extended, Tracking], Vision Counters Concealment, Illusion, and Obscure [All]) [16PP] Device 9 (Ring of Power, Magical Ring, 40PP, Flaws: Hard-To-Lose) [32PP] Magic Blast Array 10 (23PP Array, Feat: Alternate Power 3) [26PP] Base Power: Ranged Damage 10 (Power Feats: Affects Insubstantial 2, Precise) [23PP] Alternate Power: Ranged Burst Damage 6 (Power Feats: Affects Insubstantial 2, Selective, Triggered 2) [1PP] Alternate Power: Move Object 10 (Strength 50, Heavy Load: 12 tons. Power Feats: Precise, Subtle) [1PP] Alternate Power: Insubstantial 4 (Power Feats: Selective, Subtle 2) [1PP] Dimensional Pocket 1 (Flaw: Limited [Storage only], 100 lbs.) [1PP]  Flight 5 (250 mph) (Power Feats: Subtle 2) [12PP] Super-Senses 1 (Communication Link [with Grimalkin]) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness Damage (Physical) Blast Ranged DC25 Toughness Damage (Physical) Flash-Bang Ranged DC14 Reflex Dazzled Magic Bomb Ranged DC21 Toughness Damage (Physical) Smoke Grenade Ranged - - - Obscure (visual) Tear Gas Ranged DC14 Reflex Dazzled and Nauseated TOTALS: Abilities 26 + Combat 36 + Saving Throws 23 + Skills 38 + Feats 8 + Powers 49 - Drawbacks 0 = 180/198 Power Points
  17. GM 1:30 PM, March 7th, 2020 Emerald Skies Airshow, Joint Army/Air-Force Base Clark-Gordon, Cascadia The show had been coming for a while. The skies were clear and blue. Fighter jets roared across the sky, drawing colorful, emerald smoketrails behind them. The crowds cheered, the people of Emerald City was getting into the airshow. Even if the air was cool, the sun was warm. Mattus had sent Chromium to provide security. Since his arrival in Emerald City, he had spent time training at Clark-Gordon, learning to be better. Now, he was security. Just in case, Commander Irons had said. Nothing was going to happen, but it was good to get out there. See the people, see what he was fighting for. No need to be seen unless necessary, of course. A big shiny guy would stand out, but he could at least enjoy the show from the shadows. Nolan Aeronautics was here by invitation. In fact, they had asked for one Anne Mistral in particular. She was famous, after all. If anything, her presence would only draw larger crowds. While another jet soared across the sky, painting emerald circles with its smoke, the call went out that Levity was up next...
  18. GM Bethlehem Heights, March 14th, 9:30 PM Bethlehem Heights might not be a rich area, or one where the police routinely patrolled, but it was still home to many. And in the last few weeks, there had been a rash of so far unexplained disappearances. The disappearances seemed focused on the undesirables of society: The homeless, the drunks, the addicts. The people of the street. Not enough to make city hall care enough to send the police for more than routine attempts at searching for the missing people. People were warned to stay off the streets in Bethlehem Heights during the night, but otherwise, little effort was put into finding the missing people, or even finding out what was going on. If anyone were to solve the mystery, it seemed that the heroes of Emerald City would have to step up. And as a man's scream cut through the night in Bethlehem Heights, they might soon get their chance.
  19. I'm looking for 3-4 characters, preferably around PL10-12, who'll want to join Justice in fighting a very big and public threat in Emerald City. If there's more than the 3-4 takers, I'll try and prioritize on who doesn't already have threads going in EC or have fewer threads, or who I think will have the most interesting interactions with the threat. Maybe some priority to the members of the so far unnamed EC team, depends on who's interested. Lower PL can apply, but will probably have a harder time.
  20. Rebellion Power Level: 14 (built as PL 10; 213/215PP) Unspent Power Points: 2 Trade-Offs: (Baton Throw) +4 Attack / -4 DC, (Baton Ricochet) +2 Attack / -2 DC, +2 Defense / -2 Toughness In Brief: Former villain in training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City. Residence: Elder Mansion, Northern Shore, Emerald City / Elysium Academy Dorms. Base of Operations: Emerald City. Occupation: Student. Affiliations: None. Family: Emma Emmelie Elder (Mother, Emerald City politician, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased). Description: Age: 17 (DoB: 2002 January 1st). Gender: Male. Ethnicity: Caucasian. Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysium Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. History: Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysium Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working working for Brande Management. A super human with the ability to change his appearance, he were one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited their powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysium Academy would be how. At the Elysium Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysium Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysium Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, as it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysium Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysium Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysium Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. Personality & Motivation: Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. Powers & Tactics: Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. Power Descriptions: Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to said possession, Elliot is only able to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever were before. He is smarter, and when he wants to, posses a strange, almost unnatural charisma. When he wears a mask, Elliot's has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. Finally, Elliot uses a pair of batons for physical combat. Through training, he has learned to throw them with enough precision that they return to himself when thrown, and to perform powerful blows, strong enough to stun an enemy. Complications: CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Kid Terror being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysium Academy, he still has some problems with doing the right thing. What do he choose, to save one life or many? Do abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysium Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysium Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysium Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the proces is slow, she is begin groomed into following in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. Abilities: 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 12 (+1) / 16 (+3) Dexterity: 12 (+1) / 20 (+5) Constitution: 12 (+1) / 20 (+5) Intelligence: 16 (+3) / 24 (+7) Wisdom: 16 (+3) Charisma: 12 (+1) / 20 (+5) Combat: 8 + 12 = 20PP Initiative: +5 (+5 Dex) Attack: +4 Base, +4 Melee, +4 Ranged, +10 Baton Smack (+4 Base, +6 Attack Specialization), +14 Baton Throw (+4 Base, +6 Attack Specialization, +4 Accurate) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +5/+7 Knockback: -4 Saving Throws: 5 + 5 + 7 = 17PP Toughness: +8 (+5 Con, +1 Protection, +2 Defensive Roll) Fortitude: +6/+10 (+1 Con/+5 with Enhanced Con, +5) Reflex: +10 (+5 Dex, +5) Will: +10 (+3 Wis, +7) Skills: 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 5 (+10, +15 with Morph)Skill Mastery Escape Artist 5 (+5) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 7 (+14) Knowledge (Popular Culture) 3 (+10) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery Feats: 23PP Attack Specialization (Batons) 3 Benefit (Wealth) 1 Challenge - Improved Feint Contacts Defensive Roll 1 Distract (Intimidation) Dodge Focus 6 Fascinate (Intimidate) Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Well-Informed Powers: 12 + 32 + 4 + 19 + 37 = 104PP For Mask descriptor explanation, see the complication TERROR/HERO. Device 4 ("Batons"; 20PP Container; Flaws: Easy-To-Lose) [12PP] (Baton) Baton Attack Array 9 (18PP Array; Feats: Alternate Power 2) [20PP] BP: Damage 5 ("Brutal Precision Baton Smack"; Extras: Alternate Save [Fortitude] 10; Feats: Enhanced Critical 1, Mighty, Stunning Attack) {18/18} (Bludgeoning Damage Type, Training, Weak point/nerve targeting) AP: Damage 3 ("Baton Throw"; Extras: Autofire 1 [6 ranks], Range [Ranged]; Feats: Accurate 2, Mighty 3, Precise, Ricochet 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) {18/18} (Bludgeoning Damage Type, Training) AP: Damage 3 ("Baton Ricochet"; Extras: Area [Targeted Burst], Range [Ranged], Selective Attack; Flaws: Action [Full Turn]; Feats: Accurate 1, Indirect 3, Mighty 5, Progression [Area Size] 2; Drawbacks: Reduced Range 2 [Max Range 75 ft.]) (Area: 15-75 ft. radius) {18/18PP} (Bludgeoning Damage Type, Training, Ricochet) Fear Array 15.5 (31PP Array; Feats: Alternate Power 1) [32PP] (Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 ("Aura of Terror"; Extras: Area [Burst], Mental, Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31} AP: Paralyze Rank ("Paralyzing Terror"; Extras: Mental, Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31} Stealth 0.8 (4PP Container) [4PP] (Inherited, Mask, Physical Mutation) Concealment 4 ("Camouflage"; Flaws: Blending, Passive) (All Visual Senses) [2PP] Morph 1 ("Enigmatic Terror"; +5 Disguise, Broad Group: Humanoid) [2PP] Uncanny Mind 3.8 (19PP Container) [19PP] (Physical Mutation) Enhanced Ability 16 (Intelligence +8, Charisma +8) [16PP] Immunity 1 ("No Fear") (Fear Effects) [1PP] (Mask) Super-Senses 2 ("See the Pattern"; Cosmic Awareness) [2PP] (Mask, Hyper-Awareness) Uncanny Physique 7.4 (37PP Container) [37PP] (Mutation) Enhanced Constitution 8 [8PP] (Physical Mutation) Enhanced Dexterity 8 [8PP] (Physical Mutation) Enhanced Strength 8 [8PP] (Physical Mutation) Leaping 4 (x25 Leaping distance, run 375 ft.) [4PP] (Mask, Psionic) Protection 1 [1PP] (Physical Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Mask, Psionic) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC18 Tou (staged) Damage +4 Brutal Precision Baton Smack Touch DC25 Fortitude (staged) Damage +10, Crit 19-20 Baton Throw 30 ft., max 75 ft. DC21 Tou (Staged) Damage +14 Baton Ricochet 30 ft., max 75 ft. 15-75 ft. radius area DC23 Tou (Staged) Damage +12, Targeted Area Aura of Terror Perception DC20 Will (Staged) Fear: Shaken, Frightened, Panicking N/A Paralyzing Terror Perception DC20 Will (staged) Slowed, Paralyzed N/A Totals: Abilities (20) + Combat (20) + Saving Throws (17) + Skills (29) + Feats (23) + Powers (104) - Drawbacks (0) = 213/215 Power Points
  21. REBELLION Power Level: 15 Effective Power Level: 10 Power Points: 214/250PP Unspent Power Points: 36P Trade-Offs: (Melee) -1 Attack / +1 DC, +2 Defense / -2 Toughness In Brief: Former villain-in-training uses the power of the Terror to seek the truth. Catchphrase: Boo! Theme: What's Up Danger - Blackway & Black Caviar / Untravelled Road -Thousand Foot Krutch Alternate Identity: Elliot Elijah Elder (Secret), Bronze Hornet (Secret, Super Villain Identity) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City / Elysian Academy Dorms Base of Operations: Emerald City Occupation: Student Affiliations: Elysian Academy Family: Emma Emmelie Elder (Mother, Emerald City politician currently on City Council, nee Kessler), Everett Eaton Elder (Father, officially idle rich, unofficially known as "The Royal" super villain saboteur and spy), Elaine Emma Elder (Older sister, College Student), Elaine Kessler (Aunt on mother's side, deceased) DESCRIPTION Age: DoB: 2002 January 1st Gender: Male. Ethnicity: Caucasian Height: 6'1'' Weight: 180 lbs. Eyes: Hazel Hair: Blonde Elliot is a young man with an athletic build, leaning on the slightly muscular side. While by no means bad looking, he is not particularly remarkable, looking very much like the All-American boy stereotype. He has short blonde hair and hazel eyes, usually keeping himself clean shaved. He carries himself with a certain pride and arrogance. He will usually wear clothing in lighter colors, or the Elysian Academy colors. As Bronze Hornet, Elliot wears a predominantly dark grey uniform. Simple pants, heavy black boots. A heavy dark grey jacket with a large bronze hornet icon on the back, and black gloves. His face is hidden by a black full face mask, with a smaller hornet logo, similar to the one on his back, on his face, with its wings over his eyes. As Rebellion, Elliot appears pitch black, with large white eyes. He does not appear to have a nose or mouth, though it is there. While he will wear whatever clothes is at hand at the time, his "official" look consist of a pair of dark blue pants and a blue jacket with nothing underneath, showing only pitch black, and a blue cap on the top of his head to complete the look. He is somewhat shifty, keeping to dark places or out of sight if possible. HISTORY Elliot Elijah Elder lived a charmed life. His mother was Emma Elder, a local Emerald City politician of some renown, and her career had left her family with a mansion, servants and more than enough money to get whatever they wanted. His father, Everett Elder, came from a rich family, and he spent much of his time either supporting his wife's campaigns, golfing or travelling, often leaving Elliot at home with his older sister Elaine and his aunt Elaine. Elliot grew particularly close to both, while never knowing much of his parents. Elliot was smart, and he knew it, which led him to develop an arrogant streak, which only his sister and uncle Jacob seemed to disapprove of. He had few friends, and never seemed to really push himself in any way. After all, why should he? He was smart, and he was rich. To Emma Elder, Elliot was almost the perfect son, except for one sore point: He was miserable at sports or other physical departments, and Emma needed to have the perfect All-American son to further perfect her image. Over the objection of his father, Elliot was sent to the prestigious Elysian Academy, where he could make something of himself. That was the official reason, at least. In truth, Emma was disappointed in her son, for reasons he had never been told. Everett Elder did not really come from a rich family. He did not just support his wife's campaigns or go golfing. No, he was working for Brande Management. A super human with the ability to change his appearance, he was one of many agents performing industrial espionage and sabotage for Brande Management, all to increase their stock. Everett wanted out, but he was in too deep, and so, he continued. And Elaine had inherited his powers, perhaps to an even greater degree. Elliot, however, had not. He was a disappointment. Emma needed some way to use him, and Elysian Academy would be how. At the Elysian Academy, Elliot was pushed for the first time that he could remember. With a particular focus on his physical prowess, as per his mother's requests, and Elliot's arrogance grew once again. He was now both a physical and mental threat to those around him, a fact that he reveled in. He didn't care that Elysian Academy was grooming him to be a super villain. He would take what he learned and use it for his own, once he left the Academy. Fine, they wanted to underestimate him. Elliot would deal with them all when the time came. He was given the code name the Bronze Hornet, which he did not particularly like, but he did not care. He could make a proper name for himself at a later point. Unknown to Elliot, his mother had made a fatal mistake. Emma had been in the pocket of the Chamber for a long time. They boosted her political career, she looked in the wrong way or campaigned for what they wanted. Now she made the mistake of actually having law enforcement investigate a business that was closely related to the Chamber. Not something big, not something famous. A money laundering front, a car wash, of all places. Still, she had to be punished. Soon after, during a break at Elysian Academy, Elliot's aunt Elaine went missing. At the same time, the mysterious villain known as the Terror reappeared to stalk the city, killing many along the way. When Elliot was alone at home, with only servants for company in their mansion, the Terror appeared, smashing through the window. As the Terror stood before Elliot, he learned what fear was. And as it collapsed, the fear spirit left the shriveled corpse of his aunt Elaine behind. That could have been the end of it. A terrified youth, a dead aunt. The start of a rebellion by a politician put back in place, and everything could continue as it had. The fear spirit that was the Terror had other plans. Elliot does not know why it did, but it did. From he learned next, it had always returned to the Chamber when its job was done, and its host was left as nothing. Maybe it was its own act of rebellion. Maybe it wanted to punish its creators. Maybe it just wanted Elliot to feel fear. Maybe the last of Elaine's soul influenced it. Or maybe it simply wanted to create another vessel to spread fear throughout Emerald City. Whatever the cause, the fear spirit possessed Elliot for the briefest of moments. And in those briefest of moments, Elliot knew fear and he knew truth. Through the distorted point of view of the artificial fear spirit, Elliot caught glimpses and visions of its creation. Of the things it had seen. Of the things it had done. A weapon, created by a secret conspiracy that ruled the city from behind the shadows. Used to eliminate their enemies. Used to create chaos and fear. He caught glimpses of their plans. About the enormity of everything. Distorted by the fear spirit, distorted by his own fear, distorted by the lingering remnants of Elaine's soul. They were everywhere. They were everything. Elysian Academy was worse than he thought. His mother was in their pocket. And no one knew. It lasted only moments, then the fear spirit was gone, leaving Elliot a changed man. The fear and the truth had changed him. His arrogance gone, he rebuilt his sense of self through sheer willpower. Something had to change, the city had to change. The conspiracy had to be exposed. And Elliot would do it. In the weeks that followed, Elliot did his best to keep up his facade at Elysian Academy, acting as arrogant as ever. Even as he began to become stronger, faster and tougher, displaying strength unlike ever before, he was demoted to Omega Squad, the so-called "Jobber Squad." Probably another punishment for his mother. Elliot didn't care. Being in Omega Squad meant he didn't really have to try hard to keep up his facade anymore. They were meant as distractions, dumb muscle, nothing more. The perfect guise for something much more. He spent all the free time he could researching and planning, until finally venturing out into the night to gather rumors. As he put on a mask to hide his identity, something even stranger happened. While Elliot's physical abilities had grown since his possession, that was only part of his mutation. He found that when he wore a mask, he could morph his appearance, he could blend in with his surroundings, and, perhaps even stranger still, he seemed to posses his own version of the Terror's ability to instill great fear in its targets. His mission was clear. He would use his powers to uncover the truth. By day, he is Elliot Elijah Elder, an once almost-remarkable student at Elysian Academy, now relegated to being used as cannon fodder. By night, he is Rebellion, a fearsome hero that prowls the streets of Emerald City for the truth. PERSONALITY & MOTIVATION Elliot can at first appear arrogant, but humbled by his demotion to Omega Squad, and this is the personality that he tries to project to the outside world. He is smarter, faster, stronger and better than others, so why shouldn't he be? What better way to hide his goals from the world around him than behind a facade that can easily push others away? In truth, Elliot is greatly changed from his previous ways. He has become more withdrawn, though it is noticed by few. He rarely opens up to others around him, having become almost entirely focused on his goal of discovering the truth about the conspiracy behind Emerald City, and how to dismantle it. He keeps notes in secret places, he finds connections even where there aren't any. As Rebellion, Elliot lets his obsession run wild. He takes notes of anything he finds relevant in a small notebook, he tends to stick to the shadows. He can be terrifying or creepy, depending on the subject at hand. He is entirely fearless, which can lead him to taking great risks with little thought for the consequences to himself. Yet, for all of his obsession with his quest for the truth, he is also slowly discovering a more heroic side to himself. It feels good to be good, and to protect others for the sake of it, not just to spite the conspiracy behind Emerald City. POWERS & TACTICS Rebellion is a master of infiltration. He will usually morph into unassuming shapes, such as janitors or cleaning crew, anything that will usually not get noticed, to make his way into a building, changing his appearance as necessary, blending in with his surroundings or moving along walls and ceilings. When pressuring a target for information, he will make full use of his ability to cause fear in others. In combat, Rebellion fights using a pair of batons. He is proficient in using them both up close and at a range, being able to throw them with enough skill to make them quickly return to himself, ready for another strike. He uses his strength and agility, rarely standing still, disappearing and reappearing to strike again. He will freely use his ability to cause fear in others to terrify and disable his opponents. Being rather pragmatic, Rebellion will use just about anything around him to his advantage. With great strength, the ability to perform incredible leaps and cling to wall, Rebellion is highly mobile, able to quickly travel across the length of Emerald City. In his identity as the Bronze Hornet, Elliot eschews the use of most of his powers, only utilizing his enhanced strength, agility and stamina. He does not cling to walls, he does not scare heroes and civilians, change his appearance or use batons to fight, instead preferring simple hand-to-hand combat. POWER DESCRIPTIONS Elliot's powers are a strange mixture of mutation caused by being possessed by the Terror fear spirit, and latent inherited powers being triggered by said possession. Due to psychological issues related to being possessed by the Terror, Elliot is unable to access certain powers without wearing a mask, essentially only those that enhance his physical and mental abilities. He has become stronger, faster and tougher than he ever was before. He is smarter, and when he wants to, possesses a strange, almost unnatural charisma. When he wears a mask, Elliot has access to further powers. He is now able to cling to walls and perform amazing leaps, while being able to slow his falls. While they appear to be physical enhancements, these abilities are psionic in nature, being a very limited degree of personal tactile telekinesis. Unknown to any but himself, Elliot has inherited his father's ability to change his features, creating instant disguises or blending in with his surroundings, making him almost invisible. His most common use of this power is to create his Rebellion disguise, or for infiltration. This inherited power has mixed with the Terror's power, becoming far greater than his father's own ability. Unlike his father, Elliot can change his voice, throw his voice and has learned how to morph his muscles, in essence making him far stronger than he would normally be. Perhaps the most horrifying part of Elliot's powers is his ability to create fear in those around him. This psionic ability appears to be a variation of the Terror's "Aura of Terror" ability, though if Elliot's wishes to create paralyzing fear, he requires great focus. He can also create an intense fear that allows him to issue commands to his targets, effectively mind controlling them for a brief moment. In the time since his transformation, Elliot's senses have started to expand. With both he and the Terror being tied to Emerald City, he has begun to notice patterns and clues in the city itself. Seemingly unconnected sights and events can lead him to strange, new discoveries during his investigations, as he follows the grid of the city to the find the monsters that lurk beneath. COMPLICATIONS FEARLESS/FOOL: As Rebellion, Elliot feels no fear. While this is a great advantage, it is also a disadvantage, as he has been known to take actions that were extremely dangerous, if not outright suicidal. A GM may award Rebellion a Hero Point whenever he is in a situation where his fearlessness leads him into trouble. HE_KNOWS/TOO_MUCH: Rebellion's knowledge of Emerald City is still growing, as he works to uncover secrets and conspiracies, but there are those that do not take kindly to his meddling. A GM may award Rebellion a Hero Point if the current situation is made worse by Rebellion being hunted by those working for the secrets that he has uncovered in Emerald City. HERO/VILLAIN: Rebellion is new to the whole hero thing. While he tries to shed the mindset instilled by Elysian Academy, he still has some problems with doing the right thing. What should he choose, to save one life or many? To abandon his mission and lose a lead to save a life from a random mugging? He is also rather pragmatic and ruthless. A GM may award Rebellion a Hero Point when he is in a situation where he is tested in following his quest for the truth or performing a heroic action. KID/TERROR: Elliot subconsciously represses his powers, unless he is wearing a mask. Once he puts on a mask, he can easily summon the full extent of his powers, but without, he cannot actively access any of his powers marked with the Mask descriptor. A GM can award Rebellion a Hero Point whenever he is in a situation where he cannot use his powers for this reason. REBELLION/HORNET: Elliot's training at Elysian Academy has instilled in him the values of a villain, and given him an identity as the Bronze Hornet. While he struggles to overcome the morals and mindset taught at the academy, he might also come into conflicts where he finds himself on the sides of both heroes and villains. While Elliot's true allegiance is on the side of the angels, he is reluctant to abandon his identity at Elysian Academy, and the safety it provides as he continues his quest. A GM may award Rebellion a Hero Point when he is in a situation where his conflicting identities or values taught at Elysian Academy cause him trouble. TERROR/HERO: There is just something off about Rebellion. While he is ultimately heroic, he has some serious issues in positive interactions with others. A GM may award Rebellion a Hero Point whenever he is in a situation where his mannerisms, appearance and abilities negatively affects other's reaction to him. TRUTH/SEEKER: Rebellion wants to find the truth about Emerald City. It is his great mission in life. Just what is the Terror? Why does the city have so few super villains? Is there some secret chamber that runs the city behind the scenes? And so much more. He has few qualms about discovering the truth and what he must do to get there. A GM may award Rebellion a Hero Point when he is in a situation where his decision to seek out the truth makes the current situation worse in some way, or he hesitates due having trouble between doing what is right, or continue his mission to seek out the truth. WHITE/SHEEP: The matriarch of the Elder family is an ambitious politician in the pockets of the Chamber. The patriarch is a super villain saboteur and spy. The daughter has inherited her father's abilities, and though the process is slow, she is being groomed to follow in his footsteps. The son is trying to be a hero. Elliot might once have shared this mindset, but his meeting with the Terror left him greatly changed. Now he seeks to dismantle the same conspiracy that his family benefits from, and while he pretends that nothing has changed, it is getting harder to hide his changed outlook from his family. Being the unfavorite to at least his mother may also cause him some serious issues. A GM may award Rebellion a Hero Point when he is in a situation where he runs into trouble with his family, either from trying to keep his facade as still truly being one of them, due to conflicts where his actions could cause them trouble in some way, or if his mother's favoritism towards Elliot's older sister causes him problems. CITY/GRID: Rebellion's expanded awareness of grids and patterns seems to be tied to Emerald City, and to a lesser degree to other metropolitan areas. If Rebellion attempts to use his See the Patterns power outside a metropolitan area, the GM might deny the request, as Rebellion's expanded awareness is simply unable to connect the dots, giving Rebellion a Hero Point instead. If the use of the power has been denied once in an area, repeated uses in the same or a similar area cannot be used to gain additional Hero Points. ABILITIES 2 + 2 + 2 + 6 + 6 + 2 = 20PP Strength: 32 (+11) / 12 (+1)Dexterity: 20 (+5) / 12 (+1) Constitution: 22 (+6) / 12 (+1) Intelligence: 24 (+7) / 16 (+3)Wisdom: 16 (+3)Charisma: 20 (+5) / 12 (+1) COMBAT 8 + 12 = 20PP Initiative: +5 (+5 Enh. Dex) / +1 (+1 Dex) Attack: +4 Base, +9 Melee (+4 Base, +5 Attack Focus), +4 Ranged Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+4 Base Attack, +5 Attack Focus, +1 Str) /+20 (+4 Base Attack, +5 Attack Focus, +11 Enh. Str) Knockback: -4 SAVING THROWS 4 + 5 + 7 = 16PP Toughness: +8 (+6 Enh. Con, +2 Defensive Roll) / +3 (+1 Con, +2 Defensive Roll)Fortitude: +10 (+6 Enh. Con, +4) / +5 (+1 Con, +4)Reflex: +10 (+5 Enh. Dex, +5) / +6 (+1 Dex, +5)Will: +10 (+3 Wis, +7) SKILLS 116R = 29PP Bluff 5 (+10) Computers 3 (+10) Disable Device 3 (+10) Disguise 0 (+5, +10Royal Morph, +40Terror Morph)Skill Mastery Escape Artist 10 (+15) Gather Information 15 (+20)Skill Mastery, Well Informed Intimidate 15 (+20)Distract, Fascinate, Skill Mastery, Startle Investigate 8 (+15) Knowledge (Popular Culture) 2 (+9) Knowledge (Streetwise) 8 (+15) Notice 12 (+15) Search 8 (+15) Sense Motive 12 (+15) Stealth 15 (+20)Skill Mastery FEATS 25PP Attack Focus [Melee] 5 Benefit [Wealth] 1 Challenge - Fast Startle Contacts Defensive Roll 1 Distract [Intimidation] Dodge Focus 6 Hide In Plain Sight Jack-of-All-Trades Luck 3 Skill Mastery (Disguise, Gather Information, Intimidate, Stealth) Startle Takedown Attack Well-Informed POWERS 8 + 10 + 8 + 8 + 33 + 1 + 1 + 4 + 2 + 8 + 21 = 104 For Mask descriptor explanation, see the complication TERROR/HERO. Enhanced Charisma 8 [8PP] (Descriptors: Uncanny Charisma, Physical Mutation) Enhanced Constitution 10 [10PP] (Descriptors: Uncanny Physique, Physical Mutation) Enhanced Dexterity 8 [8PP] (Descriptors: Uncanny Dexterity, Physical Mutation) Enhanced Intelligence 8 [8PP] (Descriptors: Uncanny Mind, Physical Mutation) Fear Array 15.5 (31PP Array; Feats: Alternate Power 2) [33PP] (Descriptors: Emotion, Fear, Mask, Mutation, Psionic) BP: Emotion Control 10 (Extras: Area [Burst], Mental (+0), Selective, Flaws: Limited [Fear Only], Feats: Reversible) {31/31PP} (Descriptors: Aura of Terror) AP: Mind Control 10 (Extras: Conscious, Effortless; Flaws: Duration [Instant]; Feats: Subtle) {31/31PP} (Descriptors: Commanding Terror) AP: Paralyze 10 (Extras: Mental (+0), Range 2 [Perception], Flaws: Action [Full Action], Feats: Reversible) {31/31PP} (Descriptors: Paralyzing Terror) Feature 1 (Directed Inspiration) [1PP] (Descriptors: See The Pattern, Mask, Hyper-Awareness) See the Complication CITY/GRID Immunity 1 (Fear Effects) [1PP] (Descriptors: No Fear, Mask, Mutation) Leaping 4 (x25 Leaping distance; Run 275 ft./525 ft.) [4PP] (Descriptors: Mask, Mutation Psionic) Morph 1 (+5 Disguise, Broad Group: Humanoid) [2PP] (Descriptors: Royal Morph, Inherited, Mutation) Super-Movement 4 (Slow Fall, Trackless, Wall-Crawling 2) [8PP] (Descriptors: Mask, Mutation, Psionic) Terror Array 10 (20PP Array; Feats: Alternate Power 1) [21P] (Descriptors: Inherited, Mutation) BP: Enhanced Strength 20 {20/20PP} (Descriptors: Uncanny Power, Muscle Morph) AP: {4 + 2 + 14= 20/20PP} (Descriptors: Terror Morph, Mask) Concealment 4 (All Visual Senses; Flaws: Blending) [4PP] (Descriptors: Camouflage) Feature 2 (Vocal Mimicry, Throw Voice) [2PP] Morph 6 (+30 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) (Stacks with Royal Morph) [14PP] Stacked Power: Morph 7 (+35 Disguise, Broad Group: Humanoid; Feats: Covers Scent, Precise) DRAWBACKS -0PP DC BLOCK Name Range Save Effect Attack bonus Unarmed Touch DC16 Tou (Staged) Damage +9 Unarmed - Uncanny Power Touch DC26 Tou (Staged) Damage +9 Aura of Terror Perception DC20 Will (Staged) Fail: Shaken >5: Frightened Panicking Reversible Paralyzing Terror Perception DC20 Will (Staged) Fail: Slowed >5: Paralyzed Reversible Commanding Terror Perception DC20 Will Mind Control Conscious, Effortless, Subtle TOTALS Abilities (20) + Combat (20) + Saving Throws (16) + Skills (29) + Feats (25) + Powers (104) - Drawbacks (0) = 214/250 Power Points
  22. Christopher Daye / Blackstaff Blackstaff Investigations To Do List... HellQ 20Q Origin
  23. I've been working on a number of plotlines for Emerald City for a while, which I think its time to pull together and try to drum up some activity for Emerald City. So, why should you care? What makes Emerald City different from Freedom City? Emerald City is fertile ground. Unlike the decades of super heroic traditions of Freedom City, super heroes is a relatively new phenomenon in Emerald City, starting with the debut of the Emerald Spider in 2016. In the ordered and controlled Emerald City, you can make a difference. You're not just one out of an endless line of heroes, working to maintain the status quo and keep everything as it is. You are one of at best dozens heroic individuals, a force of change, out to change the city for the better. Why didn't Emerald City have any super heroes until a few years ago? Why are they appearing now? All mysteries that you might solve. Emerald City is full of intrigue and mystery. Behind the scenes, the enigmatic group known as the Chamber keeps the city ordered and controlled. They keep you content and happy, and strike down terribly at any that wrong them... and the city doesn't even know they exist. Through the use and abuse of Emerald City, the Chamber deal in illegal weapon sales, human trafficking and conceal the horrible abuse of the rich and powerful. Organized crime rules the streets, and immortal corporations carry out horrific experiments on the weakest parts of society. Will you be one of the heroes that find out the secret of the Chamber? Will you be the ones that will finally challenge them and bring about change? Emerald City is a city of contradictions. On one side of the city, MarsTech and ArcheTech compete, creating technological marvels, pushing the boundarise and science and knowledge. On the other side, cryptids and magic flourish in the streets. Beings from other worlds and realities are drawn through Emerald City, through its peculiar connection to Z-Space, the realm between realities. All manner of strange beings walk the streets, all manner of adventure and mystery awaits. Emerald City is constantly changing. Your actions matter, what you do will change the landscape of the city. It won't be easy, it will cost you blood, sweat and tears, but what you do will matter. Will you be one of the heroes that Emerald City desperately needs? - - - At the moment, I have the following plans for longer storylines, with more probably spawning from them, or coming along the way, and plenty of intersections between the individual storylines, while leaving room for plenty of other, smaller threads and stories. Mars Ultio Max Mars has introduced the Ultio Suits to the public! Now anyone can be a hero, but that you can doesn't always mean that you should. Not everyone is cut out to be a hero, especially not within the framework of Superheroes as a Service! To compete against MarsTech and show that they are still in the game, rival companies have started rolling out their own corporate heroes. Of course, Max Mars is secretly a member of the Chamber, so the odds of him creating a never-ending number of heroes cannot be entirely altruistic. Not everyone in the Chamber agrees with Max Mars' new initiative, creating friction and fractures within the Chamber. Maybe this will finally push the Chamber to the breaking point of their rising tensions? Emerald Invasion Emerald City might be the premier threat to Emerald City, but they are far from the only one. Emerald City has a peculiar connetion to the the extradimensional realm known as Z-Space, the buffer zone that exists between different universes. From Z-Space, Professor Zed has vowed to conquer the Emerald City of Earth Prime, to free it from its hidden masters! Professor Zed sends his multiversal armies of heroes, villains and monsters to invade Emerald City. Perhaps letting him free the city might be a better choice of evil to rule Emerald City, or maybe you're better off with the devil you know. Emerald City Secrets The Chamber rules Emerald City from the shadows. Their reach never-ending, they seem like an unstoppable juggernaut. No one knows who they are, few know that they even exist, but Rebellion knows that something is wrong and that someone rules the city in secret. Join Rebellion in navigating the labyrinthine secrets of Emerald City to uncover the truth. The New Commander Rita Lang wanted to help people. She really did. Her nanomachines would be used to heal people, to restore what they lose, to make them healthy. To make them better, but, accidents happen. Animal testing resulted in strange deformities and the discovery of a hive mind network in the nanomachines. When one of her coworkers wanted to move on to human testing, Rita was desperate to keep things at a slower pace. Desperate enough to use the nanomachines to take command of the coworker and an army of lab rats during an encounter with Salvo. Ultimately, Rita Lang succeeded in her goals. Only Salvo knows what she did, and Rita holds the secret of Salvo's identity to bargain. Using the nanomachines for evil was a means to an end, not something that Rita had ever wanted to do, but perhaps the experience had an effect on her. Rita Lang is ready to take command. Community Until now, the heroes of Emerald City has been fractured. Lone agents, reacting or acting by their own agendas. Meetings have been by chance, team ups happening solely by luck. Maybe its time to change that. After her meeting with the Emerald Spider and the Mighty Meta-Naut and the launch of the Mars Ultio suits Justice has put out the call on HeroHouse and CapesList to meet in Betlehem Heights. - - - Right now, this is, as far as I can see, every non-archieved PC in Emerald City, so taking the liberty of tagging their players. Everyone else is of course welcome to join with visitors, new migrants to Emerald City, or brand new characters. If you're interested, let me know here or on Discord, and I'll work you into something. If you have any storylines in particular or get any ideas based on this, let me know! Blackstaff Comrade Frost Dalir the Dashing Dreamer, The Emerald Spider Justice Kanunu Levity Mag-Might Meta-Naut Oz Rebellion Salmon/Slipstream Salvo Sha'ir the Spellsmith Techneaux Ultra Girl Venomax Waverider
×
×
  • Create New...