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  1. GM Royal Hill August 20th 2019, 4:30 PM Sirens, shots being fired. The roar of motor cycles tore through the streets of Royal Hill, as three figures escaped the scene of their crime, weaving in and out of traffic on full speed on their bikes, quickly leaving the police cruisers behind. They were all dressed in black, as were their bikes, with heavy bags full of money strapped to their sides. Each seemed to have fire arms of some kind in their hand, occassionally turning to shoot back at the cops in case they got too close. Far behind, they had left behind an armored truck, doors blown open with explosives. A diamond transport, the driver and guard had been left alive, but hurting. New wares for some other upscale jewelry shop or another in Royal Hill, the robbers were sure to get away, unless someone intervened.
  2. OOC for this. @Shofet Let's get some initiative rolls for combat once we're past the initial opening posts, so we're ready for that! Justice: 1d20+5 = 25 Boom! 3 Robbers, all acting on same initiative: 7
  3. There's a new drug on the streets of Emerald City that seems to give people temporary super powers before they burn out! Rebellion is on the case and needs someone to help him! Looking for 1-2 Emerald City PCs not already involved in Emerald City Showdown! Prefably PL7-10, and posting at least once every few days. Bit of a mystery/action mix, so both investigation and fighting.
  4. The Royal Power Level: 10 (199/199PP) Unspent Power Points: 0 Trade-Offs: (Ranged) +1 ATK/-1DC, +2 Defense / -2 Toughness In Brief: Super villain saboteur and spy. Alternate Identity: Everett Eaton Elder (Secret) Birthplace: Emerald City Residence: Elder Mansion, Northern Shore, Emerald City Occupation: Rich investor / Super villain saboteur and spy Affiliations: The Chamber Family: Emma Emmelie Elder (Wife, Emerald City politician, nee Kessler), Elliot Elijah Elder (Son, enrolled at Elysium Academy, secretly the super hero Rebellion), Elaine Emma Elder (Daughter, College Student), Elaine Kessler (Sister-in-law, deceased). Description: Age: DoB: March 1974 Gender: Male Ethnicity: Caucasian Height: 6'3'' Weight: 190 lbs. Eyes: Blue / Green as the Royal Hair: Blonde / Black as the Royal Everett Eaton Elder is a tall, reasonably attractive man, with short blonde hair. He is clean shaven, with blue eyes. He is always dressed in only the finest brands, preferably whatever is in fashion at the moment. He speaks rather plainly and openly, with a clear Oregon accent. As the Royal, Everett changes his eye color to green and his hair to black. He morphs a black goatee and moustache, and changes his features, becoming more muscular and powerfully built, appearance wise at least. He tends to speak with a distinctively Spanish accent. He wears a light grey costume, with purple gloves and boots with yellow trim. He has a similarly purple area running over his shoulder and down the outside of his arms, also with yellow trim. He wears a cowl with yellow lenses, with only his mouth with moustache and goatee visible. He wears a classic purple royal lion from coats of arms as a symbol on his chest. He brings a small gun in dark grey, which he calls the Royal Blaster. History: Everett Eaton Elder was the heir to the Elder fortune and name in Emerald. He was very much a rich idiot with no dayjob, and no need for one. For reasons that only fate knows, a strange meteor crashed in his back yard when he was a teenager. When Everett discovered the meteor, he was bathed in a strange radiation that altered him, giving the power to alter his appearance at will. Though he at first used this power merely for pranks and other childish actions, he eventually used his powers for more malicious deeds, eventually graduating into full blown super villainy when he stole his suit and weapons from an aspiring inventor in Emerald City, killing the man in the process. He never even cared to learn the man's name. He continued as a villain, always operating outside Emerald City, doing anything he thought might alleviate his boredom. Over time, the Royal came to the attention of the Chamber, and he became one of their agents, primarily operating abroad, primarily as a spy and saboteur. He would eventually marry Emma Emmelie Kessler, an aspiring Emerald City politician firmly in the pocket of the Chamber. Emma needed the Elder wealth and name to further her political agenda and aim to become the mayor of Emerald City, and Everett wanted a heir that could become the next Royal. There were little love lost between the two, but they at least respected each other, though Everett did attempt, and fail, at starting an affair with Emma's sister Elaine. During their marriage, and as their children Elaine and Elliot was born, the Royal continued his schemes. He tried being a good father, but the children, and their lack of inherited powers. He grew even more distant to Elliot when his son discovered blood under his shirt after a mission. Elliot was but eight years old, but Everett didn't care. He threw himself into his work, even though he briefly protested when his son was enrolled in Elysium Academy. While Everett was horrified at the Chamber's choice to use the Terror to punish his wife, killing his sister-in-law and traumatizing his son in the process, the Royal quietly accepted the punishment, his attention soon diverted as he discovered his daughter Elaine had inherited something resembling his powers after all. The Royal continues working as the Chamber's agent outside Emerald City, as he starts his plans to groom his daughter into taking on his role. Personality & Motivation: Everett is motivated by boredom, above all else. Ever since he discovered his ability to change his appearance, he has used it for his own amusement, eventually putting it to work in adding to his family's wealth. He is a highly competent spy and saboteur, taking great pride in his work, even if he rarely bothers spending the time to learn the why of his missions. He has a preference for working outside Emerald City, to keep his business away from home. In the field, he is quick and methodical. There is no time for taking unnecessary or stupid risks, like exposing his cover for the expense of a joke. While he is not above killing, he generally prefers not to. While he respects his wife Emma to a certain degree, he is very much aware that their marriage is one of convenience: He wanted heirs, she wanted the prestige and money of the Elder name, and there is very little love between them. He had tried starting an affair with his wife's sister, but she rebuffed him. While he tried to be a loving father to his children at first, boredom eventually won out, and he has grown distant, especially with Elliot, the youngest, after he saw blood on his father's shirt after a mission. Discovering that his daughter Elaine had inherited his powers, Everett is currently planning to ease his boredom by training her as his partner. Powers & Tactics: The Royal covers his tracks, prefering to disguise himself to infiltrate and exfiltrate, preferably without being discovered. If discovered, he will usually rapidly teleport around an area to cause confusion of his whereabouts, using his Royal Blaster to take down any in his path. He can be a scarely competent fighter, owing to years of experience. He prefers to avoid larger brawls, instead fighting enemies one-on-one whenever possible. Power Descriptions: The Royal is able to change his appearance to any humanoid form, a mutation caused by exposure to a strange meteor in his back yard as a child. He can also use this ability to blend in perfectly with surroundings, hiding himself from any visual senses. He is an incredibly skilled individual, having amassed a wealth of skills and experience through his more than twenty years as a super villain. While these are his only natural abilities, he also uses technological enhancements to further his own skills: The Royal Blaster and the Royal Suit. Despite having the wealth to commission such items if necessary, the Royal stole them from an aspiring scientist in Emerald City, killing him in the process. The Royal Blaster shoots small pellets, roughly the size of a bullet. These can either deliver a potentially lethal or stunning electric charge. The Royal Suit affords him with an electromagnetic force field that protects him much damage, allows him to climb walls and slows his fall by applying bursts of electromagnetic energy. The lenses offers Infra- and Ultravision. Finally, its most important feature is what the Royal has dubbed the "Quick Escape". By folding dimensions, essentially skipping to another dimension briefly, the suit allows him to teleport between both short and long directions. Of course, the Royal knows, and cares, little about how the items actually works, as long as they work. Abilities: 8 + 8 + 4 + 8 + 6 + 8 = 42PP Strength: 18 (+4) Dexterity: 18 (+4) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 16 (+3) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +4 (+4 Dex) Attack: +6 Base, +6 Melee, +11 Ranged (+6 Base, +5 Focus [Ranged]) Defense: +12 (+6 Base, +6 Dodge Focus), +3 Flat-Footed Grapple: +10 (+6 Base Attack, +4 Str) Knockback: -1 / -4 Saving Throws: 6 + 8 + 5 = 19PP Toughness: +2 (+2 Con) / +8 (+2 Con, +6 Force Field) w. The Royal Suit Fortitude: +8 (+2 Con, +6) Reflex: +12 (+4 Dex, +8) Will: +8 (+3 Wis, +5) Skills: 112R = 28PP Acrobatics 6 (+10) Bluff 11 (+15) Climb 2 (+6) Computers 11 (+15) Disable Device 11 (+15) Disguise 1 (+5, +30 w. Morph) Drive 6 (+10) Escape Artist 6 (+10) Gather Information 6 (+10) Intimidate 11 (+15) Language 4 (Native: English, French, Spanish, Russian, Japanese) Notice 7 (+10) Pilot 6 (+10) Sense Motive 7 (+10) Sleight of Hand 11 (+15) Stealth 12 (+16) Feats: 25PP Accurate Attack Attack Focus [Ranged] 5 Benefit 2 [Wealth] Connected Defensive Attack Dodge Focus 6 Evasion Hide In Plain Sight Master Plan Precise Shot 2 Quick Draw 2 Uncanny Dodge [Visual] Well-Informed Powers: 9 + 18 + 24 + 10 = 61PP Concealment 4 ("Camouflage"; Feats: Close-Range) (All Visual Senses) [9PP] (Physical mutation) Device 6 ("The Royal Blaster"; 30PP Container; Flaws: Easy-To-Lose) [18PP] (Technology, Weapon) Blast 9 ("Royal Sting"; Extras: Autofire; Feats: Alternate Power 1) [28PP] (Electricity, Ballistic Damage Type) AP: Stun 9 ("Royal Stun"; Extras: Range [Ranged]) {27/27PP} (Electricity, Ballistic Damage Type) Device 6 ("The Royal Suit"; 30PP Container; Flaws: Hard-To-Lose) [24PP] (Technology, Costume) Force Field 6 [6PP] (Electromagnetic energy) Super-Movement 3 (Slow-Fall, Trackless, Wall Crawling 1) [6PP] Super-Senses 2 (Infravision, Ultravision) [2PP] Teleport 5 ("Quick Escape"; Extras: Accurate; Feats: Easy) (500 ft. as move action/5 miles as full action) [16PP] (Dimensional) Morph 5 ("Royal Enigma"; Broad Group: Humanoid) [10PP] (Physical mutation) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC19 Tou (staged) Damage +6 Royal Sting 90 ft. DC24 Tou (staged) Damage +11, Autofire Royal Stun 90 ft. DC19 Fort (Staged) Stun +11 Totals: Abilities (42) + Combat (24) + Saving Throws (19) + Skills (28) + Feats (25) + Powers (61) - Drawbacks (0) = 199/199 Power Points
  5. Techneaux Power Level: 10-12 (180/184PP) Unspent Power Points: 4 Trade-Offs: -5/+5 on Defense/Toughness, -5/+5 Attack/damage (Heavy ion cannon) +5/-5 Attack/Damage on Micro munitions In Brief: A Spark of genius Backed by the thunderous force of personality Catchphrase: Theme: Alternate Identity: Maximilian Lucre (Public) Birthplace: Zurich, Switzerland Residence: Multiple; Penthouse is Emerald City Base of Operations: Emerald City Occupation: Confectioner,Inventor, Billionaire Philanthropist, Founder of LucreTech Affiliations: LucreTech, Max Corp and Several philanthropic Charities. Family: Herman Lucre (Father) Mila Johansson (mother; Died at child birth) Description: Age: 28 (DoB: 1991) Gender: Male (cisgender) Ethnicity: Caucasian (Nordic) Height: 1.905 m Weight: 107 Kg Eyes: Bown Hair: Clean Shaven A Tall and Rotund man Max is carries his weight with a stately posture and dresses flamboyantly given even the slightest excuse, likes to keep himself well groomed even with the regrettable sacrifice of his body hair. History: Max's history begins long before he was even conceived with his father, a German scientist who in the earliest days of the second world war, Disgusted by the horrific immorality of the Nazi parties Ubermensch program, attempted to defect, Sadly he was caught attempting flee the country with his research and in what the SS Commander believed to be Poetic justice, Injected with the experimental formula he had been carrying with him, Over a half dozen compounds of various make up were pushed into his veins and with the resulting seizure and preceeding beatings, he was thus left to die in a shallow grave of a muddy ditch along a rural path. Needless to say none were more surprised by his survival than himself and after crawling his way out of the ditch he found himself with little worse than a limp and able to make it the rest of the way to the rendezvous with the allied agent waiting to extract him with scraps of his research notes he could gather from amidst the chaos clutched to his chest. Herman's Contribution to the allied war effort were at best moderate but still appreciable enough that he was offered full US citizenship under project paperclip following the wars conclusion, a quite life of comfort proved reward enough for the exhausted scientist and for while he settled into life working for DARPA. That is until he met his wife at some event he barely remembered, dragged along as a big name on some project or another he none the less lacked the influence to refuse his employers assistance to attend; it began what proved to be a whirlwind romance that culminated in tragedy and triumph in equal measure. His mother, being of swiss nobility had been disallowed to marry Herman Lucre by her family, having dismissed her infatuation with the commoner as little more than an adventurous if drawn out streak of rebellious thrill seeking; they were shocked and enraged to learn she was pregnant with his child and all but disowned (to maintain their oh so precious public image) Maximilian would never know his mother as; one stormy night in a cottage in Zurich which to this day Maximilian refuses to celebrate; she left this world for the next; dying shortly after delivering him to the world, holding on just long enough to hold him in her arms before she breathed her last; leaving him to be raised in the care of his heartbroken father. As he grew it became apparently that only only did he have an intellect far in excess of his genius father but also a tremendous force of personality that allowed him to turn even the staunchest opposition to his cause, his father sensing the seeds of greatness did everything in his power to ensure max revived the best education his meager means could provide even amidst the Johansson families attempt to quash information of their illegitimate grandson. and so as a young man in his 20's Maximilian raised not one but two companies to the heights of success, the first LucreTech He handed to his father as a means of keeping himself in luxurious comfort whilst he pursued his other agendas, Max Corp on the other hand he dedicated to much more vindictive means, granting it to the care of one of the rival noble families of the johansson and firmly tipping the scales against them and their pursuits on the agreement of regular "donations" to the various charities his mother had championed whilst she held her family's esteem. With a steady source of money from his various investments he settled into a early retirement, content to tinker and pursue his whims and flights of fancy in an idyllic little estate far away from the concerns of day to day life. Or so he imagined. it was on an idle afternoon whilst he flipped through the various foreign channels available to him with a particularly...illegal and quite undetectable modification to his set that he came across a live report of a brawl between various vibrantly costumed heroes and villains fighting in the streets of some american city he'd never even heard of before and was instantly hooked; the vibrant costumes, the drama, the witicism!....the challenge. rushing to his garage (and leaving his latest confectionery experiment to burn) he set to work immediately cobbling together the drafts for a personal platform even has he rabidly thummed through his smartphone looking at various up market properties in that same city. Personality & Motivation: A larger than life bon vivant of tremendous charisma and titanic intellect max is driven to heroism by his ego and hunger for challenge that his day to day activities have failed to provide, though he is far from malicious he is selfish (and driven, brilliant, rich he would hasten to add) he tends to have extreme moods as his emotions are more strongly felt, though he is normally benevolent and something of a party animal, he is equally strongly predisposed to more negative emotions as well, he has a love for flamboyant clothes, eccentric hobbies and theatrics which he regularly indulges in and it is the primary reason he took up the responsability of being a hero. Powers & Tactics: Maximilian is a genius inventor, safely inside his moderately armed and armoured personal combat pod he is capable of raining down long range destruction alongside booming boasts and thundering taunts to opponents with a preferance for opponents who are either on equal footing or far beneath his capabilities by his own assessment, a hero isnt a hero without minions to sweep aside and villains to clash with are they? Power Descriptions: Most of Max's powers are derived from implausibly advanced technology derived from his one mutant power of a bioelectricly overcharged and overclocked brain and as such have sleek and clean looks to them as they blast torrents of green energy at his foes from the comfort and safety of his hermetically sealed combat pod. He makes use of primarily Advanced electronics and machinery in his technologies to produce enviromentally friendly ionic energy to power his pods flight and main cannon The pod itself is an perfect hemisphere of gleaming silvery metal 5ft across at its widest point and just tall enough for max to sit comfortably within. With a deployable Hardend smart glass Cockpit cover that serves to seal the enviroment and provide targeting assistance for the primary cannon and dispersal pattern controls for the micro munitions, both of the pods armaments are neatly stored away in the bodywork of the personal vehicle when not in use, the munitions rack flanking the cannon beneath the paneling of the front quaters of the cockpit, the main cannon telescoping out directly from the heavily shielded main generator from the precise middle of the pod. The cannon itself supports a short quadrouple set of adjustable angle electromagnetic rails that extend from the front of the pod to focus and gather the energy from the reactor and adjust it's firing angle with a suprisingly degree of efficacy allowing for variable magnitudes of ionic energy to be directed with precision. The micromunitions that make up his secondary Armament use unstable hardlight constructs to deliver great concussive force even for their relatively low yields though automatic shaped fracturing points using IFF tags to avoid friendly fire and without leaving dangerous metal shrapnel Rather more impressive however is the pods experimental food Replicator, though as a hobbyist chef max much prefers to hand make his own food it simply isn't practical to do so on the battle field, the technology is itself wildly inefficient in converting Ionic energy and ambient hydrogen atoms into food and can only provide enough food for one person reliably and is unsuited for larger scale use. It is thanks to a relatively less impressive system of oxygen scrubbers and radiators that provide the perfectly comfortable enviroment within the pod. Lastly the pods electromagnetic repulsion powered flight can divert power to a experimental device that uses gravitons to affect space in a limited way allowing the pod to translocate itself by folding spatial dimensions to move without passing through the space between locations. Beyond these the pod is also stocked with various amenities thar serve little purpose beyond providing entertainment and comfort to Max whilst waiting for his time to shine, everything from AR games to various minor appliances that the miniaturisation of his tech has freed up the space for. Complications: Electromagnetic Moodswings: Though he is quite moody naturally; Due to his brain hosting a gargantuan charge of electricity max's very mind can be affected and even altered by the influence of powerful magnetic fields, such as those produced by a MRI scanner these can be harmless such as inexplicable giggling that makes him short of breath and unable to communicate or harmful to himself and others such as violent unreasoning rages Shadows of the past: though he has declawed them financially his mothers family are still quite rich and angry about his decisions regarding Max Tech , weather they know he is Mila's son he doesn't know nor does he care, so far they have only sent rather harmless thugs to try and intimidate him but with his continued taunting and humiliation of them he may yet evoke more firey responses from the humiliated but far from humbled noble family. Sins of the Father: That his father was a nazi scientist (albeit for an extremely short time) is unknown to Max, perhaps for the best, as such he is unsure as to why various affiliates of the failed reich show great intrest in him and his father's work, though he is quite happy to have such audacious villains as them constantly lining up for him to knock down like bowling pins. Abilities: 0 + 4 + 10 + 10 + 4 + 14 = 42PP STR: +0 (10) DEX: +2 (14) CON: +5 (20) INT: +15/+5 (40/20) WIS: +2 (14) CHA: +7 (24) Combat: 10+10 = 20pp Attack: +5 Melee: +5 Ranged +5 Micro munitions +15 (5 attack +10 (accurate 5)) Grapple: +5 (0 Str + 5 Attack) Defense: +5 (10pp) Flat footed: +2 KB: +2 Initiative: +15/+5 (+15/5 Int (speed of thought)) Saves: 1 + 6 + 8 = 15pp Toughness : +5/+15 ( +5 con +10 Protection (Hardened Titanium Armour) Fortitude: +6 (+5 Con + 1 ) Reflex :+8 (+2 Dex + 6 ) Will: +10 (+2 Wis + 8 ) Skills: 24pp (96 ranks) Bluff 8 (+15) Concentration 12 (+14) Craft (electronic) 10 (+25/+15) SM Craft (mechanical) 10 (+25/+15) SM Diplomacy 8 (+15) Drive 4 (+6) Language 4 (Base: German, French, English, Japanese) Knowledge (physical sciences) 10 (+25/+15)SM Knowledge (technology) 10 (+25/+15)SM UE Notice 3 (+5) Pilot 6 (+8) Sense Motive 3 (+5) Sleight of Hand 8 (+10) Feats: 11pp All-Out Attack Benefit 3 (Wealth) Inventor Jack-of-All-Trades Move-by Action Power Attack Skill Mastery (Craft Mechanical, Craft Chemical, Knowledge Physical sciences, Knowledge Technology) Speed of Thought Ultimate Effort (Kn: Technology) Powers: 20 + 46 + 2 = 68pp Supercharged Brain (Enhanced Intelligence 20; Mutation, Bio-Electricity)[20pp] Personal Combat Pod (Device 11) (Technology; Hard to lose, Only you can use; 55 point device)[46pp] Polymath (Quickness 4) (Mutation Bio-electricity; Perform routine tasks at 25x speed; One Type (Mental))[2pp] Attack Range Effect To Hit Save Unarmed Touch Damage (Bludgeoning) +5 DC15 Toughness save (Staged) Grapple Touch Grapple +5 Opposed Strength Heavy Ion Cannon 150ft increments Damage (Ionic energy) +5 DC30 Toughness save (Staged) Micro Munitions 25ft Increments Damage (Explosive) +15 DC 20 (Autofire) Toughness save (staged) Totals: Abilities 42 + Skills 24 (96 ranks) + Feats 11 + Powers 68 + Combat 20 + Saves 15 + Drawbacks 0 = 180/184
  6. -The loud, heart-stopping sounds of an explosion and shattering glass along with the accompanying shock strike around the cities without warning. Within moments, a strange cloud of silvery mist blankets the surrounding area. Just as panic and flight are about to take hold, the cloud begins to swirl without any evident prompting from the wind. It whips itself into a cyclonic mass, discharging what appear to be bolts of bluish lightning both within itself and outward around its immediate vicinity. Both blast and bolts subside and begin to dissipate before anyone can arrive on the scene, leaving the dead and injured as the most immediate concern. The scene is filled with fleeing, panicked crowds and hopelessly jammed roads. The bridges connecting the city have collapsed. Sister cities orphaned from one another- Bethlehem Heights Emerald City, OregonSaturday, August 26, 20196:00 PM South Emerald, the Facet City, a technological hub with a never ending march towards progress. It was easy to forget the city's original growth could be highly attributed to the once large mining community. As the mining industry faded, warehouses grew to support the technology laden industries that had migrated Westward. And of course the working class needed somewhere to hang their hats. Bethlehem Heights wasn't much to look at. It wasn't run down...just not looked after. At least that was how it could be described before the Storm blew through. Cars were on fire, apartments lost power, the streets were flooded with runoff from the Albian River. And looters. Well the looters were feeling particularly bold. As if the police needed any more reason to ignore Bethlehem Heights, the district found itself even more isolated as calls came in from all over Emerald City. Worst of all, there were reports going around that Bethlehem Heights Psychiatric Hospital had an entire wall blown apart. South Emerald was in a state of anarchy.
  7. GM May 6th, 2019 4:30 PM SIlberman's Northwest, Emerald City Just another day at Silberman's Northwest! Peace and quiet, with a good number of patrons visiting the store. They were spread pretty evenly around the floors, and all in all. It wasn't a busy day, by any means. Things were rather slow, but there were a constant buzz of talking and questions being asked. Outside the weather was cloudy. Not completely dark, but enough to block out the sun, and according to the weather report, it could begin to rain at any time. A man hurried into the store, carrying a rather large book. It was easily 16 inches tall, and almost as wide. It was thick. Like a phonebook. The cover was old and worn. It had once been black, but it was now greying, and the title all but impossible to make out. The man was bald, with a black, greying goatee. He wore round, thick glasses. You could almost believe he couldn't see through them. His jeans were torn at the knees, his grey sweater had probably seen better days. "Excuse me!" he loudly announced, holding up the book. "Where is the owner! I have a great find to show him! The find of the decade!"
  8. OOC for this. @Heritage: Here you go
  9. The Mighty Meta-Naut Power Level: 7/8 (105/126PP) Unspent Power Points: 21 Trade-Offs: +1 Attack/-1 Damage In Brief: Dimension-hopping, time-travelling thrill-seeker who occasionally stops interdimensional and cross-temporal crimes. Theme: Time Crime by Scandroid In the Year 2525 by Zager and Evans The Way Life's Meant to Be by Electric Light Orchestra Alternate Identity: Raya Wells (Legal Identity) / Rosana Carvalho (Birth Identity) [Both secret] Birthplace: Miami, Florida Residence: The Emerald Cities Base of Operations: The Emerald Cities Occupation: Adventurer/CEO Affiliations: Compass Rose International (Company), United States Government Family: Beatriz Carvalho (Mother), Hugo Carvalho (Father), Enzo Carvalho (Brother) Description: Age: 24 (DoB: February 22nd, 2008) Gender: Gender-fluid, primarily female-identifying. Ethnicity: Mixed Brazilian Height: 5’10” Weight: 140 lbs Eyes: Brown Hair: Black Raya is a beautiful woman, no doubt. Standing 5’10”, she’s tall, with a lithe figure. Her skin is deep brown and clear in a way that only expensive spa treatments can get, while her black hair is half-shaven into laser lines on the left side, while on the right it is allowed to fall down to her neck. She prefers colourful makeup, going for colours like gold, cotton candy blue or neon pink for things like lipstick, eye-shadow and eyeliner. As the Meta-Naut, she dresses in a variety of outfits, but the most common one (at least on Prime), is a white half-jacket covered in black lightning bolts and stars, adorned with a pair of tails that drop down to the back of her knees, a red full-sleeve shirt, and blue pants, with a chrome belt and a pair of blue boots to tie it all together. When she needs to obscure her identity, she wears a chrome helmet with a tinted visor. Whatever she is wearing, she always has what appears to be a silver, circular brooch or badge with three concentric rings of what appears to be back-lit or glowing sapphire. History: Rosana Carvalho’s mother Beatriz was a Scientist with a capital S. She sought to expand humanity’s horizons, and bring them to places heretofore only reachable by the superhuman. She wanted to open the gateway to other dimensions, and she had a plan to do it. Unfortunately, to most institutions her plans sounded fairly kooky and thus she was forced to experiment in the basement, developing a machine that could serve as the key to the multiverse. Being quite young, Rosana didn’t quite understand what her mother was working on. She understood that it could bring you to other places, but didn’t quite comprehend the multiverse as it was. That is, until she saw Equestria Girls. Then, suddenly, everything made sense. She could meet Twilight Sparkle. Her plans were made. One night, when her family was asleep, Rosana snuck down into the basement to see the multiverse machine. Not really understanding it, she punched the word “Ekwestreea” into the coordinator, and got ready. With a great burst, the machine zapped Rosana, teleporting her away. In doing so, it also short-circuited itself, destroying its own machinery and knocking out the power to the whole neighbourhood. By the time Beatriz could come down to see what had happened, Rosana was already long gone. Rosana did not get to meet Twilight Sparkle. Instead, she was transported to a place known as Earth-KTX-12, a world in which the dinosaurs never went extinct, and had evolved into a sapient race living under the cruel, dystopic rule of the Dinosaur King. A scared, confused child, Rosana wandered the streets of Dinosaur City, where had arrived, looking for help. While she was lucky enough to find that the dinosaurs spoke English, she was not lucky enough to avoid being arrested by the state on charges of being a potential spy. The trial was quick, once they ascertained that she was not a spy, and instead simply five. However, she was instead charged with entering the country (which covered the entire planet) illegally, and sentenced to eternal community service as an unpaid scientist’s assistant. The scientist she was given over to was Professor Ptu, a Pterosauroid who specialized in interdimensional research, and had explicitly asked for her from the courts. Rather than being evil, however, Ptu was a good and kindly scientist who wanted to overthrow the tyrannical rule of the Dinosaur King. Ptu promised that one day he would send Rosana home to her family, as soon as he figured out the means to do so. For 12 long years, Rosana helped Ptu work, learning some of the tricks of the trade in the process. She wasn't given the full scope of things - Ptu had his secrets, especially the project he was working on to transport people interdimensionally. He said that, once it was complete, it would not only allow them to escape the Dinosaur King's tyranny, but take the fight to him. However, one fateful day, Ptu’s plans to overthrow the government were discovered by the Dinosaur King’s men. As the thugs kicked down the door, Ptu affixed a small badge to Rosana’s chest, and told her to press down on it. As she did, the last thing she saw was Ptu being shot at by the king’s men. Then, suddenly, she was back in her family home, appearing suddenly in the middle of a tearful argument between both parents. To both her and her parents’ shock, though 12 years had passed in the dinosaur world, only 6 days had passed on Earth Prime. While the initial reunion was somewhat joyful, the obvious problems manifested rather quickly. Rosana had spent the majority of her life on another world, and was now almost a grown woman. Painfully, Rosana had forgotten almost all Portuguese from her youth, and was now strictly monolingual. More than that, the fact that her disappearance was directly due to her mother’s negligence in securing the multiversal device put a strain on her parents’ marriage that would never be healed and result in divorce a few months later. Her mother found some way to bond with Rosana in her interest in the device she had traveled back with. Through prodding, Beatriz was able to find all sorts of features embedded in the device, including the ability to travel through dimensions and time itself. It was also capable of other things, like generating a force-field, small blasts of tachyonic energy, even granting the power of flight. It was, simply put, a technological marvel. And Rosana knew exactly what to do with it. Feeling guilty about the damage she had done to her family, Rosana swore to make her family’s life easy. Travelling from dimension to dimension, and into the future, to find advancements in technology and research. Thinking cleverly, she normally avoided any sorts of super-tech that might give herself away, instead going for small things like minor developments in things like cell-phone technology and electric car batteries. However, she ran into a problem when patenting things - by all accounts, Rosana Carvalho was 5 years old, not 17 as she was at the time, and five year olds could not hold bank accounts. While she could do things through her mother, that didn't solve the problem of Rosana basically being a non-entity. Not seeing many avenues, she approached the United States Government. They took a keen interest in her story, and the fact that her mother had managed to successfully develop a multidimensional travel device. Arrangements were made. Rosana was provided with a new identity as Raya Wells and allowed to publish her patents, with the proviso that she allow the government to look over anything she brought with her and veto it should it be too potentially disrupting to society. She was also offered the possibility of helping the world by reporting and dealing with any interdimensional and cross-temporal threats. She took the opportunity, and founded Compass Rose International, a company dedicated to rocketry and space exploration with the money she made from her patents. Meanwhile, her mother was recruited into the United States Airforce as a scientist. With a little s. With her new riches and identity came the freedom to explore reality and different times freely, outside the constraints of simply seeking to enrich herself. Her new powers also allowed her to explore different aspects of herself - like the fact that she didn't always feel like a she, which she found out when she impersonated a man a few times, for various reasons. Nowadays, Rosana, now Raya, protects Earth Prime from those from other worlds and other times who would seek to destroy it as the Mighty Meta-Naut! Personality & Motivation: Raya is someone who has been through the wringer, though she doesn’t want you to know that. Outwardly, Raya is a fairly peppy, exuberant person, even to the point of seeming a bit immature. Which she is. Internally, however, she is guilt-ridden, fairly traumatized and emotionally stunted. While she does enjoy helping people, much of her adventuring is something of an escape for her. She is still intensely uncomfortable with the amount of damage her life has sustained, and enjoys being able to get away from the world and go somewhere where she can be anyone else. Much of her wealth goes to the pursuit of pleasure in the form of fine food, hard drink and other worldly delights. She is prone to lavish on anyone she befriends, and given her sizable bank account, she can lavish a LOT. Despite her outgoing personality, Raya likes her privacy. She maintains a fairly low media presence, and tends to discourage people from digging too deep. One of the big ways to get her mad is to try and investigate her family, which is likely to earn someone her ire and a fairly large legal suit if possible. She eases up around people she trusts more, but she has a lot of anxiety about her life damaging her family more than it already has been. Nine days out of ten, Raya identifies as a woman. She's content with it, but sometimes she feels like she is something else. Sometimes it's a man, sometimes it's something in between. That's when her morph power comes in handy. She personally prefers it as a minor thing, an extension of one of the many facets of herself - but she understands that it is not fully accepted yet, and thus avoids sharing that side of herself with those she doesn't know very well. She generally uses she/her pronouns, but when she is in the form of a man, prefers he/him. When in-between, whatever people prefer is usually fine. Powers & Tactics: Despite her relatively wide array of powers, Raya's tactics are relatively basic. Being a fairly piddly melee combatant, she relies heavily on her tachyonic blaster, using her flight to ensure people can't close the distance. She also makes use of her tractor beam, throwing objects at her enemies or moving things in the way of those trying to get too close. Given the ability to morph her appearance, the Meta-Naut often goes in disguise, hoping to avoid conflict until she can get the drop on people. Power Descriptions: All of the Meta-Nauts powers descend from the use of her badge, which is a highly advanced piece of technology from another dimension. When she uses her powers, she is enveloped by a blue glowing construct, usually concentrated on the area that is receiving the focus of her powers. There is also always a tendril of blue light leading back to her badge, almost forming a sort of wire. For example, when she uses her blaster, it takes the form of a transparent blue gauntlet with a hole in the middle that serves as a blaster, while when she is flying, it appears as though her feet are encased in glowing, winged boots, and in both cases it appears as if they are connected by a glowing blue wire back to her badge. When she flies, or travels through dimensions and time, she is using gravitons. By concentrating gravity to a great degree, she is able to punch a hole in space-time, centred on herself, which allows her to move across the multiverse. Her tractor beam uses gravity similarly, in a focused beam. Many of her other powers are derived from radiation, while her comprehension is from a translator software inside her badge. Complications: We Know Where You Sleep: While the US Government is mostly cordial with Raya, they do keep a close eye on her given the nature of her powers, and at times can be over-bearing. Given that they know her true identity, they're quite willing to leverage that information over her. How Does This Thing Work?: While Raya understands enough about her badge to repair it, she doesn’t actually know entirely how it works, only how to keep it working. This means it can’t actually be produced, forcing her to go to some pretty hefty lengths to protect it. I Must Have It!: The badge is also a technological marvel, unparalleled by almost anything on Earth. This means that many are inclined to try and steal it for themselves. Love Me, Love Me, Love Me: Raya very desperately wants people to like her, and this can come off fairly clearly to some. There are those out there who are unfortunately quite willing to take advantage of this, especially when they know how wealthy she is. Fear the Dinosaur King: The Dinosaur King’s thugs were able to retrieve Professor Ptu’s research, and have developed cruder models of the same badge Raya has. However, they very much want hers back. Do You Have Time for an Interview?: Someone as wealthy as Raya with so little a presence is quite the curiosity, and many journalists are chomping at the bit to find out more information about her. Sometimes, they go a little far. Abilities: 0 + 2 + 2 + 10 + 0 + 4 = 16PP Strength: 10 (+0) Dexterity: 12 (+1) Constitution: 12 (+1) Intelligence: 20 (+5) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 6 + 6 = 12PP Initiative: +1 Attack: +3 Melee, +8 Ranged Defense: +7 (+3 Base, +4 Dodge Focus), +2 Flat-Footed Grapple: +3/+14 (Move Object) Knockback: -0/-3 Saving Throws: 4 + 4 + 3 = 11 PP Toughness: +7 (+1 Con, +6 Force Field) Fortitude: +5 (+1 Con, +4) Reflex: +5 (+1 Dex, +4) Will: +3 (+0 Wis, +3) Skills: 36R = 9PP Craft Electronic 10 (+15/+17) Bluff 4 (+6) Diplomacy 6 (+8) Disguise 2 (+4/+14) Knowledge (Cosmology) 10 (+15/17) Knowledge (History) 4 (+9) Feats: 16PP Attack Focus 5 Benefit 3 (Wealth 3) Connected Dodge Focus 4 Evasive 2 Luck 2 Powers: 40 PP All powers have the "technological" descriptor Device 10 (50 DP, Flaws: Hard to Lose [4PP per rank]) [40 PP] Comprehend 2 (all languages) [4 DP] (Computational) Enhanced Skills (Data Repository, +2 on Knowledge: Cosmology, +2 on Craft Electronics) (Computational) [1 DP] Force-Field 6 (Power Feats: Selective) [7 DP] (Radiation) Immunity (Life-Support) [9 DP] Morph 2 (Any Humanoid) [4 DP] (Radiation) Movement Systems (6 Points, Power Feats: Alternate Power 1) [7 DP] BE: Flight 3 (50 mph) {6/6 DP} (Gravitic) AP: Super-Movement 3 (Dimensional [any]), Extras: Affects Others, Flaws: Action [Full] {6/6 DP} (Gravitic) Tachyonic Blaster (12 PP Array, Power Feats: Alternate Power 2) [14 DP] BE: Damage 6 (Tachyonic Blast, Extras: Ranged) {12/12 DP} (Radiation) AP: Move Object 6 (Tractor Beam, Heavy Load 3200 lb) {12/12 DP} (Gravitic) AP: Healing 6 (Vita-Rays, Range: Touch) {12/12 DP} (Radiation) Super-Movement (Space Travel [Interstellar]) 2 [4 DP] (gravitic) (4+7+9+4+7+4+14+1= 50 DP) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage Tachyonic Blaster Ranged DC 21 Toughness Damage Throw Object Ranged DC 21 Toughness Damage Totals: Abilities (16) + Combat (12) + Saving Throws (11) + Skills (9) + Feats (16) + Powers (40) - Drawbacks (0) = 105/126 PP
  10. I'm looking for 2-3 Emerald City based PCs to try and get some more interaction going, maybe get some plots moving for Emerald City. The basic idea is that some out of town super villains are showing up to stake the claim, since the city obviously doesn't have any super villains at all. Of course, Emerald got some heroes, and some people that might not see kindly to out of towners showing up. It might evolve a bit from that, depending on who's involved. I'm planning on involving Justice or Rebellion, depending on interest.
  11. Koschei the Deathless Power Level: 12 (197/197PP) Unspent Power Points: 0 Trade-Offs: (Ranged) +2 Attack / -2 DC. Defensively under caps. In Brief: Unstable former Russian spy turned psychic head of the Mafiya. Alternate Identity: Gregor Malakov aka Gregory Malinski (Secret) Birthplace: Russia Residence: Emerald City Base of Operations: Emerald City Occupation: Head of the Malakov Mafiya Affiliations: The Chamber, Malakov Mafiya Family: None Description: Age: 98 (DoB: 1921) Apparent Age: Early 50'es. Gender: Male Ethnicity: East Slavic Height: 6'2'' Weight: 165 lbs. Eyes: Green, formerly pale blue Hair: Silvery grey Typically, while appearing to members of his organization or fellow criminals, Koschei wears a full, concealing hood of dark green, showing only his glowing green eyes, with wrist length leather gloves (to conceal his fingerprints) and a dark, tailor-made suit. In his public identity as “humble importer” Gregory Malinski, he dresses in similarly fine fashion, with his silvery grey hair neatly trimmed. Decades of use of the Viridian Stone have left their mark in his eyes, now permanently a vivid green rather than Malakov’s former pale blue (another useful quirk for concealing his true origins and identity). History: The undisputed head of the syndicate bearing his name for decades, Gregor Malakov long ago traded his humanity for power and would gladly trade whatever remains of it for the promise of a few more years of life. For the ability to live forever, he would sacrifice anything or anyone. A spymaster in USSR during the Cold War, Malakov's ruthless climbing through the ranks afforded him with no shortage of enemies. While he remained untouchable due to his success, a single failure would eventually lead to his downfall. Exposed to scientific experiments intended by his enemies in the KBG to destroy him, they instead unlocked Malakov’s latent psychic potential. Initially, his mental powers were limited, but subtle and persistent, like their master. He used them to extricate himself from a nest of vipers and set himself up as a crime lord in Emerald City. There he acquired the fist-sized chunk of green viridian he keeps close at hand at all times. A failed attempt at creating a Preserver Stone, the Viridian Stone greatly enhanced Malakov's psychic powers. With it, he became “Koschei the Deathless,” fearsome master of the Mafiya. Gregory Malinski’s legitimate business interests serve primarily as a means to launder Mafiya money by investing it in shipping, real estate, warehousing, contracting, and various other businesses. Malakov is careful to keep his criminal connections hidden and does not generally deploy Mafiya resources against his business rivals, although he sometimes indulges in using his powers to his advantage in business negotiations, relishing the advantage—and the reputation as a shrewd businessman—they give him. As a member of the Chamber, Malakov keeps Emerald City in a stranglehold, but despite his enhanced lifespan, his age and constant exposure to the Viridian Stone has begun to take their toll on his sanity. While Koschei the Deathless remains a fearsome figure, and can be as subtle as ever in his manipulations, he has grown increasingly paranoid and erratic. Yet, Koschei remains strong, and so far, none in the Mafiya would dare challenge his leadership. Personality & Motivation: Malakov’s greatest fear is mortality: His viridian stone and mind-over-matter have maintained him in a relatively hale and hearty state. For a man nearing one hundred years old, he seems only in his fifties. Still, age has taken its toll, and Malakov wants to find a way to reverse it and perhaps secure true immortality. He obsessively pursues various methods of life-extension and enhancement, careful not to show his hand, lest his enemies try to exploit any sign of weakness. While his decades long use of the Viridian Stone and age has begun to take its toll on Malakov's mental stability, making him prone to irrational action and paranoia, he is still a ruthless master manipulator. Powers & Tactics: On his own, Malakov posses low level psionic powers, unlocked due to the scientific experiments he was exposed to by the KGB. These abilities are enhanced to a fearsome degree when Koschei wields the Viridian Stone, allowing him to read thoughts and memories, project illusions, and strike foes with powerful mental blasts. He can also exert mental influence over the minds of others, editing their memories (a useful means of concealing his activities). Koschei’s powers make his position as mob-boss almost unassailable, since he knows every disloyal thought and can deal with any plot against him before it happens. The Viridian Stone has also granted Koschei a degree of mind over matter, somatically controlling his body to resist aging and shrug off some harmful effects while healing quickly from any injury. While he is trained and efficient with a large number of weapons, particularly rifles and guns, Koschei prefers to use manipulation and subtle use of his mental powers to defeat his foes. Power Descriptions: Koschei's mental powers are all but impossible to track and recognize. Aside from the Viridian Stone in his hand, and the constant glow of his green eyes, one would never know that Koschei were the source of the mental attack that just felled an ally. Even when he takes direct control of a person, they will fail to recognize that they are even being controlled. Complications: Addiction: Koschei has grown dependent on the power of his Viridian Stone, not only for his psychic power, but for his extended life as well. Motivation—Greed: Koschei is motivated by having the very best in all things and believes living well (and wealthy) is the best revenge. Obsession—Survival: Koschei wants to avoid death at all costs and is obsessed with any means of prolonging his life. Unstable: Koschei's advanced age and repeated use of the Viridian Stone has taken its toll on his psyche. While this generally takes the forms of various rants and threats for even the smallest of slights ("Bethlehem Heights will BURN for blocking my Wi-Fi signal!"), Koschei has been known to act on these threats. Abilities: -2 + 2 + 4 + 6 + 4 + 8 = 22PP Strength: 8 (-1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 14 (+2) Charisma: 18 (+4) Combat: 10 + 20 = 28PP Initiative: +3 (+3 Intelligence, Speed of Thought) Attack: +5 Base, +5 Melee, +9 Unarmed (+5 Base, +4 Attack Specialization), +14 Ranged (+5 Base, +9 Attack Focus) Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Grapple: +3 Knockback: -4 Saving Throws: 6 + 9 + 13 = 28PP Toughness: +7 (+2 Con, +2 Defensive Roll, +3 Undercover Vest) Fortitude: +8 (+2 Con, +6) Reflex: +10 (+1 Dex, +9) Will: +15 (+2 Wis, +13) Skills: 160R = 40PP Acrobatics 6 (+7) Bluff 15 (+19) Diplomacy 9 (+13) Drive 6 (+7) Gather Information 12 (+16) Intimidate 12 (+16) Investigation 12 (+15) Language 4 (Czech, English, German, Polish, Native Russian) Notice 12 (+14) Pilot 5 (+6) Profession [Criminal] 15 (+17) Profession [Spy] 15 (+17) Search 12 (+15) Sense Motive 15 (+17) Stealth 6 (+7) Swimming 4 (+3) Feats: 30PP Attack Specialization [Unarmed] 2 Attack Focus [Ranged] 9 Assessment Benefit 2 (Crime Lord) Benefit 3 (Multi-millionaire) Connected Contacts Defensive Attack Defensive Roll 1 Diehard Eidetic Memory Equipment 1 Improvised Weapon Leadership Set-Up Speed of Thought Trance Well-Informed Equipment: 1PP = 5EP Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Additionally: Access to most guns and explosives listed in the rulebook Powers: 21 + 21 + 6 = 48PP Device 7 ("Viridian Stone"; 35PP Container; Flaws: Easy-To-Lose) [21PP] (Cosmic, Preserver Stone) Enhanced Psychic Powers Array 16 (32PP Array; Feats: Alternate Power 3) [35PP] (Note: All stack with same powers in Psychic Power Arrays) (Psionic) BP: Mind Control 9 ("Enhanced Mental Influence"; Extras: Conscious; Feats: Mental Link) {28/32} AP: Blast 8 ("Enhanced Mental Blast"; Extras: Alternate Save [Will], Range [Perception]) {32/32} AP: Illusion 6 ("Enhanced Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 2) {32/32} AP: Mind Reading 8 ("Enhanced Mind Probe") [8PP] 1PP/rank + Mental Communication 9 ("Enhanced Telepathy") [18PP] {26/32} Psychic Powers Array 9 (18PP Array; Feats: Alternate Power 3) [21PP] (Mutation, Psionic) BP: Mind Control 3 ("Mental Influence"; Extras: Conscious; Feats: Affects Insubstantial 2, Insidious, Subtle 2) {12/18} AP: Blast 4 ("Mental Blast"; Extras: Alternate Save [Will], Range [Perception]; Feats: Subtle 2) {18/18} AP: Illusion 3 ("Mental Illusion"; Options: All Senses; Extras: Duration [Sustained], Selective; Flaws: Phantasms; Feats: Progression [Area] 3) {18/18} AP: Mind Reading 4 ("Mind Probe"; Feats: Subtle 2) [6PP] + Mental Communication 3 ("Telepathy"; Feats: Subtle 2) [8PP] {14/18} Somatic Healing 3 (6PP Container ) [6PP] (Cosmic Mutation, Psionic) Immunity 4 (Options: Aging, Disease, Poison, Radiation) [4PP] Regeneration 2 (Options: Recovery Bonus 2) [2PP] Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC14 Tou (staged) Damage +8 Mental Influence Perception DC13 Will (staged) Mind Controlled N/A Enh. Mental Influence Perception DC22 Will (staged) Mind Controlled N/A Mental Blast Perception DC19 Will (staged) Damage N/A Enh. Mental Blast Perception DC27 Will (staged) Damage N/A Mental Illusion Perception DC13 Will (staged) Tricked by Illusion N/A Enh. Mental Illusion Perception DC19 Will (staged) Tricked by Illusion N/A Totals: Abilities (22) + Combat (30) + Saving Throws (28) + Skills (40) + Feats (30) + Powers (48) - Drawbacks (0) = 198/198 Power Points
  12. OOC thread for this. High-stakes negotiations with a chance of becoming steaks. @Grumblefloof
  13. May 27, 2019, 12.47PM, a lovely warm late spring day Emerald City, Oregon, waterfront, annual MarsTech Science Fair "Wow, Meridian! Amazing! If you hadn't stopped those robot ninjas, my MarsTech Olympus-class air-scrubber would be in the hands of evil! Our ozone and oxygen are safe yet again!" Max Mars, standing beaming like a happy child while surrounded by smashed bits of cyclopic glossy-black robots dressed like ancient stage hands, seemed for once even smaller than his five feet next to the towering heroine. His curly red hair, peppered with grey, had caught plenty of the debris from the magnificently-staged mock-combat, and his lovely deep-blue suit and bearded face had caught a full blast of smoke from an all-too real electrical fire, but the grin on his face wasn't damaged or dimmed in the least. The West Coast's favorite source of super-science had been urging for something like this ever since meeting Sophie Powers, and evidently it had lived up to all his dreams at once. The rest of the dock had been cleared and meticulously calculated to allow for the fight to happen without causing any real harm, while the stands stood close enough to the action to let the Emerald City munchkins feel the vicarious thrills. The platform Max and Meridian stood on was two-level, letting the real point of the show make an imposing backdrop-a monolithic black wall marked out with the red planet logo of MarsTech-keep up a presence. The Olympus was some kind of greenhouse gas-condenser, and had been busily proving its worth since its unveiling. By processes Max had been very happy to explain, but which relatively few people understood, it had been drawing carbon and other heat-trapping airborne substances from the air and converting them into other, less harmful solid forms. To hear Max talk, one could be forgiven for thinking the entire ecological crisis was solved for all time. Emerald's favorite son swept a hand to the crowd "A big hand, everybody, for Meridian, today's greatest hero!" The request wasn't necessary, since Emerald citizens weren't yet jaded enough to not be amazed by the sight of people punching robots in front of them, but it did get a standing ovation going! The only less-than-enthralled response was from the Emerald City South Girl Scouts box, in which several hundred uniformed girls busily scribbled notes onto tablets or inspected fragments of metal that blown their way, the wall of uniformed older women around them clapping politely but with veryobvious skepticism. By tradition, the Emerald City North Girl Scouts box was as far from the South's as reasonably possible, and was resolutely and coolly silent. The flying news-drones swept closer, circling to capture the moment, their human counterparts chatting with the MarsTech company reps and snapping photos. Except for the skinny, greasy woman in the grey 50's suit and 'PRESS'-carded trilby who'd been politely put behind the security line after trying to reach the stage and ask questions. She just scribbled and glared from time to time.
  14. Guidebook Interview Reputation Table HellQ Origin Vignette: Birth of Justice Theme Music Eros Unlimited Profile Vignettes - Justice vs. Injustice - Meet Miss Step
  15. GM March 5th, 2019, 6.45AM Columbia River, between the Emerald Cities, USA The fog had been creeping in from the sea for hours now, until at last even Emerald Tower vanished. Silently, without fuss or hurry, the mountain of vapor muffled out the distant roar of the two cities, softening the world into a cold, wet blanket. The warning blasts of ships moving up and downriver blunted against the billowing clouds. The river itself had become dark and oily, lapping against the houseboat like gentle, insistent fingers trying to find a way in. The soft bump had gone almost unnoticed, but might have if not for the second, much stronger knock at the hull of the rocking house. With a ripple-less whisper, it emerged from the river. A slender creature, skin smooth and tough as a whale's, large eyes, fin-like fringes at the joints and crowing the head, webs between the fingers and toes suspending it above the water's surface with gentle, rhythmic strokes of its long limbs. "Mr. Kepler," it said in a soft, almost feminine voice, round eyes staring into his, "I am willing to pay several million dollars if you will represent my interests and meet with a dragon. Will you hear me out?"
  16. GM Elysium Academy, Emerald City May 16th, 2019 11:30 PM Elysium Academy was as silent as one would expect during the night. The students, for the most part, knew better than to cause trouble, less they risk a punishment. And a pair of students were sneaking through the night, each independent of the other. They had both overheard Mr. Stark with Doctor Trine during lunch. Something about some important correspondence from "you-know-who". Very vague, sure, but also a potential clue. One that could lead to freeing students... or perhaps to the conspiracy behind the academy and the city itself? Neither knew the identity of the other. Neither of the two even knew that there were other rebels among Elysium Academy, but it seemed that on this night, Omen and the Bronze Hornet were about to learn.
  17. OOC thread for this, featuring @NineOfSpades's Meridian and @RocketLord's Justice! Time to fight a robot!
  18. GM October 31st, 2018, 6.45PM University Hill, Emerald City, Oregon, USA The Halloween party had barely started, and it was already over. All around a young woman streamed university students, faculty, and staff of the God House, flavor of the year for Emerald City University's trend-chasing contingent. Screaming in inhuman fury, something in a horse-headed suit of armor kicked over a lovely gilded reproduction of some Madonna, trampling and smashing its way through altar tables, shrines of menus and wall-fountains as it swung now-bloodied fists, gnarled and bigger around than the young woman's head. Its wails and howls were nearly drowned out by the shouts, directions, shrieks and crying of its prey, the terrified Munchkins only barely keeping the presence of mind to avoid trampling each other thanks to regular earthquake and volcano drills had since kindergarten. The horse head turned to the woman, seeing in her the only meaningful challenge to be found, and charged.
  19. OOC thread for this thread. Justice gets in touch with her spiritual side. @RocketLord Initiative, please. Using the Warrior Demon from the Core Rules to represent the Monster. Taking 10 on its roll, for 11.
  20. Venomax Power Level: 10 (158/163PP) Unspent Power Points: 5PP Trade-Offs: None In Brief: Child of a Mercenary making the most of what he's inherited Catchphrase: None Theme: Playlist Alternate Identity: Vernon Bilker (Secret) Birthplace: Freedom City Residence: Emerald City Base of Operations: Emerald City Occupation: Lab Intern Affiliations: Family: Brad Bilker (Estranged Father) Friends: Description: Age: 19 Gender: Male Ethnicity: Caucasian Height: 5'11 Weight: 84 Kg Eyes: Brown Hair: Black Appearance Vernon is a tall and wiry young man with sharp features, brown eyes look out from beneath thin and elegant eyebrows, his short black hair features a prominent widows peak. The Venomax costume consists of a purple bodysuit with a cool blue visor; a green line design accents the undersuit running down the sides and black polymer armour is layered on top, his applicator gauntlets are made from the same material featuring six prominent in chamber's on each not dissimilar to that of a revolver or a rotary grenade launcher, are the pipes that pump his secretions into the devices inner workings to create the wide variety of concoctions he makes regular use of. History: The son of Brad bilker AKA: the infamous gas man has lead a hard life, his mother was much too young and far too in love and clung to the idea of her lover returning long after he'd given up hope of ever meeting his father and spent his early life watching his only parent slowly destroy themselves with grief over someone who clearly didn't care about them in the slightest even on her deathbed she clung so tightly to the hope that he would return that she saw her own son as his father. playing along to help his mother pass with ease he felt himself being wracked with guilt wondering if it had been his own mutant gifts that had sapped her strength and eventually killed her mixed with burning rage at the man who had abandoned him With nothing left to stay in freedom city for he found himself leaving for Emerald city with nothing but the clothes on his back to make a new life far away from his villainous old man Personality & Motivation: Motivated by Loss and Pain Vernon can come off as quite harsh to those who don't know him, displaying a great distain for things and weilding his mutation with a coldness close to callousness but in truth he understands that his abilities can be effected by his emotional and physical state so does his best to control both to avoid causing lasting harm and focus his mind to the strain that comes with using them. Vernon takes his self appointed responsibilities very seriously and has chased criminals across country before now believing that they are his burden, dragging them personally to the local authorities or even blackstone by hand. Powers & Tactics: Vernon is a cold, calculating and cunning combatant who fights with sudden and brutal applications of force and poison he will attempt to quickly and decisively remove as many combatants as possible from the situation whilst causing as little collateral damage as possible, though he looses little sleep over those few who do suffer his venom, he will pursue fleeing opponents relentlessly across vast distances limited only by his funds and obligations. His powers come from the unique organ in his abdominal cavity capable of synthesizing various chemicals from what he ingests running the gamut from Bee venom all the way to nitroglycerin or other far less savory concoctions though he refrains for anything that causes unessicary lasting harm. Power Descriptions: Though his Chemical synthesizing organs are inborn to him he has augmented his usage with the applicator gauntlets on his suit allowing him to project the secretions at a distance, aerosolize them , combine them with an adheisve binder or create a two staged dosage Complications: Gut Rot: perhaps due to the peculiar diet (necessary to keep his abilities stocked) or even some sort of irony Vernon has a sensitive stomach and is often plagued with cramps, nausea and other gastrointestinal problems whilst these are in themselves a problem, having to run off to use the bathroom at random times can prove inconvenient which is to say nothing of the mockery and embarrassment someone with his unique power-set faces. I hate you, Dad!: Vernon hates his father Brad Bilker with a biblical passion for abandoning him and his mother and will actively seek out opportunities to interfere in his business, embarrass and otherwise cost him financially or socially, though he refrains from inflicting physical harm to honour his mothers dying wish he find some kind of peace with the man and of course, Brads immunity to all known forms of chemical and biological weapons includes his sons powers. Guilt: Vernon believes that it might've been his own toxic Secretions that killed his mother, though he has never dared to find out, it is something that can be used against him by particularly cunning villains such as his callous father. Breaking Bad: there are several parties who would like to aquire Vernon and use his unique gifts to produce dangerous chemicals or metahuman enhancement compounds such as MAX and Zoom without having to go through the labyrinth. Largely Immune: Though immune to his powers in the dosages and concentrations in which he uses them his siolated Specialized Organs contain far more potent concentrations, enough to overcome his resistance to the effects, they might be damaged or forced to empty their contents by various means they will affect him normally. Doctoring Dosages: Vernon has carefully learned the safe dosages and dilutions for use on other humans but anything out of the ordinary is purely guess work on his part, the more alien or extreme the difference the more he has to guess either using too little to have an effect or more disastrously too much as well as of course different concoctions affecting radically different biologies in entirely unforeseen ways. ABILITIES: 8+4+8+4+4+0 = 28pp Strength 18 (+4) Dexterity 14 (+2) Constitution 18 (+4) Intelligence 14 (+2) Wisdom 14 (+2) Charisma 10 (+0) COMBAT: 20+12 = 32pp Initiative: +2 Attack: +10 Grapple: +14 Defense: +10 (+6 base, +4 dodge focus) +3 flat-footed Knockback: -5, -2 out of Costume SAVES 4+4+6 = 14pp Toughness: +10/+4 (+4 Con, +6 Protection) Fortitude: +8 (+4 Con, +4) Reflex: +6 (+2 Dex, + 4) Will: +8 (+2 Wis, +6) SKILLS: 12pp (48 Ranks) Craft (Chemical) 8 (+10) Knowledge (Physical Sciences) 8 (+10) Knowledge (Technology) 8 (+10) Medicine 4 (+6) Notice 6 (+8) Sense Motive 6 (+8) Stealth 8 (+10) FEATS: 9pp All-Out Attack Dodge Focus 4 Move-by Action Power Attack Precise Shot Take down Attack POWERS: 37 + 8 + 16 + 1 + 1 = 63pp Descriptors: Chemicals, Mutation Chemical Synthesis Organs 15 (30 point Array; PFs: Alternate Power 7) [37pp] BE: Emotion Control 10 ("Toad Toxins"; Extras: Alternate Save [Fortitude], Contagious, Secondary Effect; Flaw: Range [Ranged]) {30/30} AE: Damage 10 ("Nerve Agents"; Extras: Alternate Save [Fortitude], Poison) {30/30} AE: Damage 10 ("Acidic Sweat"; Extras: Contagious, Secondary Effect) {30/30} AE: Drain Ability Scores 10 ("Malady Mixtures"; drains any ability score one at a time; Extra: Poison) {30/30} AE: Obscure Olfactory & Visual 10 ("Pepper Spray Sweat," 1 mile radius) {30/30} AE: Paralyze 10 ("Spider Venom"; Extras: Alternate Save [Fortitude], Poison) {30/30} AE: Snare 10 ("Cobra Spit"; Extras: Suffocating) {30/30} AE: Stun 10 ("Toxic Shock"; Extras: Poison) {30/30} Damage 2 ("Caustic Venom Overcoat"; Extras: Aura, Duration 2 [Sustained]) [8pp] Device 4 (Venomax Costume; 20 Points; Flaw: Hard to lose) [16pp] Additional Descriptor: Technology Applicator Gauntlets 5 (10 point Array; PFs: Alternate power 4) [14 DP] BE: Feature 10 (adds Area [General, Cloud, 50 ft. diameter] Extra to chemical effects) {10/10} BE: Feature 10 (adds Area [General, Cone, 100 ft. long] Extra to chemical effects) {10/10} BE: Feature 10 (adds Contagious Extra to chemical effects) {10/10} BE: Feature 10 (adds Range Extra [Touch to Ranged, Range to Perception] to chemical effects) {10/10} BE: Feature 10 (adds Secondary Effect Extra to chemical effects) {10/10} Protection 6 (ballistic weave) [6DP] [20/20DP] Feature 1 (produce useful chemicals) [1pp] Immunity 1 (Own Powers) [1pp] DC Block Name Range Save Effect Acidic Sweat Melee DC25 Tough Damage Cobra Spit 100ft DC20 Reflex Snare Toad Toxins 100ft DC20 Fort Confusion Malady Mix Melee DC20 Fort Drain Nerve Agents Melee DC25 Fort Damage Pepper Spray 100ft N/A Obscure Spider Venom Melee DC20 Fort Paralyze Toxic Shock Melee DC20 Fort Stun Totals: Abilities 28 + Combat 32 + Saves 14 + Skills 12 (48 ranks) + Feats 9 + Powers 63 + Drawbacks 0 = 158/163 Power Points.
  21. The 76 acres of this remote retreat are on Wisdom Island just off the coast of Washington, at the end of a long dirt road along a mile of undeveloped shorefront. The heavily wooded site has a three-acre meadow and orchard inhabited by families of wild rabbits. Facing the meadow is the community center, a large inviting structure built of unfinished wood whose kitchen/dining area and meeting room with stone fireplace makes it the hub of activity. Painted along one side of the community center is an image of the Freedom League circa 1976, carefully maintained by the now-elderly original artist with the help of her grand-daughter who occasionally drives in from Emerald City, Oregon. Meals are served buffet-style, taken to long tables or outside in good weather, and each person is responsible for cleanup. Hot drinks are available throughout the day. The large windows at the back of the building look out to the woods and water below. Around the meadow, tucked between tall cedars and firs, are rustic cabins. They're furnished with bed, table, and chair, and heated with a woodburning stove (the woodpiles are around the back). Though the cabins have their own plumbing, many of the longtime residents prefer to use one of the two bath-houses. A puckish interior decorator gave each cabin a 'theme' during its reconstruction in the 1970s, and visitors may be amused to find themselves staying in the Centurion (with its faux-marble countertops and books of Latin poetry on the walls), the Lady Liberty (with its slightly faded red white and blue bunting), and the like. The facility has the largest spiritual library in the region and a substantial collection of books on CD, much to the pride of the elderly librarian, who has been here since before the arrival of the Super-Freaks, and indeed since he left his fellow Lor to seek Terran spiritual enlightenment. Built by Theosophists in the late 1920s, the encampment was acquired by the Super-Freaks in the mid-1970s when the regional chapter was at the height of its influence. Even today much of the Theosophical influence remains in the Super Freak community; in particular they practice lacto-vegetarianism, pacifism, and respect for all living creatures. The head of the community, Doris Kahn, teaches meditation during the summer camp and also offers a therapeutic touch program. There is a summer camp in July and August aimed at families, with both morning lectures and warm evening campfires. There are work weekends in other parts of the year where visitors can help with groundskeeping and building maintenance. There are other weekends for seminars and workshops on topics relating to the metaphysical interests of the Super Freaks. Private visitors who share the values of the Super-Freaks are welcome to stay provided they are willing to work. A trail winds above and along the shoreline leading to benches and grassy slopes that afford secluded outlooks across the bay. Attracted by the isolation and quiet of the island, bald eagles nest in the tall trees and otters have been frequently spotted along the shoreline. Though there have been many reported sightings of cryptids in the area since the 1920s, no reliable signs of cryptid settlement of any of the region's communities have ever been found on the island.
  22. Maximillian Mars Power Level: 11 (166/166PP) Unspent Power Points: 0 Trade-Offs: Under caps. In Brief: Super genius super villain that has mothballed his armor to lead a succesful technology corporation, hiding his ongoing villainy behind a popular reputation Alternate Identity: The Commander (Secret, former) Birthplace: Emerald City. Residence: Riverfront, Emerald City. Base of Operations: MarsTech Headquarters, River Front, Emerald City Occupation: Head of MarsTech, Criminal mastermind Affiliations: MarsTech, the Chamber Family: None known Description: Age: 55 (DoB: 1964) Gender: Male Ethnicity: Caucasian Height: 5' Weight: 170 lbs. Eyes: Green Hair: Light brown, greying at the temples Always dressed in tailored suits from London, Maximillian Mars always looks his best. A bright smile on his lips, a gleam in his green eyes, his hair and beard immaculate, he simply looks perfect, even as wrinkles are beginning to show on his face. History: Once, there was a super villain known as the Commander. He wore a high tech armor, filled with alien technology that he had stumbled upon and reverse engineered as a young man. He wanted power, he wanted riches. He fought the Centurion on several occasions. He was foiled by the Freedom League. Under the Moore Administration, he fought FORCE Ops on several occasions. His ever evolving armor meant that any encounter would mean something new. Never employing the same trick twice, he was a persistent foe. While he was defeated, he always managed to escape, and his identity remained a secret. And then the Terminus Invasion happened. Surprising even himself, the Commander fought side by side with the heroes, even aiding his hated foe the Centurion against Omega. After the Terminus Invasion, the Commander disappeared. Most believed that he had died. Few claimed to have seen him in the years since, but it was never confirmed. It was all just rumors. Years later, the company known as MarsTech appeared. Seemingly out of the blue, the MarsTech brand became synonymous with high tech user friendly technology. The popular Deimos laptop! The Phobos operating system! Stylized and cheap smart phones! They seemed to be ahead of the competition in every regard. Research in the history of the company showed it as a simple start up, all the work of a single man. Working for hire, the founder would eventually create a juggernaut of technological advances that would take the world by storm. That man, that founder, was Maximillian Mars. Inviting the world into his life as the chief designer, creator and director of MarsTech, he would only continue to grow on popularity, as he raised his company to even greater heights in his native Emerald City. He was a man of the people, a friend to every employee, he offered benefits and great pay, paid insurance for all of his employees: In short, the man of the year for all years. And of course, he was also once the Commander, and even now, he was a member of the Chamber, the organization that rules Emerald City from the shadows, supplying his technological expertise and businesses to their goals. The Commander armor left in storage, he now had more power than ever before. Maximillian Mars might be a lighter shade of black than his compatriots in the Chamber, and almost a hero to the people of the world, but make no mistake: At heart, he is still a villain, and his ultimate goal remains: Nothing less than world domination. Personality & Motivation: Maximillian Mars is a genius and a visionary. Even as the mastermind behind MarsTech, and the creator of the vast majority of their technologies and advances, he is friendly and affable. He knows the name and history of every employee, he eats lunch with the janitors every other week, if his time permits. He genuinely cares about his employees, and does his best to keep the them safe from machinations of the Chamber. Still, Maximillian is a super villain, even if he no longer wears the colorful armor of the Commander. He has a ruthless side, having masterminded several of the Chamber's plans, and even if he is the voice that will advocate keeping innocents safe, he is more than willing to go through with anything, if it means furthering his own goals. His ultimate goal? To rule everything. Emerald City is just the start, the testing phase of his plans for the world. After all, Maximillian Mars is a nice man, but he also knows that he is a genius, and he really do know better than everyone else. Powers & Tactics: Maximillian will rarely, if ever, directly confront others in combat. Those days are simply behind him, and he would much rather play mind games, or, if it comes to it, send henchmen, mercenaries or even MarsTech security to deal with any potential trouble. He keeps his involvement in any scheme a secret, perhaps even more so than the rest of the Chamber. Power Descriptions: Maximillian posses no overt super powers, but he incredibly intelligent, able to process knowledge much faster than the vast majority of humanity. His Commander armor is currently in storage, but can be used if necessary. Complications: Better a Villain than Bored: Maximillian wants fame and riches. He wants everyone to respect him, and he has achieved all that. Legally, too. So why do he is he still a member of the Chamber? Why do he still manipulate Emerald City, if he does not always need to? Simple: Boredom. What better way to fall into a lull? The Commander: The stock of MarsTech would surely drop should Maximillian's true nature as a villain and a member of the Chamber come to light. MarsTech: Maximillian genuinely cares about his employees at MarsTech. Abilities: 4 + 2 + 6 + 20 + 8 + 8 = 48PP Strength: 14 (+2) Dexterity: 12 (+1) Constitution: 16 (+3) Intelligence: 30 (+10) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 8 + 18 = 24PP Initiative: +5 (+1 Dex, +4 Improved Initiative) Attack: +4 Base, +10 Melee (+4 Base, +6 Attack Focus), +4 Ranged, +12 Commander Suit Weapons (+4 Base, +8 Attack Specialization) Defense: +9 (+9 Base,), +5 Flat-Footed Grapple: +12 (+10 Attack, +2 Str) Knockback: -2/-1 (Toughness /2) Saving Throws: 5 + 8 + 9 = 22PP Toughness: +5 (+3 Con, +2 Undercover Shirt) Fortitude: +8 (+3 Con, +5) Reflex: +9 (+1 Dex, +8) Will: +13 (+4 Wis, +9) Skills: 168R = 42PP Bluff 15 (+19) Climb 6 (+8) Craft [Electronic] 15 (+25)Skill Mastery Craft [Mechanical] 15 (+25)Skill Mastery Diplomacy 12 (+16) Drive 6 (+7) Intimidation 12 (+16) Investigation 6 (+16) Knowledge [Business] 12 (+22)Skill Mastery Knowledge [Life Sciences] 6 (+16)Note: Focused on superhumans Knowledge [Physical Sciences] 15 (+25)Skill Mastery Medicine 3 (+7) Notice 12 (+16) Pilot 6 (+7) Profession [Criminal Mastermind] 9 (+13) Sense Motive 12 (+16) Swim 6 (+8) Feats: 27PP Attack Focus [Melee] 6 Attack Specialization [Commander Suit] 8 Benefit 3 (Wealth) Benefit 1 (CEO of MarsTech) Connected Contacts Distract (Bluff) Equipment 1 Fascinate (Bluff) Improved Initiative Inventor Skill Mastery (Craft [Electronics], Craft [Mechanical], Knowledge [Business], Knowledge [Physical Sciences]) Well-Informed Equipment: 1PP = 5EP Undercover Shirt (Protection 2, subtle) [3EP] Smartphone Powers: 3 = 3PP Quickness 6 (Descriptive Name; Flaws: Limited [Mental tasks only]) [3PP] (descriptors) Drawbacks: (-0) + (-0) = -0PP DC Block Name Range Save Effect Attack bonus Unarmed Touch DC17 Tou (staged) Damage +10 Totals: Abilities (48) + Combat (24) + Saving Throws (22) + Skills (42) + Feats (27) + Powers (3) - Drawbacks (0) = 166/166 Power Points
  23. Hex Alternate Identity: Leonard "Len" Kepler Base of Operations: Emerald City Concept: Superhero Wizard Table of Contents Allies & Enemies Costume & Appearance Current Role & Hooks Design Notes Headquarters History Personal Life Personality & Motivation Powers & Skills Timeline Allies & Enemies Allies Briana Whitethorne An old-school, broom-riding, wand-firing, cauldron-stirring, gravelly voiced, Scotch-drinking, pipe-smoking, dirty joke telling witch. She likes to tell people to "Grasp my rod!" She claims it never gets old. She learned about Len's magical talent at the same time that Eris did. She fought off Eris's minions, and took Len as her apprentice and sidekick for twelve years, teaching him everything he knows. At the start of 2019, she told Len she was leaving, though she didn't say why, where she was going, or how long she would be gone. She gave her pocket universe and its contents to him as a "graduation present." Her current whereabouts are unknown. Mr. Hewitt The ghost of an Englishman who serves as the butler of Len's pocket dimension. He served Briana Whitethorne, and when ownership of the "manse" changed hands, he decided to stay on. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Enemies Eris Also known as "Discordia," the goddess of chaos from the Greco-Roman pantheon. When she became aware of Len and his talent, she sent her minions to recruit him, so that she might use him to sow more chaos in the mortal world. Briana Whitethorne intercepted her minions and fought them off. In the dozen years since, her minions have clashed with Briana and Len several more times, either when she made a renewed effort to recruit him, or when they became aware of one of her schemes and foiled it. Eris is bitter, petty, and jealous at the best of times. She never lets go of a grudge or a slight. Her minions have a habit of showing up at the worst possible time for people like Len. Costume & Appearance Hex carries a black wooden staff almost as tall as he is, carved from ebony and etched with dozens of runes. He wears a sleeveless indigo robe that goes down to about mid-calf, over a lighter lavender tunic. The robe has a high upturned collar, and is affixed to the tunic with a pair of brooches sitting just under his collar bones, purple sapphires about the size of chicken eggs cut into a hexagonal shape and set into gold. The tunic goes down to just above his knees, and is belted at the waist with an indigo sash. The chest of the tunic is embroidered with a black disc containing white lines arranged in a "Flower of Life" design, 19 small interlocking white circles arranged in a hexagon pattern inside one larger circle. The part of the tunic below the waist is slit to divide it into six flaps. Indigo trim traces along the bottom of the tunic. The baggy sleeves of the tunic are tucked into white leather bracers. The left bracer is also etched with runes, and studded with another gold-set egg-sized hexagonal-cut purple sapphire. Below the tunic he wears a pair of baggy indigo leggings, tucked into knee-high white leather boots with large fold-over cuffs. Over his eyes, he wears a set of leather goggles. The strap is soft leather, while the part around the eyes is boiled hard leather. The lenses appear to be glass, but are actually crystal, transparent from the inside but opaque from the outside. When he uses his magic, his irises take on a slight golden glow, which sometimes shines brightly enough to be visible from behind the goggles. When not actively wizarding, his enchanted vestments transform into normal clothing which makes him look like just another Pacific Northwest hipster: A zip-up hooded jacket, blue jeans, combat boots, and a red and black plaid flannel shirt. His goggles turn into vintage-style black square-frame glasses with non-prescription lenses. His bracer morphs into a hexagonal wristwatch with a broken motor, the hands stuck permanently at 6 o'clock ("It's right twice a day!"). Len's body type is colloquially known as a "bear" or a "dad-bod." He's bulky, and extremely hairy, from head to toe. The hair below his neck is significantly darker than the hair on his head, making it stand out. The bulk is mostly muscle, which his body builds easily, layered over a wide frame (he really is "big-boned"), but it's covered with enough fat (which his body also accumulates easily) to completely obscure any definition. His head and hands are both slightly larger in proportion to his body than a normal adult, which makes him appear overall even bulkier. Current Role & Hooks Hex is based primarily in Emerald City, but he's perfectly willing to lend a hand elsewhere if needed. Conventional long-distance travel is a hassle for him, but he has ways of mitigating that. He's best suited to deal with magical and supernatural threats to the city, but he's powerful enough to hold his own against most super-powered menaces. He conducts regular divination rituals in order to figure out where and when he'll be needed, so there's an excuse for him to show up just about anywhere at any time. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. Design Notes Hex started out as a (probably joking) challenge from AvengerAssembled for me to "Just make and play a nice guy." Obviously, both Hex and the nature of his magic draw heavy influence from Arcanum: Of Steamworks & Magick Obscura, Dungeons & Dragons, and The Dresden Files. I justify the D&D-ness of it all by telling myself that Freedom City imported a lot of the "D&D paradigm" into their setting, since M&M is ultimately a D&D spinoff anyway. The whole idea of making magic less chaotic by "locking it down" in runes enchanting items is something I read in both R.A. Salvatore's D&D novels and the Dwarf Codexes for Warhammer, and I'm honestly not sure which one of them was stealing from the other. Hex's appearance and a lot of his personality are based on Jason Chorde, one of the core cast members of the long-running webcomic Something Positive. He's also a sort of gender-flipped Mercy from Overwatch, if her abilities came from magic instead of super-science, and if she also had Winston's barrier projector, or Brigitte's or Reinhart's shield. If you want to know exactly what Hex's mentor, Briana Whitethorne, looks and sounds like, then watch Anne Bancroft's portrayal of Mrs. Kennsinger in the movie Malice. From his name to his costume to the manifestations of his powers, Hex obviously has a heavy numerological motif. The name "Hex" has a double meaning, since it's both the Greek word for the number 6, and a Germanic term for magical spells or curses, and the "witches" who cast them. Hex's whole schtick is bringing order out of chaos, and both the number 6 and the hexagonal shape are both often used as symbols of order and organization. The number 6 is significant in mathematics for several reasons, such as being the smallest number divisible by both 2 and 3, and the smallest "perfect number." 6 is also the atomic number of carbon, a fundamental element in chemistry, biology, and technology, and carbon atoms and molecules form hexagonal shapes; it is that structure which gives substances such as diamond their strength. In the animal world, one has only to look to the honeycomb structure of beehives to see these principles manifest. Trivia "Leonard Kepler" is a homage to two great scientists and mathematicians from real-world history, Leonardo DaVinci and Johannes Kepler, two people who, in their own way, helped bring a great deal of order out of chaos. Hex's mentor, "Briana Whitethorne," is named for "Briana" and "Whitethorn," my mother's first two AD&D PCs, both wizards. Mr. Hewitt is named for Christopher Hewett, the actor who portrayed the eponymous protagonist on the sitcom Mr. Belvedere. Hex's barge home is a homage to Duncan MacLeod's barge from the first couple seasons of Highlander. Hex began his magical tutelage at age eleven, the same age as first-year students at Hogwarts in Harry Potter. Headquarters The exterior of Hex's headquarters is a small "barge house," a trailer home sitting on a flat-bottom boat used for towing cargo up and down rivers, little more than a raft with a motor attached. The motor isn't functional. It's just for show. There are runes carved into the bottom of the barge, which Hex uses to summon a water elemental when he needs to move the barge. The door to the trailer is surrounded by invisible runes. Anyone who opens the door without knowing and activating those runes opens the door to a normal trailer home. When the door runes are activated, the outer door opens into a pocket dimension containing a large mansion. The amenities include Briana Whitethorne's extensive library, which includes many occult texts, and her workshops, stocked with tools and materials for a wide variety of crafts, mundane and supernatural, as well as a scrying mirror which Hex can use to turn any reflective surface in Emerald City into a window, through which he can see, hear, and communicate with people on the other side. The walls of the manse are etched with translation runes, which allow all within the manse to communicate freely with each other. A few doors in the manse lead to unfinished rooms, which only partially exist. After more than twelve years in residence, there are still some rooms Hex has never entered. One room of the manse contains a standing portal to the Elemental Realms. Spirits from those realms, usually a few dozen at any one time, use that portal to gain entry to the manse, which they then work to maintain and defend. Their efforts are organized by the butler, Mr. Hewitt (see "Allies" above). The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a normal person. Most of them take the forms of animals, such as dogs and birds. The spirits are not slaves; they can use the portal freely to return to their home dimension at any time. Mr. Hewitt is the only spirit who occupies the manse on a permanent basis. The elementals are a transient population. In order to enter the estate, the elementals must accept a voluntary geas which, for the duration of their stay, imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the fire spirits are usually provided with combustible materials, while the water spirits are usually provided with open flames for them to quench. History Leonard Kepler was born in the right place at the right time. His parents lived in Emerald City, and it was expected that he would be born there. However, during his mother's ninth month of pregnancy, her father, his maternal grandfather, died suddenly. His parents had to drive out to the remote small town in rural Oregon where he lived for the funeral. They had no idea that their route passed close by a nexus point where several "ley lines" of magical energy crossing the planet intersected, spilling that magical energy into the nearby area. They also didn't know that they passed under a very specific and rare alignment of stars in the sky. Leonard's mother went into labor on the way to her father's funeral, and delivered her son into a point of time and space which imbued him with a natural talent for channeling magical energy and imposing his will upon it. His parents made it just in time for the funeral, with the new baby in tow, making the whole occasion emotionally complicated for all involved. Len's childhood was unremarkable at first. He excelled academically, so his parents made sure to move wherever they could find the best schools in town. The best schools were always in rich neighborhoods, so his family, despite being poor, always wound up living on the periphery of rich neighborhoods, and he always wound up being the one poor kid in a class full of yuppies and trust-fund brats. He seemed normal until he was 8 years old, when his talent began to manifest, mostly in the form of astoundingly unlikely mechanical failures everywhere he went. He was always big for his age, but when puberty hit, he grew like a weed. The combination of being a "teacher's pet," a "fat ogre," poor, and a walking technical difficulty was more than the adolescent could take, so he began lashing out. This caused the manifestations of his magical talents to intensify, which eventually drew supernatural attention to him. As a goddess of Chaos, Eris, also known as Discordia (see Threat Report), became aware of Len when he was eleven years old, and sent her minions to recruit him. Fortunately for Len, and probably the rest of the world, that effort was foiled by Briana Whitethorne, a witch who intercepted and defeated the minions of Eris, and convinced Len's parents to let her take him on as her apprentice. For the next twelve years, while his siblings went to school, Len spent nine months out of every year by Briana's side, studying and practicing in her pocket-dimension home, and taking frequent jaunts across the multiverse, dimension-hopping to alternate Earths, visiting different time periods, and even traveling to more exotic planes of existence, like the Astral and the Elemental Realms. Briana appeared to be in her mid-fifties, but various interactions and artifacts Len observed over the years suggested she was much older. Briana taught Len how to use spells, conduct rituals, and forge and brew magical talismans and potions, to control, direct, and when necessary, unleash the magical energy he tapped into. Almost as a by-product of the different magical traditions they researched, he wound up with a knowledge base of history and mythology worthy of a graduate degree in several different humanities. In 2018, after a dozen years, Briana declared one day, with no warning and little fanfare, that Len was her student no longer, but a wizard in his own right, and announced her intention to leave, though she did not say where (or when?) she was going. She bequeathed the pocket universe and all its contents to Len as a "graduation present," pulling up its dimensional anchor and folding up the whole thing into a literal deed which she signed over to him before departing. He decided to purchase a house-barge moored on the Emerald City coast and anchor the pocket dimension there, where he could keep a safe distance from the heart of the city while still having relatively easy access to it. From there, he casts daily divinations to determine when and where he'll be needed to protect the city and its people. Personal Life Len doesn't have much of a personal life yet, but he's working on it. The nature of his magic cuts him off from much of the modern human world, but he bridges the gap where he can. He tries to get out of his "house" for recreational purposes once or twice a week, even if it just means taking his guitar to a park or his book to a coffee shop (one of the rare ones without wi-fi, for obvious reasons) when he could more easily stay at home. Personality & Motivation In any comedy duo, Len would be the Straight Man that a Wacky Zany Guy would play off of. He carried a lot of anger when he was a child, but his training with Briana, especially in meditation, helped him to let go of that anger a long time ago. When he learned how to control his magic, he also learned how to control his feelings. The angry kid grew up to be a mellow adult, a "gentle giant" who just tries to be nice to people, help out, do the right thing, and avert or de-escalate conflicts instead of initiating or exacerbating them. He radiates a calm, quiet confidence that many people find disarming (a confidence borne of over a decade of traveling the multiverse and escaping or fighting off Death in many forms), with a big smile that comes easily and spreads all the way up to his eyes. Powers & Skills Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. Timeline 1995 Leonard "Len" Kepler is born in rural Oregon, and raised in Emerald City. 2003-2006 Len's magical talent beings to manifest. 2006 Eris tries to recruit Len as a minion. The witch Briana Whitethorne foils that attempt. Len begins his apprenticeship with Briana Whitethorne. 2006-2018 Briana and Len travel throughout the multiverse and time and space, righting wrongs and saving people. They run afoul of Eris's minions several times. 2018 Briana declares Len's apprenticeship to be at an end, proclaiming him "a wizard in his own right." She passes ownership of her pocket dimension mansion to him as a "graduation present." 2019 By Summer's End (IN PROGRESS): Hex meets with a dragon on behalf of some Emerald City cryptids. Down In The Underground (IN PROGRESS): Hex attends a gathering of wizards in honor of Earth-Prime's new Master Mage, Phantom.
  24. In Brief: Jason Chorde + Non-Snarky Harry Dresden + Gender-flipped Witch-skin Mercy with Winston's barrier projector Character: Hex Power Level: 12 (Built as PL9) Tradeoffs: None Power Points: 185/187 PP Unspent Points: 2 Alternate Identity: Leonard "Len" Kepler Identity: Secret Legal Status: USA citizen with no criminal record Birthplace: By the side of a county road in rural Oregon, USA Base of Operations: Emerald City, Oregon/Washington, USA Residence: A small house-barge moored on the Southern Shore Occupation: Wizard Affiliations: Briana Whitethorne (Mentor), Mr. Hewitt (Ghost Butler), Various Elemental Spirits who maintain and defend his headquarters Family: Mother, Father, Two Younger Siblings (A set of fraternal twins, Brother and Sister), Various extended family members DESCRIPTION Age: 24 (Date of Birth: 1995) Apparent Age: 24 Gender: Male Ethnicity: Caucasian American mutt of mixed ancestry, including, but not limited to, Anglo-Saxon, Germanic, and Scandinavian Height: 6’4" Weight: 285 lbs. Hair: Blond Eyes: Green (Gold when using magic) Hex carries a black wooden staff almost as tall as he is, carved from ebony and etched with dozens of runes. He wears a sleeveless indigo robe that goes down to about mid-calf, over a lighter lavender tunic. The robe has a high upturned collar, and is affixed to the tunic with a pair of brooches sitting just under his collar bones, purple sapphires about the size of chicken eggs cut into a hexagonal shape and set into gold. The tunic goes down to just above his knees, and is belted at the waist with an indigo sash. The chest of the tunic is embroidered with a black disc containing white lines arranged in a "Flower of Life" design, 19 small interlocking white circles arranged in a hexagon pattern inside one larger circle. The part of the tunic below the waist is slit to divide it into six flaps. Indigo trim traces along the bottom of the tunic. The baggy sleeves of the tunic are tucked into white leather bracers. The left bracer is also etched with runes, and studded with another gold-set egg-sized hexagonal-cut purple sapphire. Below the tunic he wears a pair of baggy indigo leggings, tucked into knee-high white leather boots with large fold-over cuffs. Over his eyes, he wears a set of leather goggles. The strap is soft leather, while the part around the eyes is boiled hard leather. The lenses appear to be glass, but are actually crystal, transparent from the inside but opaque from the outside. When he uses his magic, his irises take on a slight golden glow, which sometimes shines brightly enough to be visible from behind the goggles. When not actively wizarding, his enchanted vestments transform into normal clothing which makes him look like just another Pacific Northwest hipster: A zip-up hooded jacket, blue jeans, combat boots, and a red and black plaid flannel shirt. His goggles turn into vintage-style black square-frame glasses with non-prescription lenses. His bracer morphs into a hexagonal wristwatch with a broken motor, the hands stuck permanently at 6 o'clock ("It's right twice a day!"). Len's body type is colloquially known as a "bear" or a "dad-bod." He's bulky, and extremely hairy, from head to toe. The hair below his neck is significantly darker than the hair on his head, making it stand out. The bulk is mostly muscle, which his body builds easily, layered over a wide frame (he really is "big-boned"), but it's covered with enough fat (which his body also accumulates easily) to completely obscure any definition. His head and hands are both slightly larger in proportion to his body than a normal adult, which makes him appear overall even bulkier. HISTORY Leonard Kepler was born in the right place at the right time. His parents lived in Emerald City, and it was expected that he would be born there. However, during his mother's ninth month of pregnancy, her father, his maternal grandfather, died suddenly. His parents had to drive out to the remote small town in rural Oregon where he lived for the funeral. They had no idea that their route passed close by a nexus point where several "ley lines" of magical energy crossing the planet intersected, spilling that magical energy into the nearby area. They also didn't know that they passed under a very specific and rare alignment of stars in the sky. Leonard's mother went into labor on the way to her father's funeral, and delivered her son into a point of time and space which imbued him with a natural talent for channeling magical energy and imposing his will upon it. His parents made it just in time for the funeral, with the new baby in tow, making the whole occasion emotionally complicated for all involved. Len's childhood was unremarkable at first. He excelled academically, so his parents made sure to move wherever they could find the best schools in town. The best schools were always in rich neighborhoods, so his family, despite being poor, always wound up living on the periphery of rich neighborhoods, and he always wound up being the one poor kid in a class full of yuppies and trust-fund brats. He seemed normal until he was 8 years old, when his talent began to manifest, mostly in the form of astoundingly unlikely mechanical failures everywhere he went. He was always big for his age, but when puberty hit, he grew like a weed. The combination of being a "teacher's pet," a "fat ogre," poor, and a walking technical difficulty was more than the adolescent could take, so he began lashing out. This caused the manifestations of his magical talents to intensify, which eventually drew supernatural attention to him. As a goddess of Chaos, Eris, also known as Discordia (see Threat Report), became aware of Len when he was eleven years old, and sent her minions to recruit him. Fortunately for Len, and probably the rest of the world, that effort was foiled by Briana Whitethorne, an old-school broom-riding, wand-firing, cauldron-stirring, gravelly voiced, Scotch-drinking, pipe-smoking, dirty joke telling ("Hey, grasp my rod! Hah!") witch. Briana intercepted and defeated the minions of Eris, and convinced Len's parents to let her take him on as her apprentice. For the next twelve years, while his siblings went to school, Len spent nine months out of every year by Briana's side, studying and practicing in her pocket-dimension home, and taking frequent jaunts across the multiverse, dimension-hopping to alternate Earths, visiting different time periods, and even traveling to more exotic planes of existence, like the Astral and the Elemental Realms. Briana appeared to be in her mid-fifties, but various interactions and artifacts Len observed over the years suggested she was much older. Briana taught Len how to use spells, conduct rituals, and forge and brew magical talismans and potions, to control, direct, and when necessary, unleash the magical energy he tapped into. Almost as a by-product of the different magical traditions they researched, he wound up with a knowledge base of history and mythology worthy of a graduate degree in several different humanities. In 2018, after a dozen years, Briana declared one day, with no warning and little fanfare, that Len was her student no longer, but a wizard in his own right, and announced her intention to leave, though she did not say where (or when?) she was going. She bequeathed the pocket universe and all its contents to Len as a "graduation present," pulling up its dimensional anchor and folding up the whole thing into a literal deed which she signed over to him before departing. He decided to purchase a house-barge moored on the Emerald City coast and anchor the pocket dimension there, where he could keep a safe distance from the heart of the city while still having relatively easy access to it. From there, he casts daily divinations to determine when and where he'll be needed to protect the city and its people. PERSONALITY & MOTIVATION In any comedy duo, Len would be the Straight Man that a Wacky Zany Guy would play off of. He carried a lot of anger when he was a child, but his training with Briana, especially in meditation, helped him to let go of that anger a long time ago. When he learned how to control his magic, he also learned how to control his feelings. The angry kid grew up to be a mellow adult, a "gentle giant" who just tries to be nice to people, help out, do the right thing, and avert or de-escalate conflicts instead of initiating or exacerbating them. He radiates a calm, quiet confidence that many people find disarming (a confidence borne of over a decade of traveling the multiverse and escaping or fighting off Death in many forms), with a big smile that comes easily and spreads all the way up to his eyes. When he's not saving the world, or researching new ways to save the world, he likes to curl up with a cup of coffee and a good book, or sing and play on his guitar (at which he's middling, at best). He's a regular at one of the rare local coffee houses that doesn't have wi-fi, for obvious reasons. POWERS & TACTICS Hex has a natural talent for tapping into and channeling the "raw and chaotic magical energy" of The Phoros, another dimension inhabited by beings of the same name, "immortal, immaterial, glowing spheres of light and fire." (See The Book of Magic.) His magical training focused on bringing Order out of that primordial Chaos to which he was attuned, in several different ways. He can cast spells, conduct rituals, or imbue physical items with magic power. Generally, the more time and labor intensive the method of shaping and controlling the magic, the less chance there is of it "leaking out" and wreaking havoc on himself or his environment (see "Walking Techbane" under "Complications," below). He casts spells by quickly speaking incantations and tracing symbols in the air with his fingers. The words are mostly from ancient Atleantean and Lemurian dialects, though they sometimes include snippets of more "mundane" ancient languages, like Egyptian, Greek, Latin, Old Norse, or Sanskrit. They are mostly invocations, entreaties, or references to various mystical entities, realms, and forces across the multiverse. Some of the symbols he traces in the air are Atlantean or Lemurian runes (though, again, sometimes they belong to more "mundane" dead tongues), while others are sigils he created himself, which would require study of his own notes in his private spellbooks to understand. Often, while casting, golden flames will erupt from his eyes and surround his hands, and his fingers will leave burning streaks in the air which will linger for several moments. When trying to go unnoticed, he can whisper or mutter the incantations, and suppress the light show, but the spells are usually more effective when the casting is more bombastic and theatrical. This is the use of his magic which generates the desired effect most quickly, but which is also the most likely to disrupt local technology and/or "snap back" on him, so he limits himself to minor utility spells. He can also conduct lengthy rituals, using a complex combination of spoken incantations, physical movements, runes drawn or carved upon objects and/or the surrounding environment, certain clothes worn (or not worn), and employing all manner of special props or ingredients, ranging from candle flames to animal body parts. His most common application for this use of his magic is to draw an arcane circle upon the ground and cast specially-crafted rune stones into it, in order to divine past and future events, in a manner similar to Scandinavian mystics (though the runes carved upon his stones are all sigils of his own design). He does this regularly in order to figure out when and where his aid will be needed. This use of his magic is less likely to disrupt local technology or harm himself than spell casting, but it is also far more time and labor intensive. Finally, he can imbue magical energy into physical items. This method of magic use is by far the most time and labor intensive for him, but is also the one least likely to cause chaotic side-effects, as it imposes the most direct and permanent "Order" upon the innate "Chaos" of his magic. The items are most effective and resilient when he crafts them himself, which is why his tutelage under Briana included "mundane" skills like sewing, carpentry, and metalsmithing. Then he etches magical runes, mostly sigils of his own design, into the object. Often, the etchings are filled in with ink or dust which includes exotic ingredients. Most of the magical items he crafts are temporary in nature, limited use protective charms or brewed potions which provide some power after consumption which wears off once the liquids have been fully metabolized. The few permanent items he has created involved "locking down" a significant portion of his own personal magical talent, basically carving off a piece of his own soul and trapping it inside the object. If the object were destroyed, that piece of his soul would come rushing back into him, with potentially explosive results. Hex's magic focuses mainly on the summoning, shaping, and unleashing of direct "force," a magical version of pure kinetic energy. To protect himself and others, he uses the runes embedded in his robes to create selectively-permeable force fields and constructs, in the form of glowing golden transparent floating hexagons. To shelter large groups or to protect people from explosions or falling debris, he'll create domes or walls made up of multiple interlocking hexagons, what some would call a "beehive barrier." When he requires personal defense, he'll create one or more hexagons of various sizes, some connected and some not, which will hover and orbit around him, rapidly repositioning themselves and clustering together as necessary to block incoming attacks. Other runes woven into the back of his robes harness that same force to create giant feathered wings of pure energy which allow him to fly. The runes carved into his staff, meanwhile, allow him to cast healing spells, or, if combat is required, to cover the staff in one of several different glowing auras, each a different color accompanying a different effect. One punches opponents away, while another punches through them, and a third ignores their physical body to punch their soul (or rough equivalent). Hex also dabbles in dimensional magic, mostly for travel and storage, and minor divination (obtain information, find what is lost), conjuration (create something from nothing) and transmutation (alter the something that already exists) spells for utility. He doesn't use any mind-controlling or mind-altering magic, or any necromancy aside from the "white necromancy" of healing wounds and curing diseases, in both cases more for ethical reasons than on account of any lack of aptitude. Hex has his talent for channeling magic because of when and where he was born, but that talent has nothing to do with genetics. His parents are both physically unremarkable, and any examination or testing of his body or genes would show a "normal" baseline human. The change brought on by the circumstances of his birth was not to his body, but to his soul. In combat, Hex's first priority is always to see to the safety of victims and innocent bystanders. He'll throw up protective barriers, heal the wounded, spirit people away from the combat zone, and otherwise use his powers and even his own body to intercept any potential harm to civilians first, only actually crossing swords with supervillains if it's the last option. If he does engage in direct combat, then he tries to keep a cool head, use the minimum force required, and offer the villains multiple chances to surrender peacefully. If they finally do surrender, he'll take them up on it without hesitation, even if they spurned previous offers. COMPLICATIONS Disruption: There is no such thing as perfect order. Some chaos always slips out. Every system, no matter how efficient, wastes some energy. If Hex fails a Concentration check to maintain a power, then in addition to letting the power switch off, the GM can give him a Hero Point in exchange for declaring that he has lost control of his magic; it "misfires" in some way that causes something bad to happen. (Based on the drawback introduced in The Book of Magic.) Enemy (Eris): Eris still hasn't forgotten the boy who spurned her. Her minions clashed with Briana and Len several times during Len's apprenticeship. And now that the boy is a man, Briana isn't around to protect him anymore. The GM can give him a Hero Point in exchange for Eris or her minions or pawns attacking or otherwise disrupting him at the worst possible times. Honor: Some villains are going to escape or gain some sort of advantage because Hex will be too busy helping an innocent bystander to stop them. Other villains are going to get surprise attacks on Hex because they offered a phony surrender or begged for mercy and he relented. Obligations (Family, Mentor): If Briana or his family call for his help, he'll drop everything and run to their aid. The GM can give him a Hero Point in exchange for having them request his aid at the worst possible times. Prejudice: While out on the town, Len disguises himself as just another hipster, and for better or for worse, a lot of people are going to treat him as such. The GM can give him a Hero Point in exchange for a penalty or automatic failure on a Diplomacy check if the NPC hates what they think Len represents. Rivalry (Siblings): Len's siblings have been justifiably jealous of his awesome magical life at several points during their emotional development, and others could potentially play on that jealousy, either to gain information about him, or even to enlist direct aid in harming him. Even if one of them had to be mind-controlled into betraying him, they would suffer a penalty to resist that mind control effect, since it would play on their existing darkest desires. Secret (Identity): Len has a loving local family, and any adversaries who learned about his double life could threaten or harm them. Walking Techbane: The type of magic Hex uses is fundamentally incompatible with technology. His magic comes from Chaos, and Technology is an application of Order. Technology uses the existing laws of physics to perform tasks, while his magic changes and distorts the local laws of physics. The use of his magic, and sometimes merely his presence, causes Reality to fight with itself, and the outcome is never certain. For Hex, using magic in the vicinity of machines is like shoving his hand into the innards of an active engine. It's possible that his hand will be fine, but that the engine parts will break or slip out of place, bringing the whole thing grinding to a halt. It's also possible that his hand will be shredded but the engine will go on running without noticing. Or it's possible that his hand will be shredded and the engine will break. Any time Hex uses his magic near a machine (the GM can decide what "near" means), the GM can give him a Hero Point in exchange for inflicting one or more of the following consequences: Hex's effective power rank is reduced. Hex's power effect just fails. Hex suffers Damage, or some other Attack power effect. One or more nearby machines malfunctions, shuts off, surges, shorts out, and/or breaks. Hex hits one or more nearby machines with an Uncontrolled Nullify effect, and/or an Uncontrolled Damage or Disintegrate effect, effectively Linked to whatever power he was using, possibly with the Side-Effect flaw (so that he will suffer Damage or some other Attack power effect if the machines make their saving throws). ABILITIES 36PP Strength: 18 (+4) (Heavy Load: 300 lbs.) Dexterity: 10 (+0) Constitution: 18 (+4) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 18 (+4) COMBAT 16PP Initiative: +0 (+0 Dex) Attack: +4, +8 Magic Staff Grapple: +8 (+4 Melee Attack, +4 Str) Defense: +8/+4 (+4 Base, +4 Magic Robes), +4/+2 Flat-Footed Toughness: +10/+4 (+4 Con, +6 Force Field) Knockback Resistance: 5/2 ATTACK RANGE SAVING THROW EFFECT Unarmed Touch DC19 Toughness (Staged) Damage (Physical) Staff Strike Touch +5ft DC21 Toughness (Staged) Damage (Physical) Staff Strike (Blue Aura) Touch +5ft DC19 Fortitude (Harmless) Healing + Boost Staff Strike (Gold Aura) Touch +5ft Opposed Trip vs +10 Prone + Knockback DC25 Toughness (Staged) Damage (Energy) Staff Strike (Red Aura) Touch +5ft DC20 Fortitude (Staged) Drain Toughness DC25 Toughness (Staged) Damage (Energy, Lethal) Staff Strike (Violet Aura) Touch +5ft DC20 Will (Staged) Drain Wisdom DC25 Will (Staged) Damage (Energy) Force Construct (Dropped) Touch* DC19 Reflex Avoided DC24 Toughness (Staged) Damage (Energy) Force Construct (Trap) Touch DC19 Reflex Trapped inside object Finding Spell 200 miles DC19 Will Limited ESP Element/Energy Spells Perception DC11 Fortitude (Staged) Drain Toughness DC16 Toughness (Staged) Damage (Any “Magic”) Telekinesis Perception/Area Opposed Grapple vs +1 Pinned/Bound DC16 Toughness (Staged) Damage (Energy) Dimensional Pocket Touch/Grapple DC16 Reflex Trapped inside pocket dimension *The force constructs can only be created at Touch-range, but if he were flying or otherwise elevated, he could potentially create one in mid-air and then drop it onto one or more enemies. SAVING THROWS 15PP Fortitude: +8 (+4 Con, +4PP) Reflex: +8/+4 (+0 Dex, +4 Magic Robes, +4PP) Will: +10 (+3 Wis, +7PP) SKILLS 108R = 27PP Concentration 10 (+13) Craft (Artistic) 12 (+15) Craft (Structural) 12 (+15) Diplomacy 11 (+15) Knowledge (Arcane Lore) 17 (+20) Knowledge (Cosmology) 7 (+10) Knowledge (History) 7 (+10) Knowledge (Theology/Philosophy) 7 (+10) Languages 2 (Atlantean, English [Native], Lemurian) Notice 7 (+10) Perform (Singing) 1 (+5) Perform (Stringed Instruments) 1 (+5) Search 7 (+10) Sense Motive 7 (+10) FEATS 5PP Artificer Attack Specialization (Magic Staff) Equipment 8 (40EP)Veteran Reward Interpose Ritualist Trance EQUIPMENT 8PP = 38/40EP Acoustic Guitar [1EP] Masterwork Chalk & Rune Stones [1EP] Masterwork Compass [1EP] Fixed-Gear Bicycle (Vehicle) [6EP] Size: Medium [0EP] Defense: 0 (DC10) [0EP] Toughness: 6 [1EP] Strength: 20 (Medium Load: 266 lbs.) [2EP] Powers: [3EP] Features 1 (Marked with a magic rune) [1EP] Speed 2 (25MPH) [2EP] Pocket Dimension Inside A Barge House (PL12 HQ) [29EP] On the outside, a small trailer home sitting on a flat-bottom boat, little more than a raft with a motor attached. On the inside, a mansion. The interior structure is maintained and defended by a few dozen elemental spirits, organized by Mr. Hewitt, the ghost butler who served Briana Whitethorne and decided to remain with the estate when it changed hands. One room contains a standing portal to the Elemental Realms. The elemental spirits are of limited intelligence, greater than a normal animal but less than that of a person. Most of them take the forms of animals, such as dogs and birds. The spirits can use that portal freely to return to their home dimension at any time; they are not slaves. However, in order to enter the estate from the Elemental Realms, they must accept a voluntary geas which imposes a non-aggression pact between them, and obligates them to clean, repair, and defend the manse for as long as they choose to occupy it, in exchange for a regular supply of "treats" for them to consume. These "treats" mostly consist of manifestations of opposing elements which they can consume. For example, the water spirits are usually provided with fire for them to quench. Mr. Hewitt is the ghost of an Englishman. He appears as a translucent pale blue version of his former self, with a wisp of blue mist instead of legs. He is not bound to the manse; in fact, he refers to it as his "refuge." He politely deflects any attempts to pry into his reasons for staying and serving the household. Cryptic comments have indicated that he was a butler in life as well, and that he lived through both World Wars. Size: Diminutive Exterior / Large Interior [2EP] Toughness: 10 [1EP] Features: [26EP] Defense System 4 (Damage, Snare, Suffocate, Trip) (Spirits) Dimensional Portal (Elemental Realms of Air, Earth, Fire, & Water) Dual Size Fire Prevention System (Spirits) Greenhouse Holding Cells 2 (Toughness 15, Nullify) Library 2 (Masterwork) Living Space Personnel (Spirits) Pool Powers 2 (36/48PP) Comprehend 3 (Languages 2 [Speak Any/All Simultaneously], Spirits, Extras: Affects Others, Area [General, Stationary, Burst], Flaws: Limited [Others], Feats: Progression [Area Size] 4 [100ft/rank = 300ft radius]) [13PP] (Translation Runes) Communication 7 (Range: 200 miles, Sense Type: Mental, Extras: Area, Linked [ESP], Flaws: Limited [One-Way], Medium [Reflective Surfaces], Feats: Dimensional [Earth-Prime], Selective) [6PP] (Scrying Mirror) ESP 7 (Range: 200 miles, Sense Types: Auditory + Visual, Extras: Duration [Sustained], Simultaneous, Flaws: Action 2 [Full], Medium [Reflective Surfaces]) [14PP] When Hex uses the mirror, every reflective surface within the area becomes a potential window through which he can see and hear. If an intelligent creature is near one of those surfaces, Hex can communicate with them telepathically. They will see his image in the mirror, and hear his voice as if he were speaking to them, but it's all in their mind. They will have to speak or write to reply, so any other observers will see or hear them normally, but those other observers will only catch a glimpse of Hex in the mirror and hear his voice if they make a DC17 Notice check. Features 1 (Temporal Inertia) [1PP] (Pocket Dimension Outside of Space and Time) Swimming 2 (5MPH) [2EP] The physical motor attached to the rear of the barge doesn't work. It's just for show. When Hex needs to move the barge, he activates runes etched into the underside to summon a water elemental. Sealed (Defensive Runes) Security System 2 (DC25) (Defensive Runes) Self-Repairing (Spirits) Think-Tank (Spirits) Workshop 4 (Mundane Crafts, Magical Inventions, Both Masterwork) 1 + 1 + 1 + 6 + 29 = 38EP POWERS 86PP Devices 11 (55PP Container [Passive, Permanent], Flaws: Hard-To-Lose, Feats: Quick Change [Transforms into normal clothes and accessories as a Free Action], Restricted [Magic users]) [46PP] Magic Robes: [28PP] (Transforms into normal clothing) Enhanced Defense 4 (Extras: Linked [Enhanced Reflex, Force Field, Immunity]) [8PP] ("Abbridon’s Aegis") Enhanced Reflex 4 (Extras: Linked [Enhanced Defense, Force Field, Immunity]) [4PP] Force Field 6 (Extras: Linked [Enhanced Defense, Enhanced Reflex, Immunity], Feats: Selective) [7PP] Immunity 2 (Critical Hits, Extras: Force Field [Free Action, Sustained Duration], Linked [Enhanced Defense, Enhanced Reflex, Force Field], Flaws: Unreliable [50%]) [1PP] Flight 3 (50MPH / 500ft per Move Action) [6PP] ("Abbridon’s Wings") Immunity 2 (Environmental Cold, Environmental Heat) [2PP] ("Abbridon's Succor") Magic Bracer: [14PP] (Transforms into a wristwatch) Create Object 9 (Max Volume: 9 cubes, Max Toughness: 9, Lifting Strength: 45 [Heavy Load: 6 tons], Extras: Linked [Environment Control], Flaws: Range [Touch], Feats: Progression [Max Volume] 1 [10ft cubes], Selective, Stationary, Tether) [13PP] (Force Constructs, "Abbridon’s Aegis") Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Linked [Create Object], Flaws: Range [Touch]) [1PP] (Glowing Force Constructs, "Abbridon's Lantern") Magic Goggles: [13PP] (Transforms into a pair of glasses) Comprehend 1 (Languages 1 [Read Any]) [2PP] ("Eyes of Ios") Super-Senses 4 (All Visual-type senses, Extras: Counters Concealment, Counters Illusion) [4PP] ("Eyes of Ios") Super-Senses 10 (Magic Awareness, Descriptor Frequency: Very Common, Sense Type: Visual [Default: Accurate, Acute, Ranged], Extras: Counters Obscure ["Darkness" Descriptor], Penetrates Concealment, Tracking, Flaws: Limited [Counters Obscure only works for an individual sense, the Magic Awareness, not the entire Visual sense type], Drawbacks: Power Loss [Penetrates Concealment cannot penetrate Lead, Frequency: Uncommon]) [8PP] (Magic Aura Vision, "Eyes of Ios") Vulnerability (Visual Sensory effects, while Super-Senses are active, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Device 7 (35PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Restricted [All powers except the Staff Strike are restricted to Magic users]) [22PP] (Magic Staff) Environment Control 1 (Light [Level 2], Area: 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [3PP] ("Abbridon's Lantern") Magic Staff 14 (28PP Array, Feats: Alternate Power 4) [32PP] Base Power: [5PP] (Staff Strike) Damage 2 (Feats: Accurate, Extended Reach [10ft], Mighty) [5PP] Alternate Power: [28PP] (Azure Aura, "Abbridon’s Healing Touch") Healing 9 (Extras: Action [Standard], Restorative, Flaws: Limited [Others], Feats: Extended Reach [10ft]) [28PP] Alternate Power: [28PP] (Golden Aura, "Abbridon's Rebuke") Damage 6 (Extras: Linked [Trip], Feats: Accurate, Extended Reach [10ft], Knockback 8 [Effective Damage 18], Mighty) [17PP] Trip 10 (Extras: Knockback, Linked [Damage], Flaws: Range [Touch], Feats: Improved Throw) [11PP] Alternate Power: [28PP] (Violet Aura, "Ghost Strike," "Soul Strike," "Abbridon’s Judgement") Drain Wisdom 10 (Extras: Alternate Save [Will], Linked [Damage], Feats: Accurate, Extended Reach [10ft], Drawbacks: Full Power) [11PP] Damage 6 (Extras: Alternate Save [Will, 10 ranks], Linked [Drain], Feats: Mighty) [17PP] Alternate Power: [28PP] (Crimson Aura, "Jaws of Vhoka The Devourer") Drain Toughness 10 (Extras: Affects Objects, Linked [Damage], Feats: Accurate, Extended Reach [10ft], Incurable, Drawbacks: Full Power) [22PP] Damage 6 (Extras: Linked [Drain], Feats: Mighty, Drawbacks: Lethal) [6PP] Magic 5 (10PP Array, Feats: Alternate Power 8) [18PP] Base Power: [10PP] (Channeling Raw Magical Energy, Chaos Magic, "Flames of Phoros") Drain Toughness 9 (Extras: Affects Objects, Area [General, Burst, 45ft radius], Linked [Damage, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Side-Effect [Damage], Drawbacks: Full Power) [2PP] Damage 9 (Extras: Area [General, Burst, 45ft radius], Linked [Drain, Nullify], Flaws: Distracting, Limited [Objects], Limited [Machines], Side-Effect [Damage]) [3PP] Nullify 9 (All “Technology” effects, Extras: Area [General, Burst, 45ft radius], Linked [Damage, Drain], Flaws: Distracting, Range [Touch], Side-Effect [Damage]) [5PP] Alternate Power: [10PP] (Conjuring Spells, "Weyan’s Wheel of Workings") Create Object 1 (Max Volume: 1 5ft cube, Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Duration [Continuous], Range [Perception], Feats: Innate, Precise, Progression [Object Toughness] 5 [Max Toughness: 6], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [9PP] (Element/Energy Control Spells) Drain Toughness 1 (Extras: Affects Objects, Linked [Damage], Range 2 [Perception], Feats: Precise, Subtle, Variable Descriptor 2 [Any "Magic"], Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [6PP] Damage 1 (Extras: Linked [Drain], Range 2 [Perception]) [3PP] Alternate Power: [10PP] (Dimensional Magic, "Ahgrazul’s Vault") Dimensional Pocket 1 (Extras: Duration 3 [Continuous, Lasting], Flaws: Medium [Existing pockets and containers], Requires Grapple, Feats: Progression [Cargo] 8 [25 tons], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [10PP] (Force Magic, Telekinesis, "Hands of Lamal") Move Object 1 (Lifting Strength: 5 [Heavy Load: 50 lbs.], Extras: Area [General, Burst], Damaging, Range [Perception], Selective, Feats: Precise, Progression [Area Size] 4 [100ft/rank = 100ft radius], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [9PP] (Divination Magic, Rune-Casting Ritual) Super-Senses 8 (Postcognition, Precognition, Extras: Simultaneous, Drawbacks: Action 4 [1 minute], Noticeable, Power Loss 2 [When unable to conduct ritual, draw an elaborate circle on the ground, and/or when deprived of specially prepared rune stones, Frequency: Common]) [9PP] Alternate Power: [10PP] (Divination Magic, Finding Spell) Telelocation 7 (Range: 200 miles, Extras: Duration [Sustained, Lasting], Flaws: Limited [Only learns the target's direction relative to him, not their exact location], Medium [Requires a piece of the target, or an object heavily infused with the target's resonance], Feats: Progression [Counter Rank / Saving Throw] 2 [Rank 9 / DC19], Rapid 8 [x100,000,000, Take 20 to Search maximum area in less than a second as a Free Action], Drawbacks: Action [1 minute], Noticeable, Power Loss 2 [When target is hidden behind a lead barrier, or when deprived of specially prepared compass, Frequency: Common]) [10PP] Alternate Power: [10PP] (Dimensional Magic, Folding Space, Teleportation, "Gates of Ios") Teleport 4 (Range: 1 mile, Extras: Accurate, Portal [Duration: Concentration], Flaws: Action [Move Action to open portal], Distracting [Flat-Footed on any round when he opens or maintains a portal], Medium [Existing Doors], Feats: Change Direction, Dimensional [Between Earth-Prime and Pocket Dimension HQ], Progression [Portal Size] 1 [10ft x 10ft], Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Alternate Power: [10PP] (Transmutation Spells) Transform 1 (Any Inanimate Object Into Any Other Inanimate Object, Extras: Duration [Continuous, Lasting], Range [Perception], Feats: Progression [Mass] 3 [10 lbs.], Precise, Subtle, Drawbacks: Power Loss 2 [When unable to speak and gesture, Frequency: Common]) [10PP] Examples of "Minor Transmutation Spells": Transform locked objects into unlocked objects. Transform broken/torn objects into repaired/mended objects. Transform dirty objects into clean objects. Transform wet objects into dry objects. Change the temperature of an object, to hot, cold, or lukewarm. Heat up food. Chill a drink. Change the taste of food or drink by transforming it into a differently-seasoned version of itself. Change the color of an object. Inscribe text onto an object, or erase text from an object. Abilities (36) + Combat (16) + Saving Throws (15) + Skills (27) + Feats (5) + Powers (86) - Drawbacks (0) = 185/187 Power Points
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