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  1. Nick Cimitiere, Equinox, and Ghost Girl deal with a really strange haunting.
  2. Wednesday, January 23rd 10:13 PM There was no reason the Levant Arms should have loomed the way it did. It wasn't even that tall - a mere five stories, and there were much taller buildings on this stretch of the West End. Likewise, the street was fairly well lit, and lights were on in most of the buildings surrounding it. But then, that just made the shadows inside loom that much taller. Nick took the building in, trying to get a more detailed read off of it. It had only been empty for the last few hours; there was no official word from the city, but so far, their opinions ran everywhere from "gas leak" to "undetermined event" - the usual code for "we don't know, but boy, is this weird." He'd heard rumors over the past few nights, from all over the city. Customers at the Black Petal whispering about the strange lights in closed-off rooms. Ghost hunting websites talking about strange wails. The ghosts themselves at Lantern Hill, speaking of an "overwhelming presence." He had been about ready to check it out tonight when all hell had broken loose. There was little word on what had happened, but a 911 call brought most of STAR down on the place, and the first response team had been quick to get all the tenants out. Nor was there any one solid account, with stories ranging from "phantom fire" to "I saw this horrible face looking at me in the mirror" to... "there was a unicorn in the elevator." He'd had to make sure he'd heard that one right. More than once, in fact. Nick checked his watch and kept his eyes firmly on the building. It probably wasn't the sort of place to go in alone. Fortunately, he wasn't going in alone.
  3. Monday, June 4th 6:16 PM Eric LaCroix had just gotten off his shift at the Black Petal, and was enjoying the time before his night job began. Usually he'd go right back to his apartment, bolt down a sandwich or something pre-made from Trader Joe's, then get on the makeup as soon as twilight hit and head out to Lantern Hill. But one of the things about getting closer to the Summer Solstice was that twilight got later and later, which gave him a bit more downtime. So, with some cash from tips in his pocket and not much else to do, he decided to head over to Pyramid Plaza. For a resident of Freedom, Eric never really got much chance to check out the landmark plaza. Sure, there had been the luncheon for various practitioners that had been thrown soon after he'd settled down in the city, but his day job usually kept him around Riverside and his night work didn't often take him to places so peaceful and well-maintained. As he walked away from the food court, a pulled pork sandwich in his hand, he took the time to take advantage of the rare peaceful hubbub. It said a lot that the chorus of screams sounded more familiar. Setting the pulled pork sandwich aside, he found a place in the shadows to duck away to the back corner of Hades' demesne where he kept his work gear. Within a few seconds, Nick Cimitiere was back out in the world of the living, scanning the street for the source of panic. He found it across the street, as dozens of people were running out of an apartment building that looked like a fortress carved from marble. He thought about stopping to ask someone about what was going on, but figured a skull-faced man stopping them in a time of crisis would not help anyone. So he danced around the crowd, pushing his way into the building and towards the horror within.
  4. Nick Cimitiere, Ghost Girl and Wraith deal with an extremely weird smuggling ring.
  5. April 26th, 2012 9:37 PM Down on the beaches, the crowds were pouring out. The people who wanted to celebrate the weekend one day early, the desperate, the young lovers. Given all things, Nick Cimitiere would rather be there - and he couldn't rule out that his business might take him there. But there were more pressing matters to attend to. The necromancer stalked through the back alleys of businesses and townhouses that served as connective tissue between the Boardwalk and Southside. Over the past few nights, there'd been a number of... "sightings" might be the best word. "Visions" if you believed, or "hallucinations" if you were a cynic. The witnesses, many of whom had had more than a few drinks, had described glowing, ephemeral beings moving through the neighborhood, either flying overhead or tearing through at great speed. One person, especially poetic under the influence, had described them as "more real than real." Nick might have written it off as fancy... if not for Angela Zilani. A local medium of some repute, Zilani had been found dead in her apartment, seemingly burnt to death. The funny part was, nothing else had caught fire. She'd been the only target of something using a very controlled burn. It was safe to say that if these beings were responsible, they really didn't have the best of intentions. It might have been folly to search all of the Boardwalk alone, looking for the first sign of phantom activity. Fortunately, Nick wasn't doing it alone. He pulled out a slate with three glyphs on it - representing his partners in the endeavor - and ran his fingers over the simple trinket, opening a line of communication. "Things are dead out here. And not in the exciting way. Anything on your end?"
  6. Large Hill, Wharton State Forest, A Few Miles Outside Freedom City March 2, 2012, Early Afternoon Corbin stood at the foot of the hill, currently wearing a rather rugged hiking outfit, hauling around a decent-sized backpack that had a few snacks and a lot of drawing materials. One might think he was out simply to try and capture the beauty of the wilderness; the fact that he had several topographical maps, geological surveys, and other such materials stuffed in the bag would bear witness to a more solemn purpose. Currently, the bag was sitting on the ground, and he was standing there, concentrating on sketching out the hill's outline, occasionally adding some numbers to various points on it. He took a break to sip some water, wolf down a granola bar, and glance at his watch, raising an eyebrow. 'I know it's out of the way, but I figure Trevor would have been here 35 minutes before me, or at least before the meeting time. Hard to say with Nick, don't know him as well.' He just hoped they didn't take too long. He had a date with Quo-Dis planned tonight, and while this planning would be important, he didn't want to spend the whole rest of the day on it.
  7. Friday, April 20th 9:52 PM Greenbank was, as always, a place of bones. The bones of old railways. The bones of abandoned factories. The bones of prosperity. Unlike The Fens, known for its vice and its depravity, Greenbank was run-down and barely breathing, with predators already there to feast on the flesh. There were a few sparks of hope in this part of town - community leaders trying to unite the people, businesses looking to set up new factories on cheap real estate, bosses and workers coming together to keep the existent businesses still in operation. Every so often, they'd succeed. But there were times it seemed they were doing all they could to make a dying man comfortable. Nick Cimitiere knew Greenbank well. This place had no lack of ghosts - bums who'd died on cold nights, would-be gangsters whose plans had fallen apart, even a few organizers from the old, wild, pre-labor days. Some of them stuck around out of devotion to Freedom, but many just couldn't find the exits. He was walking in the shadow of an old assembly plant, long since taken by the elements. He'd heard rumors of strange lights shining out through the windows on moonless nights, and thought it sounded right up his alley. If it was some lost soul, or urban explorers, simple enough. But given the nature of the area and the activities that gave it its reputation, he came prepared for the worst. Before he could cross the threshold, however... "Help me! Oh, Christ, somebody help me!" The cry came the other side of the plant, and sounded like it had been pushed out between heaving gasps. Nick ran around the side, trying to catch up with the fleeing man. There were some invitations he just couldn't turn down.
  8. The New Midnighters on their first real mission - dealing with Tarot troubles on the Boardwalk.
  9. OOC thread spawned from this thread I'll go ahead and re-post my villain stat blocks now, so the two of you can review. Main Villain: 1.)Base Attack raised to 11, so that his attack with his Builder Array (for lack of a better term) is 15 2.)Base Defense raised to 10, for 15 total (with Dodge Focus) and 5 Flat-footed 3.)Toughness goes to up to 15, thanks to Protection upgrade (more in a moment) 4.)Fort, Reflex, and Will all go up to 10 (3pp boost to each base save) 5.)Add 1 rank of Dodge Focus 5.)Power changes: a.)Damage goes up to 15, DC is 30 b.)Drop Emotion Control c.)Move Object goes up to 15, DC is 30 d.)Add the following to the Array: Blast 15 (Extra: Targeted Area [shapeable], Flaw: Full-Round Action), DC 30 e.)Protection goes up to 12 DCs: Damage: Toughness DC 30 Move Object: Toughness DC 30 Area Blast: Toughness DC 30 **Done** Now, for the 3 minions. Using: Paragon with a Power Ring. I'm not making them full-on constructs mechanically. I'm now thinking they might be small-time thugs utterly infused with the Builder's powers. Anyways. Changes: 1.)Attack up to 8, 12 total for Energy/Unarmed 2.)Base Defense up to 8, Total up to 12, Flat-Footed 4 3.)Overall Con goes to 34 w/base powers, gives him +12 mod. 4.)Overall Str goes to 34 w/base powers, gives him +12 mod. 5.)Toughness goes up to 12 with Con 6.)Fort save up to 12 thanks to Con 7.)Ref is 6, Will is 8, both due to base save boost 8.)Powers a.)Device gets...eh, it has more points. I'm more concerned about combat caps and such really. These are one-shot NPC mods. b.)Blast is 12, DC is 27 c.)Enhanced Str and Con raised to 18 (to change above total stats) DCs: Blast: 27 Toughness Unarmed: 27 Toughness **DONE** IC thread soon! EDIT: IC Thread up!
  10. Friday, October 28th 5:39 PM It was another quiet day at the Black Petal Cafe, and Eric LaCroix was pretty happy about that. It had actually been a rather quiet month - ever since the incident at the Parkhurst, it had been a good month of simple dealings with the restless dead and the occasional exorcism for flavor. Every so often there'd been an attempt at a robbery, or maybe the occasional cackling supervillain, but things had been pretty sedate on the heroing front. It was good to have some time to think on things and not have to deal with a major crisis. Of course, the Halloween weekend was starting up, and who knew what would come with that, but for now, it was time meant to savor. He was in the middle of preparing a double-shot caramel latte when something pinged the distance edge of his senses. Someone dead was in the coffee shop. He scanned the crowd - no one looked like parts of them were falling off, or even had the pallor of the recently deceased. There weren't any obvious ghosts, and a poltergeist likely would've made more noise by now. He filed it away in the back of his head, waiting for the time to go on dish-clearing duty to see if he could scope out the specter. He handed the latte off to the customer and took the register once more. "Welcome to the Black Petal," he said. "How may I help you today?"
  11. GM Street Life Images of Homelessness in 20th Century America Southside was not the wealthiest area of Freedom City. Far from it. Poverty and homelessness sprung up like boils in little pockets. It constantly struggled with social problems. Today, a tiny shot back was occurring. Francis Fernando, a local businessman and amateur photographer, had lent out his warehouse to do a small free exhibition and fundraiser, showing paintings and photographs of homeless people of Freedom City over the last hundred years. A lively little crowd had gathered, from minor businessmen, campaigners, locals, social services, artists, and sponsors. It wasn't going to change the world, but it would help raise awareness, raise a little money, and maybe make people stop and think for a bit - the homeless weren't just faceless masses.
  12. September 24, 2011 11:15 PM Nick Cimitiere tended to the main hall of the Parkhurst. He knew full well the ghosts would've been happy to help, but he'd decided to give them the night off. They were back in their quarters, passing the time, while he waited for some sort of miracle. He took a look over the Parkhurst - it was still hard to believe that, six months ago, it was effectively abandoned. The ghosts had kept it in order, but it was still a husk, soaked through with the essence of tragedy. Now it had become a formidable center for magical thought. The workshops were fully functional, the dimensional portal hadn't yielded up anything hideous yet, and the scrying crystals mostly stayed on target. It was a tribute to what could happen if a bunch of like-minded mystics put their mind to something. He hoped tonight would have similar results. It had been four days since the Gorgon had appeared in the skies above Freedom, issuing its dread ultimatum. In the time since then, Freedom City had fallen into panic, and it had taken most of his strength for Nick not to follow with them. In his line of work, he was familiar with multiple apocalypse scenarios - molten steel drowning the earth to burn the wicked, giant wolves eating the sun, and other such cheery scenarios. For all of them, though, he'd never heard of the possibility of the earth ending in stone. Bet Frost is kicking himself for not thinking of that one, he thought to himself as he finished up preparations in the main hall. He'd borrowed a few pastries from the Black Petal's freezer; the rioting hadn't spread to Riverside yet, and the store had stayed open, wanting to remain loyal to its customers during the "brief emergency." That was the Freedom City way - stand defiant in the face of angry gods. It had worked against Omega, against the Grue, against Hades... He just had to hope it would work this time. He took his seat, and waited for the others to arrive.
  13. September 24, 2011 Rene, Nick Cimeterie, Kid Cthulu, Equinox, Dead Head, and Phantom deal with an invasion by magical creatures and their goons. Trollthumper be runnin' this.
  14. "So are you listening? So are you watching me?" 6.30pm Friday June 8th 2011 Siobhan Drake sighed as, once more, she was stuck in the tedious task on going through her email inbox and getting rid of all the cranks, naysayers and the occasional threat (and tonight, one slightly scary marriage proposal), to filter down to those people who actually wanted her help. And what she saw made her sit up so rapidly that it dislodged a sleeping Hayley from her perch on Siobhan's shoulder and go crashing into the waste paper basket. <What? What's going on? Who's on fire?> "Get the cordless phone," said Siobhan, clicking her fingers to turn into Equinox and stepping away from her laptop, but not before sending one quick message saying that help was on the way. "I'm calling for back-up."
  15. Fairy Tale, warning, Unapproved NPC still in the works. Otherwise, the build for Military Fairy from AA oddballs will be used as minions for this thread.
  16. GM May 19th, 6:37pm News had been slow to travel, but it didn't matter, there was still time. The prey was shopping, moving around the mortals like she was one of them. Didn't matter, she could move as she pleased, however, that ritual was unacceptable. Not that she'd get to do it anyway. It was not hard to do, child's play really, something easy to replicate, simple magic. The hunter let the illusion was over him, into that of a young man, not much older than sixteen with jeans and a U2 t-shirt. Leaning out of the ally, he watched as she came into sight. The bag's strap snapped with easy, and it was a quick trip to sprint past her and down back into the alley.
  17. Date: June 17th, 2011 (Friday), later afternoon/early evening Continued from ArchEvil: Terrible Bosses and News. In one of the darker corners of the historic waterfront of North Bay lay a spooky old house, complete with a graveyard off to the side: the home of Jack and Taylor Faretti. In the middle of the seldom-used street which ran by it, a pinpoint of blue-grey light appeared, which exploded into a great sphere. Out of this strode a grim figure in black and blood red armor, followed closely by six figures of equally dark, though very familiar, mien (one notably taller than the others). "Come along, Auffängers!," ArchEvil commanded. "This Doktor has a housecall to make!" ArchEvil stopped mid-step. "Auffängers," he said between gritted teeth, "secure the perimeter... and find the witch, the vampire, and their abomination of a child!"
  18. I cannot especially be bothered playing out phone conversations ( ), so just have the guys appear at Siobhan's apartment door.
  19. 5/16/2011 Midtown His mother didn't complain, of course she didn't. There was no hiding the extent of her wound, though; the long, deep gouge of burning acid that had cut across her armor and into angelic flesh beneath, inflicting a wound terrible enough that surely any mortal would have died of shock at least. As it was, she simply bit her lip and stared wordlessly at father and son, the harsh reality of the material plane both dulling the agony of her wound and making its treatment all the more urgent. "CALL YOUR FRIEND," said Heyzel's father in that deep, booming voice he used in the material world. "BEFORE WE HAVE TO GO EVEN FURTHER BELOW TO FIND SUCCOR." For his part, the angel of Freedom was worried. He hadn't expected to find the place nearly deserted! Fleur de Joie was on patrol, or at least garden patrol, when her phone rang. Things had been quiet for the League in the last few months, quite a blessing with her baby growing closer and closer to fruition, and calls on her special League line hadn't come in that often. What was really peculiar, though was the caller ID that told her the call was coming from her own apartment. "Hello, Fleur? It's Heyzel." The Angel of Freedom had been out of town for much of the last few months, but she'd caught occasional glimpses of him on the international news. "I'm sorry to call you," he said, urgency in his rich, warm voice, "but I have a wounded soul who needs your help. Please come back to your apartment as soon as you can."
  20. Character Name: Nick Cimitiere Power Level: 12/15 (218/250PP) [278] Trade-Offs: None Unspent PP: 32 Progress to Impervium Status: 130/150 In Brief: Slick psychobilly necromancer with an obligation to help the dead and the living alike. Alternate Identities: Eric LaCroix Identity: Secret Birthplace: Freedom City Occupation: Aspiring Singer, Coffee Slinger, Freelance Necromancer Affiliations: None Family: Jessica LaCroix (Mother), Peter LaCroix (Father), Mallory LaCroix (Sister) Description: Age: 25 (D.O.B. October 1987) Apparent Age: 22 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 170 lbs. Eyes: Blue Hair: Black [floatr][/floatr] Description: Eric looks like the consummate rockabilly aficionado -- tight jeans, clunky engineer boots, white T (sometimes covered up with a stylized work shirt), shining leather jacket, and hair that could repel a sledgehammer. Tattoos of flames, skeletons, angels, and other symbols of death, salvation and damnation run up and down his arms in full sleeves. He's always got a cocky grin and a demeanor that's relaxed, if not cheerful. As Nick Cimitiere, not much changes -- Eric trades in his normal colors for all black (save the T-shirt) and his standard leather jacket for one studded with occult symbols, with the veve of Baron Cimitiere displayed most prominently across the back. What changes most, however, is the trademark grin. Through use of stage makeup and prosthetics that help give his face a different shape, Nick wears the image of a skull, complete with rictus. He can still be cheerful, of course, and is definitely helpful to the ghosts he encounters. The crooks, well, that's another story... History: As a young man, Eric's obsessions weren't really that different from anyone else's -- sex, cars, rock and roll, the usual. He may have had a taste for the morbid and the arcane, but hey, everyone's gotta stand out somehow. Upon graduating from high school, Eric planned to move on to Savannah, Georgia, to attend SCAD and work on getting his degree in art. That summer, however, Eric ended up in a hideous car crash. He survived, but not before being declared clinically dead for three minutes. During his near-death experience, Eric found himself in a winding cavern deep in the earth. As he traversed the cavern, he got glimpses of other worlds -- a carnivale on the African plains under a moonlit sky, a dark desert stretching along a winding river, a cold world of twisted roots and lost souls, and fields and prisons separated by a river of swirling memories. As he approached the river Lethe and looked into its depths, a mysterious figure in a robe grabbed his arm and said, "Not yet." The cavern faded, and Eric woke up on the operating table. After recovering from his experience, Eric passed the rest of the summer in peace, and headed off to Savannah in August. He was willing to write up his experience on the table as a hallucination, the jumbled reassembly of a dozen texts on various afterlives. As the first semester wore on, however, Eric began to realize that something had followed him back. Rooms he slept in became unnaturally cold -- which says a lot for Georgia in late summer -- and objects seemed to keep breaking around him. He kept seeing people out of the corner of his eye who weren't there when he turned, and heard things no one else did. And when he slept, he would descend again into that cavern, if only for a few minutes. Eric met his first ghost while studying in the library at midterms. She was lost, lonely, and covered in blood. She didn't speak much, but she spoke enough. By combing old newspapers and working on her accounts, Eric was able to find the man who killed her. After the murderer ended up in the grips of the police (through an anonymous tip, of course), the girl passed on to her final reward. And Eric knew he had found a new meaning in life. While still remaining devoted to his more mundane studies, Eric started browsing the hidden corners of Savannah -- and from there, the South in general. He took frequent road trips to New Orleans, seeking out arcane secrets. During this time, he began his career as Nick Cimitiere, costumed avenger of the dead -- and quickly discovered that's hard to do when your powers mainly consist of, "See ghosts, and maybe talk them into doing things for you." Things began to change after a trip to Atlanta in his sophomore year, however. Trying to gather evidence on a crime lord on behalf of a snitch whose soul was still bound to the car trunk he was killed in, Nick ended up running into a few hitters. Cornered and desperate, he called on his will for an answer... and it appeared, with the shadows in that dark alley lengthening and binding the hitters to the spot. At first Nick thought a ghost had answered his cries... but then realized that he had control over the shadow. He had somehow managed to learn the arts of necromancy by studying the manifestations of the restless dead. Trying to find answers, he headed back to Freedom for summer break and sought tutelage at the hands of Eldrich. Eldrich helped him to get a grip on his burgeoning sorcery, while reminding him of the inherent perils of necromancy. "Death is not to be feared, but it is not to be trifled with, either." Now, Nick has returned to Freedom City to set up shop, searching for a haunt (actually haunted, if he can manage it) and keeping in touch with his mentor. He's got a head full of dreams, a heart that bleeds for the living and the dead alike... and a nagging concern about just why he's been clued into the ways of death. Personality & Motivation: When out of costume, Eric is unabashedly charming, slick and helpful, both on stage and in the coffee shop. He's got a nice, laid back demeanor that helps keep people relaxed, and if they open up, he's always there to lend them a hand. When in costume as Nick Cimitiere, he's still got a lot of the same charm, towards both his fellow heroes and the restless dead alike. But like the loa he takes his name from, Nick's charm tends to turn venomous around the wicked. He hounds, pursues and nips at their heels, bringing up past misdeeds and warning them of the perils of the grave. It's not like he's going to actually kill anyone, but it helps to convince them that maybe it'd be better if they went down to the police station and confessed. Complications: Binders of the Dead, Beware: Nick rarely gets along with other self-professed necromancers, mainly because a good chunk of them are the type who raise zombies or bind ghosts to their service. He really hates necromancers and other sorcerers who bind the dead, and occasionally jumps the gun if presented with evidence of the dark side of their actions (e.g., a ghost trapped in a binding circle). "Mom, Dad, I'm a Superhero...Just Kidding": Nick's kept his nature as a hero a secret from his family, viewing the stranger side of sorcery as something he really doesn't want his loved ones to get tangled up in. Resolving Unfinished Business Don't Pay the Bills: Nick works as a barista during the day, a necromancer at night. Sometimes his "hobby" tends to get in the way of work, though... Talking To Ghosts Is Not a Trade Skill: Nick may be experienced in the ways of necromancy, but he doesn't know why he is. If he was chosen for some divine or nefarious purpose, he has no idea what it is. If some answer is offered, for good or for ill, there's a chance he may end up falling for it. Abilities: 2 + 4 + 4 + 6 + 4 + 6 = 26PP Strength 12 (+1) Dexterity 14 (+2) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 14 (+2) Charisma 16 (+3) Combat: 16 + 16 = 32PP Attack: +8 Base, +12 Gifts of the Dead Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +6 Grapple: +24/+9 Knockback: -11/-1 Saving Throws: 6 + 6 + 10 = 22PP Toughness: +12/+3/+2 (+1 Con, +12 Work Jacket [impervious 12] OR +1 Leather Jacket) Fortitude: +8 (+2 Con, +6) Reflex: +8 (+2 Dex, +6) Will: +12 (+2 Wis, +10) Skills: 124R = 31PP Bluff 6 (+9, +13 Attractive) Computers 2 (+5) Concentration 8 (+10) Disable Device 6 (+9) Diplomacy 8 (+11, +15 Attractive) Drive 6 (+8) Gather Information 8 (+11) Intimidate 12 (+15) Investigate 4 (+7) Knowledge (Arcane Lore) 12 (+15) Knowledge (Art) 6 (+9) Knowledge (Life Sciences) 4 (+7) Knowledge (Pop Culture) 4 (+7) Knowledge (Tactics) 4 (+7) Knowledge (Theology/Philosophy) 8 (+11) Notice 10 (+12) Perform (Singing) 4 (+7) Search 4 (+6) Sense Motive 8 (+10) Feats: 21PP All-Out Attack Attractive Challenge (Fast Startle) Dodge Focus 4 Equipment 2 (10EP) Improved Initiative Luck 3 Master Plan 2 Power Attack Quick Change Ritualist Startle Uncanny Dodge (Mental) Well-Informed Equipment: 2PP = 10EP 1 + 1 + 1 + 2 + 5 = 10EP Cell Phone [1EP] Laptop [1EP] Leather Jacket (Protection 1) [1EP] Sap (Strike 1, Feats: Mighty) [2EP] Parkhurst Hotel (Shared HQ) [5EP] Powers: 2 + 20 + 1 + 51 + 12 = 86PP Descriptors: Magic, Mystical, Necromancy Comprehend 1 (Spirits) [2PP] Device 5 (25PP Container, Flaws: Hard-To-Lose) (Nick's "Work" Jacket, bathed in the waters of the River Styx) [20PP] Protection 10 (Extras: Impervious Toughness 12) [22PP] Immunity 3 (heat, cold, pressure) [3 PP] Features 1 (suite of minor necromantic rituals -- no major benefits, just several ritual offerings and last rites) [1PP] Gifts of The Dead (40PP Array, Feats: Accurate 2, Alternate Power 9) [51PP] Base Power: Darkness Control 2 (10ft radius, Extras: Linked [Dimensional Pocket]) [4PP] + Dimensional Pocket 12 (Extras: Linked [Darkness Control], Range [Ranged, 10 120ft Increments / 120ft Max Range]) [36PP] (Creeping Shade) [40PP] Alternate Power: Animate Objects 12 (150PP Minion, 1000ft Max Range, Flaws: Limited [Machines]) [24PP] + Comprehend 4 (Machines 2, Objects 2) [8PP] (One With the Rust) [32PP] Alternate Power: Astral Form 7 (200 miles, Feats: Dimensional 2 [underworlds], Selective, Subtle) [39PP] (Eurydice Calls) Alternate Power: Blast 12 (10 120ft Range Increments / 1200ft Max Range, Extras: Alternate Save [Will], Power Feats: Improved Critical, Indirect 1, Split Attack) [40PP] (Ignis Fatuus) Alternate Power: Disintegration 12 (10 120ft Range Increments / 1200ft Max Range, Flaws: Action [Full-Round], Affects Objects Only) ) [36PP] (Preparation of the Offerings) Alternate Power: [36 + 4 = 40PP] Emotion Control 12 (Extras: Area [General, Attached, 60ft Burst], Selective; Flaws: Limited [Fear]) (Banshee Wail) [36PP] Super-Senses 4 (Postcognition) [4PP] Alternate Power: Healing 12 (Extras: Total, Feats: Regrowth, Persistent) (Deny the Reaper) [38PP] Alternate Power: Nullify 12 (All "Dead/Death" Powers, 10 120ft Range Increments / 1,200ft Max Range, Extras: Effortless) (No Dominion) [36PP] Alternate Power: Strike 12 (Extras: Autofire 1, Penetrating [4]; Feats: Affects Insubstantial 2, Improved Critical [18-20], Incurable, Mighty, Reversible, Split Attack) (Ereshkigal's Talons) [34PP] Alternate Power: Telekinesis 12 (Lifting STR 60, 1200ft Max Range; Extras: Area [General, Burst, 60ft radius], Selective Attack, Flaws: Action [Full-Round]) (Poltergeist's Rage) [36PP] Super-Senses 12 (Death Awareness Extended 2 [1000 ft.], Detect Ghosts [Mental] Ranged 2 [100 ft.], Detect Magic Acute Ranged 2 [100 ft.]) 12 [12 PP] Drawbacks: 0PP None DC Block: ATTACK RANGE SAVE EFFECT Banshee Wail Perception/Area DC22 Will (Staged) Shaken/Frightened/Panicked Creeping Shade Ranged DC22 Reflex Imprisoned DC22 Will Escape Deny The Reaper Touch DC22 Fortitude (Harmless) Healing Ereshkigal's Talons Touch DC27 Toughness (Staged) Damage (Energy) Ignis Fatuus Touch DC27 Will (Staged) Damage (Energy) No Dominion Ranged DC27 Will Nullify Poltergeist's Rage Ranged/Area DC22 Reflex 1/2 Effect Grapple check (Staged) Pinned/Bound Preparation/Offerings Ranged DC22 Fortitude (Staged) Drain Toughness DC27 Toughness (Staged) Damage (Energy) Sap Melee DC18 Toughness (Staged) Damage (Physical) Abilities (26) + Combat (32) + Saving Throws (22) + Skills (31) + Feats (21) + Powers (86) - Drawbacks (0) = 218/250 Power Points
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