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  1. Player Name: Character Name: Volt Scorpion Power Level: 12 (180/180PP) Trade-Offs: +2 Attack / -2 Damage, -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 Theme: Heavy Violence (Hardcore Fighter), Fire! (Rev. 1){Reason 5} (Arrogant "Hero") In Brief: Former street punk Martial Artist with a shocking punch. Alternate Identity: Kang Jin-Ho Identity: Secret Birthplace: Seoul Occupation: Affiliations: Dr Sin, Lady Shen Family: Unknown Description: Age: 21 (DoB: 1995 [12, October]) Apparent Age: (20 years old) Gender: Male Ethnicity: Asian (Korean). Height: 6' 2" Weight: 183 pounds Eyes: Brown Hair: Dark Red (Bleached. Natural: Black) Lean and well-muscled, Kang Jin-Ho has unrully medium-short bleached red hair and brown eyes. He usually sports a self-sure grin. His casual attire consists of blue jeans, brown hiking boots, black shirt, white leather jacket, and black finger-less gloves. His costume is mostly grey, composed of a spandex-like material, covers most of his body, except the face and hair, and it has extra pockets strapped at his thighs. He wears red boots with black stripes, a red sash around his waist, a black jacket with red shoulderpads, and red heavy gloves covering his hands up to his elbows. Power Descriptions: Kang Jin-Ho is a skilled martial artist, specialising in aggressive takedowns and combat, while foregoing defense. A combination of Judo, Tae Kwon Do, Boxing, Kickboxing, Shotokan, and Wing Chun, his Total Style Martial Arts allows him to strike with power, precision, and flexibility. Furthermore, Volt Scorpion is able to augment his normal strikes with bio-electricity, running through his nervous system and muscles. Not only do his strikes become more powerful and more fast, but a well-placed strike can also cause the nervous system of his foes to collapse, and it is especially devastating against electronic equipment. Aside from his strikes, Volt Scorpion can also enhance his mobility by pumping his leg muscles full of bio-electricity, which grants him superhuman speed and jumping power. History: Kang Jin-Ho cared for only one thing; proving that he is the strongest. To that end, he pursued and mastered various martial arts, and got to fights wherever he found them, whether they were random street fights or illegal underground tournaments. By the time he was 16, Jin-Ho was already becoming notorious among Seoul's gangs. It was at that time that he got involved in an accident. While beating up a bunch of delinquents, a van hit him in an abandoned street, rendering him unconscious. The driver, at the behest of his employer, a scientist by the name of Myung Do-He, took Jin-Ho inside the van, and taking him to the scientist's lab. Through this unfortunate event, Do-He saw a great opportunity to test her teleportation device on a living subject. The experiment proceeded, but it was less than successful, due to a malfunction that caused the equipment to explode, and the entire building to catch fire. Do-He and her employee left the scene with haste, leaving the still unconscious Kang Jin-Ho to his fate. By the time he woke up, the entire building was engulfed with flames, and the only way out was through a window. The problem was that the window was situated too high for him, and there was nothing nearby that he could use as a makeshift ladder. Finally, desperation drove him to start jumping randomly, and it was at this point that he realised that he could jump at incredible distances, way beyond those of a normal human. Jin-Ho had managed to save his own life, and soon, came to realise the extent of his newfound powers, which he took great advantage of, establishing himself as Seoul's #1 undefeated martial artist. It was this that attracted Lady Shen's attention, as she was scouting through Asia for disciples. Not particularly caring about her motivations, Jin-Ho nevertheless saw a great opportunity to further refine his martial prowess, accepting her invitation. It was then, that Jin-Ho would participate in a "friendly sparring match" along with Lady Shen's other students, against captive Claremont students Net Fly, El Heraldo, and Tsunami. During their sparring match, Kang Jin-Ho made it increasingly obvious that he was holding back and going easy on Net Fly, as he didn't recognize Serge as a true martial artist, instead being more interested in proving his mettle against Tsunami. That his superpowers explicitly negate Net Fly's VibroNet Suit didn't help matters. Nevertheless, when the other Claremonters came knocking, a free-for-all battle royal errupted, during which Net Fly proved to Kang Jin-Ho that there are more ways to win a fight than a straight up martial arts contest, thus earning the grudging respect of Jin-Ho. Soon after the escape, Jin-Ho broke ties with Lady Shen, and decided to follow Net Fly to America, adopting the villain monicker of Volt Scorpion. He soon developed an annoying knack of tracking Net Fly down during his patrols and commiting robberies or otherwise endangering innocents, in order to goad the young hero into meeting his challenge. To date, Net Fly has never managed to claim a clean victory over his rival, but Volt Scorpion hasn't come out clean from their scuffles, either. Indeed, so big is his obsession of using Net Fly as a punching bag, that he has, on occasion, joined forces with the young hero, on the rare occasion that he measured Net Fly's foes to be dangerously out of the hero's league. It wouldn't do, after all, to lose the best sparring partner you ever had, now, would it? Personality & Motivation: Brass and self-sure, Kang Jin-Ho has a fiery temperament to match his bleached hair. He usually doesn't bother being mean towards those he deems inferior to him, and may even treat them with something akin to kindness. However, he does not hesitate to reveal his fangs to those who could provide him with a decent fight. The only thing he cares about is getting stronger. Money and fame don't even begin to enter the picture for him. Nevertheless, if it'd get the attention of whatever foe he's currently interested in testing his mettle against in serious combat, Jin-Ho is not above commiting crimes. By the same token, on the other hand, if he feels that said foe's life or combat prowess is seriously threatened, he would gladly ally himself with said foe, even if it's a hero. Powers & Tactics: Rather straigth-forward in his tactics, Volt Scorpion runs headlong into his opponent, tackling them and pummeling them to submission. When the foe exhibits a bit more fight in them than that, he abandons recklessness for calculativeness, assessing the situation and responding in accord. Thanks to his powers, he is also able of engaging his opponents in hit-and-run tactics, and he can mow down a group with brutal efficiency. Abilities: 10 + 10 + 12 + 0 + (-2) + 4 = 34PP Strength: 20 (+5) Dexterity: 20 (+5) Constitution: 22 (+6) Intelligence: 10 (+0) Wisdom: 8 (-1) Charisma: 14 (+2) Combat: 10 + 20 = 30PP Initiative: +13 Attack: +14 Melee, +5 Ranged Grapple: +19 Defense: +10 (+10 Base, +0 Dodge Focus), +5 Flat-Footed Knockback: -7/-3 Saving Throws: 4 + 8 + 6 = 18PP Toughness: +14 (+6 Con, +8 [Defensive Roll]) Fortitude: +10 (+6 Con, +4) Reflex: +13 (+5 Dex, +8) Will: +5 (-1 Wis, +6) Skills: 120R = 30PP Acrobatics 17 (+22)Skill Mastery Climb 5 (+10)Skill Mastery Concentration 13 (+12) Escape Artist 10 (+12)Skill Mastery Intimidate 15 (+17)Skill Mastery Knowledge (Streetwise) 10 (+10)Skill Mastery Notice 15 (+14)Skill Mastery Sleight of Hand 15 (+20) Stealth 15 (+20)Skill Mastery Swim 5 (+10)Skill Mastery Feats: 39PP Acrobatic Bluff Accurate Attack All-Out Attack Assessment Attack Focus (Melee) 9 Blind-Fight Defensive Attack Defensive Roll 4 Distract [Intimidate] Elusive Target Evasion 2 Fearless Grappling Finesse Improved Initiative 2 Improved Grab Improved Pin Instant Up Move-By Action Power Attack Prone Fighting Skill Mastery 2 (Acrobatics, Climb, Escape Artist, Intimidate, Knowledge[Streetwise], Notice, Stealth, Swim) Startle Takedown Attack 2 Uncanny Dodge (Normal Hearing) Powers: 6 + 28 + 5 = 39PP Damage 5 (Extras: Linked[Volt Amp], Feats: Mighty) [6PP] (Total Style) Volt Amp 13 (26PP Array; Extras: Linked[Total Style], Feats: Alternate Powers 2) [28PP] Base Power: Autofire Extra on Damage 10 (Extras: Linked[Paralyze], Linked[Trip]) + Paralyze 10 (Feats: Linked[Damage], Flaws: Slow) + Trip 10 (Extras: Linked[Damage], Flaws: Range[Touch], Feats: Improved Trip) [10 + 10 + 6 = 26PP] (Lightning Barrage) Alternate Power: Penetrating Extra on Damage 3 (Extras: Linked[Drain]) + Drain 10 (Toughness; Extras: Affects Objects, Linked[Penetrating], Total Fade Flaws: Affects Objects Only, Limited[Electronics], Feats: Affects Insubstantial, Incurable, Slow Fade) + Paralyze 10 (Extras: Alternate Save(Fortitude), Linked[Penetrating], Flaws: Distracting) [3 + 13 + 10 = 26PP] (Thunder Strike) Alternate Power: Area[Burst] Extra on Damage 10 (50ft radius; Extras: Linked[Trip], Selective, Flaws: Distracting) + Trip 10 (Extras: Area[Burst], Linked[Damage], Selective, Flaws: Range[Touch], Unreliable, Feats: Improved Trip) [10 + 11 = 22PP] (Shocking Takedown) Bio-Electric Agility 2 (4PP Array; Feats: Alternate Power) [5PP] Base Power: Speed 4 (100mph/1'000ft per Move Action) [4PP] Alternate Power: Leaping 4 (x25 per Move Action, 750ft running long jump, 375ft standing long jump, 187ft standing high jump) [4PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC20 Toughness (Staged) Damage (Physical) Total Style (Damage) Touch DC25 Toughness (Staged) Damage (Physical) Lightning Barrage (Damage+Paralyze+Trip) Touch DC25 Toughness (Staged) Autofire Damage (Physical + Electrical) DC20 Fortitude (Staged) Paralyze (Slow) 1d20+10 vs STR or DEX (worse) Trip Thunder Strike (Damage+Drain+Paralyze) Touch DC25 Toughness (Staged) Damage (Physical + Electrical) DC20 Fortitude (Staged) Paralyze + Drain (Toughness) Shocking Takedown (Damage+Trip) Area DC25 Toughness (Staged) Damage (Physical + Electrical) 1d20+10 vs STR or Dex (worse) Trip Totals: Abilities (34) + Combat (30) + Saving Throws (18) + Skills (30) + Feats (39) + Powers (39) - Drawbacks (0) = 190/190 Power Points
  2. Character Name: Maven Power Level: 10 (180/180 PP) Trade-Offs: +5 Attack, -5 Damage (Unarmed) Unspent PP: 0 In Brief: Intuitive savant, master criminal, and archnemesis of Terrifica Alternate Identites: None Identity: Unknown Birthplace: Unknown Occupation: Professional Criminal, occasionally Vigilante Affliations: Terrifica (enemy) Family: Unknown Age: Unknown Apparent Age: 25-40 years of age Gender: Male Ethnicity: Unknown (always masked Height: 6’ Weight: 200 lbs. Eyes: Unknown (masked) Hair: Unknown (masked) Description: Maven could virtually be anyone. He is obviously male. His mask is red and covers his entire head. It fits the upper half of his head snugly, but the lower half is made of voluminous fabric that obscures his mouth and jawline quite thoroughly. He favors a leather jacket, jeans, and military style boots for clothing, however this is not in any way a permanent look. He can and has worn every low key men’s style imaginable. History: Maven’s real identity is completely unknown. His DNA and fingerprints on not on file in any database or languishing in some forgotten file room. If he were to take the mask off, no one would recognize him. This is not an accident. Based on the way he moves and handles weapons, it seems he has a military background. However, he’s sanded off enough of the edges so that it’s impossible to know which government trained him. His first recorded appearance is Terrifica’s third recorded Boston case, and he has appeared often since then, forever mysterious. The only thing that is certain is that he is not the missing Lucas Carson. Terrifica checked. His DNA doesn’t match hers at anywhere the degree required to be a blood relative. Personality & Motivation: Maven’s personality is…somewhat variable. He’s never a cackling lunatic. However his ethics, methods, and level of focus appear to be different in each appearance. One appearance he could be a bank robber with an enormous respect for life, and in another he could be casually bombing subway stations and trains with a blithe disregard for casualties. With that stated, he speaks in a stoic monotone and never betrays the slightest emotion with his body language. The only clue to his motivations is what he himself stated in his first appearance. His only goal is to make Terrifica better at being Terrifica. To that end, he is fiercely loyal to her, going so far as to protect her from other villains should they get the better of her. In between Terrifica appearances, he hassles other heroes, looking to improve Terrifica’s peer group. Because he can’t always be around to save her skin, and even if he is, there will be times where he lacks the power required. Power Descriptions: Maven is an intuitive savant. His mind is incredibly intelligent and flexible providing solutions to problems without any of that “thinking” nonsense. There is virtually no mental discipline in which he cannot casually perform to an expert level. However, when asked to explain how he performed a given task, he cannot do so. He just knows how to do it. He has no other powers and it is uncertain whether or not the power is truly his own or a benefit of his mask or some other device. However, he is a gifted and obsessive planner that puts even Terrifica to shame. GMs should represent this by cheating on his behalf liberally, allowing him to perform things that should be flatly impossible for someone who had not planned ahead to that degree. Sudden ambushes, miraculous escapes, off screen teleportation (the trope, not the literal power), and more can and should be liberally employed to make the heroes’ lives as miserable as possible. Within reason, of course. He has no reason to actually kill heroes, and every reason not to do so. Powers & Tactics: Misdirect, misdirect, and misdirect some more. Maven lies with impunity, vanishes when it suits him, and appears in front of heroes just long enough to catch their attention. He is a capable hand to hand combatant, and a crack shot with his submachine guns. In addition to these standard combat methods, he is sure to have an ace in the hole or two (or twelve, depending on the heroes’ luck against him that day) to frustrate any attempts to nab his once and for all. Complications: Just As Planned: Maven’s plans aren’t necessarily complicated, but they always work just as he planned them to. Which does not necessarily mean the heroes lose and/or fail. His entire methodology revolves around pushing the current heroes to the absolute limit of their capabilities before letting them be. For GMs, assume he’s read your PCs’ character sheets from Complications down to the bottom, even if he technically has never met or even heard of them before. That’s the savant part, and he’s never surprised by it. And it’ll make it all the more satisfying when they finally corner him for good. But about that… Uncatchable: Maven’s mystique stems largely from the fact that he’s never been caught. Supervillains who get caught get unmasked, identified, and then the mystery of them is gone. In retrospect, it’s never even been close. In fact, the tighter the trap, the more impossible the coincidence that allows Maven to escape. And every time it’s related to one (or several) innocent seeming things he did earlier for no apparent reason. This is essentially a blank check for a GM to contrive some near impossible coincidence that allows Maven to escape capture for that adventure. He’s especially fond of the letting the heroes catch someone he’d previously kidnapped and dressed as himself. Abilities: 10+10+10+0+0+0=30 Strength 20 (+5) Dexterity 20 (+5) Constitution 20 (+5) Intelligence 30 (+10) [10 (+0)] (Enhanced Statistic) Wisdom 30 (+10) [10 (+0)] (Enhanced Statistic) Charisma 30 (+10) [10 (+0)] (Enhanced Statistic) Combat: 24+10=34 Initiative: +5 (+5 Dex) Attack: +12 Base, +13 Melee, +15 Unarmed Grapple: +18 Defense: +10 (+3 Flat Footed, +5 Dodge Focus) Knockback: -4 Saving Throws: 2+3+0=5 Toughness: +10 (+5 Con, +3 Body Armor, +2 Defensive Roll) Fortitude: +7 (+5 Con, +2) Reflex: +8 (+5 Dex, +3) Will: +10 (+10 Wis) Skills: 56 SP= 14PP Acrobatics 10 (+15) Climb 3 (+8) Drive 5 (+10) Escape Artist 10 (+15) Pilot 5 (+10) Sleight of Hand 10 (+15) Stealth 10 (+15) Swim 3 (+8) Feats: 26PP Attack Focus (melee) Attack Specialization (Unarmed) Defensive Roll Dodge Focus 5 Equipment 16 Evasion Uncanny Dodge (auditory) Enhanced Feats: Improvised Tools Inventor Jack of All Trades Skill Mastery 1 [Bluff, Computers, Craft (artistic), Craft (chemical)] Skill Mastery 2 [Craft (electronic), Craft (mechanical), Craft (structural), Diplomacy] Skill Mastery 3 [Disable Device, Disguise, Gather Information, Intimidate] Skill Mastery 4 [Knowledge (arcane Lore), Knowledge (art), Knowledge (behavior science), Knowledge (business)] Skill Mastery 5 [Knowledge (civics), Knowledge (current events), Knowledge (earth sciences), Knowledge (history)] Skill Mastery 6 [Knowledge (life sciences), Knowledge (physical sciences), Knowledge (popular culture), Knowledge (streetwise)] Skill Mastery 7 [Knowledge (tactics), Knowledge (technology), Knowledge (theology & philosophy), Search] Powers: 71PP Features 1 (Can fire two firearms with a damage bonus of +4 or less simultaneously) (Guns Akimbo) Container 14 (Passive, 70 PP, Intuitive Savant) [device] Enhanced Charisma 20 [20PP] Enhanced Feats 10 (Improvised Tools, Inventor, Jack of All Trades, Skill Mastery 7) [10P] Enhanced Intelligence 20 [20PP] Enhanced Wisdom 20 [20PP][/device] Equipment: 16PP=80 PP for equipment Body Armor (Protection 3) [3EP] Submachine Gun (Blast 4, Autofire) x2 [24EP] Vehicles, HQ, Other Weapons, and Miscellaneous (GM’s Choice) [53EP] DC Block: Unarmed (+15 Hit, Touch, DC 20 Toughness) Submachine Gun (+12 Hit, Ranged, DC19 Toughness, Autofire) Abilities 30 + Combat 34 + Saving Throws 5 + Skills 14 + Feats 26 + Powers 71– Drawbacks 0= 180/180 This is Terrifica’s arch nemesis, as it stated above. For the record, the mystery of this guy’s true identity is supposed to be a permanent mystery, like what happened to Terrifica’s father. I think he works pretty well, and I’d like to submit him as an NPC. But first, let’s you fellas have at him. Did I build something wrong? Is there something that breaks the house rules? Hit me with your best shot.
  3. Character Name: Ultimate Power Level: 12 Trade-Offs: N/A In Brief: Youngest child of Ultima Thule, Quo-Dis has made it her mission to help better understand the larger world, and to help protect the innocent people of the world as Ultimate! Alternate Identity: Quo-Dis Identity: Secret Birthplace: Ultima Thule Occupation: Member of the Champions superhero team. Affiliations: Champions, Claremont Academy, Ultima Thule Residence: California (primary); Hughes household (secondary) Base of Operations: Champions HQ, XX, California Family: Sa-Ur (Mother); Kal-Zed (Father; Secret); Corbin Alphonse Hughes (Husband); Albert Hughes (Father-In-Law); Sarah Hughes (Mother-In-Law) Description: Age: 131 (DoB: 1883) Apparent Age: Mid-20's Gender: Female Ethnicity: Ultimen/Caucasian Height: 6'4" Weight: 210 lbs. Eyes: Gray Hair: Blonde Description: Quo-Dis is a statuesque individual; her height puts her at least a few inches above the average man in height, and often a head and shoulders above many women. Her build is simultaneously powerful, and undeniably feminine, imbued with intrinsic grace, beauty, and strength. Her golden-blonde hair, which reaches past her shoulder blades, is typically kept in a neat ponytail. Most days not in costume, she wears comfortable casual clothes, preferring pants or mid-length skirts/dresses to shorts or the like. As Ultimate, Quo-Dis cuts a more imposing and professional figure than she once did as Ultiteen. The suit has a base "layer" that is a sleeveless bodysuit that goes from neck to ankle, of dark red. She sports a white belt with a gold buckle, as well as white cuff boots that reach mid-thigh, and short white gloves that reach the wrist. She has a separate mask of the same shade of red that covers all but her eyes, mouth&chin, and a hole in the back for her ponytail. Completely the look is a white half-cape that rests to the left side, often covering her left shoulder, though it tends to end up tossed back during a fight. Power Descriptions: Quo-Dis's very biology carries the same powerful alterations as all Ultimen posses. She is strong and hardy, resistant to many things that might hurt her. And what injuries she does take often heal in minutes, instead of days! Further, her body can withstand environments that would prove extremely hostile to normal humans; both the depths of the ocean and the depths of space can be explored by this (comparatively) young powerhouse! Further, this same vitality vastly extends her lifespan, and makes it where she barely needs sleep or rest. But as with all Ultimen, that is not the full measure of her power. Quo-Dis also commands the powers of the mind and of the fundamental electromagnetic energies of the universe. She can fly, both in the atmosphere and in the dark of space. The energies crackling through her body lend even more power to her muscles, letting her easily lift incredible loads. Less obvious (or at least less flashy) is her ability to speak with anyone and have both parties be understood. For her it's as simple as breathing, but to others it's an incredible gift. The main measure of her surging power can be put to various uses. She can, with the power of her mind and the energies at her command, lift incredible loads and move them without ever touching them. She can serve as a sort of "communications hub" for herself and many teammates, covering many miles with barely any effort. She can reach into the mind of another and take what information she needs, often with them left none the wiser. She can concentrate the same energies that broaden her mind into more direct bolts of searing power, or produce blinding bursts of light directly in an enemy's eyes. Those same mental talents can be turned to producing a variety of artificial emotional states in a target, rendering them full of despair, or enthralled in mindless rage. Finally, she can simply overload the nervous system of a target with a couple of well-placed, well-charged blows. History: Quo-Dis spent her childhood and most of her "adolescence" in Ultima Thule, learning alongside the small group of other young ones there. Her father, Kal-Zed, was a respected figure...until about 70 years ago, when he went to the "outside world" and ended up joining forces with a deranged mortal with twisted ideas of genetics and "master races". While it certainly didn't force Quo-Dis and Sa-Ur into exile or anything of the like, the pall hanging over the family did affect things and strain relationships. So when the chance came several years ago to leave Ultima Thule and join a class at Claremont Academy, Quo-Dis took it. She could learn more about the Outside, while also giving herself some space to make her own reputation. Of course, Claremont brought its own difficulties; between Quo-Dis's unfamiliarity with anything outside Ultima Thule, her generally trusting nature, and the mean-spirited works of the likes of Daisy Gibbons, her first couple of years (which focused on educating her more on the history and culture of the world at large) were rather unpleasant. Then, she met and began a romantic relationship with one Corbin Hughes, aka Cobalt Templar. While rocky at first, their relationship slowly grew deeper and more intimate. By the time they both graduated, there was a thought they may well end up married before too long, though Corbin was a bit young (comparatively). Still, the relationship had passed the muster of Ultima Thule, and so things were good. And then, not too long after Quo-Dis moved to the West Coast to join the lineup of the Champions, her beloved came to her, a different man than he had been just a few weeks prior. She had not heard from him at all for a time, and had become concerned, but was told by his friends and family that he was traveling the world seeking more of the Seven Rings. It turns out his journey had taken him a bit further, in both time and space. Corbin had, in fact, ended up being almost 50 years old, in his semi-subjective experience. Traveling through both time and dimensions will do that to a young man. Still, he was the same person Quo-Dis had fallen in love with, and the added years only brought maturity and perspective. And a sense of purpose, since he proposed marriage to her the same day he met her after his return. They kept the engagement quiet for a time, but eventually word spread among friends and family. It was only a short time ago that the nuptials were sealed in a fairly small, private ceremony with just close friends and family attending. Personality & Motivation: Quo-Dis is a joyful personality who often finds herself being a bit more literal than those around her. The differences in how Ultima Thule and the rest of Earth communicate means that she sometimes comes across as blunt or socially awkward. In truth, it is simply a difference in how she was raised. Quo-Dis strives to be honest and forthright, which is sometimes the source of her "bluntness"; she sees little point in spending several minutes dancing around a topic that should be discussed directly. With that said, she sometimes can be a bit...not impulsive precisely, but she makes decisions with a level of finality more rapidly than many of her peers. The issue might arise if she does so on a matter that others might perceive as being something they should know of; again, much of this stems from the mentality she spent a century growing up with, rather than anything like true malice or thoughtlessness. When faced with a foe, Quo-Dis is fearless in a fight, but does not easily give in to emotional decision-making. She tends to prioritize disabling targets, but certainly will risk herself to keep bystanders safe if the danger is noted. She tends to speak or banter little in the field, other than to coordinate with her team, guide civilians to safety, or give an offer of surrender to villains and criminals. Powers & Tactics: Ultimate fights with "maximum efficiency" in mind; she leverages her great strength and durability to wade directly into a fight and disable opponents as rapidly as possible. Her flight assures that she can be wherever she is needed on the battlefield. Her mental abilities mean that sometimes, she serves as a sort of "communications hub" for the Champions while using her raw strength to batter foes down. If that mental communications net is unneeded in a fight, it's likely that Quo-Dis will focus her cosmic powers on blasting foes with rays of energy to disable them, setting off blinding flashes of light directly in their faces, or giving them blows that deliver enough energy to overload their nervous systems. If not in the middle of a fight, she can use her mental abilities to delve into a criminal's mind for more information, though it is something she does sparingly and only under specific conditions. She does have the ability to induce altered emotional states in people, but it is also something she does only sparingly. Her ability to use her mind and control over energy to move objects is called upon to often move debris away from trapped people or to clear roads and the like, though its power is sufficient to hold up sections of buildings to briefly prevent collapse. Story Hooks: -Secret (Origins): Quo-Dis works to hide the fact she is from Ultima Thule from all but a very small, select group of people. Especially as the secrets of Ultima Thule might prove an enticing prize for the more ruthless people in the world... -Secret (Identity): Quo-Dis works to prevent her hero identity and civilian self from being too closely associated, especially now that she is married into a family that includes non-powered individuals. -Overbearing Father: Quo-Dis is the only child of Kal-Zed, the infamous Superior of the fallen Nazi regime. At his best he is an arrogant, misguided, powerful individual. At his worst, he is a tyrant whose power is equal to the Centurion, willing to use that power to exert his will over the masses. He also may or may not approve of her new husband. Abilities: 10 + 10 + 10 + 6 + 2 + 6 = 44PP Strength: 30/20 (+10/5) Dexterity: 20 (+5) Constitution: 30/20 (+10/5) Intelligence: 16 (+3) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 24 + 24 = 48PP Initiative: +5 Attack: +12 Melee, +12 Ranged Grapple: +24/17 Defense: +12 (+12 Base), +6 Flat-Footed Knockback: -6 Saving Throws: 1 + 4 + 11= 16PP Toughness: +12 (+10 Con, +2 [Protection]) Fortitude: +11 (+10 Con, +1) Reflex: +9 (+5 Dex, +4) Will: +12 (+1 Wis, +11) Skills: 40R = 10PP Acrobatics 8 (+13) Concentration 4 (+5) Knowledge (Art) 3 (+6) Knowledge (History) 8 (+11) Knowledge (Physical Sciences) 4 (+7) Languages 1 (English, Ultima Thule [Native]) Notice 8 (+9) Sense Motive 4 (+5) Feats: 7PP All-Out Attack Accurate Attack Blind Fight Eidetic Memory Move-By Action Power Attack Quick Change Powers: 45(10+10+10+1+2+12) + 55(6+16+4+31) = 100PP Ultiman Physiology 9 (45 PP Container [Passive, Permanent]) [45PP] (Life Energy) Enhanced Constitution 10 [10PP] Enhanced Strength 10 [10PP] Immunity 10 (Aging, Life Support) [10PP] Immunity 1 (Need for Sleep, Starvation & Thirst; Flaws: Limited [Half Effect]) [1PP] Protection 2 [2PP] Regeneration 10 (Bruised 3 [No Action]; Injured 6 [No Action]; Resurrection 1 [1 week (not when beheaded)]; Power Feats: Persistent, Regrowth) [12PP] Cosmic Energy Infusion 11 (55PP Container [Passive, Permanent]) [55PP] (Electromagnetic Energy) Comprehend 3 (Speak and Understand All Languages At Once) [6PP] Flight 8 (2,500 MPH/25,000 feet per Move Action) [16PP] Super-Strength 2 (Effective Strength 40; Heavy Load 3 tons) [4PP] Cosmic Energy Control 12.5 (25PP Array; Feats: Alternate Power 6) [31PP] Base Power: Mind-Reading 12 (Extras: Action [Move/Standard]; Feats: Subtle [DC 20 Notice Check]) [25PP] (Psionic) Alternate Power: Communication 6 ([Mental], 20 miles; Extras: Area, Affects Others; Feats: Selective, Subtle 2) [21PP] (Psionic) Alternate Power: Damage 12 (Extras: Range [Ranged], 10 120 foot increments, 1,200 feet max range) [24PP] Alternate Power: Emotion Control 12 [24PP] (Psionic) Alternate Power: Move Object 12 (Effective Strength 60, Heavy Load 50 tons; 10 120 foot range increments, 1,200 foot max range) [24 PP] Alternate Power: Dazzle 12 (Visual Sense Type; 10 120 foot increments, 1,200 feet max range) [24PP] Alternate Power: Stun 12 [24PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness (Staged) Damage (Physical) Damage Ranged DC27 Toughness (Staged) Damage (Physical) Mind-Reading Perception DC22 Will Mind Reading Emotion Control Perception DC22 Will (Staged) Special Stun Touch DC22 Fortitude (Staged) Dazed/Stunned/Unconscious Dazzle Ranged DC22 Reflex 1/2 Effect DC22 Reflex Blinded DC22 Fortitude Recover Totals: Abilities (44) + Combat (48) + Saving Throws (16) + Skills (10) + Feats (7) + Powers (100) - Drawbacks (0) = 225 Power Points
  4. From the album: horngeek's characters

    The Blacksmith (Ginerva) in her current, pre superhero form. Currently intended as an NPC, for possible PC-hood depending on what happens to her.
  5. horngeek

    Pinnacle

    Player Name: horngeek Character Name: Pinnacle Power Level: 10 Trade-Offs: +2 ATT/-2 DMG, +2 DEF/-2 TOU In Brief: Pinnacle of human ability... who uses his talents for crime. Alternate Identity: Nathan O'Cahan Identity: Secret Birthplace: Adelaide, Australia Occupation: Supervillain Affiliations: Pinnacle is head of his own small gang, consisting of non-powered induviduals. However, he has no problems with working with others. Family: None Known Description: Age: 50 (DOB: 21st January 1963) Apparent Age: Early 30s Gender: Male Ethnicity: Irish-Australian Height: 2m Weight: 80kg Eyes: Blue Hair: Red Pinnacle is a tall, heavily-built man, who generally wears a mask covering his face, with only eyeholes through which his piercing blue eyes gaze, a black bodysuit, and a metal gauntlet on his right arm with a holographic keyboard built-in. Beneath the costume, he has red hair, freckles and fair skin, Power Descriptions: For the most part, Pinnacle's powers don't have a distinctive 'look' to them. The man's simply near the very peak of human achievement- he's as smart as a man can be without outright superpowers, certainly, and he's close to that level in all other aspects. A fair amount of skill at martial arts (not supernatural martial arts, although he's been idly toying with the idea), and most notably, he's skilled at coming up with new inventions or appropriating those of others. That said, he suspects he is superhuman- he's barely aged for the past twenty years, after all. That said, the true nature of his abilities is a mystery even to him. History: (Please remember we are a relatively family friendly site. Your story should be PG-13 at most. If your character wouldn't fit in an episode of Justice League Unlimited, The Dresden Files, or Buffy the Vampire Slayer, please rethink it.) Personality & Motivation: Pinnacle's an egocentric who, for the most part, can back up his boasting. He's arrogant, but in a quiet way instead of boasting- he's of the opinion that as one of the smartest men in the world, he should have more power than he does, but he conceals that under an air of civilty and calm. He's not a nice man by any means, but he works under his own code of honor- he treats any prisoners he might take with as much respect as security allows, he honors his promises. He's been in a bit of a slump in the past two decades, though- he honestly enjoyed matching wits with the superhero Arsenal and with Michael Fields, and now the former's retired (at least, he assumes so, since she doesn't have a memorial), he doesn't have much of a challenge anymore. Powers & Tactics: (In-character descriptions of how they do what they do) Abilities: 8 + 8 + 8 + 14 + 6 + 4 = 48 PP Strength 18 (+4) Dexterity 18 (+4) Constitution 18 (+4) Intelligence 24 (+7) Wisdom 16 (+3) Charisma 14 (+2) Combat: 12 + 16 = 28 PP Attack: +6 (+12 Strike, +12 Eyes and Ears) Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Initiative: +4 Grapple: +10 Knockback: -4 Saving Throws: 4 + 4 + 5 = 13 PP Toughness: +8 (+4 CON, +4 Protection) Fortitude: +8 (+4 CON, +4) Reflex: +8 (+4 DEX, +4) Will: +8 (+3 WIS, +5) Skills: 80r = 20 PP Acrobatics 11 (+15) Computers 8 (+15) Craft (electronic) 8 (+15) Diplomacy 7 (+9) Gather Information 6 (+8) Investigate 6 (+13) Knowledge (physical sciences) 8 (+15) Knowledge (technology) 8 (+15) Language (English [base], French, Latin, Irish, Mandarin) Notice 7 (+10) Sense Motive 7 (+10) Feats: 24 PP All-Out Attack Beginner’s Luck Dodge Focus 4 Equipment 3 Luck 2 Improvised Tools Inventor Jack-of-All-Trades Minion 5 Power Attack Uncanny Dodge (visual) Wealth 2 Well-Informed Powers: 12 + 15 = 27 PP Morphic Costume, 15 PP Device (Hard to Lose) [12 PP] Strike 4 (Power Feat: Accurate 3, Mighty, Improved Critical 1, Penetrating 3) [11 PP] Protection 4 [4 PP] Power Gauntlet, 20 PP Device (Easy to Lose, Feats: Accurate 3) [15 PP] Damage 8 (Extras: Area Shapeable, Feats: Alternate Power 5) [21 PP] Alternate Power: ESP (visual and audio) 5 (5 miles) [15 PP] Alternate Power: Trip 8 (Extras: Area Shapeable) [16 PP] Alternate Power: Illusion (visual) 8 [16 PP] Alternate Power: Datalink 5 (5 miles; Feats: Machine Control) [6 PP] + Concealment (all senses) 10 (Flaws: Limited to Technology) [10 PP] Alternate Power: Nullify All Tech Powers 8 [16PP] Immunity 1 (Aging) [1PP] Abilities (48) + Combat (28) + Saving Throws (13) + Skills (20) + Feats (24) + Powers (29) - Disadvantages (0) = 162 PP Notes for GM: Pinnacle may well change any of the powers built-into his Power Gauntlet between adventures- the above is a fairly good guideline for his 'general' setup, with the most common change being that he can and will change the Nullify to suit foes he knows he will be going up against. In addition, he will make frequent use of his Inventor feat if he has time to prepare for a fight. Backstory is to come, I just don't want to rist losing what (little) I have right now. Core Human Pinnacle build is by trollthumper.
  6. Player Name: Arichamus Character Name: Hetep ("Peace") Power Level: 14 Trade-Offs:, -3 Defense / +3 Toughness Unspent PP: 0 In Brief: Alternate-earth former Master Mage come to Earth-Prime to try and make a new life for himself, hampered by his poor understanding of how this world works. Quote: "Humanity is mired in a thousand hatreds, and so breeds ten thousand evils! I, the bringer of Hetep, will free them!" Alternate Identities: Massawa/The Contrarian Identity: Secret Birthplace: Egypt, Earth J-21 Occupation: Sorcerer Affiliations: Magical entities, superheroes. Family: Bes-Anti (father), Sacmis (mother) No siblings. Age: 127 Apparent Age: 38 Gender: Male Ethnicity: Ancient Nubian/Ethiopian Height: 6' 8" Weight: 245 Lbs. Eyes: Brown. Hair: Black with green tinting. Description: Massawa is surprisingly well-proportioned and handsome, with long curly hair usually pulled back in a ponytail that goes down to his waist, archaic spectacles held onto his head with a thick metal band, and an open, pleasant face tinged with a note of impatience. His normal wear is a long green robe with complex gold patterns of cranes decorating it. He wears it loosely and with considerable discomfort, looking less like he wears than suffers their presence. His right arm is a crude-looking replacement made of ornamented bronze, covered with Egyptian hieroglyphics. Power Descriptions: Massawa magical powers by now are mostly those of a Hermetic, one who has achieved a measure of power by long study and the unveiling of the inner divinity, allowing him plentiful ways to attack others or defend himself. They are flashy and powerful, but but hardly subtle or flexible. The power granted to him by his service and worship of the gods of Heliopolis, however, give him far more ability, each one represented by an ethereal symbol or tool of the god whose power he uses, their crowned head appearing above him when he uses his shimmering blue shield of solid force. The only exception is Geb, whose gift is an immense earthy head and mouth that rises up from the ground. History: Born on a world ruled over by two archaic and tradition-steeped empires, one ruled by the Incas, the other by the Pharaohs, and both wielding powerful magic, Massawa's gifts were hidden for nine years after his birth until the threat of violence against a friend unleashed them. He was taken from his family as the apprentice of that Earth's Master Mage, Bogdan Mihnea. The man tried to direct his talents and mind to productive ends, teaching Massawa how to understand and use his gifts by cruel training and bitter isolation. The loneliness drove him to his prayers, until at the age of fifteen when they were answered and the gods of Heliopolis appeared before him and taught him their secrets, revealing as well that his teacher wished to conquer the world and become its Dark Lord. Training in secret for the next few years, and armed with the knowledge that Bogdan feared fire, Massawa ambushed the wizard right after he started the last phase of his plan to send the world spiraling into chaos, striking when the man left his castle and was vulnerable, using his right arm as a teleporting fire bomb to send his mentor hurtling in mortal pain and terror into space. Setting out to take his master's place as Master Mage, Massawa industriously set out to unravel Bogdan's plots and gathered many others, from divine champions to brilliant inventors, to keep peace on that Earth. The Majestic Twelve as they came to be called were profoundly successful at destroying the Romanian mage's monstrous plan, but attempts to reach their second and higher goal met with utter failure. While the massive empires were grateful to have such a band going around the world and helping solve people's problems, the Incas of the Americas and Pharaohs of Africa and Eurasia looked with a lot less favor on Massawa taking the place of Mihnea. Not to mention his attempts to truly change the world. The abrasive, halting and awkward young Nubian, with his utter lack of contacts and few friends outside the Twelve or his family,was far less trusted than his distant but respected predecessor who had made sure he knew the names of every junior clerk. No matter what efforts he or his comrades made to bring real peace to the world, it dissolved under the hundreds of years of mutual distrust and suspicion for any interlopers of the world order. His mighty magic became like a sledgehammer in the hands of a jeweler, cumbersome, frustrating and wholly unfit for the task. After almost two decades, at the age of 36, Massawa decided he'd had enough. Ships were disappearing throughout the ocean, and naturally both of the empires furiously blamed the other for it no matter how much the comparatively young Master Mage tried to convince them that it was the work of forgotten Atlantis. He even brought ambassadors from the Sea-King himself who demanded that the surface nations enter into trade and diplomatic relations with the mighty undersea power, only to be roundly dismissed as an invention of either side. After that, the Thothian wizard lost all temper and patience with the world, condemning both sides, taking his family aboard the extradimensional castle the Master Mage's of his world used, and setting sail across the Cosmic Coil. He left a curt message for the rest of the Twelve, urging them to seek shelter for their family and friends in Atlantis, and bidding them the best of luck. He then left, searching for a world where he really could make a difference, a world where its troubles weren't buried millenniums deep, and he could bring peace, something he vowed to bring to people, no matter what he had to do, and declaring it his name henceforth. His fervent adherence to that mission gradually drove his very family from him, and no matter how earnest his protests of sanity and virtue were, they trickled away to the countless other Earths along the Coil. In the all too crushingly familiar loneliness that followed, Hetep's dream of peace hardened into obsession, and tempered his resolve into iron. Personality & Motivation: Massawa is a deeply bitter man. He has had the misfortune to see the evil side of nearly everything humans have made for the continuation of civilization, and thus places little hope in any institution devised by mortals. His mystical gifts, meanwhile, have brought him little but evil, pain and disappointment, and he is eager, should he meet someone who thinks magic wonderful and a powerful tool, to disabuse them of the first notion and remind them of the peril of the second. that said, he is still very much the would-be Master Mage he once was, and while his morals are deeply wounded he will still protect the innocent against threats besides himself. In less dire situations, he has very refined behavior and conveys himself with impeccable manners and bearing, albeit short-tempered and precise with his words, making absolutely clear his likes and dislikes. Hetep feels Eldrich isn't taking the active part in the world he assumes the Master Mage should(ignoring that Adrian has huge responsibilities already), and that the rest of Earth-Prime's magical world is downright anemic. He thinks its heroes are obsessed with trivialities and personal empowerment, hooked by the allure of magic as an exclusive secret, though he has considerable respect for divine champions like Siren or spirit embodiments like Britannia. Malador he fears and hates as a would-be Dark Lord and usurper, but mystic villains in general get mostly contempt. The wizard sees people like Medea, the Hellqueen or Maitre Carrefour as disgraces to the public view of magic and vile criminals who need to be punished as far as the law stretches. By far the thing that makes him most likely to attack someone is the chance to avert war or other large-scale bloodshed, politicians rallying against a foreign enemy being by far in the most danger with their public supporters(or those tolerant of them) a close second. Powers & Tactics: Hetep rarely fights, preferring the debate method of swaying people to his views. If pressed into combat however he fights with considerable restraint, attempting to separate foes from each other and deal with them individually, diligently experimenting with various attacks and strategies to discover weaknesses. By and large he attempts first to overwhelm the mind of his adversary, only falling back to physical violence if that fails or if they aren't capable of being affected that way, and keeps as far from his foe as he can. When fighting people with powers that can do considerable collateral damage or whenever he happens to battle another mage in a duel arcane, he calls up the enormous Mouth of Geb to be their battleground in order to contain the fight. Complications: Hatred: Warmongers Suffice to say that if he learns you actively support or have caused a war anywhere for any reason at all he'll do his level best to kill you, see how well YOU like it. Obsession: Ending conflict. After seeing his world spiral out of control before his eyes, Massawa will do just about anything to end conflicts of any kind, including ones he himself begins. Phobia: Aging The castle he dwells in slows down the decay of his body, and its power lingers for a long time outside, but he is terrified all the same of the effect the remorseless march of time has on him. Something that would speed up his aging or keep him from his castle's power would be a powerful bargaining chip in dealing with him. Abilities: 12 + 8 + 6 + 14 + 8 + 6 = 54PP Strength: 22 (+6) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 24 (+7) Wisdom: 18 (+4) Charisma: 16 (+3) Combat: 22 + 8 = 30PP Initiative: +12 Attack: +11 Melee, +12 Ranged, +14 Arrows of Neith Grapple: +18 Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed Knockback: -15/-8/-1 Saving Throws: 10 + 10 + 14 = 34PP Toughness: +17 (+3 Con, +14 [Force Field], Impervious 0/14, Reflective 14 [Crown of Unat]) Fortitude: +13 (+3 Con, +10) Reflex: +14 (+4 Dex, +10) Will: +18 (+4 Wis, +14, Impervious 0/14) Skills: 92R = 23PP Concentration 11 (+15) Diplomacy 4 (+7, +15 with Attractive) Intimidate 12 (+15) Knowledge (Arcane Lore) 17 (+24) Skill Mastery Knowledge (Civics) 8 (+15) Skill Mastery Knowledge (Cosmology) 13 (+20) Skill Mastery Knowledge (History) 11 (+18) Sense Motive 16 (+20)Skill Mastery Feats: 21PP Accurate Attack All-Out Attack Attack Focus (Ranged) 1 Attractive 2 Dodge Focus 6 Equipment 5 [25EP] Fearsome Presence Improved Initiative 2 Ritualist Skill Mastery [Knowledge (Arcane Lore), Knowledge (Civics), Knowledge (Cosmology), Sense Motive] Equipment 5PP = 25EP Headquarters: Extra-Dimensional Castle Size: Awesome [6EP] Toughness: +25 TOU [4EP] Features: Concealed 2Holding Cells 2 Isolated Library Life Support Living Space 4 Power 4 (Flight 10 (10,000 MPH); Super-Movement 3 (Dimensional Movement 3[Any Dimension to Any]), Super-Senses 4 (Postcognition [Past Tapestries]), Teleport 10) Powers: 4 + 28 + 48 + 11 + 14 + 37 = 142PP All descriptors as 'magic' and 'divine'. Comprehend 2 (Spoken Languages 2; Understand All, Speak All [one at a time]) [4PP] Force Field 14 (Extras: Impervious) [28PP] (Shield of Crowned Heads) Gift of the Nile 21 (42PP Array, Feats: Alternate power 6) [48PP] Base Power: Nullify Magic 14 (All Active Magic Effects at Once; Extras: Effortless) [42PP] Forbiddance of Thoth AP: Blast 13 (Arrows, Piercing, Magic; 10 130ft. increments, 1300ft. range; Extras: Autofire 1, Penetrating 11; Flaws: Distracting; Feats: Accurate, Affects Insubstantial 2, Incurable) [42PP] Shafts of Neith AP: Create Object 15 (Extras: Duration [Continuous], Impervious; Flaws: Action [Full-Round], One Shape; Feats: Affects Insubstantial 2, Precise, Progression 6 [size, 7500ft. Square Cubes], Stationary) [40PP] Mouth of Geb AP: Emotion Control 14 (Extras: Area [selective, Burst, 475ft.], Linked [Mind Control]; Flaws: Range [Ranged], Limited [Calm]; Feats: Progression 2 [Range]) [16PP] + Mind Control 13 (Extras: Effortless, Linked [Emotion Control; Flaws: Distracting) [26PP] [16+26=42PP] Mandate of Ma'at AP: Healing 13 (Extras: Affects Objects, Total; Flaws: Distracting; Feats: Persistent, Regrowth) [41PP] Remaking of Khnum AP: Immunity 20 (Mental Effects, Interaction Skills, Grappling; Extras: Linked [Damage]) [20PP] + Damage 10 (Extras: Alternate Save [Will]; Feats: Affects Insubstantial 2) [22PP] [20+22=42PP Guise of Bata AP: Speed 9 (5,000MPH, 50,000ft. per round.; Extras: Linked [impervious, Super-Movement, Trip]; Feats: Wall Run) [10PP] + Reflective Toughness 14 (Melee Attacks [+1]; Extras: Linked [speed, Super-Movement, Trip]) [14PP] + Super-Movement 3 (Dimensional Movement 2 [Mystic Dimensions], Water-Walking; Extras: Linked [speed, Impervious, Trip]) [6PP] + Trip 12 (Extras: Linked [impervious, Speed, Super-Movement]) [12PP] = [10+14+6+12= 42PP] Crown of Unut Immunity 11 (Aging, Emotion Effects, Swords) [11PP] Impervious Will 14 [14PP] Magic 15 (30PP Array, Power Feats: Alternate Power 7) [37PP] Base Power: Blast 14 (Feats: Variable Descriptor 2 [Magical Descriptors]) [30PP] AP: Animate Object 10 [30PP] AP: Dazzle 10 (Visual Senses and Auditory) [30PP] AP: Flight 10 (Extras: Affects Others) [30PP] AP: Nullify Technology 10 (All Traits at Once; Extras: Effortless) [30PP] AP: Obscure 15 (150-ft.; Visual Senses) [30PP] AP: Snare 10 (Extras: Area [Targeted, Shapeable 50-ft. blocks]) [30PP] AP: Telekinesis 10 (Extras: Damaging) [30PP] [table] DC Block: ATTACKRANGESAVEEFFECT UnarmedTouchDC21 Toughness (Staged)Damage (Physical) ArrowsRangedDC28 Toughness (Staged)Damage (Physical) BlastRangedDC29 Toughness (Staged)Damage (Physical) DamageTouchDC25 Will (Staged)Damage (Physical) DazzleRangedDC20 Reflex/FortitudeDazzled Emotion ControlPerceptionDC24 WillEmotion Changed Nullify MagicRangedDC20+14 Power/WillEffect Nullified Nullify TechRangedDC20+10 Power/WillEffect Nullified SnareRangedDC20 ReflexSnared TelekinesisPerceptionDC25 Toughness (Staged)Damage (Physical)/Moved TripTouchDC12+6 vs. STR/DEX (whichever lower)Tripped[/table] Abilities (54) + Combat (30) + Saving Throws (34) + Skills (23) + Feats (21) + Powers (142) -Drawbacks (0) = 304/304 Power Points
  7. Player Name: Supercape Character Name: Deadbeat Power Level: 9 (165/165PP) Trade-Offs: +5 Toughness, -5 Defence Unspent Power Points: 0 In Brief: Musical spirit who can drum up a Faustian beat. Alternate Identity: Henri Zenon Identity: Secret Birthplace: Martinique Occupation: Musician Affiliations: Rene deSaens, Halbediers of Paris, Parkhurst Hotel Family: Several grandchildren alive. Description: Age: 111 (DoB:06/06/1881) Apparent Age: 55 Gender: Male Ethnicity: Mixed race Height: 5’7†Weight: 75 Kgs Eyes: Brown Hair: Grey Deadbeat looks like an older black male, a little stocky, with greying hair. He wears slightly scruffy but cheerful, colourful clothes in the style of Martinique. Power Descriptions: Deadbeats powers almost exclusively come from whipping up a tune, normally a beat. He can summon up a spectral drum, or other instrument, and start playing it. The tunes are quite audible and for the most part affect people’s emotions and soul. Deadbeat has been to hell and back, literally. He can use his music to command the dead, banish spirits, and even summon up Infernal fires. Broadly speaking, his music is able to summon and banish spirits (which includes people’s emotions). Alternatively, he can create deceptive sounds (normally, but not always, music). Or, by shuffling his feet to the beat, he can move to wherever the music is playing. When he does this transportation, he will appear in a subtle manner, such as just around a corner, or walking through a door, often tapping along to the rhythm. History: Henri Zenon was born and brought up in Martinique. His family were poor, and he often went without. His father was a musician, a talented one, but with a love of gambling and drink (vices that Henri is not entirely free of). His mother was known as a witch (in a positive cultural sense) and lay healer. It was rumoured that Henri had been blessed, or cursed, with some infernal gift by his mother, because he could play music like the devil. He was talented on the guitar and brass, but his truly bewitching skill was playing drums and tapping out rhythm’s (on any instrument). He was hypnotic, with rumours that he could wake the dead – or put them back to rest. Henri has visited Paris on at least two occasions, once in the 20’s, when alive, and (at least) once afterwards, where he has come into contact with Rene deSaens and the Halbediers of Paris. Around the 1930’s, when the depression hit, and hit hard, Henri disappeared. Nobody knew where he had gone. In fact, Henri has indeed entered a Faustian pact to feed his extended family, and had charmed his way out of it with his music. He returned, but now as a spirit rather than flesh and blood. He could be seen on street corners, in bars, or shuffling along a road, usually tapping out a playful rhythm. Personality & Motivation: Henri is no longer alive, it is just that he has returned as a spirit. However, he retains most of his personality. He loves music, and has a joyful, even hedonistic heart. He does also have a grim side, having talked and played with infernal creatures. Despite this, or perhaps because of it, Henri no longer believes in God, or the Devil (as theological entities). He just knows that there are horrible demons around, and he deals with it. He has contempt for those he believe without experiencing, thinking them naïve fools. Henri is guardian of souls, the lost and the broken. He dislikes the undead (although in some respects he is one himself), and sorcerous magic. He is always on the lookout to outwit trickster demons (who often try to get the better of him). Henri also has a particular need and kindness towards the poor and the dispossessed, having grown up in poverty himself. This drive is particularly acute when it comes to children. Henri still likes to drink (for some reason, alcohol is the only toxin that affects him) and is a bit to over-familiar at times. Sometimes he gets a bit grim and dark when considering the world. In this respect he is a man of extremes. Powers & Tactics: Deadbeat is extremely hard to put down, shrugging off almost all attacks. Only fire can really hurt him (and he is not exactly vulnerable to fire). He thus will enter battle without fear, and will often mock or goad his enemies. He “attacks†by using his magical music – usually rhythm’s he beats out on a summoned drum. He tends towards more subtle uses of this, inspiring emotions or crushing psychic pain through the music. He likes to use trickery, guile, and emotional manipulation. However, if faced with opponents who cannot hear him, he will play some infernal tune, and summon up hellfire directly, setting things alight with a pale purple light (like burning alcohol). He is not overly fond of this, setting him into a grim mood, as it is a throwback to his pacts and walks in hell. Deadbeat can summon an “ethereal†instrument out of the air at will. This instrument is fully playable whilst he holds it, but will rapidly fade and evaporate as soon as he parts company with it (Essentially this feature allows him to play musical instruments and use perform skill at will, without instruments there). Note: The Perception Area Touch Range works thusly: Anyone able to hear Deadbeat’s Music (Area [Perception], Range [Touch]), can make a reflex roll to avoid the effect completely (by clamping their ears shut or the like). Otherwise, the effect “hits†and must be saved against. Other effects like auditory obscure, or simply being deaf, will also mean immunity to these effects. When using his emotion control playing, people will start to shuffle their feet and sway in a manner appropriate to the emotion or music. This has no mechanical effect, but it does make the effect noticeable. The emotion and dance is in this case “infectiousâ€: anyone touching any infected dancer must save versus the effect or be caught up in the dance too. Abilities: 2 + 0 -10 + 0 + 8 + 4 = 4PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: - Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 14 (+2) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Base Grapple: +5 Defense: +4 Base, +2 Flat-Footed Knockback: -7 Saving Throws: 0 + 2 + 2 = 4PP Toughness: +14 (+14 Protection) Fortitude: Immune Reflex: +2 (+0 Dex, +2) Will: +6 (+4 Wis, +2) Skills: 88R = 22PP Bluff 10 (+12) Concentration 6 (+10) Diplomacy 3 (+5) Intimidate 7 (+9) Knowledge (Arcane) 5 (+5) Languages 2 (French, English, Martinquan Creole [Native]) Notice 6 (+10) Perform (Percussion) 14 (+16) Perform (Singing) 5 (+7) Perform (Stringed Instruments) 12 (+14) Perform (Wind Instruments) 12 (+14) Sense Motive 6 (+10) Feats: 4PP Fascinate (Perform) Fearless Jack of All Trades Second Chance (Perform Percussion) Powers: 1 + 1 + 30 + 18 + 34 + 14 + 8 + 7 + 2 = 115PP Comprehend 1 ( Speak Any Language; Drawbacks: Only Singing) [1PP] (Sing in any language, Magical, Musical) Feature 1 (Summon one instrument as a Free Action) [1PP] (Ethereal Instruments, Magic) Immunity 30 (Fortitude Effects) [30PP] (Spirit) Immunity 40 (Lethal Physical Damage, Lethal Energy Damage; Flaws: Limited [Half]; Drawbacks: Power Loss 2 [Fire]) [18PP] (Invulnerable Spirit) Magic 14 (28 PP Array, Feats: Alternate Power 7; Drawbacks: Power Loss 1 [unable to make music]) [34PP] (Magic, Music) Base Power: Emotion Control 9 (Emotive Magic Songs; Extras: Area [Perception, Auditory], Contagious, Selective; Flaws: Range 2 [Touch]; Feats: Mind Blank, Reversible; Drawbacks: Noticeable [Affected targets shuffle their feet, dance and sway in a manner appropriate to music and emotion]) {28/28} Alternate Power: Damage 7 (Song of Woe; Extras: Alternate Save [Will], Area [Perception, Auditory], Mental [+0], Selective Attack; Flaws: Range [Touch, -2]) {27/28} Alternate Power: Damage 5 (Summon Hellfire; infernal, summoning; Extras: Range [Perception, +2], Duration [sustained, +2; Target keeps on taking damage while song maintained]; Feats: Affects Insubstantial 2, Indirect 1) {27/28} Alternate Power: Fatigue 7 (Lullaby; Extras: Alternate Save [Will, +0], Area [Perception, Auditory], Selective Attack, Sleep (+0) ) {28/28} Alternate Power: Illusion 9 (Song of Deception; Extras: Duration [Continuous, +2], Selective Attack; Flaws Limited [Music]) {27/28} Alternate Power: Mind Control 9 (Song of the Dead; Extras: Area [Perception, Auditory], Contagious, Duration [sustained], Effortless, Not Mental [+0]; Flaws: Range [Touch, -2], Limited [Only undead and spirits]; Feats: Mental Link; Drawbacks: Noticeable [undead shuffle feet and sway]) {27/28} Alternate Power: Nullify 9 (Song of Banishment, All Summoning Effects Simultaneously; Extras: Area [Perception, Auditory], Selective Attack; Flaws: Range [Touch]) {27/28} Alternate Power: Teleport 9 (â€Anywhere in the worldâ€; Extras: Accurate, Affects Others Flaws: Medium [Music], Long-Range; Feats: Change Direction, Change Velocity, Extended Reach 3, Progression 3 [Affects Others, 10 Others], Progression [Mass, 1000lbs], Subtle) {28/28} Protection 14 [14PP] (Spirit) Regeneration 16 (Recovery Bonus +5, Recovery from Disabled 5 [Every minute], Recovery from Injured 3 [Every Minute], Resurrection 3 [5 Hours]; Flaws: Source [Music (not his own)]) [8PP] Super Senses 7 (Accurate Auditory, Counters Illusion [Auditory], Extended Auditory 3 [-1 per 2 Miles]) [7PP] Super Senses 4 (Extended Auditory 4 [-1 per 20,000 Miles Total]; Flaws: Limited [Music]) [2PP] Drawbacks: 0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC16 Toughness (Staged) Damage (Physical) Emotion Touch/Area DC 19 Reflex and Will Varies Fatigue Touch/Area DC 17 Reflex and Will Fatigue Mental Blast Touch/Area DC 17 Reflex and Will Damage Hellfire Perception DC 20 Toughness DamageTotals: Abilities (4) + Combat (16) + Saving Throws (4) + Skills (22) + Feats (4) + Powers (115) - Drawbacks (0) = 165/165 Power Points
  8. Player Name: Arichamus Character Name: Protonik Power Level: 13 195/195PP Trade-Offs: -2 Defense/ +2 Toughness, -2 Attack/+2 Damage Unspent Power Points: 0 In Brief: Nuclear-powered Russian champion of the common man. Alternate Identity: Aleksander Solokov, the Proletarian. Identity: Public Birthplace: Irkutsk, Russia. Occupation: Nuclear fission physicist, superhero. Affiliations: Russian Guard, Russia, the U.N. Family: No direct relatives living. Description: Age: DOB: 1963, June 7th Apparent Age: 40 Gender: Male Ethnicity: North Russian Height: 6' 2" Weight: 184 Lbs. Eyes: Green Hair: Black, small greying streaks. Protonik is a muscular, tall and handsomely-weathered man, with a gentle face lined by care and worry, and not a little sadness. He wears a sleeveless brown-and-white form-fitting spandex article; with a golden segmented 'Y' emblazoned on a brown triangle over his costume's chest, a brown and golden belt, a majestic white cape, and brown boots and gloves rimmed with white piping. His hair is long, black and streaked with slight grays, and his startling green eyes stand in contrast to his lightly tanned skin. He's a man bursting with energy and kindness, with a smile for anyone. His voice is a soft baritone tinged with a Siberian accent. Aleksander Solokov, conversely, is a stooped nuclear scientist with a withdrawn and quiet nature, thick glasses and a rather solemn mien. A quiet, nondescript sort of guy who blends in well with the crowd. Power Descriptions: (Nuclear, Radiation) Protonik is infused with nuclear power by his very soul, and manifests it as a soft green glow when using his powers, especially his ability to fire nuclear lasers from his eyes, and breath radiation that seals wounds and repairs damage on the atomic level to the body from his mouth. History: Aleksander Solokov was born in the far northern city of irkutsk, a place with a long history as a site for transporting those who fell under the wrath of the old Czars. His parents, engingeers Artur and Isidora Solokov, were both loyal to the Soviet Union, and did their best to instill similar patriotism in their son. To their credit, Aleksander soon showed himself to be an exemplary young man; quick-witted, even-headed and brave, he soon made a name for himself with regards to his scholarly aptitude, especially the study of nuclear physics, in which time even then there were still some mysteries to be solved. At an astonishingly young age, he even became a laboratory assistant to some of the Union's greatest nuclear phsycists, who he impressed deeply by his command and understanding of the field. Working beside lumnaries such as Dr. Mina Kosmova in the near-legendary Science City, when the Russian government was heavily invested in "creating" superhumans while still in his teens, he discovered a hypothetical process that could enable one to split atoms at will should they be exposed to psionically-treated substances that had been bathed in the radiation of the unleashed atom. In June 1978, the necessary equipment, including a vat of heavy water, was carefully moved to the Kola Peninsula, and was lowered with great care by crane into one of the boreholes that had been drilled there. The SG-3 borehole, at around 12, 260 metres(40,230ft.) deep, it had been practically tailor-made for the experiment, which Aleksander and his associates wished to make as non-threatening to surface life as possible. At 6.43 P.M., June 23rd, Aleksander Solokov was lowered into the tank of psionically-charged heavy water. Fifteen seconds afterwards, a column of nuclear fire blasted out of the borehole, reaching a height of five-hundred feet above the ground before dissipating as quickly as it had coalesced. To the shocked eyes of the crew, the dozens of scientists, engineers, platoon of soldiers and the small squad of powers who had taken the equipment to its resting place, the young physicist arose out of the borehole, glowing a vivid emerald color, a smiling mouth shining with a healing light, and a pair of smouldering eyes from which the unleashed power had surged. For a short time Aleksander reveled in his new power, good-naturedly calling himself 'The Proletarian', in reference to the Centurion and to honor his still-humble parents(to whose well-being a substantial amount of his wages goes to), who he wished to honor through good works. The Party considered the gallant young man a perfect symbol, and had him touring the Union regularly to present to its citizens an example of what any who tried could become, carefully eliding over the fact that not a single other test of the process had had any effect whatsoever, none knowing that in the menacing days of the Cosmic Mnd's control of the City, the notes Aleksander had worked off of had mysteriousy vanished. The dissolution of the U.S.S.R. a little more than a decade after he had begun his heroic career meant that he was soon forced to focus on keeping his normal life together instead of going around righting wrongs, though he did manage to assist the newly-forming Russian Guard in defending people from attacks by rogue superhumans and jilted geniuses. The Terminus invasion in 1993 brought him into the public eye once again, when Omegadrones poured into the world, including the city of Buynaksk on the western shore of the Caspian Sea, sent there to obtain a powerful and ancient weapon sunk into the water. In a furious battle that lit up the sky for dozens of miles around, the nuclear physicist turned the invading force into a softly glowing pile of shattered metal and bodies, and rocketed off to join the fight Omega had forced upon the world. He wasn't in Freedom City when the Centurion struck the blow that cracked open the extradimensional tyrant's armor(hordes off the coast saw to that), but he managed to attend the funeral of the man who had partially inspired his own attempt at heroics, and there met many other heroes who were glad to have the powerful Russian on their side, and to whom he introduced himself by the name 'Protonik'. He became firm friends with most of the Freedom League over the years after the Invasion, and has become a well-respected source of information on the European powers scene, especially young metas who needed instruction in using their abilities. For all that, he mostly keeps to his homeland, soaring through the Russian skies looking for peril, often accompanied by young powers he instructs. Personality & Motivation: Aleksander is an honest, kindly man in or out of costume. He devotes himself rigorously to the upholding of the rights and privileges he believes all humanity ought to have, holding the view that the law exists to support rather than limit freedoms, something he kept to himself for many years and is happy now to say openly. For all that he remains tinged with sadness from the long weary years he's seen of the dull side of evil, which he's found far more durable effect on the world, much more pernicious than the flashier supervllainy he vastly prefers combating. Powers & Tactics: Protonik prefers to come hurtling out of the sky into an opponent, slamming his body into theirs as hard as he can to set the mood for the rest of the battle. If taken by surprise himself, he will attempt to keep more powerful close-range opponents at bay and close the distance with ranged fighters. If needed, he quickly assumes the roll of a combat medic, healing injured allies(and if their hurts are great enough, enemies too). He tends to use his Nuclear Vision as his sole ranged option, his power to split the atom something he keeps close to the vest and tightly-controlled, rarely using it unless surrounded by enemies and with not a single ally within its range. Abilities: 10 + 2 + 8 + 8 + 2 + 6 = 36PP Strength: 40/20 (+15/+5) Dexterity: 12 (+1) Constitution: 18 (+4) Intelligence: 18 (+4) Wisdom: 12 (+1) Charisma: 16 (+3) Combat: 18 + 12 = 30PP Initiative: +13 Attack: +9 Base, +11 Melee, +11 Nuclear-Vision / Atom Splitting Grapple: +16/32 w/Super-STR and Enhanced STR Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -7 Saving Throws: 9 + 5 + 9 = 23PP Toughness: +15 (+4 Con, +11 Protection) Fortitude: +13 (+4 Con, +9) Reflex: +6 (+1 Dex, +5) Will: +11 (+2 Wis, +9) Skills: 48R = 12PP Computers 5 (+7) Diplomacy 10 (+14) Drive 1 (+2) Knowledge (Current Events) 5 (+6) Knowledge (Physical Sciences) 15 (+17) Language 2 (English, French, Russian[Native]) Sense Motive 10 (+11) Feats: 14PP Attack Focus (Melee) 1 All-Out Attack Dodge Focus 5 Elusive Target Fearless Improved Initiative 3 Power Attack Precise Shot Powers: 14 + 14 + 41 + 11 = 80PP Flight 7 (1000mph) [14PP] Immunity 14 (Life Support, Radiation Powers [Damage]) [14PP] Nuclear Power Array 18 (36PP Array, Power Feats: Alternate Power 5) [41PP] BP: Blast 15 (Power Feats: Accurate, Affects Insubstantial 2, Homing 1, Ricochet, Split Attack) [36PP] Nuclear-Vision AP: Blast 15(Extras: Area (Targeted, Shapeable; 15'x15'), Flaws: Tiring; Power Feats: Accurate, Incurable) [32PP] Splitting the Atom AP: Enhanced Strength 20 (Extra: Linked [with Super-Strength]) [20PP] + Super-Strength 6 (Effective STR 70 (Max. Load: 1000 tons); Extra: Linked [with Enhanced Strength], Power Feats: Groundstrike [600'], Shockwave [600'], Super-Breath [L&W 600', DC35], Thunderclap [60']) [16PP] [20+16=36PP] AP: Healing 11 (Power Feats: Persistent; Extras: Total) [34PP] Healing Nuclear-Rays AP: Nauseate 15 [30PP] Radiation's Touch AP: Nullify 13 (Radiation Powers [All at Once]) [26PP] Commander of the Atom Protection 11 [11PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC30/20 Toughness(Staged) Damage(Physical) Nuclear-Vision Ranged DC30 Toughness(Staged) Damage(Energy) Radiation's Touch Touch DC25 Fortitude Nauseated Splitting Atom Ranged(Area) DC30 Toughness(Staged) Damage(Energy) Totals: Abilities (36) + Combat (30) + Saving Throws (23) + Skills (12) + Feats (14) + Powers (80) - Drawbacks (0) = 195/195PP
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