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  1. Player Name: Supercape Character Name: Sunset Power Level: 11 (155/165) Trade-Offs: None Unspent Power Points: 10 Progress To Bronze Status: 15/30 In Brief: Two lovers, one superhero! Alternate Identity: Sam Soma (and the suit “The Radicalâ€, see below) Identity: Secret Birthplace: New Delhi Occupation: Businesswoman (Registered but rarely practicing lawyer) Affiliations: Soma Industries, LGBT Communities / Civil Liberties Groups. Family: Amil Soma (Father), Marina Soma (Mother) Description: Age: 30 (DoB: 1/1/1984) Apparent Age: 30 [As the Radical, mid 30s] Gender: Female [As the Radical, Male] Ethnicity: Indian [As the Radical, Caucasian] Height: 5’8†[As the Radical, 5’11â€] Weight: 51Kgs [As the Radical, 81Kgs] Eyes: Brown [As the Radical, Blue] Hair: Mid/Short length Black [As the Radical, Blonde] Sam Soma is a fairly tall woman of average build. She is of Indian descent but has fairly light skin. She has mid to short length dark black hair she wears in a variety of modern stylish cuts. She normally wears expensive clothes. The PR Suit (Psycho Reactive Suit) is a small, thin costume that adapts to the wearers thoughts. It is virtually undetectable (subtle 2, noticed DC 20 by appropriate senses able to detect technology or psionic power, although note concealment to mental senses also applies), and can mimic most garments as per the thoughts of the wearer. It also houses the psyche of “The Radicalâ€, a powerful if slightly deranged telepath of the 60s era. When the Radical utilises his psychic powers, the PRS will glow an orange/red light. Capable of exerting extreme flight and strength, the suit will flare initially a golden orange, but then fade to a dull red. Hence the name “Sunsetâ€. When the Radical wishes to look out of the suit, it can form glowing red/orange eyes over it (giving radius vision). As befitting a psycho-reactive suit, with Sam’s permission (or possibly without), the Radical persona/psyche can actively take over, effectively transforming Sam into the image of the Radical as he was in the sixties. A scruffy but handsome and muscular hippy, sandals or barefoot, with jeans, often bare chested, with a headband and long straggled blonde hair. He looks something like a surfer. Power Descriptions: Sunset’s powers normally are quite undramatic (bar the unusual appearance of her costume). The PR Suit is designed to greatly enhance physiological functioning, directly increasing strength and stamina, as well as allowing direct control over the wearers automatic physiological functions (such as heart rate, hormone levels, digestion, etc. ) These functions are basically invisible and built in to the system of the suit. Anyone wearing the suit will gain these powers. The suit also houses the psyche of “the Radical†who is a powerful but slightly erratic psionic mutant (or at least, he was). He had, and still has the ability to “steal†parts of peoples thoughts or brains. In addition, augmented by the PR suit, he can focus his psionic power into a kind of very limited psychokinetic power, effectively greatly increasing the effective strength of the suit, or propelling the suit with flight. However, whenever the Radical “manifests†these psionic abilities, the suit will flare a visible orange-red colour. The Radicals ability to “Steal†peoples thinking allows mind reading and mimicking of their mental abilities, but also can be used to erase memories, or make people plain stupid. The greater suction needed to withdraw memories or intelligence requires him to enter the mind more fully, which in turn means the strong willed can enter his, and control him (and, by default, the PR Suit he resides in). A more subtle use of his “theft†skills is to eliminate social and mental inhibitions, hence increasing emotional responses. The Radical was a trained doctor before he turned on, tuned in, and dropped out, and still possesses reasonable scientific and medical expertise which he can give to Sam. Of course, he may further augment these skills by “borrowing†the psychic and mental abilities of others. History: Sam Soma was born in Delhi, India, but soon moved to Freedom City with her parents when she was aged just five. A child of two cultures, and cultures that clashed, she was caught between authoritarian parents who pushed her to achieve and a more modern, liberal attitude around her. The death of her elder brother, in a car crash, five years later, only redoubled her parents attention and restrictions on her. As she grew into teenage years, pushed into academic success by driven parents, she discovered she had a relatively minor, but still useful, telepathic power to sense the past. Not above using this to bend the rules, she has carved out a subsequent degree and career in law, and later, in he own company, Soma medical. But more importantly, she used this telepathic gift to escape her restricted upbringing. And with it, in her twenties, she met the Radical. The Radical was a far more powerful telepathic figure in the 60s. A doctor initially, he joined the hippy movement, then became a drop out, an anarchist, liberal, political figure, and at least for a period, pin up for the hippy movement (both intellectually and romantically). He ended up destitute and drug addled on the streets, and eventually, dead on them. If he had not addled his brain so much on drugs, he could have been a powerful figure indeed, but as it was, he had a psionic ability to “tune in†to people and – in his words “borrow†their psychic strength. He could steal or eliminate parts of their thinking, but not telepathically communicate or control people. Somehow, the two met through time, and somehow, they befriended each other. And, even stranger, they connected to a level that – after a fashion - they could be called lovers. Sam well knew the Radical’s eventual fate and was determined not to let him fall to it. Using their combined abilities, in different era’s, they developed the PR Suit (Psycho-reactive Suit), a high tech nanomaterial that Sam could use to draw the Radicals psyche into. It was a partial success. The Radical was drawn into the suit, leaving his destitute and addled body dead in the sixties, as was his fate. However, whilst housed in the suit, it would fully activate if worn. Which meant Sam and the Radical would be drawn into an even more intimate and symbiotic relationship. But together, with Sam wearing the suit, they were a formidable force. The suit itself gave an extreme physiological strength to the wearer, and in addition, the Radical could manifest and use his significant telepathic powers within the suit. Whilst their agenda’s may not always truly match, together they can act as the superheroine (or maybe superhero), Sunset! Personality & Motivation: Sam has a fairly upbeat but passionate personality. She has a slightly ruthless streak (being a businesswoman) but personally is loyal and caring to those she knows. Politically she is all for freedom and capitalism, and fights furiously for social minorities groups and civil liberties. She is motivated by her politics, but also liking the thrill of adventure and power. The Radical is more anti-authority and obstinate. He is remarkably pacifist but can be angered by intolerance. He prefers to slum it and would just like everyone to love and hug each other. He is motivated to protect the weak and make everyone turn on, tune in, and drop out. Together, they are both motivated by their relationship, which is, in a sense, that of lovers (despite their unique situation they do share a remarkable psychic bond, and consider each other soul mates). They both consider the “Sunset†experience one they can journey on together. Of course, they do have friction and disagreement – and Sam does not want to wear the suit all the time. The combined personalities, aptitudes and ability to mind read mean that Sunset can often get involved in quasi-political issues or corruption – being both motivated and able to deal with these. Powers & Tactics: Sunset usually fights in a typical Paragon manner, using her physical strength to restrain or hammer foes. Her mobility is not so much slow as limited in that her great speed and strength will fade quickly, so she will use this sparingly. She is however much more subtle than a straight Paragon. The combination of her limited psionic powers (to control emotions, read minds, reduce intelligence, or erase memories), and stealing of others’ mental abilities (such as skills) allows her much more flexibility. Given her “limited†amount of power for flight and movement, she needs to utilise these abilities carefully. Complications: Brain Echo: When Sunset is mimicking the mental attributes of another, an “echo†of the targets personality is left with the Radical / the Suit. In normal individuals this is rarely more than a “Feeling†of something there, but in stronger willed (and/or malign) individuals, it can manifest as irritating chatter, to deceiving or misleading gossip, to distraction at critical times, up to disrupting the suit or the mental functions of Sunset, or even completely dominating them! Note: Any Mimicked Personality is essentially an echo of an NPC or (possibly) PC, and can be played by GM (or possibly other player) as “in the headâ€. Note however that this is an “echoâ€, so no helpful information or insight (without GM approval and HP)…this is meant to be a source of complications from distraction, confusion, and disruption, as the echo is likely to be disorientated and not best pleased with its situation. Radical Vulnerability: The Sunset Suit is not just a device but houses a sentience. The Radical is an obstinate anti-authoritarian personality and may be distracted or otherwise unhelpful. He might even be directly mentally attacked or manipulated. The Radical himself was an addict in the 60’s and whilst he cannot take drugs now, he may be tempted to experience the highs of drug use by mind reading drug users for instance. Visual Flare: The various powers of the suit cause a visible flare of orange-red light (as described above). Aside from potentially giving an indication of how much psychic juice is left in the suit, the flare also disrupts the subtle effect of the suit, and can give away her location in some situations (such as darkness or poor light). Flashbacks: If Sam uses her Postcognition and witnesses something exceptionally powerful (not necessarily traumatic) she may experiences flashbacks of the event – temporarily disabling or blinding her, both at the time, and for some time after, if she experiences suitable triggers. Sleepless: Wearing the suit causes a psychic symbiosis that makes natural sleep impossible for both parties. This does not confer immunity to sleep powers or effects, it merely means that Sunset cannot naturally fall asleep whilst wearing the suit (and will thus fall prey to the effects of sleep deprivation). Abilities: 0 + 4 + 4 + 4 + 4 + 4 = 20PP Strength: 10/30 (+0/+10) Dexterity: 14 (+2) Constitution: 14/30 (+2/+10) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 14 (+2) Combat: 8 + 12 = 20PP Initiative: +2 Attack: +4 Base, +10 Melee Grapple: +20/+30 (Up to +40 if at full reserve power) Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5 Saving Throws: 0 + 3 + 8 = 11PP Toughness: +2/+10 (+2/+10 Con) Fortitude: +2/+10 (+2/+10 Con) Reflex: +5 (+2 Dex, +3) Will: +10 (+2 Wis, +8) Skills: 32R = 8PP Bluff 4 (+6) Diplomacy 4 (+6) Knowledge (Business) 8 (+10) Knowledge (Civics) 8 (+10) Languages 4 (Chinese/Mandarin, English [Native], French, Hindi, Spanish) Sense Motive 4 (+6) With Suit On: Knowledge (Life Sciences) 8 (+10) Medicine 8 (+10) Feats: 13PP Attack Focus Melee 6 Attractive 1 Benefit 2 (Wealth) Dodge Focus 4 Powers: 4 + 83 = 87PP Supersenses 4 (Postcognition) [4PP] Device 20 (Sunset Suit, Psionic, Technological; 100PP Container; Flaws: Hard-To-Lose; Feats: Radical Powers only usable by Sunset or by mind controllers, Subtle 2) [83/83PP] Feature 1 (Autonomic Control) [1PP] Enhanced Constitution 16 [16PP] Enhanced Strength 20 [20PP] Enhanced Feat 2 (Quick Change 2) [2PP] Radical Array (5PP Array; Feats: Alternate Power 1) [6PP] Base Power: Concealment 2 (All Mental, Feats: Selective) [5/5PP] (Hidden Radical) Alternate Power: Morph 4 (+20 to Disguise, Single Form: the Radical Feats: Selective [May change parts of body into the Radical, the rest stays unchanged]) [5/5PP] (Free Radical) Enhanced Skills 4 (Knowledge [Life Sciences] 8, Medicine 8) [4 PP] (Radical Knowledge) Psychic Reserve Array (10PP Array, Feats: Dynamic Alt Powers 3) [13 PP] (Radical Power) BDP: Flight 10 (Flaws: Fades, recovers with sleep) [10PP] ADP: Super Strength 10 (Flaws: Fades, recovers with sleep) [10PP] Psionic Array (21PP Array, Feats: 4 Alternate Powers) [25PP] (Radical Manifesto) Base Power: Superstrength 10 (+50 STR carry capacity, heavy load 820 tons Feats: Shockwave) [21PP] Alt Power: Drain 10 (INT, Extras: Range 2 (Perception), Feats: Slow Fade 1 [1 Minute], Flaws: Side Effect [if fails, Mind Control attack from target] ) [21 PP] Alt Power: Emotion Control 10 (Feats: Mind Blank) [21 PP] Alt Power: Mind Reading 10 (Extras: Duration (Sustained), Sensory Link, Flaws: Feedback) [20PP] Alt Power: Mental Transform 10 (Memories Extras: Duration (Permanent), Range (Perception), Feats:Reversible, Flaws: Limited (Only one specific memory erased), Side Effect (If fails, Mind Control attack from target) ) [21PP] Mimic 2 (10 PP All traits, Extras: Duration (Continuous), Range: Perception [+2], Flaws: Action (Full), Limited(Only Mental/Skills*) ) [12 PP] (Radical Thinking) * Super Senses 1 (Radius Normal Vision) [1PP] (Radical Vision) Drawbacks: -4PP Normal Identity (Frequency: Common; Intensity: Major, Full Round to change into suit) [-4PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC25 Toughness Damage (Physical) Drain Perception DC 20 Will* INT loss Emotion Control Perception DC 20 Will Varies Mind Reading Perception DC 20 Will Varies Erase Memory Perception DC 20 Will* Erase 1 Memory * If resisted, Sunset is subjected to a Mind Control DC 20 Attack from the target in response. Totals: Abilities (20) + Combat (20) + Saving Throws (11) + Skills (8) + Feats (13) + Powers (87) - Drawbacks (-4) = 155/165 Power Points
  2. Player Name: Heritage Character Name: Grimalkin Power Level: 12 (250/250PP) [271] Tradeoffs: +2 Defense/-2 Toughness (+2 Attack / -2 Damage, +2 Defense / -2 Toughness, in Pixie Form) Unspent PP: 0 Progress To Orichalcum Status: 151/180 (32PP earned pre-bump, 109PP earned post-bump) In Brief: Shapeshifting faerie with a human soul, recently returned to Freedom after a three-year absence. Alternate Identity: Lynn Epstein Identity: Secret Birthplace: Atlantic City, NJ Occupation: Bookstore owner Affiliations: Former member of the Knights of Freedom and the Interceptors, currently freelance. Family: Elaine Epstein (mother), Harold 'Butch' Epstein (father), Benjamin Epstein (brother), Edna Epstein (sister). Zachary Reynolds (son), Ruth Reynolds (daughter), Jonathon Reynolds (son) Description: Apparent Age: Mid-twenties Actual Age: 108 Gender: Female Height: 5'3" Weight: 121 lbs. Eyes: Brown Hair: Brown; shoulder-length and curly as Lynn, short and spiky as Grimalkin Lynn is a lovely young woman who typically wears comfortable jeans, T-shirts, hiking boots and a denim or suede jacket by day, but is wrapped in skintight leather of black and midnight blue, complete with domino mask, when she prowls the dirty streets at night. Unless she is going undercover, she always wears a leather lanyard around her neck, from which dangles a dark black ring with a row of diamonds set along the top; she frequently fiddles with the ring while deep in thought. Her ears are pointed and tapered; as Grimalkin, they are clearly visible, but 'Lynn' keeps the tips discretely hidden under her hair. History: A young runaway from Atlantic City, Lynn Epstein turned to a life of panhandling and petty crime to survive; one day it became too much, and she crawled into a dark alley on a chill winter night to die, but instead awoke the next day transformed! For many months she used her powers selfishly, living the high life and swindling ‘suckers’, until one night she saw a young streetwalker attacked; the FCPD’s profound indifference to the crime appalled her, and she swore that night to use her powers to help those the Powers That Be would not help. For several years, she was a member of the West End-based superhero team known as the Interceptors, along with Dynamo, Fulcrum, Jack of All Blades and William ‘Colt’ Reynolds. Three years ago she married Reynolds and retired from active crime-fighting, and she had not been seen in Freedom City since. Upon her return, Lynn reopened Silberman’s Books, the store she inherited from her grandfather on her twenty-second birthday; the building had been shuttered since she and Colt where married in it 2011. Lynn currently occupies the apartment above the shop. She recently revealed to her former teammates that time moved differently on Colt's world, where she'd been for the last three years, and she's now closer to one hundred and eight. Personality & Motivation: Being that she's a shapeshifter, it's perhaps not surprising that Lynn is rather hard to pin down; she lives very much in the 'now', making few great plans and doing her best not to dwell on the past. Her emotions are intensely felt, and she can switch from playful to angry to sad almost in the same sentence. Lynn also finds comfort in the little things, everyday wonders like bike rides in the park, ice cream of nearly any flavor, and lazy afternoons spent lying in the grass; she never seems to have enough of the simple pleasures, which makes her cherish them all the more. As a crimefighter, Grim is driven by many things: the desire to see a wasted life blossom once more, an end to cruelty, injustice and indifference, and a strong personal desire to constantly improve her technique. She likes teaming up with other heroes to see how she measures up and maybe pinch a trick or two, but she is frequently very self-critical of her own performance, to the point of downplaying her many successes. Like a trickster goddess with a vengeful streak, her personal brand of justice might seem somewhat capricious, but she would never willfully take a human life in the pursuit of the law. Powers & Tactics: Grimalkin's powers come from her faerie nature; some of them are innate, such as her keen senses and high tolerance to cold, but many of them come from her ability to manipulate glamour, the very essence of the fey. Seeing as her body is now wholly composed of glamour, she can alter it in a number of ways, such as completely changing her appearance, making herself nearly undetectable, or eluding capture; a favorite form is that of a pixie, just under one foot tall with a two pairs of gossamer wings for flight She can also create various objects seemingly out of thin air (actually her own glamour), which she uses as props, furniture or just her own amusement; she has now found a way to maintain a connection with these objects, and can use this link for surveillance purposes. In combat, Grim prefers the stealthy strike to take better advantage of her claws; when forced into a 'fair fight', she uses her wits and charm to befuddle her foes to level the playing field. She has also learned how to use glamoured objects to capture or obstruct her opponents. Complications: Cannot Eat Normal Food: Though she can still consume mundane liquids, Grim's faerie body can no longer process mundane foodstuffs; her body violently rejects any human food. Enmity of the Fey: As a fey with a human soul, and thus the capacity for genuine creativity, Grim is resented by most faerie creatures, and sometimes even considered an abomination. Prejudice (The Rich): Due to her lower middle class upbringing, Grim frequently has a hard time sympathizing with the well-to-do. She’s the Boss: Lynn employs a small number of employees at her recently-reopened bookstore; sometimes they are overly curious or manage to get into trouble. Abilities: 2 + 16 + 8 + 4 + 4 + 16 = 50PP Strength: 22/12 (+6/+1), 4 (-3) in Pixie Form (Heavy Load: 520/130 lbs., 20 lbs. in Pixie Form) Dexterity: 26 (+8) Constitution: 18 (+4) Intelligence: 14 (+2) Wisdom: 14 (+2) Charisma: 26 (+8) Combat: 24 + 12 = 36PP Initiative: +12 Attack: +12 Ranged (+14 in Pixie Form), +12 Melee (+14 in Pixie Form) Grapple: +20, +12 in Pixie Form Defense: +14 (+6 Base, +8 Dodge Focus), +3 Flat-Footed. +12 Enraged (+6 Base, +8 Dodge Focus, -2 Rage), +3 Flat-Footed. +16 in Pixie Form (+6 Base, +8 Dodge Focus, +2 Size), +4 Flat-Footed Knockback: -5, -4 in Pixie Form Saving Throws: 6 + 8 + 8 = 22PP Toughness: +10 (+4 Con, +6 Defensive Roll), +8 in Pixie Form (+4 Con, +6 Defensive Roll, -2 Size) Fortitude +10 (+4 Con, +6), +15 Enraged (+4 Con, +5 Rage, +6) Reflex +16 (+8 Dex, +8) Will +10 (+2 Wis, +8), +15 Enraged (+2 Wis, +5 Rage, +8) Skills: 152R = 38PP Acrobatics 12 (+20) Bluff 12 (+20) Craft (Artistic) 8 (+10) Craft (Structural) 8 (+10) Diplomacy 7 (+15) Disguise 0 (+8, +38 Morph) Drive 2 (+10) Gather Information 7 (+15) Handle Animal 2 (+10) Intimidate 2 (+10, +6 in Pixie Form) Knowledge (Arcane Lore) 8 (+10) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Civics) 3 (+5) Knowledge (Pop Culture) 3 (+5) Knowledge (Streetwise) 8 (+10) Knowledge (Tactics) 1 (+3) Language 1 (Hebrew) Notice 13 (+15) Perform (Dance) 2 (+10) Perform (Singing) 2 (+10) Pilot 2 (+10) Ride 2 (+10) Search 13 (+15) Sense Motive 3 (+5) Sleight of Hand 7 (+15) Stealth 14 (+22, +30 in Pixie Form) Survival 3 (+5) Swim 4 (+5) Feats: 36PP Acrobatic Bluff All-Out Attack Ambidexterity Benefit: Wealthy Defensive Attack Defensive Roll 3 (+6 Toughness) Distract (Bluff) Dodge Focus 8 Elusive Target Equipment 2 (10EP) Evasion 2 Grapple Finesse Improved Initiative Move-By Action Power Attack Rage 4 Setup Sneak Attack Takedown Attack 2 Taunt Uncanny Dodge (Auditory) Equipment: 2PP = 10EP Silberman's Books (PL12 HQ) [10EP] Size: Small [0EP] Toughness: +10 [1EP] Features: [9EP] Communications Computer Fire Prevention System Garage Gym Library Living Space Security System (DC20) Workshop Powers: 4 + 18 + 3 + 21 + 7 + 12 + 11 = 76PP Comprehend 2 (Languages 2 [speak Any, One At A Time, Understand All]) [4PP] Glamour Creation 8 (16PP Array, Feats: Alternate Power 2) [18PP] Base Power: Create Object 6 (6 cubes, Toughness +6, Lifting Strength 30 [Heavy Load: 1,600 lbs.], Extras: Duration [Continuous], Feats: Innate, Precise, Progression 2 [25ft cubes], Selective, Subtle, Drawbacks: Limited [Cannot Create Metal], Power Loss [Contact with Iron], Flaws: Feedback) [16PP] Alternate Power: ESP 7 (Range: 200 miles. Auditory, Visual, Flaws: Medium [Created Objects], Feats: Subtle) [1PP] Alternate Power: Teleport 7 (Range: 200 miles. Extras: Accurate, Feats: Change Direction, Change Velocity, Disadvantage: No Extra Weight, Flaws: Medium [Created Objects]) [1PP] Dimensional Pocket 3 (Flaw: Range [Touch], 500 lbs.) [3PP] Glamour Body 9 (18PP Array, Feats: Alternate Power 3) [21PP] Base Power: Morph 6 (Any Form, +30 Disguise, Extras: Continuous, Flaws: Limited [Cannot Mimic Metal]) [18PP] Alternate Power: Concealment 10 (All Non-Tactile Senses, Flaws: Passive, Feats: Close Range, Selective) [12PP] Alternate Power: Emotion Control 9 (Extras: Action 2 [Free], Area [Perception/Visual], Flaws: Limited to Fear, Range 2 [Touch]) [18PP] Alternate Power: Flight 4 (100mph / 1,000ft per Move Action, Drawbacks: Power Loss [Wings]) [7PP] + Shrinking 8 (Tiny: 2.5ft Space / 0ft Reach, -8 Strength, 1/2 Carry Capacity, +2 Attack, +2 Defense, -2 Toughness, -8 Grapple, +2 Knockback, -4 Intimidate, +8 Stealth, Feats: Normal Movement) [9PP] (Pixie Form) [16PP] Immunity 7 (Aging, Cold, Disease, Heat, Starvation and Thirst, All Suffocation) [7PP] Strike 6 (Extras: Penetrating [2] [DMG 7, 12 with Rage], Feats: Improved Critical 2 [18-20], Incurable, Mighty) [12PP] (Dark Faerie Claws) Super-Senses 11 (Accurate Extended [100ft Notice Increments] Hearing, Accurate Acute Extended [100ft Notice Increments] Tracking [1/2 Speed] Smell, Darkvision, Danger Sense [Auditory [11PP] Drawbacks: (-2) + (-6) = -8PP Vulnerability (Iron, Frequency: Uncommon, Intensity: Major [+50% DC]) [-2PP] Weakness (Iron, Frequency: Uncommon, Intensity: Moderate, -1 CON per minute [10 rounds]) [-6PP] Abilities 50 + Combat 36 + Saving Throws 22 + Skills 38 + Feats 36 + Powers 76 - Drawbacks 8 = 250/250 Power Points DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch Toughness (Staged) Damage (Physical) Medium DC16(18*) Medium w/ Rage DC21 Tiny DC12(14*) Claws Touch Toughness (Staged) Damage (Physical) Medium DC22(24*) Medium w/ Rage DC27 Tiny DC18(20*) Create Object Touch DC16 Reflex Trapped Fear Perception/Area DC22 Reflex No Effect DC22 Will Shaken/Frightened/Panicked *Sneak Attack
  3. Player Name: Avorez Character Name: The Human Tank II Power Level: 10 (150/150PP) Trade-Offs: -4 Attack / +4 Damage, -2 Defense / +2 Toughness Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: A clone of the original Human Tank. Alternate Identity: Henry Thompson Identity: Secret Birthplace: Fort Riley, Kansas Occupation: US Army Captain, AEGIS liaison Affiliations: AEGIS, US Army Family: Through the Original Human Tank, Henry has two children, though he really has no connection to them, these two being Avril and Troy Griffin, who are supers in the United Kingdom. It is, however, unknown as to whether or not they have children of their own, but it is highly likely that there is another generation or two of Griffins living in the United Kingdom. Though, it is worth it to mention that the Original Human Tank’s children are in their sixties, if they are alive at all. He also has a deceased brother, Thomas Griffin, also known as the hero Gunner. Description: Age: May 17th, 2001 Apparent Age: 24 Gender: Male Ethnicity: Caucasian Height: 6’3 Weight: 187 lbs, 350 lbs. when transformed Eyes: Grey, White with no pupils when transformed Hair: Brown, Dark Silver when transformed Henry is the poster-boy of a military man, tall, broad, and muscle-bound. His brown hair is usually kept in the ‘high-and-tight’ haircut, and he is usually dressed in his ACU when both on and off base, keeping himself to the Dress Regulation. It is rare to find him out of uniform, though on occasion he does go for an outing in ‘day clothes’ at the clubs Hot Licks and Fourth World. When transformed, however, Henry does not really resemble himself, becoming slightly taller, and, well, a hell of a lot heavier. Henry resembles a chrome covered man when transformed, though he isn’t the kind of transformation as Bruce Banner. Henry’s transformations really only make him a little taller and add on weight. Power Descriptions Henry’s powers allow him to lift up to 44 tons of weight, as well as being virtually impervious to damage that the average street thug can throw around. He has low-levels of being practically immovable, and when transformed has a highly dense body structure. He also has a minor ability to sense radio frequencies when transformed, his metallic body resonating when near radio systems. History: Many know the story of the Human Tank, a war hero from the United States who was one of the first American superheroes to fight in the European Theater, marrying and having children with the British superhero Lady Celtic, prior to her death fighting Nacht-Krieger. He was later transferred to the Pacific Theater, where he, along with his brother Tommy, was killed by the first Crimson Katana, Asano Ranaga. This is where the story is said to have ended, among the rumors of Hank’s vengeful spirit still calling the Earth home. Of course, things are never that easy. During the 1990s, cloning tech on a wide-scale wasn’t exactly an idea that passed through the mind of scientists in the US Army. In fact, it would be eleven years before the program showed any relevant progress. The idea was simple: Create a man who could bear the brunt of a full-on assault to clear the way for other soldiers. The next logical step to that was, why create when you can re-make? Thus, Project Rebirth was born, the rebirth of whom, you might ask. That man was, of course, the Human Tank. Burglarizing the tomb of Henry Griffin, bone samples were used to clone the Human Tank, his clone spending eleven years in a tank of his own before, in 2001, the eleven year old Henry Griffin II set foot on Earth for the first time. Henry was raised in the military, being trained in the usage of his powers from a relatively young age, being 13 when he was able to transform at will. He was adopted by a military family when he was 14, spending the remainder of his teenage years with them, going through the US Military Academy, earning a commission at the age of 23. Following his commission, he was reassigned to be an AEGIS liaison, staying in Freedom City. Personality & Motivation: Henry is a relatively chilled-out man, though he does have a penchant for being a hard-nosed man at times. He has some sort of bleed-through due to the spirit of the original Henry still being around, causing him to have some strange habits, such as enjoying the music of the 1940s, or having a particular rage against the Neo-Nazi movement. That isn’t to say, however, that Henry doesn’t have his own personality. He is a staunch patriot, serving his country regardless of whether or not it is right or wrong, and one of the ways he does this is by fighting various forms of crime in Freedom City. Powers & Tactics: Henry utilizes his abilities in a very ‘hammer-and-anvil’-esque way, with Henry being the Anvil. He usually focuses on the idea of being the forefront of a melee assault, his super-strength and nigh-invulnerability to most street thug damage allowing him to move through most enemies with relative ease. He’s a lot like a sledgehammer, when he hits he hits hard. He fights more like a boxer, except without the idea of a well-rounded defense to balance out the offensive. Complications: A Life Unlived: Henry, due to being the clone of the Human Tank, has the occasional bleed through of memories the original Human Tank, particularly when he comes into contact with others that the old Human Tank had a connection to, examples being Comrade Frost or Crimson Katana. Secret Identity: Henry has made it a point to keep his identity hidden, though that has caused issues in the past. Serve Thy Country Before Thyself: Henry holds an obligation to the US government through his military service, for better or worse. Clone: Henry does not know that he is a clone, nor does he know of the original Human Tank’s family. Odds are, they might not get along if they encountered one another. Abilities: 8 + 4 + 8 + 2 + 4 + 2 = 28PP Strength: 38/18 (+14/+4), 53/18 Lifting (Heavy Load: 19 tons 400 lbs. / 300 lbs.) Dexterity: 14 (+2) Constitution: 30/18 (+10/+4) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 10 + 14 = 24PP Initiative: +2 Attack: +4/+5 Ranged, +6/+7 Melee, +6/+7 Improvised Thrown Weapons Grapple: +26/+11 Defense: +6/+7, +3 Flat-Footed Knockback: 16/2, 18/2 at normal speed (Immovable 2) Saving Throws: 0 + 0 + 4 + 8 = 12PP Toughness: +14/+4 (Impervious 10/0) Fortitude: +10/+4 [0PP] Reflex: +6 [4PP] Will: +10 [8PP] Skills: 40R = 10PP Climb 0 (+4) Drive 3 (+5) Intimidate 15 (+16, +18 Growth) Knowledge (Tactics) 4 (+5) Knowledge (Streetwise) 4 (+5) Languages 1 (English [Native], Spanish) Notice 5 (+7) Profession (Soldier) 3 (+5) Sense Motive 5 (+7) Stealth 0 (+2, -2 Growth) Swim 0 (+4, N/A Density) Feats: 10PP Accurate Attack Attack Focus (Melee) 2 Attack Specialization (Improvised Thrown Weapons) Benefit 2 (Security Clearance, Status) Interpose Power Attack Startle Takedown Attack Powers: 66PP Metal Form 11 (55PP Container [Active, Free Action, Sustained Duration], Extras: Duration [Continuous]) [66PP] Density 6 (Mass x5, Extras: Duration [Continuous], Flaws: Permanent) [18PP] Strength +12 Immovable 2 Protection 3 (Extras: Impervious) Super-Strength 2 Enhanced Constitution 12 [12PP] Growth 4 (Large, Extras: Duration [Continuous], Flaws: Permanent) [12PP] Constitution +4 Strength +8 Grapple +4 Knockback Resist +4 Lifting STR +5 Attack -1 Defense -1 Intimidate +2 Stealth -4 Immunity 9 (Life Support) [9PP] Protection 1 (4, Extras: Impervious 7 [10]) [8PP] Super-Senses 1 (Radio) [1PP] Vulnerability (Electricity Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] Vulnerability (Magnetism Effects, Frequency: Uncommon, Intensity: Moderate [+50%]) [-2PP] Drawbacks: -0PP None Abilities (28) + Combat (24) + Saving Throws (12) + Skills (10) + Feats (10) + Powers (66) - Drawbacks (0) = 150/150 Power Points
  4. Player Name: ShaenTheBrain Character Name: Thrude ("ThrOOD") Power Level: 11 (170/171PP) Trade-Offs: -3 Attack / +3 Damage, -3 Defense / +3 Toughness Unspent Power Points: 1 Progress To Gold Status: 21/90 (Silver Status earned with ?do=embed' frameborder='0' data-embedContent>>The Scarab) Bronze Reward: 2nd PC at PL10/150PP (This one) Silver Reward: 7PP of Equipment for ?do=embed' frameborder='0' data-embedContent>>The Scarab, 4PP of Equipment for Thrude, 4PP of Equipment/Minion/Sidekick unclaimed In Brief: Dimensionally and temporally displaced Nordic goddess teams up with a crippled ex-soldier to redeem her pantheon. Alternate Identity: Princess Thrude Thorsdottir of Asgard, Astrid Kierkegaard Identity: Secret. The general public is unaware that Thrude and Astrid are effectively the same person, and they are not in universal agreement regarding Thrude's status as an actual goddess. Birthplace: Thrude: Valhalla, Asgard. Astrid: Freedom City, New Jersey, USA. Residence: Thrude: Valhalla, Asgard. Astrid: Freedom City, New Jersey, USA. Base of Operations: Thrude: Milky Way Galaxy. Astrid: Freedom City, New Jersey, USA. Occupation: Thrude: Chooser-of-The-Slain, Goddess, Princess, Superhero, Warrior. Astrid: Former Soldier collecting disability payments, part-time Uber Driver. Affiliations: Thrude: The Aesir, The Valkyries. Astrid: Dual-citizen of the USA and Denmark / European Union. Family: Thrude: Thor (Father), Sif (Mother), Odin (Paternal Grandfather), Frigga (Paternal Step-Grandmother), Jord (Paternal Grandmother), Magni (Paternal Half-Brother), Modi (Paternal Half-Brother), Ullr (Maternal Half-Brother), Heimdall (Uncle), Tyr (Uncle), Bragi (Uncle), Vidar (Uncle), Vali (Uncle), Forseti (Cousin), Baldur (Uncle, Deceased), Nanna (Aunt), Hodr (Uncle, Deceased), Loki (Adoptive Grand-Uncle), Hel (Adoptive Second Cousin), Jormungandr The Midgard Serpent (Adoptive Second Cousin), The Fenris Wulf (Adoptive Second Cousin), Alvis (Fiancé, Deceased). Astrid: Anndrea Kierkegaard-Mikkelson (Mother), Johann Kierkegaard (Father), Sven Kierkegaard (Older Brother). Catchphrase: "I SHALL SMITE THEE!" Description: Age: Thrude: Incalculable (several thousand Earth-years at least). Astrid: 23. Apparent Age: Thrude: 18. Astrid: 23 Gender: Female Ethnicity: Caucasian Scandinavian Height: Thrude: 6'0". Astrid: 5'6". Weight: Thrude: 180 lbs. Astrid: 150 lbs. Eyes: Blue Hair: Thrude: Gold. Astrid: Blonde. A deity in the image of her followers, Thrude has eyes like lightning, set into flesh as pale as fresh snow. One eye is tattooed with a black starburst, in honor of the eye her grandfather Odin sacrificed for knowledge, and in memory of the eye she temporarily lost in battle with the Fenris Wolf. The long, flowing golden locks she inherited from her mother shine like honey in the light of the sun. She usually wears them in long braids, to keep them out of the way during combat. During battle, she wears furs, leathers, and linens, dyed in bright azure and amber hues, similar to the brightly-colored jumpsuits worn by modern superheroes, and anchored with plates and buckles forged of gleaming silversteel. Astrid is nowhere near the idealized image of a Nordic goddess that Thrude embodies. She does keep herself in above-average shape for a mortal through daily rigorous exercise, though there is little she can do to slow the degredation of her lower half. Thrude stands tall with the regal, almost haughty bearing one would expect of a princess, and moves with the sure, practiced gait of a trained warrior in peak condition. Her words are always clear and crisp, from a combination of perfect enunciation and sheer window-rattling volume. Her mother’s fierce beauty bred strong and true in Thrude; were she so inclined, lucrative modeling contracts would be her’s for the taking. Astrid shares only a fraction of that beauty. Hints of the confident, disciplined demeanor from her days of military service still linger, but they are half-buried under a shroud of subdued resentment and despair. Power Descriptions: As a goddess, Thrude is stronger, tougher, and hardier than any mortal ever could be. She is equally at home on dry land, on the highest mountain, in the deepest ocean, or floating in the void of outer space. Although hunger and thirst cause her discomfort, they will not be her undoing. Like any god of the Aesir, but especially befitting the daughter of Thor and sister of Magni, Thrude’s divine strength can toss automobiles into the air with the same ease as a child tosses a ball. Blades and bullets break against her skin. As a member of a pantheon where every god is a "god of war," Thrude has received training in hand-to-hand combat. That training is obvious to anyone with comparable instruction, even despite her fighting style being aggressive to the point of recklessness and straightforward to a fault. As a wedding present, Alvis the dwarf runesmith forged for Thrude Hridgandr ("HREED-gahnder"), a weapon worthy of the Daughter of Storms. While not in use, Hridgandr takes the form of a simple, yet ornate drinking horn. However, when its power is needed, it transforms into a massive protean polearm. The ebony haft runs anywhere from one to three meters long, expanding and contracting at Thrude’s mental command. The gleaming mithril head, over a meter wide, morphs at her whim between the shape of a double-headed battle axe or warhammer. Both head and haft are etched with magical runes, killing words which summon lightning to crackle and frost to gleam along the edges. Hridgandr appears to be completely impractical, and indeed, to anyone relying solely on the laws of physics, it is worse than useless, refusing even to move from its resting place. But in the hands of those with courage and honor enough to be deemed “worthy,†it is light as a feather, even as it crushes mountains into dust or cleaves a dragon in twain. Hridgandr is, however, much more than a weapon. As with the mighty hammer Mjolnir wielded by her father, it is also a scepter for the Princess of Storms. At the wielder’s command (conscious or otherwise), mist shrouds the sky, rain and sleet pour down, and thunder and lightning crash. Electricity arcs up and down the wielder’s body and between their eyes. When they will it, the chill wind and fog coalesce into the spectral image of a magnificent eight-legged horse with lightning for eyes. This storm-horse lifts the wielder into the air and races across the sky at speeds many times that of sound or even light, leaving thunder in its wake. To honor The Pact and root herself more deeply in Midgard, Thrude has invested her power into Hridgandr and left it in the hands of a mortal woman, Astrid Kierkegaard. Astrid can use Hridgandr to summon Thrude to merge with her, effectively transforming into the goddess, by sipping liquid (even a few drops) from Hridgandr while it is in the form of a drinking horn. Astrid has only a vague, hazy awareness of her time as Thrude, and Thrude has a similar dreamlike recollection of her time as Astrid. Neither woman has much control or input over the other's actions. While in its more mundane form, Hridgandr can be carried freely by anyone. But in its true form as a massive weapon, it can only be lifted or wielded by those the magic runes engraved upon it judge "worthy," having the selfless courage and honor to defend the weak without oppressing them. History: Odin All-Father, was king of the gods of the North, the Aesir, they who had eaten of the golden apples from the Tree of Idunn and gained eternal youth and vitality beyond the reach of mortal men. Odin One-Eye gave gifts of knowledge to the northern tribes: hunting, swordplay, literacy, even brewing, all of it knowledge he gained at great personal risk and sacrifice. With Jord, also known as Gaea, the giantess who personified the very Earth itself, he begat Thor. Thor, lord of the storm, married Sif, she of the golden hair in whose fertile womb the fields bore fruit. Together, they in turn begat Thrude, Daughter of Storms, Princess of Asgard. Her name means "Power" or "Strength" in one of the oldest tongues ever spoken upon the European continent. The Aesir sought to form a lasting alliance with the Dvergur. The dwarves were unparalleled smiths and masons, masters of rune magic and creators of wondrous devices. To that end, Thrude was promised to wed Alvis, the All-Wise, master smith. He was small of stature and humble in bearing, but of great skill and kind heart. Thrude learned much during their courtship, for Alvis rivaled even Odin in his understanding of runic lore. With Thrude by her side, he forged for her Hridgandr, a great weapon fit for the Daughter of Storms, a weapon to rival the magnificence of her father's great warhammer Mjolnir. But her father, Thor, did not approve of the union. His pride could not bear the insult of a dwarf as a son-in-law and heir. So Thor tricked Alvis, demanding from him a "test of wisdom." All night did Thor ask questions of Alvis, questions about everything under the sun. And it was the sun that was the dwarf's undoing, for he was so distracted by Thor's tests that he did not notice its morning arrival until its rays turned him to stone, the fate of all dvergur touched by Sol. Consumed with rage and grief, Thrude turned away from her father, joining the Valkyries. Alongside her sister shieldmaidens, she descended unto the battlefields of Midgard, choosing the bravest and the strongest of fallen mortal warriors to train and fight and revel in Valhalla, or to quench Freyja’s appetites in the fields of Folkvangr. She helped build the army which would defend the realms from the ravages of the Jotnar on the day of reckoning, Ragnarok. She fought many battles in the name of the Aesir, and she slew many foes, men and monsters alike. It was in a battle with such a beast that young Thrude's fate was (literally) sealed. Fenris, the great wolf, Loki's foul get, had slipped his bonds once again, and Thrude had hunted him to the ends of the Earth. Goddess and Monster were locked in ferocious battle, with no quarter being asked nor given, when Loki, the unequaled trickster, trapped the them both with his sorcery. What purpose he intended in their capture, if there ever was one, has since been lost to time, having slipped through the cracks of the trickster-god's countless machinations. To the outside world, their prison appeared as simple pottery, a jar or bottle like any other. But inside the pocket dimension contained within, their battle raged on throughout the centuries. There was no sense of the passage of time for them, no frame of reference, only a void, empty save for their foe. In the year 2011 of the Common Era of the Gregorian Calendar, a clumsy and ignorant human accidentally destroyed a simple clay jar from a collection of ancient Viking relics, and unleashed both Thrude and the Fenris Wolf upon Midgard once more. Goddess and monster battled once again to a stalemate, with the White Wolf escaping into the Nine Worlds while Thrude remained on Midgard. The breaking of Thrude’s prison by a mortal fulfilled the requirement of The Pact that a god not set foot upon Earth without a human summons. Thrude was not party to the horrors of Nazi Germany in which the Aesir were complicit, nor to the subsequent agreement they made to exile themselves from the human world, so Master Mage Adrian Eldritch allowed her to stay. Thrude remained on Midgard for a time, protecting the innocent as best she could. Eventually, she decided that she could not truly defend the human world while having no ties to it, and that she needed true freedom to move between Earth and the other worlds as she pleased, so that she could hunt and pursue threats wherever they appeared or fled. She returned to Asgard, and cast Hridgandr back to Midgard, where a worthy mortal could use it to manifest Thrude. Hridgandr found Astrid Kierkegaard, the American-born daughter of Danish nationals. Astrid was a high school athlete who had enlisted in the American army right after graduation, hoping to be a career soldier. Unfortunately, an I.E.D. strike robbed her of the use of her legs, causing the Army to give her a medical discharge. She collected disability pay and drifted through what was left of her life, slowly but steadily sinking into depression and alcoholism. Through Hridgandr, Thrude saw a kindred spirit, a fellow warrior with no war to fight. She offered Astrid the chance to share her place on Midgard with Thrude, and Astrid accepted with enthusiasm the liked of which she hadn't felt since enlistment. Thus, upon the shoulders of these two young women rests the defense of the Earthly realm, of people who have either grown to hate the old gods, or have simply forgotten them. Upon Thrude's shoulders rests the honor and redemption of her entire pantheon, or as she knows them, her family. Personality & Motivation: Like any young adult, mortal or divine, Thrude isn't half as worldly or sophisticated as she thinks she is. Of all her faults, it is her naiveté to which she is most blind. Sometimes to her chagrin, Thrude takes after her parents, and indeed, her entire family. She is brave and confident to a fault, acts and speaks before thinking (often violently), and lets her boundless passions rule her. She is a linear thinker with a straightforward personality, who prefers any action at all to inaction, and like her father, this makes her gullible and easy to manipulate. A straight line is not only the quickest way between two points, it is the only way. If something doesn't fit, bend it, and if it doesn't bend, break it. Astrid is a little more disciplined thanks to her military training, and a little more mellow thanks to her injury, but only a little. But Thrude is also generous and self-sacrificing, seeking to alleviate the suffering of others by any means necessary, taking their burdens upon herself without hesitation. She will always be the first to charge in and the last to withdraw, seeking out the most powerful foes or the most dangerous hazards for herself, holding herself to a higher standard than anyone else. In her mind, there is nothing that can't be done, no foe who can't be overcome. Astrid's injury and (perceived) abandonment by the military left her less idealistic and more jaded, but through her association with Thrude, she is recovering some of her old self. Complications: Accidents: With Hridgandr in her possession, Thrude has an intimate connection with winter and stormy weather, and it is not always under her control. When she feels particularly excited, distressed, or depressed, the weather around her often changes to reflect her mood without conscious effort on her part. As a young and reckless warrior, she often takes action without full regard to the potential consequences. A GM should feel free to give her or her comrades a Hero Point in exchange for either temporarily forcing the "Uncontrolled" flaw upon one or more of her powers, or creating a new hazard as a result of their use. Anachronism: Thrude spent the last thousand years imprisoned in a pocket dimension. A GM should feel free to give her or her comrades a Hero Point when her lack of context and familiarity with the modern world creates an inconvenient misunderstanding. Brash: Thrude is young and inexperienced. She inherited her father's boundless passion and courage, but also his reckless short-sightedness and lack of tactical or scholarly acumen. She is prone to "jumping the gun," and a GM should feel free to dictate a less-than-optimal course of action for her in exchange for a Hero Point (either for her, or for an ally inconvenienced by her actions). Enemies: Thrude's family has many enemies, in the heavens and on Earth. With the rest of her pantheon forbidden to set foot on Earth, she is isolated, a prime target for their wrath. The Jotnar (giants/trolls) have gone back and forth between opposing them directly (particularly Ymir of the frost giants and Surtur of the fire giants), and undermining them with trickery and deceit (the specialty of the frost giant Loki, and the many monsters he has begotten, such as the dire wolf Fenris and the great Midgard Serpent, Jormungandr). Any who walk the branches of the world-tree Yggdrasil risk encountering dragons like Nidhoggr and Fafnir. And there are people on Earth who suffered as the result of Thor's (admittedly unwilling) service to the Nazis during World War 2. They, or their descendents, may hold Thrude personally accountable. A GM should feel free to either give these ancestral foes and their schemes center-stage, or just have them show up as supporting characters at the worst possible time. Family: Astrid's relations with her immediate family have become erratic and strained since her injury, but she does still love them, and any threat to them will take priority, even as Thrude. Honor Before Reason: The Aesir never let a little thing like "certain death" stop them from fighting the good fight. And since "doing the right thing" is more important than "winning" or even "surviving," the ends do not justify the means. An honorable defeat is better than a dishonorable victory. Thrude can only wield Hridgandr as long as she proves "worthy" of it. Lost Love: Thrude still grieves for Alvis, the dwarf runesmith to whom she was betrothed (before her father murdered him). A GM should feel free to inflict penalties upon Thrude when she is distracted by his memory, or when an enemy uses that memory to manipulate her, in exchange for a Hero Point. Reputation: The Thule Society's binding of Thor into service for the Nazis during World War 2 did incalculable damage to the global perception of the Nordic pantheon. Both superheroes and the general public will be skeptical, at best, of Thrude's intentions. A GM should feel free to give Thrude a Hero Point in exchange for making NPCs less inclined, if at all, to trust or aid her. One way to represent this mechanically would be to force a penalty (or an automatic failure) on Bluff, Diplomacy, and/or Gather Information checks. Rivalry: Like many young women before her, mortal and divine alike, Thrude's relationship with her father is complicated and contentious at best. He cheated on Thrude's mother, his wife, siring bastard sons with another goddess. He murdered Thrude's betrothed. And his weakness, his inability to resist the powers of the Thule sorcerers, single-handedly ruined the reputation of his entire pantheon in the eyes of their Earthly followers. Thrude has also developed a relationship of mutual loathing and grudging respect with the armored hero Fenris, who takes the name and face of her greatest enemy as his own. Meanwhile, the current state of Astrid's life has caused tension between her and her older, financially and professionally successful brother, Mads, and her parents, who haven't done a thorough job of concealing their desire for her to be more like him. Abilities: 16 + 0 + 16 + 0 + 0 + 8 = 40PP Strength: 30/26 (+10/+8), 50/26 Lifting (Heavy Load: 12 tons / 920 lbs.) Dexterity: 10 (+0) Constitution: 30/26 (+10/+8) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 18 (+4) Combat: 12 + 12 = 24PP Initiative: +0 Attack: +6 Grapple: +20/+14 Defense: +6, +3 Flat-Footed Knockback: -12/-7/-4 Saving Throws: 0 + 0 + 6 + 10 = 16PP Toughness: +14/+8 (+10/+8 CON, +4 Protection), Impervious 10/0 Fortitude: +10/+8 (+10/+8 CON, +0PP) Reflex: +6 (+0 DEX, +6PP) Will: +10 (+0 WIS, +10PP) Skills: 52R = 13PP Bluff 0 (+4, +12 Attractive) Craft (Artistic) 5 (+5) Diplomacy 0 (+4, +12 Attractive) Intimidate 16 (+20) Knowledge (Arcane) 5 (+5) Knowledge (History) 5 (+5) Knowledge (Philosophy/Theology) 5 (+5) Languages 8 (Anglo-Saxon [Old English], Danish, English, Faroese, German, Icelandic, Norse [Native], Norwegian, Swedish) Ride 4 (+4) Survival 4 (+4) Feats: 7PP Attractive 2 Benefit (Status [Goddess, Princess, Valkyrie]) Equipment 4 (20EP)Veteran Reward Environmental Adaptation (Storms) Interpose Startle Takedown Attack Track Ultimate Save (Will) Italics indicate a feat which was purchased as a power or part of a power. The cost is reflected under "Powers," below. Valhalla (PL11 HQ) [20EP] Size: Colossal [5EP] Toughness: +10 [1EP] Features: [14EP] Animal PensAoF Combat Simulator (Einherjar) Garage (Stables) Gym Holding Cells 2 (Toughness +15, Nullify 11) Infirmary Isolated (Asgard) Library Living Space Parade GroundsAoF PersonnelBoM (Einherjar) Pool Workshop [14EP] See >this thread for more details. Powers: 37 + 4 + 4 + 3 + 11 + 10 + 4 + 8 = 81PP Device 11 (55PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Indestructible, Restricted 2 ["Only The Worthy" can lift, use, or transform], Subtle [Transforms into an ornate drinking horn]) [37PP] (Magic Weapon, Rune Magic, “Hridgandrâ€) [7 + 2 + 3 + 16 + 27 = 55PP] Divine Travel 3 (6PP Array, Feats: Alternate Power) [7PP] Base Power: Super Movement 3 (Space Travel 3) [6PP] (Magic Wind) Alternate Power: [6PP] Super-Movement 2 (Dimensional Travel 2 [9 Worlds of Norse Myth], Feats: Progression [Cargo] 2 [500 lbs.]) [6PP] ("Bifrost," The Rainbow Bridge, The World Tree, "Yggdrasil") Environment Control 1 (Light [Moderate], 5ft radius, Extras: Action 2 [Free], Flaws: Range [Touch]) [2PP] (Magic Lightning) Flight 1 (10MPH / 100ft per Move Action, Feats: Interpose) [3PP] (Magic Wind) Immunity 30 (Cold Effects, Electricity Effects, Weather Effects, Flaws: Limited [1/2 Effect], Feats: Environmental Adaptation [storms]) [16PP] (Elemental Mastery) Storm Mastery 12 (24PP Array, Feats: Alternate Power 3) [27PP] Base Power: [11 + 12 = 23PP] Damage 4 (Feats: Affects Insubstantial 2, Extended Reach [10ft], Improved Critical [19-20], Incurable, Mighty, Variable Descriptor [bludgeoning, Cold, Electricity, and/or Slashing Damage]) [11PP] (Hridgandr Strike, Magic Weapon) Flight 6 (7, 1,000MPH / 10,000ft [2 miles] per Move Action) [12PP] (Magic Wind) Alternate Power: [24PP] Damage 14 (1,400ft Max Range, Extras: Range [Ranged], Flaws: Action [Full], Feats: Homing 2 [2 additional attempts], Improved Range 3 [1 1,400ft Range Increment], Indirect 3, Precise 2) [24PP] (Magic Lightning) Alternate Power: [24PP] Environment Control 10 (1-mile radius, Cold [Extreme: Check 1/min (1/10 rounds)], Hamper Movement [1/4 speed], Hamper Visibility [-4 Visual Notice/Search], Wind [severe: -4 Auditory Notice/Search, -4 Thrown Attacks, 50% chance to extinguish protected flames, 100% chance to extinguish open flames], Extras: Independent, Total Fade, Flaws: Action [Full], Distracting, Range [Touch], Feats: Slow Fade [1 minute per Power Point, 24 minutes total], Drawbacks: Full Power) [24PP] (Storm Summoning) Alternate Power: Flight 12 (13, 100,000MPH [Mach 130] / 1,000,000ft [200 miles] per Move Action) [24PP] (Magic Wind) Enhanced Constitution 4 [4PP] (Divine Might) Enhanced Strength 4 [4PP] (Divine Might) Features 3 (Environmental Adaptation 3 [High Gravity, Low Gravity, Zero Gravity]) [3PP] (Divine Might) Immunity 11 (Aging, Life Support [Disease, Environmental Cold/Heat/Pressure/Radiation/Vacuum, Poison, Suffocation], Starvation/Thirst) [11PP] (Divine Might) Impervious Toughness 10 (Extras: Reflective [Melee Damage], Flaws: Limited [Not Impervious vs Blessed/Celestial/Holy, Chi/Ki, Demonic/Hellfire/Infernal, Divine, Magic, or Supernatural Damage]) [10PP] (Divine Might) Protection 4 [4PP] (Divine Might) Super-Strength 4 (Lifting STR 50 [Heavy Load: 12 tons]) [8PP] (Divine Might) Drawbacks: (-4) + (-4) + (-3) = -11PP Normal Identity (Astrid must sip liquid from Hridgandr to become Thrude, Frequency: Common [Full Action], Intensity: Major) [-4PP] Vulnerability (Deceit/Trickery [bluff, Phantasms, etc.], Frequency: Very Common, Intensity: Moderate [+50%]) [-4PP] (Gullible) Vulnerability (Emotion Effects, Frequency: Common, Intensity: Moderate [+50%]) [-3PP] (Divine Passion) Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC25/23 Toughness (Staged) Damage (Physical) Hridgandr Strike Touch +5ft DC29 Toughness (Staged) Damage (Energy and/or Physical) Lightning Ranged DC29 Toughness (Staged) Damage (Energy) Totals: Abilities (40) + Combat (24) + Saving Throws (16) + Skills (13) + Feats (7) + Powers (81) - Drawbacks (11) = 170/171 Power Points Normal Identity: Astrid Kierkegaard Power Level: 5 Tradeoffs: None Power Points: 66 Abilities: 4 + 4 + 4 + 0 + 0 + 4 = 16PP Strength: 14 (+2) (Heavy Load: 175 lbs.) Dexterity: 14 (+2)Paraplegic Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 14 (+2) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +6 Grapple: +8 Defense: +6Paraplegic, +3 Flat-Footed Knockback: -2 Saving Throws: 3 + 3 + 5 = 11PP Toughness: +4 (+2 CON, +2 Body Armor) Fortitude: +5 (+2 CON, +3PP) Reflex: +5Paraplegic (+2 DEX, +3PP) Will: +5 (+0 WIS, +5PP) Skills: 52R = 13PP Climb 3 (+5) Drive 3 (+5) Intimidate 3 (+5) Knowledge (Current Events) 4 (+4) Knowledge (Pop Culture) 4 (+4) Knowledge (Tactics) 4 (+4) Languages 1 (Danish, English [Native]) Medicine 4 (+4) Notice 5 (+5) Profession (Soldier) 5 (+5) Search 5 (+5) Stealth 3 (+5) Survival 5 (+5) Swim 3 (+5) Feats: 6PP Endurance Equipment 4 (20EP) Prone Fighting Equipment: 4PP = 20EP Collapsible Baton Damage 2 (Feats: Mighty, Subtle) [4EP] Ballistic Vest Protection 2 (Feats: Subtle) [3EP] Tesla Model S Luxury Sedan (Vehicle) [13EP] Size: Huge [2EP] Strength: 35 [1EP] Defense: 8 Toughness: 10 [1EP] Features: Alarm (DC20), Disabled Driver Conversion (All Hand-Operated Controls), GPS Navigation System [3EP] Powers: Speed 4 (100MPH / 1,000ft per Move Action) [4EP], Super-Senses 2 (Direction Sense, Time Sense) [2EP] Drawbacks: -4PP Disability (Paraplegic, Frequency: Common, Intensity: Major) [-4PP] In some situations, she will effectively be immobile, and/or have an effective Dexterity and/or Reflex of 0, because of this drawback. Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC17 Toughness (Staged) Damage (Physical) Baton Touch DC19 Toughness (Staged) Damage (Physical) Totals: Abilities (16) + Combat (24) + Saving Throws (11) + Skills (13) + Feats (6) + Powers (0) - Drawbacks (4) = 66 Power Points
  5. Player Name: ShaenTheBrain Character Name: The Scarab Power Level: 15 (231/232PP) Tradeoffs: -5 Attack / +5 Damage (Mind Reading) Power Points Unspent: 1 Progress To Gold Status: 82/90 Bronze Reward: 2nd PC at PL10/150PP (?do=embed' frameborder='0' data-embedContent>>Thrude) Silver Reward: 7PP of Equipment for The Scarab, 4PP of Equipment for ?do=embed' frameborder='0' data-embedContent>>Thrude, 4PP of Equipment/Minions/Sidekick unclaimed In Brief: Phenomenal psionic power contained in a fragile mortal shell. Alternate Identities: Elena Guerrero (Current Incarnation), Alexander Rhodes (Previous Incarnation), Prince Heru-Ra of Egypt (Original Incarnation) Identity: Secret Birthplace: Santa Lucia, California, USA Residence: Pyramid Plaza Base of Operations: Freedom City, New Jersey, USA Occupation: Freelance Legal Consultant, Philanthropist Affiliations: Freedom City Historical Museum (Donor), Freedom City Ledger (Lifetime Subscriber), Freedom City Public Library (Donor), Freedom City University (Alumnus, Donor), Law Office of Nelson & Bannerly (Pro Bono Consultant), Rhodes Foundation (Board of Directors, Shareholder) Family: Josefina Vasquez de Guerrero (Mother, Deceased), Eduardo Guerrero (Father, Deceased) Description: Age: 34 (DoB: 1979) Ethnicity: Latina Height: 5'7" Weight: 135 lbs. Hair: Black Eyes: Brown Unlike the bright scarlet and yellow tights worn by her "predecessor," the "new" Scarab's costume consists of menacing armor plates overlapping in subdued shades of crimson and gold. The massive cape extending from under the shoulder plates never ceases to flow and billow dramatically behind her, subtly guided by her telekinesis. Careful observers will quickly realize that, even when she chooses to walk rather than fly, her feet never quite touch the ground. She cultivates an unsettling mystique with these subtle details. Out of costume, Elena Guerrero blends in with millions of other upwardly-mobile female professionals in law or big business. She tends toward tailored skirtsuits, sweaterdresses, and other outfits which could be described as "understated; feminine and elegant, but unremarkably so." She tends to wear combinations of different shades of red and gold, so as to provide convenient color-coding for the imaginary readers of the Freedom City PBP comic books. When it comes to clothing, she believes in paying for quality, rarely to the point of extravagance. Elena focuses on cerebral and scholarly pursuits to the exclusion of physical ones, and her body suffers for it. She is quite healthy, with a robust immune system, but she is not athletic. She is fortunate enough to have been born with genes which make weight more difficult to put on than to keep off, but what flesh she does carry lacks muscle tone. Her physique is petite, but doughy. Her facial features are conventionally pretty, but not exceptionally so. Power Description: The Scarab’s powers do not usually manifest visibly in their use, only in their effect. If she does choose to make them visible, then glowing auras of gold and/or scarlet appear around her (usually her head and/or hands) and/or the target(s) of the power. Sometimes, these auras take the form of spectral scarab beetles swarming over her target. History: Heru-Ra In approximately 3,000 B.C.E., Heru-Ra was the crown prince of the Egyptian Empire. He lacked interest in politics, neglecting matters of the physical world in favor of the philosophical and theological. Through a unique combination of meditation, contemplation, self-denial, physical exertion, and self-flagellation, he managed to achieve a measure of Enlightenment, thousands of years before the bodhisattvas and messiahs who would follow him. Heru-Ra awakened the part of his soul the Egyptians called the ka, gaining the power to exert his will directly upon the world around him. Heru-Ra's closest friend was the sorcerer-priest Tan-Aktor. The two young men shared an interest in the study of the paranormal, and they fought together often to defend Egypt from the supernatural threats of the ancient world. In their greatest victory, they prevented the evil sorcerer Ka-Khemet from using the stolen Milk of The Sun to help the minor god Sobek usurp control of the Egyptian pantheon. Ka-Khemet and his minions had sought to transfer their essences into the eggs of the crocodile god, emerging as immortal hybrid monsters. But the combined might of Heru-Ra and Tan-Aktor defeated the sorcerers, trapping them within the eggs for all eternity. Unfortunately, Tan-Aktor's lust for power soon overshadowed his loyalties to his friend and his pharoah. Along with his treacherous lieutenant Khar-Hotep, he tried to murder the royal family and seize the throne. His coup-d'etat failed, and both he and his former comrade Heru-Ra died striking each other a death blow. With Tan-Aktor dead, punishment for the failed treason fell squarely upon Khar-Hotep, who was cursed with eternal unlife and buried alive with a horde of flesh-eating scarab beetles. When Heru-Ra and Tan-Aktor stood before their gods for judgement, Heru-Ra demanded that no other but he be allowed to punish Tan-Aktor for his treachery. Impressed with his courage but insulted by his arrogance, the gods chose to punish Heru-Ra in the manner gods have always preferred above all: They gave him exactly what he asked for. Heru-Ra and Tan-Aktor were both doomed to a cycle of unending reincarnation, constantly dying and being reborn like a pair of scarab beetles from the dung. They would chase each other around the wheel of life and death, locked in eternal battle. In every new life, Heru-Ra fought to protect the innocent and uphold justice, while Tan-Aktor sunk deeper into brutality and depravity in his twofold quest to accumulate personal power and to rid himself of his eternal foe. Alexander Rhodes Alexander Rhodes was a wealthy financier and philanthropist, the C.E.O. of the Rhodes Foundation, the financial powerhouse his family had built. Rhodes had always been fascinated with Ancient Egypt, collecting every relic he could get his hands on. It wasn't until 1961 that he understood why. Like many before and since, Rhodes underwent hyponotic regression on a lark. Although meant "for entertainment purposes only," the attempt to remind Rhodes of past lives was a resounding success, revealing to him his true nature as the reincarnation of Prince Heru-Ra and reawakening his ka. With his newfound power, he put on a mask and cape and helped to usher in the resurgence of costumed superheroes as The Scarab. The Centurion and The Scarab were the the longest-running members of the original Freedom League. The Scarab’s psychic powers and diplomatic nature helped him to fulfill the role of peacemaker on the team, settling conflicts and facilitating teamwork. For nearly 20 years, he was a leader, mentor, comrade and friend to the world’s greatest heroes. Although Rhodes never personally met the Nazi sorcerer Wilhelm Kantor, he clashed frequently with agents and pawns directed by the reincarnation of his eternal nemesis. Kantor, now calling himself "OverShadow," immediately recognized The Scarab's iconography as the heraldry of Heru-Ra, and over the next two decades, he wasted countless resources in single-minded attempts to destroy his old foe. But time and time again, The Scarab and the Freedom League foiled OverShadow’s attempts at world conquest. In 1979, seeking to rid himself of his eternal foe once and for all, OverShadow recovered Sobek's eggs and removed his curse, allowing them to hatch and unleash the Scions of Sobek upon the world. OverShadow then manipulated the crocodile-headed sorcerers into hunting down The Scarab. The Scions clashed with the Freedom League at the newly-christened Pyramid Plaza, with all but The Scarab falling prey to their mind control powers. The Scarab managed to break their hold over the League with the aid of the rookie psionic hero Brainstorm, but the effort cost both heroes their lives. The general public believes that Alexander Rhodes suffered a fatal brain aneurysm. This was technically true, although the public does not know that it was related in any way to the incident at Pyramid Plaza. Daedalus fulfilled the previously agreed-upon contingency plans regarding The Scarab’s corpse. Decoy bodies were cloned. One was buried in the public grave of Alexander Rhodes, while the other was interred in a fake burial chamber in The Scarab’s Lair, the underground base Rhodes had constructed beneath the site that would eventually become Pyramid Plaza. The real body was hidden in a secret chamber of The Lair. Brainstorm was posthumously inducted into the Freedom League, and iconography depicting both him and The Scarab can be found on Heroes Knoll and all around Pyramid Plaza. In accordance with Rhodes' last will and testament, his controlling interest in the Rhodes Foundation passed to his trusted assistant, Maria Hernandez. She also inherited the secret responsibility for tending to The Scarab's Lair. Maria eventually she passed this sacred trust to her daughter, Sofia Cruz, who also eventually took her mother's place as C.E.O. of the Rhodes Foundation. Elena Guerrero Adrian Eldritch also had a role in the contingency plans for The Scarab’s death. He cast a spell which obscured any attempt to locate the next reincarnation of Heru-Ra. This protected that next incarnation from OverShadow, but also hid her from any of The Scarab’s allies. Left to her own devices, it would be nearly 30 years before she of Heru-Ra became fully aware of her own destiny. Elena Guerrero was conceived in 1979, at the moment of Alexander Rhodes’ death. Physicians had told Josefina and Eduardo that they would never conceive a child, but the soul of Heru-Ra overcame all biological barriers. Subsequent attempts by the couple to provide Elena with siblings were not successful. Josefina and Eduardo were illegal Medican immigrants, who made it over the border just in time for Elena to be born in Southern California, becoming an American citizen by default. The family settled in Santa Lucia, a small city with a large, poor Latino population, and an affluent Caucasian minority. Some children are born with a silver spoon in their mouth. Elena's parents would say that instead she was born with a sword in one hand and a shield in the other. As a child, her play consisted of fantastic games of make-believe featuring brave warrior-princes clashing with evil sorcerers on ancient battlefields. There was no schoolyard bully she wouldn’t confront, and no poor child with whom she wouldn’t split her sandwich at lunch. As childhood gave way to adolescence, childish games stood aside to make room for a revolving door of “noble causes.†Elena’s parents indulged her pickets and protests with equal parts amusement and pride. An above-average student, Elena managed to win a scholarship to Freedom City University, where she earned both her undergraduate degree and her juris doctorate. As a lawyer, she planned to use “the system†to oppose injustice and oppression, to fight for those who couldn't fight for themselves. During her studies at FCU, Elena was amazed how Freedom City felt more like "home" to her than Santa Lucia ever did. Sometimes, she would spend hours just standing on the observation deck of Pyramid Plaza, daydreaming about flying across the skyline. Unfortunately, her graduation from FCU was a bittersweet occasion, as both of her parents had succumbed to cancer mere days before the ceremony. And these were not isolated incidents. Many people in Santa Lucia were either having difficulty conceiving children, or were dying premature, cancer-ridden deaths, as a direct result of illegal toxic waste dumping by Locusta Pharmaceuticals, a joint venture between subsidiaries of Delphic Industries and Grant Conglomerates (which are ultimately pawns of The Labyrinth). a wholly-owned subsidiary of Grant Conglomerates. Specifically, it was the poor Latino residents who were dying, while the upper-class Caucasian minority looked the other way. Bribing them cost Locusta less than cleaning up the dump sites and enacting new safety procedures. The townspeople finally organized a class-action lawsuit against Locusta, but they couldn't afford a lawyer. Elena, fresh out of law school, volunteered to try the case pro-bono. Despite her lack of experience, the townsfolk were enthusiastic about a local-kid-done-good spearheading the effort. They had a lawyer they could trust, a mountain of evidence, and a line of credible witnesses. It appeared to be an open-and-shut case, which is why everyone was so surprised when they lost. Witnesses either disappeared or recanted their testimony. Existing evidence was lost or destroyed, while new evidence on behalf of Locusta “appeared.†The jury didn't even bother to deliberate before handing in a verdict in favor of Locusta Pharmaceuticals. The *crack* of the judge's gavel echoed like a thunderclap in Elena's head, setting off explosions behind her eyes. Suddenly, everything became clear to her. She started hearing the thoughts of other people, some who weren’t even present at the trial. She saw past events as if they were happening right then and there in front of her. She saw the bribes, the blackmail, and the violence, all threads in the grand tapestry of atrocity Locusta had woven around Santa Lucia. Overwhelmed and demoralized, she staggered out of the courtroom, drank herself to sleep, and caught the first bus out of town. It would be her first and last case as an attorney. Her defeat completely disillusioned Elena regarding the entire legal system. It wasn’t a shield with which she could protect the innocent and defenseless. It was a bucket in which the rich and powerful could drown those people to save a few dollars on their bottom line. If the system was so easily and thoroughly subverted by Evil, then she needed to restore the balance. Elena spent the next few months learning how to control her new powers, and how to profit from them. Precognition helped her make a killing on the stock market (and in one state lottery). Telepathy paved the way for a new career as an "independent legal consultant." Her powers helped select jury members who would render a favorable verdict, and who would be resistant to coercion from the opposing side. Those same powers could verify or refute testimony, and leave no evidence uncovered. No matter what dirty tricks the opposing legal teams or their employers used to obscure the truth or distract from it, Elena’s powers let her stay one step ahead of them. None of the law firms she worked alongside knew about her superhuman abilities; they thought she was "just that good." Most of those firms paid top dollar for her services, though she would aid “underdog†causes free of charge. The money piled up faster than she could spend it. She donated most of it to charity, or gifted it anonymously to the individual victims the system had failed. But no matter how many cases she helped win for “the good guys,†or how much money she gave away, her sleep was tormented with nightmares. She couldn't rid herself of the nagging feeling in the back of her mind that it wasn't enough, that she had to do more. Several years after her crushing defeat in that first courtroom, Elena found herself back in Freedom City. The closer she got to the downtown area, the clearer the visions became. By the time she reached Pyramid Plaza, she remembered the location of the secret entrance into the underground complex. She realized that the daydreams and nightmares were memories. Once inside The Scarab’s Lair, her lair, everything finally made sense. Minutes later, Sofia Cruz crept down into The Lair, shotgun in hand, responding the to the alarms reporting a security breach. She was skeptical of Elena at first, but Elena passed every test. She identified the fake tomb of Alexander Rhodes for what it was, and guided Sofia unerringly to his true resting place. She was able to tell Sofia things, about herself, her mother, and about Rhodes, that no one else would or could know. Eventually, Sofia was convinced, and pledged her renewed support. At long last, almost thirty years since his death, The Scarab was reborn, and all the pieces were in place to make up for lost time. Personality & Motivation: Each incarnation of Heru-Ra is an individual, with their own experiences and quirks, shaped by whatever bodies, families, cultures and time periods into which they happened to be born. But they are also connected to the experiences of every other lifetime that soul has lived. The first and the most recent incarnations tend to be the loudest, clearest voices in the choir, but all the voices come through, even if only as a dull roar in the background. Some traits remain constant in every incarnation. At its core, the soul of Heru-Ra is an unbreakable spirit, courageous, generous, and unflinchingly self-sacrificing, often to a fault. In and out of costume, Elena carries herself with an air of serene, almost unflappable nobility. She walks tall, speaks deliberately, and looks everyone directly in the eye. What some mistake for indifference or repression is in fact the calm confidence of someone who really has “seen it all.†The Scarab’s powers force her to be empathic. They allow her to see the best in others even when they cannot see it in themselves. They force her to see the world as others see it, to feel their joy and pain as if it were her own. This drives her to begin every conflict by seeking peaceful resolution, striving to turn today’s enemy into tomorrow’s ally. However, once a foe exhausts her formidable patience, there is no gradual progression between “understanding counselor†and “ruthless warrior.†Her trigger has a heavy pull, but once pulled, the result is as sudden and decisive as any other gunshot. She always gives her enemies a chance, but she rarely gives them a second one. Having both five millenia of accumulated life experience and one of the most powerful telepathic minds in the history of the world tends to make The Scarab almost uncomfortably blunt in social interactions. She usually manages to stop short of insulting people or hurting their feelings, but she also speaks frankly about taboo subjects, and gives voice to matters others leave unspoken. She has little patience for engaging in deception or manipulation, or indulging it in others. When it comes to matters of the heart and the flesh, Heru-Ra has always been open-minded, in any incarnation. This soul has lived at every point along the spectrums of ethnicity and gender identity, all the while seeing into the minds and souls of so many others. After a hundred lifetimes of watching the fickle human standards of beauty change from one culture and generation to the next, very little importance is placed upon upon the particular body those souls come wrapped in. When Elena puts on the mask of The Scarab, she changes her persona to match. Her speech pattern and word choice leans harder toward the dramatic and formal, even archaic. Like most heroes from the Silver Age, she is prone to grand gestures, long-winded moralizing, and downright “hammy†speeches. The Scarab does not "speak;" she proclaims, and occasionally, she quips. Powers & Abilities: The Scarab is the archetypal "Psionic" superhero, able to exert her will directly on the world around her, both the physical objects and the minds of other sapient beings. She can move objects from a distance, without touching them, at amazing speeds. She perceives the thoughts of those around her, and the psychic echoes those thoughts leave behind, without the normal constraints of time or space; past, present, and future events are all potentially open to her. She can also project her own thoughts into the minds of others. If she chooses, she can project her thoughts into the minds of others so forcefully that she overwhelms them, seizing control or inflicting injury. She is also able to tap into the experiences of her past lives, although the process of sifting through those memories is neither complete nor consistent. When she makes contact with the mind of another, the “voice†they “hear†is often a choir made up of the distinct voices of a hundred different lifetimes, all speaking in unison. These powers come at a cost. Even the “enlightened†human mind has limits to the amount of information it can take in and process, and The Scarab’s mind receives a staggering amount of input. She has had to develop almost superhuman levels of concentration and willpower to compensate, and even still, the strain of her powers frequently cause painful migraines, fatigue, and many nights of restless sleep, as visions of lives lived and events yet to come seep into her dreams. Complications: Addiction: Elena ingests copious amounts of caffeine and over-the-counter painkillers, to compensate for the migraines, fatigue, and loss of sleep caused by her powers. Occasionally, she must even resort to prescription-strength amphetamines and painkillers to keep herself going. If she is denied access to these medications, then she can suffer penalties as if she had a “Weakness†drawback, with the interval and severity of the cumulative penalties at the GM’s discretion. Enemy (The Labyrinth): The Labyrinth is not currently aware that Elena Guerrero is behind so many of the lawsuits and indictments that Delphic Industries and Grant Conglomerates have failed to repel in the last few years, nor are they aware that Elena Guerrero is The Scarab. However, Taurus does know that The Scarab is the reincarnation of Heru-Ra. Constantine Urallos, Jonathan Grant, Elena Guerrero, and Sofia Cruz all live at Pyramid Plaza in close proximity to one another. The corporate offices for both Delphic Industries and Grant Conglomerates are also based in Pyramid Plaza. Enemy (SHADOW): OverShadow is the reincarnation of Tan-Aktor, eternal foe of Heru-Ra. He does not know the identities of The Scarab (past or present), but he does know that both Scarabs are Heru-Ra reincarnated. Family & Friends: Sofia Cruz is both like a daughter and like a sister to Elena. Sofia is married, with children. Any threat to the safety of Sofia or any member of her family will consume the totality of Elena’s attention until it is dealth with. Feedback: If damage is inflicted on the target of The Scarab’s Mind Control or Mind Reading powers, then she may receive psychosomatic damage as well. She may also receive damage if her Mind Reading, Postcognition, or Precognition powers reveal particularly intense or traumatic memories. (See the “Feedback†flaw in the description of the “Mind Reading†power in Ultimate Power for details.) Legacy: The soul of Heru-Ra has walked the Earth for over a hundred lifetimes. In each one of them, friends and enemies were made, and debts were accumulated on all sides. Elements from any one of those lifetimes could come back to haunt Elena in the present. Nightmares: Elena’s telepathic and post/pre-cognitive powers and past-life memories tend to slip into her dreams, robbing her of restful sleep and leaving her Fatigued. Power Loss (Lead): The Scarab’s psychic powers cannot penetrate a lead barrier of at least 5mm / 1/4 inch thickness. Any mental connection she has with a target will be immediately severed if that target retreats behind such a barrier relative to her. Power Loss (Teleport Beacon): Any power effect, such as Obscure Radio, which would interfere with Radio Communication or Radio-type Super-Senses, will also disrupt the teleport beacon’s signal to The Scarab’s Lair, making it impossible to open a teleportal at the beacon’s location. Prejudice: Elena is female, Latina, openly bisexual, and “new money.†Reputation: The Scarab has engaged in an on-again/off-again romantic relationship with the super-spy and cat-burglar known as Bombshell, in multiple lifetimes. Bombshell has found herself on both sides of the law in the past. Accusations of that relationship are now a matter of public record, and The Scarab has never publicly responded to those accusations. In the eyes of some, the rumors of that relationship call into question The Scarab’s status as a hero. Secret (Identity): It is not public knowledge that Elena Guerrero is The Scarab, or that The Scarab is the reincarnation of Prince Heru-Ra of Egypt. Abilities: 0 + 0 + 4 + 8 + 12 + 8 = 32PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 18 (+4) Wisdom: 22 (+6) Charisma: 18 (+4) Combat: 8 + 8 = 16PP Initiative: +8/+4 (+4 INT, +4/+0 Enhanced Improved Initiative) Attack: +4 Base, +10 Telekinesis (+4 Base, +6 Accurate), +10 Mind Reading (+4 Base, +6 Accurate) Grapple: +4 (+4 Attack, +0 STR), +20 Telekinesis (Power Rank 10, +10 Attack) Defense: +10/+4 (+4 Base, +6/+0 Shield), +2 Flat-Footed Knockback: -1, -5 Force Field, -1 Flat-Footed Saving Throws: 2 + 4 + 14 = 20PP Toughness: +10/+2 (+2 CON, +8/+0 Force Field), +2 Flat-Footed Fortitude: +4 (+2 CON, +2PP) Reflex: +10/+4 (+0 DEX, +4PP, +6/+0 Enhanced Reflex)Evasion Will: +20 (+6 WIS, +14PP) Skills: 80R = 20PP Concentrate 9 (+15)Second Chance Diplomacy 11 (+15)Skill Mastery Gather Information 8 (+20/+12)Discrete Inquiry, Skill Mastery, Well-Informed Investigate 8 (+20/+12)Skill Mastery Knowledge (Business) 4 (+8) Knowledge (Civics) 4 (+8) Languages 4 (American Sign Language, Egyptian, English [Native], Latin, Spanish) Medicine 1 (+15/+7)Skill Mastery Notice 6 (+20/+12)Skill Mastery Perform (Oratory) 11 (+15)Skill Mastery Search 8 (+20/+12)Skill Mastery Sense Motive 6 (+20/+12)Skill Mastery Feats: 10PP Beginners Luck Benefit 3 (Status [Legacy of The Scarab], Wealth 2 [Rich]) Challenge (Discrete Inquiry) 4 Connected Equipment 7 (35EP)Veteran Reward Evasion Improved Initiative Improvised Tools Interpose Jack of All Trades Quick Change Second Chance (Concentrate) Skill Mastery 2 (Diplomacy, Gather Information, Investigate, Medicine, Notice, Perform [Oratory], Search, Sense Motive) Speed of Thought Trance Well-Informed Italics indicate a feat which was purchased as a power or part of a power. The power point cost of these traits is listed under “Powers,†below. The Scarab's Lair (PL15 HQ) [35EP] The Scarab's Lair is an underground pyramid buried beneath the foundations of Pyramid Plaza. Though decorated with an Ancient Egyptian motif, the aged facades are purely cosmetic. Concealed behind them are the highly advanced technology which maintains the complex, courtesy of Daedalus and Doktor Archeville. The Lair is detailed in Freedom City Atlas #2, and it is updated in ?do=embed' frameborder='0' data-embedContent>>this thread. Size: Huge [3EP] Toughness: +15 [2EP] Features: [30EP] Communications ComputersMasterwork Concealed 2 (+15 DC) Defense System (Blast 15) (Scarab-Bots*) Fire Prevention System Gym Holding Cells (Nullify 15) InfirmaryMasterwork LaboratoryMasterwork LibraryMasterwork Living Space Personnel (Scarab-Bots*) Pool Power 2 (60PP) Power System Security System 5 (DC40) Self-Repairing (Scarab-Bots*) Treasure** WorkshopMasterwork *The Scarab-Bots are tiny robotic scarab beetles, made from a gleaming gold/titanium alloy. Swarms of them scuttle throughout the Lair, guided by a rudimentary artificial intelligence. Each Scarab-Bot is equipped with a powerful miniaturized energy blaster, used as much for utility as for combat. Their primary function is to maintain, repair, and defend the Lair, though they are capable of other basic tasks. **This Feature is for the chamber in The Scarab's Lair described in Freedom City Atlas #2 as follows: The vaulted Great Hall is home to many of Alexander Rhodes’ prized ancient artifacts and trophies, including an entire Egyptian chariot, carved pillars and statues from Giza and other parts of Egypt, glass cases of jewelry, frame papyrus scrollwork, and archeological curiosities from other time periods, associated with his other lifetimes. Powers: [52/60PP] Teleport 10 (200,000 miles ["Earth To The Moon"], Extras: Accurate, Duration 2 [Continuous], Portal 2, Flaws: Limited [Others], Limited [To/From HQ], Feats: Change Direction, Progression [Portal Size] 1 [10ft x 10ft]) [52PP] The Scarab's teleportals appear to be giant glowing golden ankh-shaped holes in space. The portals are lined with crackling lightning. Air in the immediate vicinity rushes into the portal, creating a light wind. In order to open a teleportal, the subject must either be in the teleporter junction room of The Scarab's Lair, or else they must have a Scarab's Lair Teleport Beacon, a small device about the size of a quarter which sends a radio signal to the computer controlling the teleporter. Any power which interferes with Radio Communication or Radio senses can block the signal, in which case the character should receive a Hero Point for the Complication. Possession of a beacon requires that the character pay 1PP for a Benefit or Feature, and that the character be on ?do=embed' frameborder='0' data-embedContent>>the list of characters to whom The Scarab has granted access. Powers: 9 + 5 + 14 + 2 + 12 + 3 + 12 + 50 + 6 + 4 + 6 + 10 = 133PP Enhanced Reflex 6 (Feats: Evasion, Improved Initiative 2) [9PP] (Precognition, Telepathy) Enhanced Skills 8 (Medicine 8, Feats: Beginners Luck, Improvised Tools, Jack of All Trades) [5PP] (Past-Life Memory) Enhanced Skills 40 (Gather Information 8, Investigate 8, Notice 8, Search 8, Sense Motive 8, Feats: Challenge [Discrete Inquiry] 4*) [14PP] (Precognition, Telepathy) As stated in the "Power Loss" Complication (see above), these skill bonuses do not apply to checks made to notice or locate anything or anyone which is hidden behind a barrier of lead at least 5mm / 1/4 inch thick. *This is 4 ranks of a feat offsetting the “Discrete Inquiry†skill challenge for Gather Information. Normally, avoiding scrutiny while making a Gather Information check requires a -20 penalty. With 4 ranks, each offsetting a (-5) penalty, a Gather Information check can be made discreetly with no penalty. Features 2 (Quick Change [Psi-Reactive Morphic-Molecule Costume], Teleport Beacon [The Scarab's Lair]*) [2PP] (Technology) *See “Equipment,†above, for details regarding the teleport beacon. Flight 5 (250MPH / 2,500ft [1/2 mile] per Move Action, Feats: Interpose, Subtle) [12PP] (Telekinesis) Immunity 6 (Fear, Interaction Skills, Flaws: Limited [1/2 Effect]) [3PP] (Telepathy) Psionic Defense 2 (10PP Container [Active, Free Action, Sustained Duration], Feats: Selective, Subtle) [12PP] (Telekinesis) [4 + 6 = 10PP] Force Field 8 (Flaws: Limited [Dodge Bonus]) [4PP] Shield 6 [6PP] Psionics 21 (42PP Array, Feats: Alternate Power 8) [50PP] Base Power: [15 + 14 + 13 = 42PP] Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Feats: Progression [Counter/Save DC] 5 [Rank 15 / DC25]) [15PP] (Mind Control, Telepathy) Mind Reading 14 (15, Extras: Action 2 [Free], Linked [Communication, Comprehend, Super-Senses], Mental, Sensory Link, Flaws: Communication-Dependent, Duration [instant/Lasting], Limited [surface Thoughts]) [14PP] (Telepathy) See the standalone “Telepathy†power, below. Move Object 1 (100ft Max Range, Lifting Strength 5 [Heavy Load: 100 lbs.], Extras: Damaging, Feats: Accurate 3 [+6 Attack], Improved Range 3 [1 100ft Range Increment], Indirect, Precise, Subtle 2) [13PP] (Telekinesis) Alternate Power: [41PP] Damage 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Feats: Subtle) [41PP] (Mental Blast, Psychosomatic Damage, Telepathy) Alternate Power: [42PP] Damage 10 (Extras: Alternate Save [Fortitude], Range [Ranged, 1,000ft Max Range], Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Improved Range 3 [1 1,000ft Range Increment], Indirect, Precise, Subtle 2) [42PP] (Internal Attack, Telekinesis) Alternate Power: [25 + 14 = 39PP] ESP 4 (Mental Senses, 1 mile, Extras: Duration [sustained], Simultaneous, Flaws: Saving Throw [Will], Feats: Progression [Counter / Save DC] 11 [Rank 15 / DC25], Rapid 5 [x100,000], Subtle [DC35 Notice]) [25PP] (Clairvoyance, Telepathy) Normally, a search check for an area 1 mile in diameter takes 1 hour, and taking 20 on that check takes 20 hours. With Rapid 5 (x100,000), The Scarab can take 20 on that Search check and hit DC40 as a Free Action (0.72 seconds). Mind Reading 14 (15, Extras: Action 2 [Free], Linked [Communication, Comprehend, Super-Senses], Mental, Sensory Link, Flaws: Communication-Dependent, Duration [instant/Lasting], Limited [surface Thoughts]) [14PP] See the standalone “Telepathy†power, below. Alternate Power: [42PP] Mind Control 10 (Extras: Conscious, Instant Command, Mental, Sensory Link 2 [simultaneous], Flaws: Action [Full], Staged [Dazed/Compelled/Controlled], Feats: Mental Link, Subtle) [42PP] (Telepathy) Staged Power Effects: Fail by 1-4: Dazed. Victim uses all their actions to resist the control. Fail by 5-9 (or by 1-4 while Dazed): Compelled. Victim can be forced to take one standard or move action per round. Victim uses their other action each round to resist the control. Fail by 10+ (or by 1-9 while Compelled): Controlled. Standard Mind Control effect. This flaw is suggested as an option for Mind Control in Ultimate Power. The "Compelled" condition is adapted from Mutants & Masterminds 3rd Edition. Alternate Power: [15 + 6 + 2 + 13 + 6 = 42PP] (Telepathy) Concealment 10 (All Non-Mental Senses, Flaws: Phantasm, Feats: Progression [Counter/Save DC] 5 [Rank 15 / DC25]) [15PP] (Mind Control, Telepathy) Communication 1 (Mental, 10ft, Extras: Linked [Comprehend], Feats: Rapid 5 [x100,000], Subtle, Drawbacks: Limited [Not Two-Way]) [6PP] Comprehend 1 (Languages 1 [speak Any], Extras: Linked [Communication]) [2PP] Mind Reading 20 (Extras: Action [Move/Standard], Linked [super-Senses], Flaws: Duration [instant/Lasting], Range 2 [Touch], Feats: Accurate 3 [+6 Attack], Extended Reach [10ft], Subtle 2) [13PP] Super-Senses 7 (Analytical Thought Awareness, Mind Awareness [Mental, Very Common Descriptor], Extras: Acute, Analytical, Linked [Mind Reading, Super-Senses], Ranged [10ft Notice Increments], Flaws: Saving Throw [Will]) [6PP] See the stand-alone "Thought Awareness" Super-Senses, below. Alternate Power: [42PP] Move Object 10 (1,000ft Max Range, Lifting Strength 50 [Heavy Load: 12 tons], Extras: Damaging, Feats: Accurate 3 [+6 Attack], Improved Critical 2 [18-20], Improved Range 3 [1 1,000ft Range Increment], Indirect, Precise, Subtle 2) [42PP] (Telekinesis) Alternate Power: [41PP] Stun 10 (Extras: Alternate Save [Will], Mental, Range 2 [Perception], Sleep, Feats: Subtle) [41PP] (Mind Control, Telepathy) Alternate Power: [32PP] Transform 15 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaws: Action [Full], Distracting, Feats: Precise, Subtle) [32PP] (Telepathy) Super-Senses 6 (Danger Sense [Mental], Postcognition [Flaws: Uncontrolled], Precognition [Flaws: Uncontrolled], Uncanny Dodge [Mental]) [6PP] Super-Senses 4 (Psionic Awareness [Mental, Common Descriptor], Extras: Radius, Ranged [10ft Notice Increments]) [4PP] As stated in the "Power Loss" Complication (see above), this sense cannot perceive the use of a power effect if the user is hidden behind a lead barrier at least 5mm / 1/4 inch thick. This sense cannot perceive an ongoing power effect if the subject of that effect is hidden behind such a barrier. Super-Senses 6 (Thought Awareness [Mental, Very Common Descriptor], Extras: Acute, Radius, Ranged [10ft Notice Increments]) [6PP] As stated in the "Power Loss" Complication (see above), this sense cannot perceive thoughts from the minds of beings which are hidden behind a lead barrier at least 5mm / 1/4 inch thick. Telepathy 2 (10PP Container [Active, Free Action, Sustained Duration]) [10PP] [6 + 2 + 1 + 1 = 10PP] Communication 6 (Mental, 20 miles, Extras: Linked [Comprehend, Mind Reading, Super-Senses], Flaws: Limited [Not Two-Way], Feats: Insidious, Rapid [x10], Subtle) [6PP] As stated in the "Power Loss" Complication (see above), this power cannot be used to initiate contact with the mind of a being who is hidden behind a lead barrier at least 5mm / 1/4 inch thick. Ongoing contact with the mind of a being who moves behind such a barrier is immediately severed. Comprehend 1 (Languages 1 [speak Any Language], Extras: Linked [Communication, Mind Reading, Super-Senses]) [2PP] Mind Reading 1 (Extras: Action 2 [Free], Linked [Communication, Comprehend, Super-Senses], Mental, Sensory Link, Flaws: Communication-Dependent, Duration [instant/Lasting], Limited [surface Thoughts]) [1PP] Multiple alternate powers in the "Psionics" array (see above) devote 14PP to increasing the rank of this Mind Reading effect from 1 to 15. Super-Senses 2 (Accurate Thought Awareness, Extras: Linked [Communication, Mind Reading, Super-Senses], Flaws: Limited [Mind Reading]) [1PP] See the standalone “Thought Awareness†Super-Sense, above. Combat Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage (Physical) Concealment Personal DC25 Will Total Concealment ESP Extended DC25 Will ESP Memory Alteration Perception DC25 Will Transformed Mental Blast Perception DC25 Will (Staged) Damage (Energy) Mind Control Perception Will (Staged) vs +10 Dazed/Compelled/Controlled Mind Reading (Surface) Perception Will vs +15 Mind Reading (Surface) Mind Reading (Probe) Touch +5ft Will vs +20 Mind Reading (Probe) Stun Perception DC20 Will (Staged) Dazed/Stunned/Asleep Telekinesis Ranged DC25 Toughness (Staged) Damage (Energy) Telekinesis (Internal) Ranged DC25 Fortitude (Staged) Damage (Energy) Telekinesis (Thrown Object) Ranged DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (32) + Combat (16) + Saving Throws (20) + Skills (20) + Feats (10) + Powers (133) - Drawbacks (0) = 231/232 Power Points
  6. Terrifica Power Level: 15 (built as PL 10; 229/244 PP) Trade-Offs: +5 Attack, -5 Damage (unarmed); +3 Attack, -3 Damage (Terrifi-Staff Melee); +2 Attack, -2 Damage (Snare & Dazzle); +2 Damage, -2 Attack (Terrifi-Cannon); Unspent PP: 15 In Brief: Terrifica is a supergenius Cowl with Gadgeteer elements. Alternate Identites: Qiaolian Song (largely defunct), Samantha Carson (current) Identity: Secret Birthplace: Rural China (half raised in Boston, Mass.) Occupation: Associate Professor of Physics Affliations: MIT, Mensa Family: Lucas Carson (father, missing), Meili Song (mother, deceased), Cassandra Carson (great aunt), Stan Gresham (husband), Lucas Gresham (son born Aug 30, 2012), Meili Gresham (daughter born Feb 13, 2014), the Carson family (black sheep of), the Song family (black sheep of) Age: 24 (born Jun 10, 1990) Apparent Age: early 20s Gender: Female Ethnicity: Half Han Chinese, half Anglo Saxon Height: 5’ 4” (5’ 6” in costume) Weight: 115 lbs. Eyes: Dark Brown Hair: Brown Description: Finely built with athletic musculature, If Sam ever played to it she would be beautiful. Unfortunately, she’s a thinker, not a fashion model or piece of meat for ogling. She keeps up with fashion in a general way, not committing any grave faux pas, but you’ll only find her in something pricey when the occasion calls for it. That said, she does appear to be resolutely against denim and sweatclothes, as she’s never worn either. Her costume is dark blue and appears formfitting, even though it’s just thick. It covers her from head to toe, only leaving from for the bottom of her nose, her mouth, and her chin. A wide orange stripe runs down the sides of both arms and both legs. There is an orange T on her forehead, with the bottom line sliding between her eyes. She pairs it with an ordinary Badass Longcoat or a short jacket. The coat is simply the same shade of dark blue. The jacket shares the suit’s color and stripes, and has a small orange T over the left breast. History: A man named Lucas Carson went to China to spread the Good News of Jesus. He fell in love and married a local, Meili Song. They had a daughter, Qiaolian, who they cared for very much. However, the local Chinese officials slowly got wind of Lucas’s actions, and began to pursue him. Soon, it was too dangerous to bring a small child along all the time. So Lucas and his lady love began to leave Qiaolian at a local Buddhist temple that did double duty as an orphanage of sorts. One day, not long after Qiaolian’s eight birthday, they left her there again…and never came back. Qiaolian missed them terribly, but she had friends, and the monks were nice. Plus a aged Kung Fu master had set up shop and was teaching some of the children, including Qiaolian. And then her powers kicked in, increasing her IQ exponentially. She had more than enough to do. Four years later, a white man came to the temple. He worked for Cassandra Carson, Lucas’s aunt. He was looking for Lucas, but instead found Qiaolian, who calmly explained who she was and why he should care. In exquisite and exacting detail. It wasn’t a full week before Qiaolian was headed to America (Boston, specifically), home of the fairly large Carson family. Cassandra was not impressed by the “dirty little chinagirl” and immediately changed her name to Samantha. Sam blurred through schools, far too intelligent for the material in middle and high school. She became one of Boston College’s youngest students in their entire history at 16. There, her rapid pace slowed, not due to the increased difficulties of the material, but due to studying virtually everything under the sun. A teenaged Terrifica had a short career as a local crime fighter, but at the time it didn’t interest her any more than anything else and she quickly dropped it. It was during this time she met Stan Gresham, the man who would become her husband. She was 18, he was 23. Love happened. Eventually. Stan graduated and started his psychology practice, and Sam fast-tracked herself through MIT. They got married. Their son, Lucas was born. Named after Stan’s mentor, not Sam’s dad. Sam graduated MIT and took them up on their professorship offer. Meili, their daughter, was born. Sam felt…unfulfilled. A genius like her should be more than just…this. The same dark anger that propels so many super genius into madness and villainy crept upon her. But unlike them, she had Stan, her continuing piecemeal devotion to Buddhism, and a genuine desire not to be another cliché bad girl. She thought for months on end. What could she possibly do where she wouldn’t displace anyone or cause harm to the innocent? Frickin’ duh. Superhero. Terrifica made her comeback. Personality & Motivation: The first thing to understand about Terrifica’s personality is that her parents dropped off the face of the earth when she was eight years old. She did not have her powers yet. She was just a powerless and ignorant child. Then she got a power. The best possible power for someone who felt that way. She started running away from those two feelings, and hasn’t stopped since. Yes, being superhumanly intelligent has bred a certain degree of arrogance, however the former still applies. Which is the first reason she can’t permit herself to ever be wrong. There’s any number of excuses that can salve her psyche, however. If she was ever truly wrong, then she was ignorant. If she’s ignorant, then she’s powerless too. And suddenly she’s a terrified eight year old again. Understandably, she doesn’t go there. Second thing, from the age of twelve to eighteen she was raised by her great aunt Cassandra Carson. Blue blooded aristocratic hell witch. That woman believes she’s superior to everyone because of her pure bloodline and stellar (if only human) intellect, and she hated the fact that her son diluted the precious blood. Even if young Samantha Carson tried mightily to ignore the lessons of that cold loveless house, many of them stuck. They appealed to someone who was objectively superior (in one way) and felt unwanted, unloved, and alone. She is slowly shedding those mannerisms, but negative emotions can bring it all right back. Like fear. Or anger. She knows how to treat people properly, but one’s past is never that easily conquered. Of course, that isn’t all there is to it. See Fourth, below. Third, one of the main lessons of that cold and loveless house is that intelligence is the most important quality in a human being. It was the only thing of hers Cassandra never insulted. Thusly, Terrifica considers her intelligence her only valuable asset. She is very proud of it specifically because she doesn’t believe anything else about her is particularly special. Her aunt Cassandra made very sure of that. Cassandra literally changed her name without her consent or indeed any input from her at all. She still, in some ways, sees herself as the “dirty little chinagirl” her aunt always referred to her as. Not worthless, necessarily, but certainly not someone of value. Fixing things, solving problems, making things right after they go wrong, figuring out an explanation for the inexplicable. All of these things give her that boost to her self esteem. Hence why she works so hard to prove herself, and is always thinking about everything from every conceivable angle. It’s also why someone calling her some variation of stupid causes such a negative reaction. It’s an attack on the core of her self-worth. Furthermore, it’s another reason why she must be right. Of course, she isn’t consciously aware of this inner self image. Fourth, contradicting her efforts is the fact that she also considers her superhuman intellect extremely dangerous. Walking around with a dirty nuke level dangerous. There are all sorts of terrible ramifications and consequences of using her extreme intellect on the world. There are all sorts of wonderful ones, too, but those aren’t the ones she loses sleep over. She considers managing her intelligence so that it doesn’t hurt anyone, even indirectly, the single most important responsibility she has. She is terrified to a level she fundamentally can’t grasp about failing in that responsibility. To the point that, aside from the lessons of her aunt Cassandra, that is the main reason she’s so harsh as Terrifica. The harshness comes from her knowing that people who aren’t harsh like she is. The kind ones, mannerly. They make people fond of them, and prone to listening to them. Doing what they say. There aren’t words for how terrifying a prospect that is to her. She can’t possibly account for all the variables in how her positive influence might go wrong. Being harsh is just so much easier on interpersonal relations, not to mention it’s more natural to her (again, because of aunt Cassandra). Professor Samantha Carson is a much nicer person, but Professor Samantha Carson will never be in a position to effect change in the world. Intentionally so. If Terrifica gets something wrong, people will get hurt, and she will have failed in her responsibility. This is absolutely unacceptable, so she (once again) must be right at all times. Fifth, to not fail or ever be wrong she has developed a very controlling personality, in addition to being harsh and caustic. Because she must be right and in order to do that she requires all the information she can get. And that comes from being the person in charge of a given situation. It’s not that she minds taking orders, it’s that she is deeply concerned about the fallibility of those giving the orders. A fallibility she will not permit herself to share. Even when things go wrong, and objectively it isn’t her fault in the slightest…she still considers it to be her fault. Her failure. She can, of course, be perfectly reasonable about this, but it doesn’t mean the feeling goes away. That she could have done better. Done more. Sixth, she doesn’t really understand people all that well. Knowing psychology is one thing, practicing it in person is another. To be fair…she’s not like regular people. Her extreme intelligence and high mental speed are unique among superhumans. There is only a tiny amount of people on earth who know what it is like to even have one of those two abilities. Let alone both. So in a very real sense, she has no idea what it’s like to be a regular person. She doesn’t know what they think or what they feel. She can only theorize. And god, does it show. Of course, it always bothers her, because of all that above. Finally, with all that said… Terrifica is also a woman with a deep well of compassion, a strong sense of ethics, and an endless supply of kindness. Once you get to know her, anyway. She doesn’t make it easy, as she will only show even the slightest emotional vulnerability to someone who has very much earned her trust and respect. Which is a task in and of itself, considering all her other issues. Her goal, her true goal, is not to dominate and control. Not to keep the people where they were and let her do all the thinking. NO. A thousand times NO. Her goal is to bring the common person up to her level. To apply enough education and training that the entire human race improves dramatically from its present state. Then, and only then, can she walk beside them as equals. This is her dream. One of the two things she wants most in the world. The other being to finally find out what happened to her father. It’s not out of love at this point, though she does still cling to his memory. It’s because being unable to solve his disappearance has become a failure. And as has been said, this cannot be allowed to stand. Power Descriptions: Terrifica would have been a rare genius without her metagene activating. With it, she’s smarter than anyone in the world, with a brain that in its functioning resembles a computer much more than a bundle of neurons. Additionally, she is well schooled in Kung Fu, dating from childhood. Her self made costume, the Nano-Fiber Battlesuit, is more protective than your average hero costume, increases her strength by a moderate amount, helps her see in the dark, and has a few modifications so that it can worn year round. For the record, its descriptors are chemical, not technological. She’s thought ahead in that regard, with the exception of the suit’s Datalink. That, however, is independent from the rest of the suit. She carries a multi functional quarterstaff she calls the Terrifi-Staff. Because Terrifica is a nerd. Also, she adores brand naming. She can just hit people with it, obviously, but it has a high powered taser on one end and an energy emitter on the other. The emitter can well, emit, a flash on energy that can screw up a person’s hearing and vision, a heat displacer beam that can freeze someone in a block of ice, or charged particles in the form of a heavy particle cannon. The best part? It’s collapsible, so she can wear it on her belt. Powers & Tactics: Some heroes (and people) go with violence first. Or second. Terrifica does not. She prefers to solve problems with a minimum of pain and suffering on both sides due to the influence of her Buddhist beliefs. She’s a thinker, not a thug. She’s more likely to call in a tip about street crime than actually punch the thugs out herself. That said, when she does fight, she doesn’t hold back. The faster enemies are defeated, the less they have to be injured. With the Terrifi-Staff available, she’ll Snare or Dazzle weaker foes at range, and Stun anyone who gets too close. With the Staff’s improved power and accuracy, the Snare and Dazzle are even more impressive. Also, the Cannon’s improved power means she typically refrains from using it on garden variety foes, and indeed anyone without some demonstrated degree of Impervious or ridiculous durability feats. Complications: Dark Secret: Terrifica is directly responsible for the death of the Chinese official who had her mother killed. She didn’t murder him with her own two hands, but she did set up his comeuppance. She could have shown compassion. Let him have life in prison. Instead she watched him die slowly. Somebody else might regret this. Terrifica does not. Justice was served, she says, and that’s the end of it. A GM may award a hero point for this coming back at her. I’m A Brain, Not A Fist: Terrifica vastly prefers to solve matters without violence, due to her blended Buddhist/Christian upbringing. She will always try to talk things out, use stealth, or whatever nonviolent option is available. A GM may award a hero point whenever direct combat is the best (or only) choice and Terrifica doesn’t accept that. I’m The Most Intelligent Person In The World: Terrifica, god bless her, is a supergenius. The problem is that she’s extremely aware of it. Thus she’s developed a belief that there isn’t anything she can’t understand given enough time. Her plans will always succeed, because they are made by her. Her ideals and principles must be correct, because they are hers. She is virtually incapable of being wrong about anything whatsoever. Anyone who can’t see that is (according to the Carson house lessons) either misguided, misinformed, or an idiot. And (of course), they need to be informed of their status. A GM may award a hero point for Terrifica’s personality flaws getting the better of her. Oh, Now That’s Interesting: Terrifica loves to learn things, acquire new knowledge, figure things out, and etcetera. It’s a passion of hers, bordering on (if not outright falling into) obsession. So much so that she will purposefully delay stopping a criminal scheme until she’s figured out exactly how it works. Or not stop that death ray blastin’ robot until she’s mapped out how it was meant to be shut down. Oh, Right. Heroes Save People, Don’t They?: Terrifica doesn’t quite share the same moral code as most heroes. Yes, saving puppies and small children is very important, but that mass murderer falling off a roof she’s pretty much unconcerned about. Put simply, she doesn’t care about the lives of morally reprehensible individuals. She’ll let them die, be maimed, or whatever other terrible thing. Innocents she’ll protect, but the guilty will have to look after themselves. A GM may award a hero point when this becomes a problem. People Don’t Just Disappear: Her father disappeared without a trace when she was eight years old. She’s spent years pursuing every lead, no matter how small. She is absolutely obsessed with finding him. It is both the thing she wants most in the world and the last thing in her life that makes no sense. And everything in creation is supposed to make sense. Secret Identity: Terrifica keeps her identity and life as Samantha Carson extremely secret. She will do anything up to but not including directly murdering someone to keep it that way. What’s Wrong With You People?: People who take pride in their lack of intelligence infuriates Terrifica to no end. Why on earth or anywhere else would you be proud of being lesser? Happiness or satisfaction she can and does tolerate, but remaining stupid and ignorant out of pride in those conditions is the one thing that can make her truly hate. A GM may award a hero point for Terrifica behaving irrationally because of this. Abilities: 4+8+6+14+4+6=42 Strength 20 (+5) [14 (+2)] (Enhanced Statistic) Dexterity 18 (+4) Constitution 16 (+3) Intelligence 40 (+15) [24 (+7)] (Enhanced Statistic) Wisdom 28 (+9) [14 (+2)] (Enhanced Statistic) Charisma 16 (+3) Combat: 16+10=26 Initiative: +15 (+4 without powers) Attack: +8 Base, +9 Melee, +12 Snare & Dazzle, +13 Stun & Strike, +15 Unarmed Grapple: +14 Defense: +10 (+5 base, +5 Dodge Focus) +3 Flat Footed Knockback: -5 Saving Throws: 4+6+1=11 Toughness: +10 (+3 Con, +5 Protection, +2 Defensive Roll) Fortitude: +7 (+3 Con, +4) Reflex: +10 (+4 Dex, +6) Will: +10 (+9 Wis, +1) Skills: 64 Ranks = 16 PP Acrobatics 11 (+15) SM Bluff 12 (+15)SM Craft (Electronic) 1 (+16) Craft (Mechanical) 1 (+16) Computers 1 (+16)SM Concentration 1 (+10) Diplomacy 7 (+10) Disable Device 1 (+16)SM Investigate 1 (+16) Knowledge (Life Sciences) 1 (+16) Knowledge (Physical Sciences) 1 (+16) Knowledge (Technology) 1 (+16) Language 2 (Mandarin Chinese, Cantonese Chinese; Base: English) Medicine 1 (+10)SM Notice 6 (+15)SM Sense Motive 6 (+15)SM Stealth 11 (+15)SM Feats: 37 PP Assessment Attack Focus (Melee) 1 Attack Specialization (Unarmed) 3 Beginner's Luck Benefit 1 (Wealth 1) Challenge 2 (Improved Feint, Improved Taunt) Defensive Roll Dodge Focus 5 Equipment 5 [25EP] Improvised Tools Improved Trick Inventor Jack-of-All-Trades Luck 3 Master Plan Online Research Precise Shot Redirect Skill Mastery 2 (Acrobatics, Bluff, Computers, Disable Device, Medicine, Notice, Sense Motive, Stealth) Takedown Attack Taunt Uncanny Dodge (auditory) Well-Informed Enhanced Feats Eidetic Memory Speed of Thought Equipment 5 (25EP) Terrifi-cycle (Vehicle) [15EP] Size: Medium [0EP] Strength: 25 (Medium Load: 533 lbs.) [3EP] Defense: 0 [0EP] Toughness: +10 [5EP] Features: [1EP] Remote Control Powers: [6EP] Morph 1 (+5 to Disguise; Ordinary Motorcycle) [1EP] Speed 5 (250mph / 2,500ft per Move Action) [5EP] Terrifi-Labs (Headquarters) [10EP] (Location: Hanover, Freedom City) Size: Diminutive [-2EP] Toughness: +10 [1EP] Features: [11EP] Communications Computer Fire Prevention System Garage Gym Laboratory Library Living Space Power System Security System Workshop Powers: 22+19+40+16=97 Device 5 ( 25 PP Container; Power Feats: Restricted 2 [Only Usable by Terrifica]; Flaw: Hard-to-Lose ) [22PP] (Nano-Fiber Battlesuit) Datalink 1 [1PP] Enhanced Strength 6 (to STR 20/+5) [6PP] Immunity 12 (Cold, Heat, Mental Effects) [12PP] Protection 5 [5PP] Super Senses 1 (Low Light Vision) [1PP] Device 6 ( 30 PP Container; Power Feats: Subtle [collapsible]; Flaw: Easy-to-Lose ) [19PP] (Terrifi-Staff) Terrifi-Combat (Array 13 [26 PP], Power Feats: Alternate Power 4) [30 DP] Base Power: Damage 12 ( Extra: Ranged; Power Feats: Improved Range, Precise) [26 DP] (Terrifi-Cannon) Alternate Power: Dazzle 8 (Affects Vision & Hearing, Improved Range, Precise) [1 DP] (Sonic Flash Burst) Alternate Power: Snare 8 (Power Feats: Accurate 2; Extra: Secondary Effect) [1 DP] (Freonic Ray) Alternate Power: Stun 7 (Power Feats: Accurate 2, Extended Reach) [1 DP] (Terrifi-Staff Shock) Alternate Power: Damage 2 ( Power Feats: Accurate 2, Extended Reach, Mighty,) [1 DP} (Terrifi-Staff Smack) Container 8 (40 PP Container) (Superhuman Brain) Enhanced Feats 2 (Eidetic Memory, Speed of Thought) Enhanced Intelligence 16 (to INT 40/+15) Enhanced Wisdom 14 (to WIS 28/+9) Quickness 10 (x2500 Flaw: Limited to Mental Tasks) Super Senses 3 (Analytical Vision, Analytical Normal Auditory) Gadgets 2 (Utility Belt; 10PP Variable Power, Any Power, Multiple Powers At Once; Extras: Action [Move] Duration [Continuous]; Flaws: Hard-To-Lose) [16PP] Sample Allocations: DC Block: Unarmed (+15 Hit, DC 20) Terrifi-Staff Smack (+13 Hit, Touch w/ 5ft Reach, DC 22 Toughness) Terrifi-Staff Shock (+13 Hit, Touch w/ 5ft Reach, DC 17 Fortitude) Sonic Flash Burst (+12 Hit, Ranged, DC 18 Reflex) Freonic Ray (+12 Hit, Ranged, DC 18 Reflex) Terrifi-Cannon (+8 Hit, Ranged, DC 27 Toughness) Totals Abilities 42 + Combat 26 + Saving Throws 11 + Skills 16 + Feats 37 + Powers 97 = 229/244PP
  7. Player Name: (Valcili) Character Name: Valentine Cooper Power Level: 150/153PP Trade-Offs: +1 Att/-1DC -2 Defense / +2 Toughness Unspent Power Points: 3 Progress To Bronze Status: 3/30 In Brief: An unnaturally short yet proportional female of unusual ageless beauty, eloquent as white Porcelain yet tough as iron. Alternate Identity: Identity: Baby Brawler (A.K.A BB, BABs) (Public) Birthplace: San Diego, CA Occupation: Investor Affiliations: N/A Family: Mother deceased/Father deceased Description: Age: 25 Apparent Age: Late teens to early adulthood Gender: Female Ethnicity: Mixed/Caucasian (dominant) Height: 4’ Weight: 200 lbs Eyes: Blue Hair: White with a light tinge of blue Vary short but perfectly proportional, unusually young looking, beautifully eloquent with Porcelain white skin, she has exotic features. White hair with a light tinge of blue that highlights the white of her skin, she dresses in the modern young generation style incorporating twist of steam. Power Descriptions: Valentine is a mutant human with her bone and muscles more tightly weaved than other people, this compressed state has caused her to be much smaller in stature but immensly stronger and tougher. History: Valentine never knew her mother, she was told many stories about her from her father but the one that stuck with her the most was how had passed away during child birth. Valentine had always been a unique child. Assumed to be pre-mature at child birth due to her small size, she was in the 1 percentile for size. However she was oddly in the extreme opposite the 100 percentile in the weight category. This created the complications during birth. Valentine is daughter to a single father who was a Marine Corps Special forces Combat instructor. She traveled the world with him as he was sent to different parts of the world for his tours of duty. Ever since she was old enough to comprehend the reasoning behind what her father did, she had wanted to follow in in his footsteps of doing something as full filling as training troops in preparation to protect her country. She has asked her father to teach her the say things that he taught to his students and he obliged her request. Her father had to adjust his training methods for her to compensate for her tiny size but the training he provided to Valentine taught her to be a skilled combatant, tough, confident while at the same time strengthening their bond. She had always been much smaller than everyone else but very heavy and strong, her pale skin and naturally white hair made her appear fare and frail. This is something that her father had picked up on early in their training. Increasing is interest in her training and adjusting his training style to improve her strengths and focus on improving her weaknesses (height and short reach). She had soon become a black belt in martial combat. By the age of ten Valentine was smart as a whip, tough as iron, quick as a viper, graceful as a swan, and as beautiful as the sunset but she was still shorter by far than anyone else her age. She finally accepted the fact she was different and would have to deal with an unusually small height issue the rest of her life. But her beauty, acrobatic and martial prowess made her well known and popular among all her friends. At thirteen she started high school and joined a MMA league that some of her fellow martial arts classmates and friends had been attending. She was an active body at her school promoting the benefits that martial arts disciplines provided and held a high average GPA. Seventeen… her father is sent out on deployment for the third time to the war in the east and Valentine moves in with her best friend for the third time. On her graduation day, Valentines father has not returned from deployment as she had hoped. Instead she receives with a letter delivered by a uniformed stranger stating that her father has succumbed to injuries from an attack on his patrol. Orphaned and grief stricken she turns her anger inward and channels it in to focused efforts in her training. Her love for the service lost buried with her beloved father. By this time she reaches adulthood, eighteen, Valentine has gone undefeated (save for her father) and is considered a great and powerfully unique fighter with her weight, height and quickness being her advantage. Valentine picks up a scholarship in martial arts and completes college. An incident occurs against three assailants during her years in college in which she discovers the full extent of her abilities and uses them to her advantage defeating them with startling ease. It was during this time she fully understood the message from her father during their final meeting. Taking to heart and making a Vow, Valentine now dedicates her life to fighting injustice and defending the weak. Personality & Motivation: Valentine a complex individual, one minute she is a typical young woman, next she is an explosive fireball. No matter what state she is always ready to defend someone in need. She has taken up the mantel of super hero for two main reasons, one: an internal sense of response ability to defend those in need (Those with the power to defend the weak are thus responsible to do so) and two: She loves a good fight (you learn best though self-experience…..what better way to learn to fight than to do so.). Powers & Tactics: Valentine is a typical brawler, she does her best work bare knuckled (knees, feet, hands and elbows. Fast and small, she takes advantage of this by leaping at her opponents. Unsuspecting of her heavy frame she will come crashing down on them with fists flying. Complications: Explosive: Cramming so much potential into such a tiny container is bound to cause issues, at random times Valentine will explode into an uncontrolled range which quickly subsides with the emotional release of all that compressed pent up power. Morally obligated: Valentine feels it is her responsibility as well as others to protect those in danger. Publicly Known: The extremeness of her features is so unique that it is impossible to maintain a secret Identity no matter how much you try. Thus every known associate and loved one is in danger of being used against her. Renown: Valentine is on par with semi famous TV actors. Easily recognized in her local regions and frequently recognized abroad. This makes it very difficult at times to keep a low profile if ever she needed. Abilities: 6 + 6 + 18 + 2 + 4 + 2 = 38PP Strength: 16/28 (+9) Dexterity: 16 (+3) Constitution: 28 (+9) Intelligence: 12 (+1) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 10 + 8 = 18PP Initiative: +7 Attack: +5 (+4 Base, +1 Size) +9 Melee, +11 (unarmed), +6 Ranged Grapple: +18 (-4 shrink, ) Defense: +8 (+4 Base, +1 Size, +3 Dodge Focus), +3 Flat-Footed Knockback: -13 Saving Throws: 5 +7 +8 = 20PP Toughness: +12 (+10 Impervious) (+9 Con, +3 [Density]) Fortitude: +14 (+9 Con, +5) Reflex: +10 (+3 Dex, +7) Will: +10 (+2 Wis, +8) Skills: 60R = 15PP Acrobatics 10 (+13) Climb 1 (+4) Computers 1 (+2) Diplomacy 4 (+5) Drive 1 (+4) Intimidate 16 (+15) Knowledge: current events 1 (+2) Knowledge: Business 2 (+3) Knowledge: Streetwise 2 (+3) Notice 8 (+10) Search 1 (+2) Sense Motive 8 (+10) Stealth 2 (+9) Survival 2 (+4) Swim 1 (+4) Feats: 27PP Attack focus (Melee) 3 Attack specialization (Unarmed) 1 Benefit (wealth) 1 Blind-Fight Chokehold Dodge focus 3 Elusive Target Evasion Favored Opponent (Martial Arts Master) Hide in Plain Sight Improved critical (unarmed) 19-20 Improved Grapple Improved initiative 1 Improved Pin Instant Up Move-By-Action Startle Stunning Attack Takedown Attack. Second Chance (Unarmed Strike) Second Chance (Spot Feints) Uncanny Dodge (Visual) Up the Walls Powers: 23+7+1+1 =32 PP Impervious 7 [7PP] Leaping 1 [1PP] (Running 26FT, Standing, 13FT, High 6FT) Shrinking 6 (Extras: Compression, Duration (Continuous); Flaws: Permanent; Feats: Normal Movement, Normal Toughness, Innate, Buoyant, subtle) [23PP] (+1 ATK/DEF, -4 Grapple, +4 Stealth, -2 Intimidation, +12 Str, +3 toughness, Immovable 2, Super Strength 2 (heavy load 2.4 tons), X5 mass) Speed 1 [1PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT DESCRIPTOR Unarmed Touch Toughness DC24 Damage (Physical) Stunning strike Touch Fort DC19 Damage (Physical) Totals: Abilities (38) + Combat (18) + Saving Throws (20) + Skills (15) + Feats (27) + Powers (32) - Drawbacks (0) = 150/153 Power Points
  8. Player Name: RobRX Character Name: Silver Magus Power Level: 10 / 11 (150PP/160PP) Trade-Offs: None Unspent Power Points: 10 Progress To Bronze Status: 10/30 In Brief: Sorcerer combine magic and technology to fight evil in a suit of armor. Alternate Identity: Kyle Finley Identity: Secret Birthplace: Freedom City Occupation: Inventor Affiliations: ASTRO Labs Family: Davis Finley (Father, Deceased), Karen Emery (Mother, Deceased), Olivia Finley (Sister) Description: Age: 38 (DoB: 1975) Gender: Male Ethnicity: Caucasian Height: 5’9†Weight: 170lb Eyes: Green Hair: Ginger Kyle has the type of face one would associate with the typical ‘old magician’...if that magician was still in his late ‘30. He has an aquiline nose and a very deep set, bordering on ominous gaze despite his good nature. When younger, he was often teased or mocked for having a somewhat thuggish face. His hair is cropped short and he has a small beard. Any longer would make putting on his armor impractical. Click Kyle Finley to see his secret identity. Power Descriptions: Kyle Finley is trained in the arcane arts as well as a good inventor, skills he has put to use in building a suit of armor that combine technology and magic. The suit augment his mystical abilities thanks to computer assistance, amongst other things. History: Kyle Finley was born in Freedom City in 1975. He and his sister were rather late children, their parents in their forties. Olivia, Kyle’s sister, was born only two years after him. His childhood was mostly unremarkable, save for the fact he lived in Freedom City (where truly bizarre things can and do happen). For the most part, he’s kept to himself and later went studying abroad, away from the city. Eventually worked at ASTRO Labs where he became acquainted with his friend (and later arch-enemy) Lester Everett, later known as Khavanda. Lester had always been interested in ancient history and lost civilizations. Lester had looked for a long time for someone to provide him with advanced technology and money to help him fund a very dangerous expedition. Finally managing to convince Kyle to accompany him to explore and research what he believed to be subterranean ruins of an ancient civilization deep in the South Pacific, Lester lead his friend and fellow co-workers deeper and deeper into the earth. There, Lester found a dangerous magical artifact, the Teeth of Khavanda whose recovery had been the secret purpose of this expedition all along. Lester, now Khavanda, mocked Kyle for his naivety and his reliance on modern science. Ancient magic and sorcery were the true path to power. They were the truth of this reality. Kyle eventually escaped, lost and ashamed; he had helped unleash an ancient evil upon the world. For years, he travelled around the world, looking for a way to atone and perhaps even stop Khavanda. At times, he even considered that it might not be his problem; after all, earth certainly has many powerful protectors. Still, he couldn’t just walk away from this. And so Kyle Finley followed rumour after rumour, eventually arriving at Shambala Vale where he studied the art of magic in hopes of eventually banishing Khavanda back to whatever foul dimension it crawled up from. There he long debated and wondered where he was going and what he believed in; science and the modern world or magic and the ancient world. Recently, Kyle has returned to Freedom City after a five year absence. Once back, he found out that his parents had both passed away in his absence. Having finally realized what his true path was, he secluded himself in his old lab. Having finally understood that science and magic were both valid path, he turned his skills to crafting tools that would combine the best of both worlds. Forging himself a glistening suit of powered armor, Kyle Finley became THE SILVER MAGUS! Personality & Motivation: The Silver Magus primarily wish to banish Khavanda from earth. However, this has since evolved into a desire to protect earth from all manners of foul threats. Presumably magical ones, but one can’t be picky about what evil they fight. Powers & Tactics: The Silver Magus is an inexperienced fighter and a decent mystic. His armor augment his versatility and his defensive abilities. Since Kyle also keep his identity a secret, he tries to avoid being seen using magic outside of his armor. It's better for his ennemies to think that all his powers are dependant on the armor. Complications: Enemy: Khavanda is a dangerous foe to the Silver Magus and the two actively try to destroy each others. Secret: Kyle's identity as the Silver Magus is meant to be a secret. Forbidden Fruit: Sometimes, the desire for knowledge mean Kyle can go too far and fall into hubris, all in the name of knowledge. Gullible: It's easy to abuse Kyle's trust. Ophidiophobia: Snakes really freak him out. This also applies to the accursed Snake people of Lemuria. PL: 10 (150) Abilities: 0 + 0 + 2 + 7 + 2 + 0 =22 pp STR 10 (+0) DEX 10 (+0) CON 14 (+2) INT 24 (+7) WIS 14 (+2) CHA 10 (+0) Combat: 4 + 4 =16 pp ATK: +4 (+10 Ranged in Suit) DEF: +4 (+10 in suit/+2 flat-footed) Grapple: +4/+14 Move Object [+20 Move Object in suit] Init: +0 Knockback: -5/-1 Saves: 0 + 3 + 5 + 8 =16 pp TOU +10 (+2 Con, +8 [Force Field]) FORT +5 (+2 Con, +3) REF +5 (+0 Dex, +5) WILL +10 (+2 Wis, +8) Skills: 64 R =16 pp Concentration 5 (+7) Craft [artistic] 8 (+15, Skill Mastery) Craft [electronic] 8 (+15, Skill Mastery) Craft [mechanical] 8 (+15, Skill Mastery) Intimidate 10 (+10, Skill Mastery) Language 3 (Atlantean, Latin, Lemurian; Base: English) Knowledge [arcane lore] 8 (+15, Skill Mastery) Knowledge [technology] 8 (+15, Skill Mastery) Notice 3 (+5, Skill Mastery) Sense Motive 3 (+5, Skill Mastery) Feats: 9 pp Artificer Benefit 1 (Wealth) Eidetic Memory Jack of all Trades Luck 1 Inventor Ritualist Skill Mastery 2 (Craft [artistic], Craft [electronic], Craft [mechanical], Intimidate, Knowledge [arcane lore], Knowledge [technology], Notice, Sense Motive) Powers: 45 + 14 + 2 + 4 + 3 + 3 = 71 pp Device 11 (Power Armor, Hard to Lose) (PF: Restricted [DNA Scan]) [45 pp] {55 pts} Enhanced Feats 6 (Attack Focus [Ranged] 6) [6dp] Enhanced Flight 2 (to Flight 3 [50 MPH]) [4dp] Feature 12 (Buys Off Action Flaw and Distracting Drawback on Magic) [12dp] Feature 12 (Adds Impervious Extra to Force Field, Buys Off Dodge Bonus Flaw) [12dp] Immunity 9 (Life Support) [9dp] Shield 6 [6dp] Super-Senses 6 (Accurate Extended Radio Sense, Danger Sense [radio], Uncanny Dodge [radio]) [6dp] Mystic Array 11 (PFs: Alternate Power 5, Flaws: Action [Full], Drawback: Distracting to Change Configuration [-2]) [14 pp] BE: Blast 10 (PFs: Indirect 2) {22/22} 'lightning' AP: Dazzle 10 (visual) (PFs: Indirect, Improved Crit) {22/22} 'fire-flash' AP: ESP 10 (Earth to Moon) (visual) (PFs: Rapid [x10], Subtle) {22/22} 'scrying' AP: Move Object 10 (Heavy Load: 12 tons) (PFs: Indirect, Precise) {22/22} 'mighty winds' AP: Snare 10 (PFs: Indirect, Reversible) {22/22} 'ice bonds' AP: Teleport 6 (20 Miles) (Accurate, PFs: Easy, Turnabout) {21/22} 'mystic travel' Flight 1 (10 MPH/100 feet per move) [2 pp] Force Field 8 (Flaw: Not When Flat-Footed) [4 pp] Quickness 6 (x100) (Flaw: Limited [Mental Tasks]) [3 pp] Super-Senses 3 (Detect Magic 3 [visual]) [3 pp] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC10 Toughness Damage Blast Range DC25 Toughness Damage Dazzle Range DC20 Fortitude/Reflex Dazzled Snare Range DC20 Fortitude Entangled costs abilities 22 + combat 16 + saves 16 + skills 16/64 + feats 9 + powers 71 = 150/160PP
  9. Player Name: ShaenTheBrainCharacter Name: The Inspector Power Level: 12 (180/181PP) Trade-Offs: None Unspent Power Points: 1 Progress To Gold Status: 1/90 In Brief: Martian Manhunter with a lightsaber. Alternate Identity: Jol-Kroom Samak (Birth Name), Varies (Shapeshifter) Identity: Secret. It is not common or public knowledge that Samak is a Grue'tar, or an alien of any kind. Birthplace: Planet Gruen'tass, Andromeda Galaxy Occupation: None at present. Former Inquisitor of the Grue'tar Protectorate, then freelance bounty hunter, private detective, and mercenary throughout the Lor Republic and Stellar Khanate. Affiliations: None at present. Formerly the Grue'tar Protectorate. Family: Jol-Kroom Rojoss (Mother), Jol-Kroom Mooreedon (Father), Jol-Kroom Serta (Brother) DESCRIPTION In his native form, Samak is a blue-skinned humanoid with no body hair. His head is round on top, and his jaw extends to a long, narrow point. He has no nose, mouth, or teeth. He breathes through his skin. His skin is selectively permeable to fluids. When he drinks, the bottom half of his face, where a human's mouth would be, darkens in color and softens in texture, allowing him to absorb the water. He has digitigrade legs, which end in feet with two toes. His hands have two large fingers, and two thumbs on opposite sides of the hand (allowing him to grip objects more firmly than single-thumbed creatures). There is no way he would be mistaken for a human in any but the vaguest of silhouettes against the dimmest of light. Age: 300 (DoB: 1713)Apparent Age: N/A (Varies with Morph/Shapeshift) Gender: Born Male (Varies with Morph/Shapeshift) Ethnicity: Grue'tar Height: 6ft (Varies with Morph/Shapeshift) Weight: 180 lbs. (Varies with Morph/Shapeshift) Eyes: Orange (No Pupils) (Varies with Morph/Shapeshift) Hair: None (Varies with Morph/Shapeshift) POWER DESCRIPTIONS The Grue'tar are an innately psionic race. Samak's more powerful psionic abilities are only accessible when his brain is in its native configuration. Unless he chooses to suppress it, Samak's psionic powers create a slight glowing aura around his head and/or hands, and sometimes the target as well. The color of that aura varies, depending on the application of the powers. Telekinetic effects which move or manipulate physical objects will usually glow blue, while those which inflict physical harm usually glow red. Telepathic effects usually create a violet aura. The energy blade of his Star Sword follows the same color scheme. The Star Sword itself is a handle assembled from pieces forged from a nearly indestructible self-repairing alloy functionally identical to Impervium. It has been inscribed with psychic runes in the Grue'tar language, which further reinforce its structure. It contains a psycho-reactive crystal, functionally identical to the substance known on Earth as "Daka Crystal," which focuses and amplifies the wielder's magical or psionic energy into a blade which appears with a thought and glows as brightly as the Sun. Like any other Grue'tar, Samak's physical healing ability comes from his shapeshifting, which in turn is merely an alternate manifestation of his psionic abilties. He uses telekinesis, consciously or reflexively, to re-arrange his own molecules. When Samak uses his bio-telekinetic shapeshifting ability, his flesh ripples like water and molds itself like soft clay. The "clothes" he creates with his Morph ability are analogous to human hair and fingernails. They grow from his body, but they are mostly dead, and can be painlessly shed like a reptile's skin once their usefulness had ended. Even in his native form, his eyes tend to glow slightly, and both his eyes and skin tend to change color in reaction to his emotional state. If his shapeshifting requires him to gain or lose mass, then he expends psionic energy to fuel mitosis of his own cells, or he consumes his own cells to gain psionic energy. One half of the Grue'tar brain is "asleep" at any given point in time, allowing them to stay awake all the time. Most Grue'tar use the time that other creatures spend sleeping to join the shared psychic link with the rest of their race, or to reflect upon the experiences captured in their memory stones. The Grue'tar share their red-skinned brethren's ability to drain neural energy, but they abandoned this trait as a "food" source long ago, preferring to only use it as a weapon or interrogation device against other races. Instead, they used their shapeshifting abilities to become photosynthetic. They absorb ultraviolet rays from the stars in the sky. In turn, they developed the ability to see ultraviolet light, so that they could better keep track of their "food source," and so that they could function on a rogue planet with no "sunrise," only an enternal starry night. HISTORY Eons ago, the Grue of a single star system in the Empire managed to break free from the grasp of the Meta-Mind. These rogue Grue fled the Milky Way galaxy, eventually settling on a rogue planet in the (relatively) neighboring Andromeda. They christened this planet "Gruen'tass," The New World of The Free People, and re-christened themselves the "Grue'tar," or "Free People." They even changed the pigmentation of their own flesh and blood, to distinguish themselves from their former oppressor. (Other races who deal with them often refer to them as "Blue Grue," though never while the Grue'tar are present.) Out from under the Meta-Mind's control, the Grue'tar developed a new culture, emphasizing a balance between the collective good and the individual desires and sense of self. Every Grue'tar works toward the greater good of their people, but in their own chosen way, and not at the expense of their individuality. Instead, the people use their innate psionic powers to regularly create a temporary, voluntary communal psychic link with each other, renewing their connection to one another and drawing on each others strength. Outside of the link, every Grue'tar is encouraged to develop their own aptitudes, personality, and appearance. Unfortunately for their new neighbors, the Grue'tar grew just as expansionist and xenophobic as the Grue Empire they fled. Acting partially out of fear and greed, and partially out of a misguided, patronizing desire to "protect" the "lesser races" (both from outside threats and from their own inferior selves), the Grue'tar established an interstellar "Protectorate." In practice, the "mind-blind solids" are alternately exploited and ignored more than they are "protected" or "nurtured," and most of them were not given the choice of whether or not to "join" in the first place. Jol-Kroom Samak was a member of the Inquisition, the primary investigative body of the Protectorate government. He had a natural talent for investigation, both forensic and psychic, impeccable integrity, and an innate desire to help and protect those weaker and less fortunate than himself. There was no doubt in anyone's mind that he would bring great honor and glory to his family and race. It came as an unprecedented shock when he proved everyone wrong by betraying that family, that race, and everything they stood for. Samak's brother, Jol-Kroom Serta, had secured a position at the right hand of Karloom, the Gruetar governor of the Sobann system. The natives of Sobann had formed a rebellion against Gruetar rule, but the Sobann system contained rich deposits of the psychically reactive minerals humans call "Daka crystals," which were vital to Grue'tar technology. That technology was far superior to anything to which the Sobann natives had access, but like any other race, their numbers were superior to those of the chronically infertile Grue'tar. Even with psychically-controlled robot legions bolstering the Grue'tar numbers, the Sobann rebels were slowly but surely winning the war. Samak was called in to find out why, selected both because of his familial connection and his exceptional competence. It was those very qualities which made it so surprising when Samak, bribed and seduced by one of the rebel leaders, betrayed and murdered both of his fellow Grue'tar, leading directly to the Grue'tar loss of control over the Sobann system. Conflict and violence between Grue'tar was a taboo, but as with any other race made up of individuals, it did happen. Treason against the Protectorate was another matter. And violence between family members, in a race where the most exceptionally fecund of mated pairs might have a handful of children in a millenium, was almost unthinkable. By killing his brother and dishonoring himself, Samak wiped out the entire next generation of the Jol-Kroom family in one moment. As if his actions were not already horrifying enough, Samak even used his psionic powers to rip Serta and Karloom's imprints free from their memory stones. Their accumulated memories could not even be uploaded to the psychic Grue'tar gestalt. No one would ever benefit from their experiences; it would almost be as if they had never existed. Despite his efforts to cover up his obscene crimes, Samak was caught, and returned to Gruen'tass for judgement. Since his actions were so unprecedentedly vile, a full investigation was conducted. But all mind probes, and all examinations of both his memory stone and what little physical evidence remained, confirmed Samak's confession. It was decided that death was not punishment enough for his actions. Instead, Samak was condemned to The Void (known to humans as "the Zero Zone"). He would drift forever, unable to die, and cut off from the nourishing union with the minds of his fellow Grue'tar. They even sent him with his memory stone and his star sword, so that he could not lose himself in madness, and to emphasize the hopelessness of his situation by showing him how useless his powers and weapons would be from that day forward. It was only after he had been cast into The Void, only after he accessed the true memory stone he had hidden inside his own body, that Samak remembered what truly happened. Samak did learn the truth behind the success of the Sobann rebellion, when Karloom's mercenaries captured Thorgav, one of the Sobann rebel leaders. To spare Thorgav from interrogation and torture, Serta set her free, killing Karloom in the process. It had been Serta who was been feeding information to the Sobann rebels and sabotaging the Grue'tar conquest. Serta had fallen in love with Thorgav, and through his repeated telepathic connections with her, he had been swayed to her cause. Samak shared his brother's capacity for compassion, even for mind-blind solids, and did not personally approve of the treatment of the Sobann at the hands of the Grue'tar. He was fiercely loyal to his brother. He never would have committed his brother's treason, but he resolved to take the blame for it, and build a new life for his brother outside the Protectorate. It was indeed Samak who had cleansed the memory stones, but he did not murder his brother. (He did slice off his brother's arm, so that the Inquisition would assume he had killed Serta, but it grew back.) He used his psionic powers to erase his brother's very memory of being a Grue'tar, instead convincing both him and Thorgav that he was a Sobann mutant, fabricating for him an entire new life entrenched in the Sobann rebellion. After backing up his memories of the truth in a secret memory stone, he even seized control of his brother's mental powers and used them like a tool to perform psychic surgery on himself, replacing his own memories of the true events with his fiction of treason and murder. (Had the other Grue'tar known of his feat, they would have been as impressed as they were horrified.) Samak did not ask permission from Serta or his lover before altering their memories and setting them loose upon their new lives. He simply made the decision, and acted upon it, in typical Grue'tar fashion. Samak spent a century floating through the physical and psychic isolation of the Zero Zone, and the experience almost broke him. The Terminus Invasion of Earth in 1993 weakened dimensional barriers all across the multiverse, and created a crack in the Zero Zone which Samak was able to slip through. When he was finally free, dumped into the Milky Way, he unleashed a psychic scream which echoed throughout that galaxy and its neighbors, including the Magellanic Clouds...and Andromeda. Not every magically or psionically active individual felt it, but many of them did. The Grue'tar seers were alerted to the fact that the Great Traitor had escaped his prison, and the Grue Meta-Mind was alerted to the return of one of its wayward children. For the next couple of decades, Samak wandered around the Milky Way, acting as a private detective, bounty hunter, and mercenary, who specialized in rooting out and destroying Grue agents. Knowing firsthand the paranoia the Grue inspire, he made sure to guard his true nature carefully (with memory wipes, if necessary), and to never stay in one place for long. He worked off and on for both the Lor Republic and the Stellar Khanate. His attention was recently drawn to Earth by the Grue Empire's repeated invasion attempts. The more he learned, or tried to learn, about the pale blue dot at the edge of the spiral, the more it intrigued him. It was listed as a “nature preserve†and “developing world,†hardly worthy of mention, yet almost all information about it was classified “Top Secret†by the Lor government. After studying what little information he could acquire (not all of it acquired "legitimately"), Samak decided to adopt the appearance and methods of a "superhero," so as to better blend in. On his own world, he had been known as an “Inquisitor,†but on Earth, he would adopt a more benign title for one who brings secrets to light and finds that which is lost or hidden: “Inspector.†PERSONALITY & MOTIVATION Samak is only starting to realize that he embodies one of the worst flaws of his species. His compassion and his thirst for justice are formidable, but they is tangled up with a subtly patronizing lack of respect for the ability of others to make their own decisions. His solution for his brother's situation may have ultimately been the best one, but he didn't bother to ask for his brother's input before altering the path of his entire life. Some people may come to trust him, but first he'll have to give them the chance to, instead of deciding for them that they're better off not remembering him at all. He was alone for so long that he has forgotten how to not be alone. His manner tends to be laconic and reserved; most of the time, he prefers to avoid notice. He is a scholar at heart, and an appeal to his inquisitive mind is probably the key to drawing him out. POWERS & TACTICS Samak is a surgeon, not a blunt instrument. He prefers to observe the unfolding situation from concealment, and then to strike suddenly at one critical moment or one key foe to turn the tide of the entire battle. He is pragmatic and flexible, altering his tactics (and his own body) to match his foe or the terrain, engaging them at range or in melee, with his sword or his mind, whichever approach will exploit his foe's weakness and maximize his own advantage. COMPLICATIONS Alien: Samak is an alien in every sense of the word. He is subject to all of the usual inherent Complications of being a stranger in a strange land. He has only a passing familiarity with the people of Earth or their customs. However, because of his Disability (Grue) drawback, he should not gain any Hero Points for being considered a "Grue" for the purposes of certain power effects. Enemies: Samak is a hated enemy of two entire races of people: The Grue Empire of the Milky Way, and the Grue'tar Protectorate of Andromeda, both of whom know that he has escaped from the Zero Zone into the Milky Way. Feedback: Samak already has this flaw on his Mind Reading powers, so he shouldn't get any Hero Points when it comes into play (either because the subject was hurt or because he accessed a particularly intense memory). But the potential exists for other powers, such as his Mind Control, Postcognition, and/or Precognition, to cause the same "Feedback." He could receive a Hero Point if, for example, a particularly intense or traumatic past or future event causes him physical Damage. Infamy: Grue are mind-altering, shape-shifting psychic vampires who have repeatedly tried to take over the world. They are walking paranoia fuel. Samak has no illusions about the reception he would receive from anyone familiar with his "cousins," no matter what color his skin happens to be. Mind Control: If the GM doesn't want a use of the Mind Control power to be an all-or-nothing proposition, they can give Samak a Hero Point and make the Mind Control work as a staged effect. Here is an example: STAGINGFail by 1+: Dazed (You can take no actions, but you suffer no defense penalties). Fail by 5+ (or Fail by 1+ twice): Compelled (You can take no actions, and your controller can force you to perform one standard or move action per round). Fail by 10+ (or Fail by 5+ twice): Controlled (You can take no actions, and your controller can force you to perform any actions, up to your usual allotment). Power Loss: Lead: Lead blocks Grue'tar mental powers, such as Mental Communication, ESP, Mind Control, and Mind Reading. The GM can give Samak a Hero Point when the subject he attempts to communicate with is on the other side of a lead barrier, or if he attempts to use his mental powers on a foe who is wearing a lead-lined mask or helmet. Star Sword: Obviously, since it receives the Device discount on the cost, Samak will not gain any Hero Points if his Star Sword is taken from him. It is Indestructible, so he should receive a Hero Point if it is damaged or destroyed. Since the strength of the blade (the ranks of the attack powers) varies from one wielder to another, a foe who steals it from him and uses it against him may give him a Hero Point by accessing a higher powe rank than Samak himself can. Alternately, a comrade could get a complication for not being able to access as many power ranks as Samak can. Zeroed: Samak has no legal identity, financial history, or even a consistent appearance. On paper, he doesn't exist anywhere. He does not enjoy the protections of any laws, and no one would miss him if he was abducted or murdered. ABILITIES: 0 + 0 + 4 + 10 + 10 + 0 = 24PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 22/14 (+6/+2) Intelligence: 20 (+5) Wisdom: 20 (+5) Charisma: 10 (+0) COMBAT: 8 + 8 = 16PP Initiative: +9/+5 (+5 INT, +4 Enhanced Improved Initiative) Attack: +8/+4 Melee (+4 Base, +4 Enhanced Attack Focus), +4 Ranged, +10 Telekinesis Grapple: +8/+4, +14 Telekinesis Defense: +8/+4 (+4 Base, +4 Shield), +2 Flat-Footed Knockback: -6/-1 SAVING THROWS: 1 + 4 + 2 = 7PP Toughness: +6/+2 (+6/+2 Con [impervious 6/0]) Fortitude: +7/+3 (+6/+2 Con, +1PP) Reflex: +8/+4 (+0 Dex, +4PP, +4 Enhanced Reflex) Will: +7 (+5 Wis, +2PP) SKILLS: 56R = 14PP Concentrate 5 (+10)2nd Chance Disguise 0 (+0, up to +25 with Morph and/or Shapeshift) Investigate 10 (+15)Skill Mastery Knowledge (Galactic) 5 (+10, +15 Gruetar [Native]) Languages 6 (English, Galstandard, Grue, Gruetar [Native], Lor, Mandarin, Zultan) Notice 10 (+15)Skill Mastery Search 10 (+15)Skill Mastery Sense Motive 10 (+15)Skill Mastery FEATS: 16PP Attack Specialization (Star Sword) (+2 Attack) Attack Specialization (Telekinesis) 3 (+6 Attack) Benefit (Native [Gruetar]) Favored Enemy 2 (Psions, Shapeshifters) Jack of All Trades Move-By Action Precise Telekinesis Second Chance (Concentrate) Skill Mastery (Investigate, Notice, Search, Sense Motive) Speed of Thought Takedown Attack 2 Ultimate Save (Will) Enhanced Feats Attack Focus (Melee) 4 Elusive Target Evasion Improved Initiative Quick Draw POWERS: 17 + 8 + 1 + 2 + 3 + 2 + 3 + 3 + 18 + 29 + 1 + 10 + 6 + 8 + 1 = 112PP Device 5 (25PP Container [Passive, Permanent], Flaws: Easy-To-Lose, Feats: Indestructible, Restricted [Mages, Psions], Descriptors: Star Sword) [17PP] Environment Control 1 (5ft radius, Light [Daylight], Extras: Action 2 [Free], Flaws: Range [Touch], Descriptors: Glowing Blade, Psionic Energy) [3PP] Psionic Energy Blade 10 (20PP Array, Feats: Alternate Power 2) [22PP] Base Power: [13 + 7 = 20PP]Strike 6 (Extras: Linked [Trip], Feats: Critical Strike, Improved Critical, Knockback 6 [DMG 12], Drawbacks: Inaccurate [-2 Attack], Descriptors: Blue Blade, Telekinetic Energy) [13PP] Trip 6 (Extras: Knockback, Linked , Flaws: Range [Touch], Feats: Improved Throw) [7PP] Alternate Power: [14 + 6 = 20PP] Drain Toughness 6 (Extras: Affects Objects, Linked , Feats: Critical Strike, Improved Critical, Slow Fade [1 minute], Drawbacks: Inaccurate [-2 Attack], Descriptors: Red Blade, Telekinetic Energy) [14PP] Strike 6 (Extras: Linked [Drain], Feats: Incurable, Drawbacks: Lethal) [6PP] Alternate Power: [8 + 12 = 20PP] Drain Will 6 (Extras: Alternate Save [Will], Linked , Feats: Critical Strike, Improved Critical, Slow Fade [1 minute], Drawbacks: Inaccurate [-2 Attack], Descriptors: Telepathic Energy, Violet Blade) [8PP] Strike 6 (Extras: Alternate Save [Will], Linked [Drain]) [12PP] Enhanced Constitution 8 (Descriptors: Alien Physiology, Bio-Telekinesis, Regeneration, Shapeshifting) [8PP] Features 1 (Memory Stone, Descriptors: Daka Crystal, Device) [1PP] A magically or psionically active character can make a DC15 Concentrate check to store their memories inside this crystal, or to experience the memories already stored within. At the GM's discretion, the character may be able to gain one or more benefits of the Eidetic Memory feat. At the GM's discretion, a character with the right descriptor can also make a DC20 power check to erase the stored memories.Features 2 (Internal Compartment, Two-Thumbed Hands [+5 circumstance bonus to resist Disarm attempts], Descriptors: Alien Physiology, Bio-Telekinesis, Shapeshifting) [2PP] Immunity 6 (Interaction Skills, Starvation/Thirst, Flaws: Limited [1/2 Effect, Starvation but not Thirst], Descriptors: Alien Physiology [starvation], Mental, Psionic, Psychic, Telepathy [interaction]) [3PP] Immunity 2 (Aging, Sleep, Descriptors: Alien Physiology, Bio-Telekinesis, Regeneration, Shapeshifting) [2PP] Impervious Toughness 6 (Drawbacks: Power Loss 3 [Acid, Corrosion/Disintegrate, or Fire Damage], Descriptors: Alien Physiology, Bio-Telekinesis, Regeneration, Shapeshifting) [3PP] Probability Control 1 (Flaws: Limited 2 [Telekinesis Attack checks], Feats: Innate, Descriptors: Telekinetic Supremacy, Training) [3PP] Psionic Combat 8 (16PP Array, Feats: Subtle, Variable Descriptor [Dodge, Illusion, Parry, Precognition, Telekinesis, and/or Telepathy]) [18PP] Base Power:Enhanced Feats 8 (Attack Focus [Melee] 4, Elusive Target, Evasion, Improved Initiative, Quick Draw, Extras: Linked [Enhanced Reflex, Shield]) [8PP] Enhanced Reflex 4 (Extras: Linked [Enhanced Feats, Shield]) [4PP] Shield 4 (Extras: Linked [Enhanced Feats, Enhanced Reflex]) [4PP] Psionics 10 (20PP Array, Feats: Alternate Power 9) [29PP] Base Power: [18 + 2 = 20PP]Drain 6 (All Abilities At Once, Extras: Linked [Healing], Flaws: Limited [Mental Abilities], Feats: Insidious, Precise, Reversible, Slow Fade [1 minute], Subtle 2, Descriptors: Mental, Neural Energy Siphon, Psychic, Telepathic) [18PP] Healing 1 (Extras: Action [standard], Linked [Drain], Total, Flaws: Personal, Source [Drain]) [2PP] Alternate Power: Blast 4 (Feats: Improved Range 3 [1 400ft Range Increment], Indirect 3, Knockback 4 [DMG 8], Subtle, Variable Descriptor [Telekinetic Energy or Thrown Object], Descriptors: Telekinesis) [20PP] Alternate Power: Concealment 10 (All Senses, Flaws: Saving Throw [Will], Feats: Progression [Counter Rank / Save DC] 2 [Rank 12 / DC22], Descriptors: Mental, Mind Control ["Do Not See Me, Do Not Remember Me"], Psychic, Telepathy) [12PP] Alternate Power: Mind Control 6 (Extras: Conscious, Penetrating [4, Rank 10], Sensory Link, Flaws: Range 2 [Touch], Feats: Extended Reach [10ft], Mental Link, Subtle 2, Descriptors: Mental, Psychic, Telepathy) [20PP] Alternate Power: Morph 4 (Any Form, +20 Disguise, Extras: Duration [Continuous], Feats: Additional Sense Types 2 [Olfactory, Radio], Quick Change 2, Descriptors: Bio-Telekinesis, Shapeshifting) [20PP] Alternate Power: Move Object 4 (Lifting STR 20 [Heavy Load: 400 lbs.], Extras: Damaging, Feats: Improved Range 3 [1 400ft Range Increment], Improvised Tools, Indirect 3, Subtle, Descriptors: Telekinesis) [20PP] Alternate Power: Stun 6 (Extras: Penetrating [4, Rank 10], Sleep, Feats: Extended Reach [10ft], Reversible, Subtle 2, Descriptors: Mind Control ["Sleep"], Psychic, Telepathy) [20PP] Alternate Power: Transform 16 (Memory Alteration, Extras: Alternate Save [Will], Duration [Continuous / Lasting], Flaws: Action [Full], Range [Touch], Feats: Extended Reach [10ft], Precise, Subtle 2, Descriptors: Mental, Mind Control, Psychic, Telepathy) [20PP] Alternate Power: [5 + 2 + 6 + 6 + 1 = 20PP] Communication 1 (Mental, Extras: Linked [Comprehend], Feats: Rapid 5 [x100,000], Subtle, Drawbacks: Not Two-Way, Range [Touch], Descriptors: Mental, Psychic, Telepathy) [5PP] Comprehend 1 (Languages 1 [speak Any], Extras: Linked [Communication]) [2PP] Mind Reading 16 (Extras: Action [standard/Move], Linked [super-Senses], Flaws: Duration [instant / Lasting], Feedback, Range 2 [Touch], Feats: Subtle 2, Descriptors: Mental, Psychic, Telepathy) [6PP] Super-Senses 6 (Detect Minds [Mental, Very Common Descriptor], Extras: Acute, Analytical, Linked [Mind Reading], Radius) [6PP] Super-Senses 1 (Analytical Detect Thoughts, Extras: Linked [Mind Reading]) [1PP] Alternate Power: [9 + 2 + 6 + 2 = 19PP] Communication 12 (Mental, 20,000,000 miles, Extras: Linked [Comprehend, Mind Reading, Super-Senses], Flaws: Limited [Not Two-Way], Feats: Insidious, Rapid [x10], Subtle, Descriptors: Mental, Psychic, Telepathy) [9PP] Comprehend 1 (Languages 1 [speak Any], Extras: Linked [Communication, Mind Reading, Super-Senses]) [2PP] Mind Reading 12 (Extras: Action 2 [Free], Mental, Linked [Communication, Comprehend, Super-Senses], Sensory Link, Flaws: Communication-Dependent, Duration [instant / Lasting], Feedback, Limited [surface Thoughts]) [6PP] Super-Senses 2 (Accurate Detect Thoughts, Extras: Linked [Communication, Comprehend, Mind Reading]) [2PP] Regeneration 3 (Recovery Rate 3: Bruised 3 [1/round, no rest], Feats: Regrowth, Drawbacks: Power Loss 3 [Acid, Corrosion/Disintegration, and Fire Damage is all considered Incurable], Descriptors: Bio-Telekinesis, Shapeshifting) [1PP] Shapeshift 1 (+5 Disguise, 5PP Variable Pool, Any Trait, Multiple Traits At Once, Extras: Action 2 [Free], Duration [Continuous], Flaws: Limited [Physical Traits], Descriptors: Bio-Telekinesis) [10PP] SAMPLE CONFIGURATIONS: Super-Senses 6 (Detect Thoughts [Mental, Very Common Descriptor], Extras: Acute, Radius, Ranged, Descriptors: Mental, Psionic, Psychic, Telepathy) [6PP] Super-Senses 8 (Danger Sense [Mental], Postcognition [Flaws: Uncontrolled], Precognition [Flaws: Uncontrolled], Psionic Awareness [Mental, Common Descriptor], Uncanny Dodge [Mental], Descriptors: Mental, Psionic, Psychic, Telepathy) [8PP] Super-Senses 1 (Ultravision, Descriptors: Alien Physiology) [1PP] DRAWBACKS: (-1) + (-2) + (-1) + (-1) + (-1) + (-2) + (-1) = -9PP Disability (Counts as a Grue, Frequency: Uncommon, Intensity: Minor) [-1PP] Disability (Fear: If the character is targeted by a Grue Mental effect, a Mind Control effect, or a Mental Transform effect, then in addition to saving against that effect, the character must save against an Emotion Control [Fear] effect of the same power rank, Frequency: Uncommon, Intensity: Moderate) [-2PP] Vulnerability (Acid Effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Alteration Effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Corrosion/Disintegration Effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Vulnerability (Fire Effects, Frequency: Common, Intensity: Minor [+1 DC]) [-2PP] Vulnerability (Grue Mental Effects, Frequency: Uncommon, Intensity: Minor [+1 DC]) [-1PP] Totals: Abilities (24) + Combat (16) + Saving Throws (7) + Skills (14) + Feats (16) + Powers (112) - Drawbacks (9) = 180/181 Power Points DC BLOCK: ATTACK RANGE SAVE EFFECT UNARMED TOUCH DC15 TOUGHNESS (STAGED) DAMAGE (PHYSICAL) BLUE BLADE TOUCH DC21 TOUGHNESS (STAGED) DAMAGE (ENERGY) STR/DEX CHECK VS +6 PRONE, KNOCKBACK RED BLADE TOUCH DC21 FORTITUDE (STAGED) DRAIN TOUGHNESS DC21 TOUGHNESS (STAGED) DAMAGE (ENERGY, LETHAL) VIOLET BLADE TOUCH DC21 WILL (STAGED) DRAIN WILL DC21 WILL (STAGED) DAMAGE (ENERGY) BLAST RANGED DC19 TOUGHNESS (STAGED) DAMAGE (ENERGY OR PHYSICAL) DRAIN TOUCH DC16 WILL (STAGED) DRAIN ALL MENTAL ABILITIES MOVE OBJECT RANGED DC19 TOUGHNESS (STAGED) DAMAGE (ENERGY) MOVE OBJECT RANGED GRAPPLE CHECK VS +14 PINNED/BOUND CONCEALMENT PERSONAL DC22 WILL TOTAL CONCEALMENT, ALL SENSES MIND CONTROL TOUCH 10FT WILL vs +6 (STAGED) CONTROLLED MIND READING TOUCH WILL vs +16 MIND READING MIND READING PERCEPTION WILL VS +12 MIND READING (SURFACE THOUGHTS) MIND READING EXTENDED WILL VS +12 MIND READING (SURFACE THOUGHTS) STUN TOUCH 10FT DC16 WILL (STAGED) DAZED/STUNNED/ASLEEP TRANSFORM TOUCH 10FT DC26 WILL TRANSFORMED (MEMORY)
  10. Triakosia Player Name: Tiffany Korta Power Level: 12/15 (250/250PP) [268] Trade-Offs: -2 Atk/+2 Dam Unspent Power Points: 0 In Brief: Another survivor from a dying Earth is sent safely to ours, except things didn't go exactly as planned... Alternate Identity: Dancia Devons Identity: Secret Birthplace: Pax Roma Occupation: Reporter Affiliations: None Family:None known Description: Age: 129 (DoB: 18th April 1885) Apparent Age: 33 (if applicable) Gender: Female Ethnicity: African American Height: 5'11" Weight: 180 lbs Eyes: Brown Hair: Brown The costume that Dancia wear is familiar to most people of Freedom City if not the world it is the blue and yellow made famous by the Earth mightiest hero Centurion. On closer inspection there are several major differences, the jumpsuit she wears is a darker blue with padding and texturing to provide extra protection, this also give her the appearance of a much more sculpted physique than she really does. The breastplate an greaves are darker, almost bronze in colour, and made of high tech materials with almost no weight to them. Power Descriptions: The exposure to cosmic energies that she received during her inter dimensional journey have radically altered Dancia's body down to it's very core. Super resistant and strong she has no need to breath and doesn't feel the heat or cold like others. Not only that but can also fly and operate at inhuman speeds. Her senses have been similarly affected with her able to see and hear things well beyond the range of normal humans. History: When the Terminus invaded the world of Pax Roma, a high tech world where the Roman Empire never fell, Centurion was sent safely to Earth Prime. But his father wasn't the only one working on the possibilities of Inter Dimensional travel in a secret Imperial laboratories a rival of his was working on exactly the same technologies. When the invasion came the laboratory looked to help halt or at least stall the forces of Terminus, but as it looked more and more likely that the battle was lost the scientist turned there attention back to the inter dimensional device. Though untested and uncalibrated there only chance was to send someone through to find help from another world, or at least warn them of the threat of terminus, the facility lack the power or time to send more than one person to possible safety. In it unrefined form that machine would put incredible stresses and strains on the traveller, so it was decided one of the Centurions of the CCC (Triakosia) Legion would use the device to fetch possible aid. To a man and woman all of the cohort volunteered, despite the risks, and so lot was drawn. Dancia was the lucky winner so dressed in her Legion armor she stepped into the machine. The machine worked but its design was imperfect and Dancia was lost in the Void between world for almost ninety years before she finally arrived on Earth Prime, following in the wake of Centurions journey. Half dead from the travel Danci collapsed on arrival to Freedom City and spent six months in a coma recovering from her journey. All the while she under the protection of the Freedom League who kept her a secret in case she was another duplicate sent to fool people. When she awoke Dancia could remember nothing before arriving in Freedom City, beyond a random set of conflicting fragments of memories. Despite the best efforts of some of the worlds best psychologists and telepaths she still cannot remember any details of who she was before she arrived. Once fully recovered and determined not to be a threat Dancia was given a new identity of Dancia Devons and supported whilst she found her place in the world. She seemed drawn towards a career in journalism and with her new identity she earned herself a job on the Freedom Ledger. Granted right now it's collecting stories for the paper website, but it gives her the freedom to both pursue the kind of stories that could make her career and help people as a superhero. Personality & Motivation: Whilst Dancia will never hesitate to use her powers to help protect people from harm, she doesn't think of herself as a true hero. She incredibly modest as to what she can do and doesn't think she quite measure up to other heroes in the world. She's a difficult person to get to know well but she a stern and serious young woman focused on becoming the best at whatever she does, whether in her day job or her time as a hero. Powers & Tactics: Dancia's first instincts when faced with a threat is to make sure that innocents are kept away from any possible danger, if she can she'll draw the danger away from them or failing that remove them from any potential harm. Only then when everyone is safe will she turn her attention to defeating the enemy, even if that means taking a bit of a beating Complications: Who am I?: Dancia has no memory of her life before waking up in Freedom City. Not knowing who she is Dancia is prepared to go to almost any lengths to find the truth. Once I was...: Even worse in her time in the void she somehow absorbed memories of different lives all her alternatives. Not know which is true she could be convinced that one of these could be the truth. Touched by the Void: Travel through the void has left an indelible mark on not just her physiology. It also left a signature that seems to draw creature and people who have travelled through that place towards her, and it's generally not a pleasant reaction. Abilities: 30 + 4 + 20 + 6 + 8 + 8 = 76PP Strength: 40 (+15) Dexterity: 14 (+2) Constitution: 30 (+10) Intelligence: 16 (+3) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 16 + 24 = 40PP Initiative: +6 Attack: +8 (+10 Unarmed Attack) Grapple: +23/+33 Defense: +12 (+12 Base, +0 Dodge Focus), +6 Flat-Footed Knockback: -10 Saving Throws: 5 + 6 + 7 = 18PP Toughness: +11 (+10 Con, +1 Protection) [Impervious 10] Fortitude: +15 (+10 Con, +5) Reflex: +8 (+2 Dex, +6) Will: +11 (+4 Wis, +7) Skills: 76R = 19PP Bluff 11 (+15) Computers 2 (+5) Diplomacy 11 (+15) Drive 3 (+5) Gather Information 11 (+15) Skill Mastery Intimidate 6 (+10) Language 1 (Latin) Notice 11(+15) Skill Mastery Search 9 (+12) Skill Mastery Sense Motive 11 (+15)Skill Mastery Feats: 18PP Attack Specialization (Unarmed Attack) 1 Connected Equipment 4 Improved Initiative 1 Inspire 1 Interpose Leadership Luck 1 Move-by Attack Power Attack Quick Change Skill Mastery (Gather Information, Notice, Search, Sense Motive) Takedown Attack Ultimate Effort (Strength Checks) Well-Informed Equipment: 20EP = 4PP The Sanctum Size: Colossal [5] Toughness: 15 [2] Features: Communications, Computer, Concealed, Dimensional Portal, Gym, Isolated, Library, Living Space, Personnel (Centurion Bots), Power System, Security System, Workshop [12] Power: Teleport 10 (200,000 miles) [1] Powers: 1 + 2 + 11 + 10 + 25 + 2 + 8 + 10 + 10 = 59PP Feature 1 (Temporal Inertia) [1PP] Flight 1 (10 mph / 88' per Move Action) [2PP] Immunity 11 (Aging, Life Support, Starvation & Thirst) [11PP] Impervious Toughness 10 [10PP] More Powerful... 10 (20PP Array; Feats: Dynamic Power 3) [25PP] Dynamic Base Power: Flight 10 (25,000 mph/220,000 ft/rnd) [20PP] Dynamic Alternative Power: Quickness 10 (x 2,500 normal speed) [10PP] and Speed 10 (10,000 mph/88,000 ft/rnd) [10PP] [20PP] Dynamic Alternative Power: Super-Strength 10 (up to Super Strength 14; heavy load 52k tons) [20PP] Protection 2 [2PP] Super-Senses 8 (Normal Hearing [Accurate {+2}, Extended 5 {200 mile range incr}], Ultra-Hearing) [8PP] (Super Hearing) Super-Senses 10 (Normal Vision [Extended 5 {200 mile range incr}], Penetrates Concealment {+4}], Ultravision) [10PP] (Super Vision) Super Strength 4 (PF: Super-Breath, Thunderclap) [10PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed (basic) +10 Touch DC 30 Toughness Damage (Physical) Super-Breath --- Area DC 22 Reflex Trip Thunderclap --- Area DC 22 Reflex Dazzle (Auditory) Totals: Abilities (76) + Combat (40) + Saving Throws (18) + Skills (19) + Feats (18) + Powers (79) - Drawbacks (0) = 250/250 Power Points
  11. Nevermore Power Level: 9 (139/144) [Gold Reward Slot] Trade-Offs: +2 Attack / -2 Damage; +2 Defense / -2 Toughness Unspent Power Points: 5 In Brief: The young apprentice and sidekick of the Raven, Nevermore is preparing himself to take on that legendary crime-fighting mantle one day soon. Alternate Identity: Aleksander Garen Nakani (Birth Name/legal name); Svarog (Name assigned by the Blood Dragons) Identity: Secret Birthplace: Rustavi, Georgia Occupation: Student (Claremont); Crimefighter Affiliations: Claremont Academy; Raven "family"; Blood Dragon Scoiety (former) Family: Henrik and Maral Nakani (biological parents, deceased); Loren and Melissa Barbeau (adoptive parents) Description: Age: 17 (DoB: December 12, 1997) Apparent Age: N/A Gender: Male Ethnicity: Armenian and Ossetian Height: 5'10" Weight: 160 lbs. Eyes: Grey Hair: Black Aleksander is a lean young man, clearly in the midst of his growth spurt. He avoids teenage awkwardness only due to over a decade of conditioned "training" and a few years of more natural training, and thus an instinctive sense of balance and poise. His frame is well-muscled, but he clearly favors speed and tone over sheer power. His deeply bronzed skin has no blemishes, and his face is free of scarring. His forearms, hands, lower legs, and torso bear a scattering of small, light scars, the sort one would associate with intense martial training. The long, thin scars on his back, faded for years now, are decidedly not from training. His grey eyes peer out keenly from slightly thick eyebrows, always observing. He doesn't have the furtive manner one would associate with a guilty party; instead, it's the keen observation of all those around him, and his environment. When he does focus on an item, person, or object, his gaze can be quite piercing indeed. His somewhat angular face has trouble frowning, and quite often, Aleksander's smiling or smirking about one thing or another. If he becomes angry, though, it is somewhat like a storm rolling over the plains. His dark hair has just a bit of curl to it, and while he keeps it neat, it reaches down to the bottom of his neck. Typically he just wears it combed back, but when training he'll keep it tied in a tight ponytail. His face is angular without being severe, with no features being over-prominent; the angles are smoothed out (helped by the fact he stays clean-shaven). Typically, he dresses in comfortable, non-descript clothes with low-key colors. He tends to prefer pants and long sleeves year round, though in the summer he usually opts for lighter-weight materials than in the dead of winter. His only ornamentation seems to be an antique wristwatch; when pressed, he explains it was his birth father's, and is one of the few mementos he has of him. Nevermore's costume is a finely-engineered piece of crime-fighting technology, and it looks it. It's a full-body suit that leaves only the mouth exposed, and while it's somewhat obvious that it's multiple layers, the outside is virtually seamless. The whole suit has armor plating somewhat visibly sandwiched in everywhere, but covered with a solid layer of morphic molecules on the outside to smooth over its appearance. The suit's base color is black, with the belt (holding several secure pouches of equipment), chest symbol (a stylized "N"), and a few lines on the gauntlets and greaves being a metallic silvery color. The inside of his cape is a dark grey-blue, helping blend in and break colors up a bit. When at rest, the cape's edge is a straight line, but thanks to the combination of the electroreactive "frame" inside of it, and the morphic molecules, when in "glide mode", the edges take on the appearance of a raven's wings spread in flight, or at least a stylized rendition of it. The boots/greaves and the gauntlets have extra protection and plating added on to the exterior of the suit's basic layers, though the gloves/gauntlets, boots/greaves, pants, shirt, cape, and cowl are all actually separate pieces. His head is covered by a smooth armored cowl that leaves only his mouth and chin exposed to the air (though the sides have a convenient lock point for his gas mask). His eyes are covered by special lenses that appear, from the outside, to be somewhat milky-white when inactive, but faintly glow green when night vision mode is active. Power Descriptions: Aleksander is an essentially normal human being. His time under the "care" of the Blood Dragon Society had them injecting him with various chemical mixtures meant to encourage the maximum potential growth, and he was fed a rigorous diet rich in some unique vitamins and minerals, but while he shows the potential to enter the very top tier of human performance, right now he shows no signs of mutation or any other true superhuman powers. Instead, his body is in peak condition for a boy of 16, and he possesses more skill than most would think possible for one of his age (due to his...rigorous...care with the BDS). Some might describe Aleksander as a "living weapon", and truthfully, they wouldn't be entirely wrong. His physical fitness and sheer skill make him a formidable close-combat opponent. Nevermore's costume is a masterful piece of crime-fighting engineering. The innermost layer is a thick, comfortable layer of thermal-insulated morphic molecules that help Alek survive extreme temperatures. Next is a layer of body armor, composed primary of thick, semi-rigid Kevlar plates that provide protection sufficient to deal with most regular small arms. The cowl contains lenses that can activate night vision, meaning even the darkest night is as bright as day to Nevermore. As well, an advanced communications suite is embedded under the armoring of the cowl. This system also works with some small microcomputers in his belt to give him up-to-the-picosecond accurate time, as well as precise geopositioning data and magnetic north orientation readings. The belt also holds a number of tools useful for crime scene analysis, a fold-out tablet computer useful for taking notes and such, and a simple collapsible gas mask that fits over his exposed moth and provides an environmental seal and several minutes of clean air. The cape is composed of special electro-reactive morphic molecules that conform to a rigid frame when a very low but precisely calibrated electrical charge is run through them. While he has insufficient propulsion for true independent flight, Nevermore is capable of long glides. His ability for movement around the city is aided by special high-speed, high-power grapnel lines that are housed in his gauntlets (under the extra armor plating). Finally, the whole suit is reinforced to enhance not only protection but close combat capability. The main "striking points" are still fists/forearms and feet/calves, and this is reflected in the heavier, reinforced plating present there. In addition, small, hollow reservoirs partially filled with a fine silicon mix provide an impact enhancer similar to the common dead blow hammer. Rounding out his current arsenal is The Talon, a high-performance motorcycle which is Nevermore's primary means of transportation across larger portions of Freedom City (with his grapnel/glider cape combo being used for more precise positioning in specific areas). While unarmed, it is a tough, fast vehicle that bears a solid security system to prevent bike-jacking. The overall construction is rugged, with the bike mainly sporting two seemingly oversized tires (each with an independent electric motor for power), and a central "pod" with rugged armor plates, special steering "arms", and a simple voice-activated computer that has an always-updating navigation program. It is currently capable of speeds approaching the fastest performance road cars, though Nevermore rarely pushes it to that speed. History: Aleksander Garen Nakani should have been a perfectly normal boy born in the country of Georgia. And for about 6 months of his life after birth, he was. Then, one day, he and his parents "disappeared". His father and mother were found weeks later, dead, their child missing, out well past city limits. Theories abounded. No one was ever charged, no conclusion made. Funerals were held. People mourned. Mementos were kept by parents/grandparents and other scattered family. None were the wiser that Aleksander had been taken by the Blood Dragon Society to their base in Transylvania, Romania. They are a fanatical group borne from the last members of the Order of the Dragon. Born in fire and blood, they escaped the purge that wiped out most of their brethren and went into hiding. They watched as one of their own members became one of the most feared monsters of all time, a household name half a millennium later. The Blood Dragon Society vowed all those years ago to protect Europe (and, eventually, mankind) from the "dark things". Unfortunately, their definition of what constituted a viable threat has varied over the years, and has never focused solely on supernatural threats, but instead included political or religious movements and individuals. Worse, they vowed to use any means necessary, and have taken that vow seriously. They employ methods most would never condone, and in the last couple of centuries have begun taking orphans or other "won't be missed" children to train them from a young age to be perfect "defenders". Aleksander was part of a new "trial group", selected based on genetic factors (in his case, the presence of many historically successful soldiers on his father's side, and genetics stretching back to some of the fiercest Sarmation warriors on his mother's side) that the Society believed would make them ideal warriors. These children, taken from all over the world, and being of all sorts of ethnicity, were brought in before their first birthdays. They were raised impersonally, granted single names based on mythology (Aleksander was called Svarog), and fed rigorous diets, supplemented by vitamin and chemical treatments intended to procure the maximum possible performance and growth. They were educated as soon as possible, trained from very early ages in tactics, stealth, sabotage, combat of all kinds, and more. Their minds were laced with subliminal programs to ensure obedience and efficiency. Psychics were brought in to aid all of these efforts, ensuring that the whole batch of 20 was far ahead of their peers in every way by age 10. Alkesander was 11 when the Freedom League rescued all of the children from the clutches of the Society. The Raven, with the aid of Foreshadow, had tracked down the location of the Society's facilities. The stealthier members of the League infiltrated the base and ensured that the children were there and safe, and disabled much of the security. The rest of the League then swept in and thoroughly disabled any BDS troops still up and about, including a few of their more exotic members. Raven herself was the one to open the cell holding Aleksander, who had been in solitary for a week because his young mind had shown itself to be (once more) resistant to the harsher aspects of the programming they were trying to induce on the children. It wasn't a conscious thing, simply an unusually resilient psyche that meant the next year would not be as harsh as it would for his fellows. But only a little less harsh. Thankfully, the BDS facility had included full medical and biographical files on the children there; the Society was thorough and meticulous, if nothing else. This allowed the League to track down what family remained...which was his father's father, who was by this point in no condition to take care of a child. So he would have to be adopted after his treatment. It took over a year for League psychics and psychologists to help young Aleksander reach a point where they felt he couldn't simply be "switched off" or reprogrammed with a single phrase, and that he didn't treat the entire world like one long spy or combat mission. It still was a delicate enough situation that his adoptive parents, Loren and Melissa Barbeau, had to be specially trained and prepared to help him learn to socialize more normally. As well, his state of mind, as well as his near-reflexive fighting ability, necessitated him attending the Nicholson school for 3 years. Thankfully, by 14 Aleksander was a comparatively normal, if quiet, boy. He was even attending a regular public school. What Loren and Melissa didn't know is that the mental focus that previously had been forced upon the lessons of being a weapon, was now turned to investigating the Raven more. For almost a year, he'd been slowly tracking bits and pieces of information. Not because he hated her; just the opposite, Aleksander felt only the greatest of admiration for her. He wished to thank her without having to get mugged first. But as his investigation continued, he came to an uncomfortable conclusion: Raven was growing older. Just as her predecessor had, she was starting to show small signs of aging. One day, perhaps soon, she'd have to give up the mantle. But to whom? The day he figured out who she was, was the day Alkesander Nakani decided that if the Raven wouldn't appoint a successor, maybe one needed to approach her. So he dug deeper. Eventually, he determined two facts. First, the original Raven had been Duncan Summers, who was now headmaster of Claremont Academy. Second, his daughter, Callie Summers, was the current Raven. This would explain all the various resources Raven had always had access to. But now...how to speak to either of them about it? Finally, he decided on just going to Claremont Academy and trying to speak with the Headmaster, as he wasn't sure Callie would be at the Summers home. He skipped school one day and caught the bus to Bayview. He managed to slip onto the Academy grounds with none of the students or staff noticing, and ended up right outside Headmaster Summers' office. At which point the retired hero invited him in to speak. Duncan explained that while he didn't know quite why Aleksander was there, he'd kept track of the boy, if for no other reason than to help alert other heroes if the Blood Dragon Society ever moved to try and retake him. But the boy's presence intrigued him, and he had a guess as to why he was here. So Aleksander laid out his research, the results, and his belief that Callie needed a successor. Duncan ended up calling his daughter into the meeting, and there were a couple hours of discussion (during which Loren and Melissa were called in as well). In the end, it was decided that until he was 15 & 1/2 years old, Aleksander would be undergoing rigorous "basic training" without stepping foot outside the "lair" under the Summers home. Loren and Melissa weren't thrilled, but recognized that between Aleksander's iron will and his rather unique background, they'd be unlikely to stop him. So instead they partnered with Duncan and Callie to help make sure Alek didn't do something stupid to get himself killed. By June of 2013, Alek was allowed on 2 patrols a month, to try and get him used to actually going through the motions of being a crime-fighter. He was primarily asked to watch Raven's back, but was sometimes allowed to take the fore and get some practice. Most criminals were at least smart enough to not mouth off to a kid in body armor who was working with the Raven. The ones that were were educated. Word started to spread. In the meantime, in an effort to take some of the work off of Callie, and maybe give Aleksander some independence on occasion, Nevermore (as he has dubbed himself) has transferred to Claremont, starting in the Spring 2014 semester. It is hoped that he will learn more skills related to working with other heroes, as well as broadening his own skillset for the purposes of crime fighting and prevention. Personality & Motivation: Aleksander is a fairly quiet young man, but for all that he's gone through, he's actually fairly hopeful. He doesn't go for much in the way of exterior shows of emotion, but being rescued from the clutches of the Society, in the way he was, taught him that the world has good people, and those good people can make a difference. While not anti-social, Alek prefers to ration his time with friends (which he makes slowly and carefully) and strangers. But when he is with them, his shell opens up at least a little bit; he has a tendency to be the dry wit of a group, making some quip with a completely straight face. Alek will almost fanatically stand up to bullies, especially if he sees them picking on someone notably less capable physically (or socially, if it's primarily verbal bullying). He does not initiate actual fisticuffs, but he has been sent home a couple of times for, in his words, "finishing what someone else started". He has never shown regret for those fights, either. Thankfully he abhors the idea of taking a life or producing permanent injury, and so he's always focused on restraint, or temporary discomfort, to breaking bones or the like. Alek tends not to get involved in discussions about politics or law or the like, beyond voicing a general dislike of "injustice", though with as young as he is it's still a nebulous concept (beyond "criminals running around not getting stopped"). Nevermore comes off as a gruff, no-nonsense crime fighter. He's willing to work with other heroes, though he's cautious if he does not know them, and might get slightly frustrated with those who have trouble with subtlety of any form. To criminals, he's somewhat quieter than his predecessor, but still carries an air of menace and shadows. He is relentless and fearless, and lets them know. He does have a bit of a tendency to try and put on a gravely bravado with older heroes, barring those like Midnight or Foreshadow who carry legacies similar to his own. To them he is respectful, though he's not afraid to voice an opinion. But to others he might be trying to over-compensate for his clear newness to his role, subconsciously trying to prove that he's worthy of the mantle he will be receiving. To the average citizen, he's polite, if a bit terse, but always wanting to prove helpful in a moment of need. Powers & Tactics: Nevermore will adjust his tactics depending on the number and quality of opponents. For a large number of "thugs" he tends to just dive in and start taking them down rapidly, weathering their blows with his body armor while he delivers precise, powerful strikes. Armed opponents are likely to be disarmed. Those who seem to focus on power over finesse may well end up put in one martial art hold or another while he tries to choke them just enough to knock them out. For a notably powerful opponent he is likely to attempt to remain in stealth until he can catch them unaware enough to get a couple of solid blows in. That, or try to work with someone else or call for backup. Complications: Once a Soldier, Always a Soldier: While the particular cell that was "raising" Aleksander was dismantled, the Blood Dragon Society as a whole still exists. And they aren't the sort to let resources go to waste, especially ones that display the potential Aleksander has. At some point, or several points, they may try to retrieve Aleksander, not realizing that he's also Nevermore. The River Runs Deep: Aleksander was given a thorough de-programming by more than one psychic who was affiliated with the Freedom League, and was further taken through more mundane therapies and de-programmings by psychologists and psychiatrists. However, the scars of that time still remain. It is possible, if unlikely, that one or two "trigger words" may still be buried in his mind and activated, either by someone with sufficient knowledge, or someone with enough skill (not power, but skill) in the psychic arts. This would not turn him into a mindless drone, but it might be enough to leave him slower, incapacitated, or in some other way less effective than he should be. Secret (Identity): Aleksander's identity as Nevermore is something known only to a few (though fortunately or unfortunately, at least some fellow students at Claremont know). The risk is not only to himself, but to both the Summers, to his family, and even, in a way, to Claremont itself. Some Pretty Big Shoes: Aleksander's status as heir apparent to the mantle of the Raven isn't officially known to many, and nominally speaking, his assumption of that role is a few years off. Some more experienced heroes might not take him seriously, or take offense to him attempting to "take over" the Raven's name one day. Alek himself may sometimes have issues with confidence or second-guessing himself due to doubts over his "worthiness" of the role. Abilities: 6 + 6 + 6 + 6 + 6 + 2 = 32PP Strength: 16 (+3) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1) Combat: 10 + 12 = 22PP Initiative: +3 Attack: +11 Melee, +5 Ranged Grapple: +14 Defense: +11 (+6 Base, +5 Dodge Focus), +3 Flat-Footed Knockback: -3 Saving Throws: 5 + 5 + 5 = 15PP Toughness: +7 (+3 Con, +4 [Protection]) Fortitude: +8 (+3 Con, +5) Reflex: +8 (+3 Dex, +5) Will: +8 (+3 Wis, +5) Skills: 76R = 19PP Acrobatics 7 (+10) Computers 8 (+11) Drive 7 (+10) Escape Artist 5 (+8) Intimidate 8 (+9) Investigate 8 (+11) Language 6 (Arabic, English, French, German, Georgian, Latin, Romanian [Native]) Notice 7 (+10) Search 8 (+11) Stealth 7 (+10) Survival 5 (+8) Feats: 30PP Accurate Attack All-Out Attack Attack Focus (Melee) 6 Beginner's Luck Chokehold Defensive Attack Dodge Focus 5 Eidetic Memory Equipment 4 [Paid for with Bronze Award] Evasion Improved Block Improved Disarm Improved Grapple Improved Trip Improvised Tools Jack of All Trades Online Research Power Attack Second Chance (Mind Control) Takedown Attack 2 Track Equipment: 4PP = 20EP Utility Belt [3EP] Gas Mask: Immunity 1 (Eye & Lung Irritants)[1EP] Investigator's Kit (+2 to Investigate Checks) [1EP] Tablet Computer [1EP] The Talon (Vehicle; Motorcycle) [17EP] Size: Medium [0EP] Strength: 25 (Medium Load: 533 lbs.) [3EP] Defense: 10 [0EP] Toughness: +10 [5EP] Features: [4EP] Alarm 2 (DC 25) Computer Navigation System Powers: [5EP] Speed 4 (100mph / 1,000ft per Move Action, Feats: Subtle) [5EP] Powers: 21PP Damage 4 (Feats: Mighty) [5PP] (Training) ("Martial Arts") Device 4 (20PP Container, Flaws: Hard-To-Lose) [16PP] (Technological; "Nevermore Costume") City Movement 1 (2PP Array; Feats: Alternate Power 1) [3DP] [array]Base Power: Flight 2 (Flaws: Gliding) [2] ("Electroreactive Glider Cape") Alternate Power: Super-Movement 1 (Swinging) [2] ("High-speed Grapnel Gun"][array]/ Communication 5 (Radio, 5 miles; Feats: Subtle) [6DP] ("In-Built Headset") Immunity 1 (Cold, Heat; Flaws: Limited [Half]) [1DP] ("Protective Thermal Under-Layer") Protection 4 [4DP] ("Armor Plating") Super-Senses 2 (Infravision;Vision Counters Obscure (Darkness) [Darkvision]) [3DP] ("Night Vision Lenses") Super Senses 3 (Direction Sense, Distance Sense, Time Sense) [3DP] ("Head's-Up Display") DC Block ATTACK RANGE SAVE EFFECT Unarmed (Normal) Touch DC18 Toughness (Staged) Damage (Physical) Unarmed (Martial Arts) Touch DC22 Toughness (Staged) Damage (Physical) Totals: Abilities (32) + Combat (22) + Saving Throws (15) + Skills (19) + Feats (30) + Powers (21) - Drawbacks (0) = 139/144 Power Points
  12. Player Name: piercetbh Character Name: The Blur Power Level: 10 (154/154PP) Trade-Offs: -5 Toughness/+5 Defence, -0 Damage/+0 Attack Unspent Power Points: 0 Progress To Bronze Status: 4/30 In Brief: Born with mutant powers that let him run, fight, and even think extremely fast. Alternate Identity: Marko Miles Identity: Secret Birthplace: Freedom City Occupation: Engineering Student at the Hanover Institute of Technology, Casual Worker at Stan’s Super Heroes Affiliations: Fellow Students and Professor Jet at HIT, Staff at Stan’s Super Heroes Family: Richard Miles (Father), Mary Miles (Mother) Description: Age: 20 (DoB: 1993, 5th of March) Gender: Male Ethnicity: Caucasian Height: 5’10†Weight:168 lbs. Eyes: Hazel Hair: Brown Marko’s powers do not directly provide him with enhanced strength, but he can use them to exercise and do strength training at extremely fast speeds. Because of this, he has become incredibly strong; not superhuman, by any means, but physically he is very capable. This strength has given him a body appropriate for a superhero, which shows even when he isn’t wearing his costume. As either The Blur or himself, Marko is usually smiling and almost always has incredibly messy hair. He tries to style it, he swears, but it goes wild every time he runs. Power Descriptions: When Marko uses his speed to run or attack, ‘The Blur’ is often an understatement. He can be completely unseen if he runs fast enough, allowing him to occasionally risk traversing the city with no mask and not be discovered. When using Quickness at a fast enough rate he sometimes experiences a similar effect, causing humorous sights such as a room that seems to clean itself as he dashes about, putting everything back in order. History: Miles’ birth was a quick one, and it was not long afterwards that his parents began to suspect something was different about him. In primary school he was faster than the other children, and in middle school he could outrun them on their bikes. On graduation night, he matched pace with a friend’s car. Everyone knew he was fast, and they thought he was a genius, too. Even the trickiest math is easy when you can think it over for a few minutes in the space of a second. Marko spent most of this school time knowing he was super, as he was told by his parents at eight years old that he had powers, and it was clear why. His father Richard had never told him, but in a freak accident decades ago he had been struck by a bolt of lightning; Marko’s dad had survived with seemingly no effect, until whatever had happened to him manifested in Marko at birth. He was pressured to remain discreet. He was already the ‘fast kid’, he just had to make sure he didn’t become the ‘light-speed kid’. The Speedster obliged, not having a problem with just being the fastest-running, quickest-thinking kid in his school in addition to being able to throw a pretty solid punch. After his education Marko got his own apartment and his parents moved away, leaving him on his own in Freedom City. He eventually decided to get into Engineering, one of his favourite subjects in high school. One year into this course he has found that his quick mind has let him thrive, though he still gets stuck frequently. Not wanting his powers to go to and waste and with no parents to stop him anymore, Marko was ready to suit up and fight crime within a month of starting his course and getting a part time job. He’d been planning on becoming a hero since high school, and now was the time to do it. He has been out in the field ever since, squeezing as much super-powered action in as he can between college and work. Personality & Motivation: When he is excited Marko can begin to talk very fast, and must be reminded to slow down by his friends. In fact, he is too fast for anything. He hates chess even though he’s extremely good at it. He so far has not been able to sit in a car for long enough to make any significant progress towards getting his driver’s license. As The Blur, the speedster does what he does for fun. Nothing is cooler to him than running across the city in a moment, dodging bullets, and put criminals behind bars on a daily basis. He also loves to meet other super-powered individuals, who are acting all over Freedom City. It’s nice for Marko to have other Superheroes to relate too, and it is also nice to have Supervillains who can challenge him. Powers & Tactics: The Blur is very, very fast. In combat he dashes about the area, too headstrong to hide yet not foolish enough to stand right in front of his much stronger enemies. He is strong, but not as strong as someone who possesses a superhuman level of strength. To them he is respectable but not comparable, and thus while a ‘greater’ foe can simply flail around swinging punches in combat, The Blur must keep on his toes. Snatching an armed foe’s weapon away, fooling a stupider enemy into leaving an opening in their defence, or straight-up running in to someone to knock them off their feet are all examples of strategies he may use when he doesn’t have the advantage in a simple punch-up. When even getting close for a short period is too dangerous, Marko can throw any reasonably small object, including small metal spheres he stores in the palms of his gloves, at rapid speed to attack an opponent as if with an automatic weapon. Complications:. Responsibility: Engineering is tough even if you can study at breakneck speeds. Marko has to attend his engineering lectures at HIT or Professor Jet will chew him out, and he’ll risk falling behind the class. Occasionally, he may be told to invent some sort of project or sit an exam. Responsibility: Marko has to pay for college somehow. In addition to lectures he must frequently work shifts a week at the local Stan’s Super Heroes. If he fails to attend he could get fired and get himself into even worse financial strife. Secret: Marko certainly doesn’t mind getting attention, but he definitely doesn’t want to be a world-famous superhero with paparazzi knocking down his door every day. His identity is hidden and he will go out of his way to keep it that way. Temper: Marko hates dealing with slower or more patient people, as for him even something complicated like designing an invention or planning for a battle should only take a few seconds. Often he can run off on a whim, unable to wait a long time for something to happen. Wealth: College is expensive, superhero suits are expensive, and part-time jobs for young adults pay low. Marko has the Struggling wealth condition and lives in a small apartment that he can barely pay for. Abilities: 4 + 4 + 2 + 2 + 0 + 0 = 12PP Strength: 14 (+2) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 12 (+1) Wisdom: 10 (+0) Charisma: 10 (+0) Combat: 4 + 4 = 8PP Initiative: +2/+18 Attack: +2/+6 Melee, +2/+6 Ranged, +10 Strike, +10 Blast Grapple: +4/+8 Defense: +2/+15 (+2/+7 Base, +0/+8 Dodge Focus), +3 Flat-Footed Uncanny Dodge Knockback: -2 Saving Throws: 6 + 5 + 7 = 18PP Toughness: +5 (+1 Con, +4 [Defensive Roll]) Fortitude: +7 (+1 Con, +6) Reflex: +7/+15 (+2 Dex, +5) Will: +7 (+0 Wis, +7) Skills: 60R = 15PP [Acrobatics] 13 (+15) [Craft: Electronic] 9 (+10) [Craft: Mechanical] 9 (+10) [Disable Device] 9 (+10) [Knowledge: Technology] 9 (+10) [Notice] 5 (+5) [sense Motive] 6 (+6) Feats: 10PP Acrobatic Bluff Accurate Attack Defensive Roll 2 Evasion Improved Disarm Inventor Move-By Action Skill Mastery (Acrobatics, Craft Electronic, Craft Mechanical, Disable Device) Uncanny Dodge Powers: 8 + 10 + 12 + 8 + 7 + 7 + 3 + 36 = 91PP Enhanced Attack Bonus 4 [8PP] Enhanced Defence Bonus 5 [10PP] Enhanced Feats 12 (Dodge Focus 8, Improved Initiative 4) [12PP] Enhanced Reflex 8 [8PP] Quickness 7 (x250 Speed MPH) [7PP] Speed 7 (1,000 MPH) [7PP] Super-Movement 3 (Wall-Crawling 2, Water Walking; Flaws: Limited to while Moving) [3PP] Super-Speed (33PP Array; Feats: Alternate Power 3 [36PP] Base Power: Strike 8 (Super-Fast Attack, Bludgeoning, Mutant; Extras: Targeted Burst Area, Selective Attack; Power Feats: Accurate 2, Mighty, Progression (Radius) 2 (200' radius)) {33/33} Alternate Power: Blast 10 (Rapidly Thrown Objects, Bludgeoning, Metal, Mutant; Extras: Autofire; Power Feats: Accurate 2) {32/33} Alternate Power: Insubstantial 4 (Incorporeal, Effected by Electricity/Lightning, Mutant; Extras: Linked to Concealment) {20/33} Concealment 6 (Vibrating Molecules, All Visual and Auditory; Extras: Linked to Insubstantial) {32/33} Alternate Power: Healing 10 (Sped-Up Metabolism, Healing, Mutant; Extras: Action (+1), Total (+1); Flaws: Personal (-1)) {30/33} DC Block ATTACK RANGE SAVE EFFECT Strike +10 Touch (200 Feet Burst) DC25 Toughness (Staged) Damage (Physical) Blast +10 Rank 10 Ranged DC25 Toughness (Staged) Damage (Physical) Totals: Abilities (12) + Combat (8) + Saving Throws (18) + Skills (15) + Feats (10) + Powers (91) - Drawbacks (0) = 154/154 Power Points
  13. Player Name: HG Morrison Character Name: Argonaut Power Level: 9 (138/144PP) Trade-Offs: +2 Attack/-2 Damage (Blast), -2 Attack/+2 Damage (Strike), -2 Defense /+2 Toughness Unspent PP: 6 Progress to Gold Status: 24/90 (Silver Status earned with >Foreshadow II) In Brief: Omegadrone Agent of A.E.G.I.S! Alternate Identity: Yves Zermeño, Yvejskrujanharbh'aar Identity: Secret Birthplace: Lor-Zul Occupation: AEGIS Field Agent Affiliations: AEGIS Family: Carlos Zermeño (Husband), Luz Zermeño (Eldest Daughter), Anna Zermeño (Middle Daughter), Sophia Zermeño (Zermeño) Description: Age: 45 (DoB: Born March, 16) Apparent Age: 30 Gender: Female Ethnicity: (Lor Offshoot) Height: 5'2 Weight: 105 lbs Eyes: Brown Hair: Brown Yves is a slightly muscular brown skinned woman with no visible natural body hair. The hair on her head was replaced with a very expensive lace wig. The key difference between Yves the agent and Yves the mom is whether her hair is combed down for domestic motherly flair or spiked up with punk rock attitude. She often dresses in modest fashions that leave very little skin showing. Hiding the various scars throughout her body that she actually opted not to have surgically removed. Never wanting to forget the monster that she became. As Argonaut, Yves' MEGA-MAX modified armor bears the familiar design of the Omegadrone armor. The face pate is remodeled in a grim fashion having suffered tremendous battle damage in the past it appears like a more realistic skull face plate. The design retains an all too familiar air about it ever the same. The power armor has been re coloured to match AEGIS favored bluish palette. The right arm of the armor has a small shield, designed as a homage to the agency's namesake, which covers a compartment used to store her Power Pike when fully collapsed. The armor does not have wings due to having a far sleeker design than Steelgrave's original bulky model. The rocket boots can maneuver through the air with no issue having lost no air superiority. The Armor's left breastplate has the AEGIS emblem engraved. History: In another world in which the Lor's First Age never came to a close, the Lor Republic stretched to every corner of explored space. The military existed primarily for the purpose of exploration and further colonization of Lor Space. Quality of Life for citizens of the advanced civilization was such that only a sci fi novel could compare. Yvejskrujanharbh'aar was a freshly graduated university student with a future as a star faring diplomat in all but certain. Her life was pretty much uneventful. She had friends, family, loved ones and her personal tragedies were no more exciting than a lost pet here or there. Having never left her home planet, her dream was to engage in interplanetary relations perhaps to eventually take a seat as a Senator. The Lor citizens born on the planet of Lor-Zul are known for being born with two very distinct features. The first being a long life span in which they maintain a youthful appearance, only showing signs of aging during the last quarter of their lives. The second a natural affinity with languages their mind able to comprehend all spoken and written word as if they were living ciphers due to a unique psionic mutation. It was only the first trait that appealed to Shadivian Steelgrave after the Terminus came. With no enemies to oppose the Lor the military was nowhere near qualified to handle the unified front of the combat drones that swept their world. The Lor were crushed and in the end there was only the Terminus. Life as a conquered slave with the Hundred Worlds was far different for the Lor. Gone from Spacemen to cavemen one had to let a piece of himself die just to survive. In Nihilor only the strong survive. And what she lacked in physical might, Yvejskrujanharbh'aar made up for with sheer willpower and luck. Engaging in brutal gladiatorial fights until she scrapped by on top of her opposition. Her prize? Her mind was torn asunder as she underwent the unspeakable acts that defined the Omegadrone conditioning. Brainwashed by the Omegadrone conditioning Yvejskrujanharbh'aar had long faded she was merely a servant of Omega. Serving on the front lines as an Omegadrone Shocktrooper. Many people remember the Terminus Invasion of 1993 differently. Most of those memories are not looked back on too fondly. But for Yvejskrujanharbh'aar it was her first real memory since her first shot at life had ended. As one of those very invaders, she found herself barely clinging to life by the time the battle had come to a close. Her armor was skewered onto a steel rod at her abdomen. Recovered by AEGIS field agents, she was given medical treatment as the organization wasn't out to just let people die. Even those part of a foreign invasion force. Of course if it brought about the opportunity to learn more about the Terminus forces more power to them. It took a think tank of the top AEGIS psychologists and doctors to match Daedalus efforts in deprogramming the Omegadrone conditioning. They even crafted a new identity for her to live, monitored by a field agent, just outside of their Baltimore offices. Yvejskrujanharbh'aar or Yves as she had now come to be known just had to agree to surrender her armor to them as well as acting as a consultant whenever the need struck the agency. When Dr. Doris Volk joined AEGIS in 1997 amongst the many projects she pursued was the development of MAX series Power Armors. Shorty after completing the designs on the Super-Max armor Dr. Volk had already begun considering the process for advancing upon her design. Searching through old AEGIS files for inspiration Dr. Volk eventually came to learn about the deal AEGIS made with Yves. It took a decade to combine the technology of the Omegadrone with that of a SUPER MAX armor creating the first flight capable power armor, far before the distinctly more well known models used by Subjects V and V2. The most problematic bit of integration was that the armor's neural interface would only respond to omegadrones like the armor's previous pilot, Yves. A neural interface was originally designed to reinforce the Omegadrone conditioning and improve Nihilor's Mixed Murder Arts by recording combat data and aiding the pilot adapt in all situations. Dr. Volk's attempts of repurposing the interface to aid field agents in saving lives could not completely overcome the fact that only a mind whom had gone through Steelgrave's brainwashing was the only one capable of conceptualizing such an idea. So she requested Yves assistance in improving the combat data of the interface as Dr. Volk attempted to overcome the flaw in the design. An offer that went through a very long series of refusals before Yves finally relented with some trepidation. Spending weekends as a test pilot for the tongue in cheekily named MEGA-MAX armor. Breaking away from the training simulation when the armor caught the transmission of a nearby alarm system in which a shoe store was being robbed by three heavily armed men. Within the comfort of her armor she was able to easily able to deal with the crooks. Disappearing before AEGIS latest line in experimental technology could be shaken. Upon her return she wasn't admonished for taking off with government property as she expected. Instead there was a congratulatory fanfare and applause and she was offered a real job with the agency. After weighing her options and the sense of satisfaction that came with actually doing something good with the armor she took the job. In her personal life, Yves and her handler had wed some years back. Together they were raising three girls from his first marriage. Although at this point the eldest was studying at FCU, so the children did not exactly outnumber the parents in the household. Eventually the Zermeños requested a change in duty station from Baltimore to Freedom City. Marking her return to the city after 20 years as the armored hero Argonaut. Personality & Motivation Yves may not have been quite herself when she worked as a soldier of Omega. But she remembers every waking minute of that nightmare. Every slash, every stab, every atrocity committed in the name of the Lord of the Terminus. She tries not to let it weigh on her conscious too much and for the most part succeeds with bravado and gumption (albeit a silent gumption), but the memory is always there gnawing at the back of her head. Despite that one would be hard pressed to find her without a smile on her face. Whether it is forced or not. Outwardly confident she works hard at covering up her own insecurities of not being qualified for being a 'hero' due to her past a Terminus soldier. Despite the fact that AEGIS already has a solid history of working with reformed criminals. Yves is very good at seeing through people's intentions. Above all else, she feels as if she has seen enough death in her lifetime and will go through absurd lengths to try and save everyone she can even if it cost her life in doing so. In her daily life, Yves can be downright domestic. Attempting to portray the image of a perfect mom next door type, while still keeping conversations as short as possible. Yves is not a talker by any measure for those outside her family. But, when she does speak it's usually snark covered. A self described realist through and through the woman lacks tact despite not meaning any harm. Powers & Tactics: Yves relies on the Argonaut armor to do all her heavy lifting. Even with her now rusty training in the mixed murder arts, she. Her original Power Pike was smelted down into the right arm of the armor, creating her shield. However, Yves replaced her power pike proper (AEGIS conveniently had plenty to spare) after a mission to Australia in which she met fellow freed Omegadrone Steven Murdock, otherwise known as Harrier, in which they did combat with yet another Omegadrone. Her new Power Pike is stored within the chamber underneath the shield. Preferring to use her Power Pike at a distance, Yves will pelt away at her foes with the entropic energies of the Terminus contained in the blade. If need be she can close the distance and strike at her foes with the actual blade itself for more painful results. The armor contains tiny nanofibers that are far stronger than human muscle fibers of equal size. The tiny nano muscles allow her to perform feats of strength above what is humanly possible. The neural interface allows her to react with split second timing with the armor actually acting semi autonomously for its best interest at times. When not in use the Omegadrone armor is stored as a portable briefcase. Yves body has been enhanced by a potent nanite infusion that went into her Omegadrone condition. Her modifications have made her stronger than more durable than would be expectantly possible with her physique. Her muscle tissue is similar to the very nanofibers that make up her suit. Complications: AEGIS Defend!: Yves has an almost unhealthy obsession with pursuing redemption. Nominally this just presents in her wanting to try and protect as many lives as she possibly can. Which on its own is not a problem. But ,Yves runs blindly into action without thinking of the consequences if she thinks it can help someone. Theoretically making her an easy target for a villain's manipulations Broken Arrow: The Terminus did the former Omegadrone no favors. Matters related to Omega and his Annihilists, are a possible trigger for Yves' PTSD to flare up. Flashbacks, hallucinations, and panic attacks are among the many possibilities of how this can manifest. While distracting all on their own, it can be real inopportune in the midst of a high stress chaotic combat zone. Calling for Pegasus: Her identity as Argonaut or even as a former Omegadrone is not common knowledge even in her own organization. While it can be assumed that Freedom City personnel are at least nominally aware of her identity, when dealing with AEGIS operations in other states or law enforcement agencies in general her credentials may come under fire. Her would be allies could even assume her to be a criminal due to the design of her armor looking as if it was a riff on Omegadrones. Shield Cracked: The neural interface on the Argonaut armor connects her mind to the machine. This means that , Argonaut's brain can be "hacked" by means that would normally only affect machines while connected to her armor. GM's can feel free to have not only be targeted by attacks meant to "mind control" technology but even have her auto fail it. Shields High!: Yves is given a lot of autonomy in her identity as Argonaut. Mostly because Dr. Volk judges any superheroics she pursues as still useful for data gathering purposes. But she still is an AEGIS agent and as such does still have certain obligations expected of her that can come into conflict with other heroes. Shield Wall!: The Argonaut armor may have gone through a color swap, it may have lost the wings, it may even have an AEGIS emblem on the breastplate. But, there is enough of a familiarity to the design that one could reasonably recognize it as an Omegadrone armor. Local law enforcement or over enthusiastic civilians may not take kindly on that and begin firing upon her. Or worse someone could find out about her past and come after her, or her loved ones when she is outside of the armor. Abilities: 6 + 6 + 6 + 0 + 4 + 0 = 22PP Strength: 16/24 (+3/+7) Dexterity: 16 (+3) Constitution: 16/24 (+3/+7) Intelligence: 10 (+0) Wisdom: 14 (+2) Charisma: 10 (+0) Combat: 14 + 8 = 22PP Initiative: +3 Attack: +7 Melee, +9 Ranged, +11 Power Pike Blast Grapple: +14 (Outside of Armor), +17 (Inside of Armor) Defense: +7 (+4 Base, +3 Dodge Focus), +2 Flat-Footed Knockback: -4 (Outside of Armor), -9 (Inside of Armor) Saving Throws: 0 + 1 + 5 = 6PP Toughness: +12 (+7 Con, +5 Armor, 7 Impervious) Fortitude: +7 (+7 Con,) Reflex: +4 (+3 Dex, +1) Will: +7 (+2 Wis, +5) Skills: 64R = 16PP Computers 4 (+4) Intimidate 10 (+10) Knowledge (Cosmology) 5 (+5) Knowledge (Galactic Lore) 10 (+10) Notice 8 (+10) Search 6 (+6) Sense Motive 13 (+15) Survival 8 (+10) Feats: 8PP Attack Focus (Ranged) 2 Benefit (AEGIS Security Clearance) Dodge Focus 3 Fearless Jack-of-All Trades Powers: 6 + 14 + 26 + 1 + 1 + 16 = 64PP Comprehend 3 ( Languages [Read All, Speak Any One at a Time, Understand All ) [6PP] Device 4 ( 20PP Container; Feats: Restricted to Omegadrones, Subtle; Flaws: Easy-To-Lose ) [14PP] (Power Pike) Concealment 2 ( Normal Sight; Flaw: Passive ) [2PP] (Cloaking)BP: Damage 7 ( Extra: Ranged; Feats: Accurate, Alternate Power 1 Incurable, Precise ) (Entropic Blast) [18PP] AP: Damage 4 ( Extra: Penetrating; Feats: Extended Reach 1 [5 ft.], Improved Critical 2, Incurable, Mighty, Split Attack ) {14/17} (Power Pike Strike) Device 8 ( 40PP Container, Feat: Restricted to Omegadrones; Flaws: Hard-To-Lose; Drawbacks: Vulnerability [Magnetism; Uncommon, Major -3], Vulnerability [Electricity, Common, Major -4] ) [26PP] (Omegadrone Armor MK II) Communication 5 ( Radio; 5 Miles ) [5PP] Flight 3 ( 50mph, 500 ft./rnd ) [6PP] (Jet Boots) Immunity 9 ( Life Support ) [9PP]Protection 4 ( Extra: Impervious 7 ) [11PP] Super-Senses 3 ( Darkvision, Radio ) [3PP] Super-Strength 3 ( 39 effective STR, Heavy Load=2.8 tons ) (Nanomuscles) [6PP] Feature ( Temporal Inertia ) [1PP] Immunity ( Aging; Flaw: Limited to Half-Effect ) [1PP] Omegadrone Shocktrooper Nanite Enhancements 3.2 ( 16PP Container ) [16PP] Enhanced Constitution 8 [8PP]Enhanced Strength 8 [8PP] Drawbacks: [table] DC Block ATTACKRANGE]SAVEEFFECT Unarmed TouchDC21 Toughness (Staged)Damage (Physical) Entropic BlastRangedDC22 Toughness (Staged)Damage (Entropic) Power Pike StrikeTouchDC25 Toughness (Staged)Damage (Piercing/Slashing)[/table] Totals: Abilities (22) + Combat (22) + Saving Throws (6) + Skills (16) + Feats (8) + Powers (64) - Drawbacks (0) = 138/144 Power Points
  14. Player Name: Sandman XI Character Name: Life Knight Power Level: 14 (206/214PP) Trade-Offs: None Unspent Power Points: 8 Progress To Gold Status: 64/90 Alternate Identity: Wesley Octavius Knight (birth name) Identity: Public Birthplace: Tunnel Hill, Alabama Occupation: Business Owner Affiliations: Knights of Freedom (defunct) Family: Marlon Knight (father, deceased), Marie Knight (mother, deceased) Description Age: 24 (DoB: December 13, 1989) Apparent Age: mid twenties Gender: Male Ethnicity: Black Height: 6 foot 4 inches (Normal Form), 8 foot (Giant Form) Weight: 200 pounds (Normal Form), 500 pounds (Giant Form) Eyes: Green (due to mutation), brown (originally) Hair: Black Wesley has dark brown skin and, seemingly to contrast, light green eyes. He keeps his hair in thick, well-manicured dreadlocks which reach to his upper back. His physique is athletic and strong, but not too muscular. Being a body artist, he has a wealth of different work. Several different piercings and many tattoos. His style of dress is comfortable, to him at least: sneakers, cargo pants, tanktop. This doubles as an iconic style. His clothes are made of The Atom's patent Morphic Molecules and changes with him if he shapeshifts. Power Descriptions: Wesley's powers have been in flux ever since he's got them. They've been able to hit anyone within sight range to everyone in the area to having to aim to having long range tendrils to having touch the subject, back and forth. It seems the mutation doesn't want to make up it's mind what it wants to do. Right now he has to touch his target to use his affective powers. One constant is that he glows when he uses his affective powers. Each effect has a different color when he uses it, Other than his affective powers, he has an overclocked physical system. While it doesn't glow itself, it is the reason why his affective powers glow, releasing the excess energy from his body. History: >History before Freedom City Wesley integrated to Freedom City slowly, feeling his heroic oats he adopted a hero name. "Knight", but then again, who knew that was his last name here? He started up his own body art shop (originally just tattoos and piercings, but more when he felt confident enough with his powers) and made some friends along the way. And over the next few years things were a roller coaster of ups and downs. It comes with the package of being a hero and a person. Eventually, he would distance himself from the heroic scene. He felt that he had done so little in the grand scheme of things. Instead of stepping up, he stepped back. Feeling that there were other more qualified heroes, he toiled away in his shop. He would help when there was major problems, but he left the day to day heroics alone. When he was not working, he went to college and eventually got his four year degrees in both biology and business management. And from time to time this would eat at him. His nagging conscious KNEW that not being a hero was the wrong course of action, but he put that in the back of his mind. Still the still small voice would tug the right strings and show him the error of his ways. After a while the small voice grew louder and louder, punching on his conscious, berating him for not doing the right thing. He wasn't meant to be couped up in a normal mundane life. He was hiding and wasting his talents. Eventually Wesley broke. The good angel on his shoulder congratulated him and told him to get to work. After leaving the every day work to his workers (he now just owns Knight's Ink and does special orders for them), he did just that. Personality & Motivation: Wesley is a down-to-earth type. He's polite and respectful of others and is an amicable guy despite having a rough life. He never seems down about anything. He is an all around nice guy with genteel southern manners. He's quick to act in the face of danger. He is a hero because he doesn't want anything that happened to him happen to anyone else. He knows this is a lofty goal, but that doesn't mean he can't try. Powers & Tactics: The most common tactic is to inflict his enemies with maladies and aid his allies. If the maladies don't work on the enemies and he needs to go on the offensive, he can change shape into a larger form of himself. Complications Identity: Not that he advertises it, but he has a public persona. Responsibility: Wesley owns Knight's Ink, a body modification shop in Riverside. Abilities: 6 + 6 + 6 + 4 + 4 + 4 = 30PP Str 16 (+3), 24/35 (+7/+12) Giant Form Dex 16 (+3) Con 16/38 (+3/+14), 20/42 (+5/+16) Giant Form Int 14 (+2) Wis 14 (+2) Cha 14 (+2) Combat: 24 + 20 = 44PP Initiative +7 Attack +12 Grapple +15 Normal Form, +27 Giant Form Defense +10 (+10 Base), +5 Flat-Footed Knockback -8 Giant Form, -7 Normal Form, -2 Giant Form without Enhanced Constitution, -1 Normal Form without Enhanced Constitution Saving Throws: 0 + 5 + 6 = 11PP Toughness: +14/+3 (+14/+3 Con), +16/+7 (+16/+7 Con) Giant Form Fortitude: +14/+3 (+14/+3 Con, +0), +16/+7 (+16/+7 Con, +0) Giant Form Reflex: +8 (+3 Dex, +5) Will: +8 (+2 Wis, +6) Skills: 104R = 26PP Acrobatics 12 (+15) Craft (artistic) 8 (+10) Diplomacy 8 (+10) Knowledge (business) 8 (+10) Knowledge (current events) 8 (+10) Knowledge (life sciences) 8 (+10) Knowledge (pop culture) 8 (+10) Knowledge (streetwise) 8 (+10) Language 4 (English [native], Japanese, Latin, Spanish) Medicine 8 (+10) Notice 8 (+10) Search 8 (+10) Sense Motive 8 (+10) Feats: 7PP Acrobatic Bluff Connected Contacts Improved Initiative Luck Skill Mastery (Acrobatics, Medicine, Notice, Sense Motive) Well Informed Powers: 35 + 56 = 91PP Biokinetic Energy 7 (35pp container, Extra: Duration [Permanent, +0]) [35pp] Enhanced Constitution 22 [22pp] Flight 3 (50MPH, 500ft per move action) [6pp] Immunity 7 (aging, disease, poison, sleep, starvation/thirst, suffocation [all]) [7pp] Biokinetic Manipulation 25 (50pp array; Power Feats: Alternate Power 6) [56PP] BE: Healing 12 (Extras: Action [standard], Total; Power Feats: Persistent) {49/50} "healing" AP: Fatigue 12 (Power Feats: Sedation, Variable Descriptor 2 [biological attacks]) {27/50} "biological disruption" AP: Nauseate 12 (Power Feats: Variable Descriptor 2 [biological attacks]) {26/50} "biological disruption" AP: Paralyze 12 (Extras: Alternate Save [Fortitude]; Power Feats: Variable Descriptor 2 [biological attacks]) {26/50} "biological disruption" AP: Stun 12 (Power Feats: Sedation, Variable Descriptor 2 [biological attacks]) {27/50} "biological disruption" AP: Transform 12 (living to living; Extras: Duration [Continuous]; Flaws: Range [Touch], Unreliable [5 charges]; Power Feats: Precise) {49/50} "mutation" AP: Giant Form 7 (35pp container) {35/50} Growth 4 (Large, +8 str, +4 con, 10ft space/reach, +5 str carrying, +5ft speed, +4 grapple, +2 intimidate, -1 atk, -1 def, -4 stealth) [12pp] Enhanced Attack 1 [2pp] Enhanced Defense 1 [2pp] Enhanced Feats 5 (Danger Sense [auditory], Move-by Action, Takedown 2, Uncanny Dodge [auditory]) [5pp] Enhanced Strength 11 [11pp] Super-Senses 2 (Hearing [accurate]) [2pp] Drawbacks: (-3) + (-0) = -3PP Vulnerability (to Transforms and other attacks that involuntarily change his shape or form, x2 to DC modifier; Uncommon, Major; -3) DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness (Staged) Damage (Physical) Unarmed, Giant Form Touch DC27 Toughness (Staged) Damage (Physical) Biological Disruption Touch DC22 Fortitude (Staged) Fatigue Biological Disruption Touch DC22 Fortitude (Staged) Nauseate Biological Disruption Touch DC22 Fortitude (Staged) Paralyze Biological Disruption Touch DC22 Fortitude (Staged) Stun Mutation Touch DC22 Fortitude Transform (living to living) Totals: Abilities (30) + Combat (44) + Saving Throws (11) + Skills (26) + Feats (7) + Powers (91) - Drawbacks (3) = 206/214 Power Points
  15. Player Name: Geez3r Character Name: Maxima Power Level: 11/13 – 195/202PP Trade-Offs: -5 Attack // +5 Damage; -5 Defense // +5 Toughness Unspent Power Points: 7 Progress To Bronze Status: 22/30 In Brief: Super smart mutant experiments on herself for the double whammy of SCIENCE! & JUSTICE! Alternate Identity: Dr. Cassandra Steel, aka: Cassie Identity: Secret Birthplace: Freedom City Occupation: Scientist / Researcher Affiliations: Grant Conglomerates Family: Alexander & Lisa Steels (father & mother respectively) Description: Age: 29 (DOB: November 19, 1984) Apparent Age: Same Gender: Female Ethnicity: Caucasian Height: 5'8†/ 8'8†Weight: 165 lbs / 8,000 lbs. Eyes: Brown Hair: Dirty Blonde / Black Cassandra Steel is a relatively tall woman with a toned and moderately muscular frame. She often attempts to contain her bushy, dirty-blonde hair into a pony tail, with varying degrees of success. When she's working in the lab, there will often be a few pens and pencils tucked behind her ear or in her ponytail for later use. Her dark brown eyes are usually focused intently on the task at hand. Those that know her joke that she has a mischievous or even slightly mad look about her, especially when she's deep in her work. She tends to dress rather conservatively, rarely having a skirt above her knee or wearing a shirt with a low neckline. The one caveat to that is that Cassandra often prefers to wear clothes with short or no sleeves. As Maxima, Cassandra undergoes such a radical transformation that she doesn't even have to bother with a mask. She quite literally gains three feet in height and puts on a few thousand pounds of muscle; the logistics of which sent even her super powered brain reeling. Her facial structure also changes. Her cheekbones become more defined, as does her jawline, but her other features become more rounded. In addition, her hair turns get black, and loses its bushy quality becoming sleek and straight. Her costume is based on the singlet worn by Olympic weightlifters. It is primarily a light blue, but has a large white strip running down her front and down her back, as well as two smaller stripes on the side of each leg. The boots she wears follow the same color scheme. Power Descriptions: Cassandra's powers started out as a genetic mutation. She was stronger and tougher than her peers, but far and away from an unstoppable powerhouse. But that wasn't enough for Cassandra, so she took matters into her own hands. Over the years, through genetic and chemical manipulation, she augmented her existing powers into something far greater. The most notable result of this experimentation is her Maxima form. Cassandra is able to temporarily dramatically increase her size and stature for an exponential increase in her strength and durability. While it may be true that this form came about due to chemical manipulation, it doesn't require Cassandra to take any sort of drug or potion to catalyze the transformation at this point. History: Cassandra is a native of Freedom City. She was the daughter of Alexander and Lisa Steels, the former being a professor at the Hanover Institute of Technology, and the later being a lab tech for AEGIS. So it would come as no surprise to the average onlooker that they were the intellectual type, and wanted the same for their daughter. They always took a very active role in her education, and did everything except give her written tests. To be fair, it worked out quite well for them. Cassandra developed into quite a brilliant little girl. She was insatiably curious about pretty much everything. However, as her parents did their level best to ensure that the majority of Cassandra's free time was taken up with something educational, this could have very well been a way for Cassandra to try to interact with the outside world, or at least have some awareness of it. Cassandra was the quiet and shy nerd at school, and didn't have many friends. She figured that was just her lot in life, but that would change in middle school. Every year they always did those presidential fitness tests, and every year Cassandra was at best marginally average. But in 6th grade, Cassandra was suddenly the best in the class, hands down. When they were doing pull-up, the gym teacher had to tell her to stop because Cassandra had already hit them limit. Cassandra got a whole lot of odd looks after that. But for the first time in a long while, there was something Cassandra was good at that didn't involve a book. And moreover, she didn't have to be this shy, nerdy girl her parents wanted her to be. In the bit of spare time that she did get, Cassandra began to experiment to see what the limits of her powers were. Around this same time, Cassandra also noticed another change, she was getting smarter. She had always been an egghead, but now she was getting a solid 100 on every test without effort, and she was practically able to recite parts of her textbook verbatim. These two events lead to Cassandra's fascination with biology and chemistry. She wanted to know what was happening in her body and if there was a way to improve upon it. However, a teenager has access to precisely none of the components for conducting such research. For the next several years, Cassandra breezed through school, while slowly building the groundwork for her future tests, coming up with various hypothesis and theories as to how her powers work. When she was finally admitted into the prestigious Hanover Institute of Technology, she was able to begin her experiments in earnest. Over the course of her college career, Cassandra gained a great deal of clarity on how her powers worked., and she even began to create formulas and compounds to augment her developing powers. This eventually gave birth to her signature ability to “Max-out†and dramatically increase her stature and power. After college, she went had a few part time internships here and there, but she didn't get her big break until she signed on with Grant Conglomerates. Sure, Grant Conglomerates' subsidiaries have had a few run-ins with the law in the past, but either out of eagerness or naivety, Cassandra signed on the dotted line. She was fresh out of college, and here she was being offered a rather prestigious position at a company that is at the forefront of superhuman biology. It was practically too good to be true. Well actually it was too good to be true. Certain higher ups in the company know of Cassandra's abilities and that she augmented those abilities with drug-treatments. She was hired with the full intent of being shipped off to an expendable subsidiary, and being abducted to be experimented on under the cover of “an unfortunate industrial accident†that tragically claimed the life of a young scientist. There was just one problem: the defunct project that was going to be scrapped for this industrial accident? Cassandra made it work. The product being made was a compound to increase bone density. The goal of the project is to reverse the damage done by osteoporosis... oh and if was used on healthy individuals it could likely make them stronger and more resilient to injury, but the former sounds better in a press release. In a moment of pragmatic clarity rarely seen inside shady boardrooms, the executives called off the abduction of Cassandra. They reasoned that instead of trying to forcefully get the information from Cassandra, they could use her expertise in the field to wholly and legitimately make a mountain of money. They realized that a compound to increase one's bone density is something Cassandra likely had to take at some point. And that if they kept putting her on projects like this, she would slowly but surely give them her formula piece by piece. All the while, building up goodwill with a hero, who in all likely hood would go to bat for them if any of their seedier operations came to light. To that end, Cassandra was placed in a special operations group, that was a think tank for Grant Conglomerates subsidiaries. They would assist when projects reached a stumbling block. It also gave Grant Conglomerates' top scientists time to document and study Cassandra, as well as give them iron clad reasons to pick her brain on all matter of subjects. To date, Cassandra has noticed precisely none of this, after all, she's just in it for the science. She has now worked for GC for nearly two years, and has become very successful financially. She has added quite a few patents to her name, and has used her funds to further her own research during her down time. She recently made an acquisition of an old research facility for one of GC's subsidiaries', which was shut down due to various health and safety violations. Which to Cassandra meant that she could get it cheaply and no one would pay any mind to her doing extensive renovations to it. The top levels are now her living spaces, with some of the labs still being functional. The lower levels, from the outside appear to be decommissioned, but Cassandra has instead converted it to a headquarters for her activities as Maxima. Personality & Motivation: Cassandra is the type of person that prefers to set their own goals regardless of what society says. She can be quite the risk taker while in the pursuit of her goals, especially when she believes she's on the verge of a breakthrough. She was never much of the social butterfly, so suddenly being thrown into the spotlight as a super-hero has thrown her considerably off her game. As such, she will try to duck the spot light as often as possible. Which can be hard as she wants to start meeting up with the other more experienced heroes for some tips and advice. She wanted to try and go about being a hero solo, but well, you only need one bad experience with atomically powered gorilla robots to shake that notion out of your head. The only time she really opens up and starts talking is when she's discussing something scientific, at which point the difficulty becomes getting her to stop. Most people would consider her to be a bit of a health nut. She always watches what she eats, bringing precisely measured meals for lunch whenever she's at work. She's been known to go to the gym almost daily, and most certainly going jogging on a daily basis. A few brave souls from her friends and coworkers have tried to go with her one on occasion or another, and she has left everyone gasping for breath on a street corner. This actually servers 3 purposes. Firstly, she actually is just a bit of a health nut, and really does enjoy exercising. Secondly, maintaining a precise diet and exercising daily are key to keeping her powers in check. Last but not least, it gives her a perfectly legitimate excuse for going on patrol as Maxima, after all by this point no one even bats an eye when Cassandra goes missing for hours and comes back winded and sore. She is firm supporter of almost any scientific endeavor, feeling that the pursuit of knowledge is one of the most, if not the most, noble of aspirations for humanity. And she'll defend that notion zealously, to the point of being flat out rude to people. She believes science is the way we can craft a better tomorrow, but only if we let it take its course. She took up the mantle of a hero in part because she feels that too much of the world's scientific resources are being taken up by the war against super villains. She wants to do her part to end this conflict so scientists the world over can get back to solving problems that better society. Powers & Tactics: Cassandra is able to radically increase her size and strength practically with a thought. She has dubbed this “Maxing out†for rather obvious reasons given her superhero identity. Maxima is still a novice crime fighter, as reflected by her abilities. Her saving grace is that she is so strong and tough, she is able to afford to be a little rough around the edges. Her main tactic is quite essentially to pummel the bad guys into submission without any real frills. In her civilian ID, Cassandra has taken up some self defense classes and greco-roman wrestling to supplement her rather lacking skill set, but as of yet they haven't made a significant impact on her combat style. However, Cassandra's greatest unexpected strength is her intelligence. Most of her foes think they can easily outsmart her. Boy are they surprised when she starts spouting technobabble. She's hoping that interaction with the other heroes will help supplement her skill set. Complications: Identity: Secret. Not all it's cracked up to be: Growth and Density have cost reductions to indicate that sometimes being extra big and heavy isn't all that fun. GM's are free to exploit that whenever they want without compensating with a Hero Point. Chemical Dependency: Maxima uses a chemical regimen to augment her powers, and also to keep them in check. If left devoid of these treatments over a period of time, or if a large concentration of other chemicals or formulas make it into her system, it can throw her powers out of whack. Corporate Puppet: Unbeknownst to her, Cassandra's identity and powers are known to the higher ups in Grant Conglomerate's science division, and they are pumping her for information reguarding super-human biology so that they can weaponize it. Blind to the Obvious: While Maxima is extremely intelligent, but also rather naïve and not so good with the social graces. That combination means that she can miss an obvious clue or hint that's staring her right in the face. That coincidentally sets up for an excellent eureka moment down the line. Abilities: 12 + 0 + 12 + 10 + 10 + 0 = 44PP Strength: 22/42 (+6/+16) Dexterity: 10 (+0) Constitution: 22/32 (+6/+11) Intelligence: 20/30 (+5/+10) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +10 Attack: +4, +6 Melee (-1 Size Modifier) Grapple: +12, +31 w/powers Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed (-1 Size Modifier) Knockback: -2, -18 w/powers Saving Throws: 2 + 2 + 3 = 7PP Toughness: +6/+16 (+6/+11 Con, +5 Protection) 10 Impervious Fortitude: +8/+13 (+6/+11 Con, +2) Reflex: +2 (+0 Dex, +2) Will: +8 (+5 Wis, +3) Skills: 104R = 26PP Computers 5 (+15, +17 w/tools) Craft (Chemical) 10 (+20)Skill Mastery Diplomacy 4 (+4) Disable Device 5 (+15, +17 w/tools) Intimidate 10 (+12, +14 Maxed Out) Investigate 5 (+15, +17 w/tools)Skill Mastery Knowledge (Business) 5 (+15)Skill Mastery Knowledge (Civics) 5 (+15)Skill Mastery Knowledge (Life Sciences) 10 (+20)Skill Mastery Knowledge (Physical Sciences) 5 (+15)Skill Mastery Knowledge (Technology) 5 (+15)Skill Mastery Medicine 10 (+15, +17 w/tools)Skill Mastery Notice 10 (+15) Sense Motive 10 (+15) Search 5 (+15) Feats: 16PP All Out Attack Attack Focus (Melee) 2 Benefit (Wealth 3) Dodge Focus 2 Eidetic Memory Equipment 12 (free from Player Rewards) Interpose Luck Power Attack Quick Change Skill Mastery 2 (Craft (Chemical), Investigate, Knowledge (Business), Knowledge (Civics), Knowledge (Life Sciences), Knowledge (Physical Sciences), Knowledge (Technology), Medicine) [2pp] Speed of Thought Equipment (60/60 EP) Utility Belt & Other Gadgets Commlink - Communication 5 (radio; 5 mile radius) [5ep] Handcuffs [0ep] Camera [1ep] Binoculars [1ep] Concealable Microphone [1ep] Mini-Tracer [1ep] Flashlight [1ep] Masterwork Tools 4 (Computers, Disable Device, Investigation, Medicine) [4ep] Headquarters – Re-purposed Grant Conglomerate's Research Laboratory [25ep] Toughness: +15 (2ep) Size: Large (2ep) Features: Combat Simulator 2, Communications, Computer, Concealed, Defense System 4 (see below), Fire Prevention System, Gym, Holding Cells (+50% Toughness), Infirmary, Laboratory, Library, Living Space, Pool, Power System, Security System 2, Workshop (chemical) [21ep] Defense Systems: All have a +10 Attack Bonus 1 – Snare 10 – Glue Guns 2 – Stun 7 Extras: General Area Burst; Drawbacks: Full Power – Sleeping Gas 3 – Obscure 4 (Visual & Auditory, 50ft radius) – Peristant Flash Bangs 4 – Blast 10 – Deterrent Lasers Shared Headquarters – Average Joe's [21ep] Toughness: +15 (2ep) Size: Large (2ep) Features: Combat Simulator 2, Communications, Computer, Concealed, Defense System 2 (see below), Fire Prevention System, Garage, Gym, Infirmary, Library, Living Space, Pool, Power System, Security System 2 [18ep] Defense Systems: All have a +10 Attack Bonus 1 – Snare 10 – Bola Launchers 2 – Blast 10 – “Stun Guns†Powers: 72 + 10 +1 + 2 + 1 = 86PP Container 12 (Max Out Form; 12 + 18 + 6 + 12 + 7 + 3 + 2 = 60pp) Extras: Continuous Duration [72pp] Growth 4 Extras: Permanent (+0), {12pp} +8 Strength +4 Constitution +2 Intimidate +4 Grapple Checks +5 Carrying Strength -1 Combat Size modifier -4 Stealth Checks Density 6 Extras: Permanent (+0) {18pp} +12 Strength + 3 Protection, +3 Impervious Super-Strength 2 Immovable 2 x5 Mass Enhanced Constitution 6 {6pp} Protection 5 Extras: Impervious Toughness 7 {12pp} Super-Strength 3 Power Feats: Shockwave {7pp} Leaping 3 {3pp} Speed 2 {2pp} Enhanced Intelligence 10 [10pp] Leaping 1 [1pp] Quickness 4 (x25 speed) Flaws: Limited to mental actions (-1) [2pp] Speed 1 [1pp] Drawbacks: (-0) = -0PP DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 20 Toughness (Staged) Damage (Physical) Unarmed, Powered Touch DC 30 Toughness (Staged) Damage (Physical) Shockwave 50ft cone DC 25 Toughness (Staged) Damage (Physical) DC 20 Reflex save for Half Abilities (44) + Combat (16) + Saving Throws (07) + Skills (26) + Feats (16) + Powers (86) - Drawbacks (00) = 195/202 Power Points NOTES While Maxed out, Maxima has an effective Carrying Capacity of 70. Light Load – 64 Tons Medium Load – 125 Tons Heavy Load – 200 Tons Maximum Load – 400 Tons Her Speed is 3, for 50mph, or 500fpr. Her Leaping is 4 (x25 height).
  16. Player Name: Vahnyu Character Name: Meatheral Power Level: (8) (120/126PP) Trade-Offs: -4 Earth Form Attack / +4 Earth Form Damage, -2 Fire Form Attack / +2 Fire Form Damage, +2 Air Form Attack / -2 Air Form Damage, -4 Earth Form Defense / +4 Earth Form Toughness, +2 Fire Form Defense / -2 Fire Form Toughness, +2 Air Form Defense / -2 Air Form Toughness Unspent Power Points: 6 Progress To Silver Status: 6/60 In Brief: Hero fused with a Magic Grimoire that grants him the power to transform into any one the 4 elementals. Alternate Identity: Jeremiah 'Jerry' Cornwell Identity: Secret Birthplace: Freedom City Occupation: University Student (Theologian) Affiliations: Freedom City University (FCU) Family: Father: Anthony Cornwell, Mother: Jacqueline Cornwell, Older Sisters: Tiffany Cornwell, Melissa Cornwell, Younger Brother: Samuel Cornwell. Description: Age: 20 (DoB: June the 17th, 1994) Apparent Age: 20 Gender: Male Ethnicity: Caucasian Height: 6' 2" Weight: 175 lbs Eyes: Light Brown Hair: Red Description: Jeremiah is a tall young man, with amber red hair and light brown eyes. He wears blue jeans, a red t-shirt, and black athletic shoes. As Meatheral, Jerry dones a full cloth costume with very wide alternating white and green horizontal stripes. The costume has a cape that is white on the outside and green on the inside. He keeps most of his head, except his mouth, covered by a green full face mask. However, Meatheral spends most of his active in one of his four assumed elemental forms. As an Earth Elemental, his body becomes rocky and hardened. As a Fire Elemental, his body becomes consumed in flames. As a Water Elemental, his body turns liquid and becomes semi transparent. Finally, as an Air Elemental, his body becomes composed of air particles that spin rapidly in a concentrated area, creating the impression of a small tornado. Power Descriptions: By chanting the appropriate incantation, Meatheral is able to transform his body in one of the 4 elementals. Doing so slowly replaces his body with the appropriate element(rocks for when assuming the Earth Form, Water for the Water Form, etc.). Assuming back his human form causes the elements to slowly withdraw, indicating that the transformation is being reversed. Fire Form: Meatheral transforms into a living flame. He can use those flames to propel himself at high speeds. The flames he produces are harmful on contact, and he can extend his arms on short range as if they were whips. By concentrating energy, he is able to unleash and direct a big ball of flames at his opponents. IGNIS IN ME COMBURIT! Water Form: By assuming a liquid form, Meatheral is able to stretch or otherwise manipulate his body in order to both absorb damage and fight at long ranges. While malleable, he can still produce superhumanly high amounts of pressure. He is equally fast on land, where he transports from place to place like a torrenting river, and on water, where he is able to launch himself with the speed of a torpedo. AQUAE CIRCUM ME TUMULTUATUR! Air Form: Meatheral's body becomes a small tornado capable of flying at high speeds. By slightly expanding, dispersing, and slowing his molecules down, he is able to become completely transparent, and naked to all eyes. In this form, he is able to generate high speed tornadoes that he can launch at his opponents with great accuracy and from affar, or generate multiple smaller hurricanes and fire them at closer range. VENTUS AD ME CIRCUMFLAT! History: Jerry grew up in Kingston of Freedom City, just another boy in a middle-class family. Though his parents were never well-off, by any stretch of the word, they always managed to get by with what they had, and they made sure to provide for both Jerry and his 3 siblings. His family wasn't overly religious, but nevertheless, Jerry found from an early age fascinated in religion and mythology, less as a believer, and more as audience. He found the larger than life characters described within fascinating, and their exploits extraordinary. He enjoyed reading various different myths that handled similar subjects and themes, and making comparrisons between them. Eventually, after studying hard, Jerry managed to gain entrance at the Freedom City University, as a student of Theology. While most of the first year was hard on him, what with reallocating to the capital, away from his parents, and with balancing a tight budget, Jerry eventually fell into a nice pace, where he could comfortably dedicate himself to his studies. It was during this time, when as a 1st year student, he took up visiting museums and libraries, for a term paper he was working on for the second semester. He eventually stumbled upon an old bookshop, that held many rare tomes about Shintoism, Taoism, Masai mythology, Ceremonial magic, Seidr, and many more. After a few weeks, while studying the contents of a book that had no title, but only the image of a square divided in four smaller squares, each with a different name, a mysterious event occured that would forever mark Jerry. A fire broke out, engulfing the entire place. The people at the library found themselves trapped, and inexplicably unable to exit the building, as if held by an invisible force. As for Jerry himself, another phenomena was occupying his attention. The book he was reading started having its pages erased. While this was going on, as if in response, it caught fire, it's pages become wet, they were shredded to fine dust, and scattered by a strong wind. The dust landed on Jerry, and he felt a sudden surge of knowledge, unlike anything he had felt before. Finding himself transform into a being of pure water, and after the initial shock passed, Jerry put his newfound abilities to good use, putting out the fire, and saving the people trapped in the library. The rest of the books were not as lucky; Jerry found out later that their contents had been completely erased, as if they never were. After the incident, Jerry slept for three days, due to the shock and exhaustion he felt. When he woke up, he found himself curious about his newfound abilities, which granted him the ability to transform into one of four elementals. After three months of trainning and testing, he had managed to gain considerable control over his abilities. It was then that he decided that the time had come for him to debut as a Superhero. Going by the name of Meatheral, hero of the four elements, Jerry has added one more group of activities in his daily balance. And he has yet to find out details regarding the Tetramegeton, the mysterious grimoire which granted him his four elemental forms. Or about the mysterious fire that triggered everything, which vanished as it came, leaving no traces behind. Personality & Motivation: Jerry loves stories. He can spend an entire evening listening to people talking, without losing his focus or attention. On his free time, he enjoys, in a strictly non-professional way, writting fantasy novels, worldbuilding, and mythbuilding. He is passionate, but virtuous and accomodating. Though he is not religious, despite his collegial pursuits, he does not reject the divine, identifying as an agnostic. Jerry became a superhero out of a strong, if ultimately detached, sense of duty and rightness. He's always trying his hard to help others, but he hasn't been tempered yet in the field of heroics. Powers & Tactics: As a human, Meatheral has neither powers of his own, nor any significant combat trainning, so when trouble arises, his first order of business is to assume one of the four elemental forms he possesses access to. Each form presents it's own strengths and weaknesses, and depending on the situation, Meatheral may find himself cycling through them as needed. Complications: Multiform Backlash: Jerry is still learning the ropes around his transformations. Transforming multiple times without a long rest of at least 4 hours(Sleep, Realaxation, unpowered sports activity, etc), results in his transformation going haywire(for examples, the form he transforms into becomes Uncontrollable, meaning, the flaw Uncontrollable is applied to the entire Alternate Form). Furthemore, he can no longer change forms, until he takes a long rest of at least 4 hours. On the other hand, if severely stressed, or making rapid and/or frequent changes in succession, the changes can overwhelm Meatheral and become uncontrolled, flitting from one form to another, including back to human form). Like an Open Book: Jerry is fused with the Tetramegeton, and while the magical grimoire does not exist in a physical plane, everyone with an ounce of magic talent within close proximity to Jerry(a 10x10 room) is able to discern that Jerry has possession of its powers(provided that they can percieve Jerry or one of his alternate forms at the moment). At the very least, they'd know that Jerry is fused with a powerful artifact that holds/emanates elemental powers. Spell Chanting: Asuming one of the alternate forms requires Meatheral to chant the appropriate spell, something which he may not always be able to do(Such as when gagged, when in vacuum, etc.) Secret: Identity. Talentless: Though he is able to channel the few spells Tetramegeton still has intact, Jerry has zero talent and less than zero aptitude for magic, (recognising spells, performing rituals, etc). Tetramegeton: Jerry is fused with a grimoire called Tetramegeton, also known as the Libri Quatuor Elementorum, or the Book of Four Elements. The book is sentient, though it has yet to exhibit any form of communication, other than directly feeding the transformation spells into Jerry's mind, and it is very sought out by magic cabals and circles. Abilities: 0 + 0 + 0 + 0 + 10 + 0 = 10PP Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) Intelligence: 10 (+0) Wisdom: 20 (+5) Charisma: 10 (+0) Combat: 8 + 8 = 16PP Initiative: +0 Attack: +4 Melee, +4 Ranged Grapple: +4 Defense: +6 (+4 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -2 Saving Throws: 1 + 1 + 2 = 4PP Toughness: +0 (+0 Con) Fortitude: +1 (+0 Con, +1) Reflex: +1 (+0 Dex, +1) Will: +7 (+5 Wis, +2) Skills: 40R = 10PP Concentration 5 (+10) Diplomacy 5 (+5) Knowledge (Theology and Religion) 10 (+10)Skill Mastery Notice 5 (+10)Skill Mastery Sense Motive 10 (+15)Skill Mastery Survival 5 (+10)Skill Mastery Feats: 3PP Dodge Focus 2 Skill Mastery (Knowledge[Theology and Religion], Notice, Sense Motive, Survival) Powers: 77 = 77PP Quadelemental Form 37 (74PP; Feats: Alternate Powers 3, Accurate, Drawbacks: Action[Move]) [77PP] Drawbacks: (-0) + (-0) = -0PP DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC15 Toughness (Staged) Damage Unarmed(Enhanced) Touch DC27 Toughness (Staged) Damage (Earth) Groundstrike Area 1d20+8 vs STR or DEX (best) Trip DC18 Reflex (Staged) Shockwave Area DC23 Toughness (Staged) Damage (Earth) DC18 Reflex (Staged) Thunderclap Area DC18 Reflex (Staged) Dazzle (Auditory) Fire Explosion Area DC23 Toughness (Staged) Damage (Fire) Flame Whip Touch DC23 Toughness (Staged) Damage (Fire) Fire Body Aura DC17 Toughness (Staged) Damage (Fire) Unarmed(Enhanced) Touch DC20 Toughness (Staged) Damage (Water) Aqua Hammer Touch DC23 Toughness (Staged) Damage (Water) Typhon Lance Ranged DC21 Toughness (Staged) Damage (Air) Hurricane Volley Ranged DC21 Toughness (Staged) Damage (Air) Totals: Abilities (10) + Combat (16) + Saving Throws (4) + Skills (10) + Feats (3) + Powers (77) - Drawbacks (0) = 120/126 Power Points
  17. Player Name: Raveled Character Name: TNTeen Power Level: 7/8 (112/117PP) Trade-Offs: +1 Tou/-1 Def Unspent Power Points: 5 Progress To Platinum Status: 17/120 In Brief: A boy who only wants to be overlooked gets a most spectacular power. Alternate Identities: Eugene King, Gene Identity: Secret Birthplace: Freedom City, New Jersey Occupation: Student, superhero Affiliations: Claremont Academy Family: Adam (father), Renee (mother), Malcolm & Derek (brothers), Launa & Candice & Cassandra & Karine (sisters). Description: Age: 16 (DoB: October 1998) Gender: Male Ethnicity: African Height: 5' 5" Weight: 130 lbs Eyes: Black Hair: Black Gene King is not a physically imposing teenager. In fact he's short and slim, with elbows and knees everywhere. His hair is dark and curly, his face is long and thin, and his dark eyes are usually in a book. Most of the time he wears jeans and tee-shirts, like almost every other teenager, but when there's danger likely he dons a red shirt with a cartoon bomb on the front, and a red head-mask. Power Descriptions: Gene can absorb kinetic energy from his environment and release it as explosive spheres. With a little concentration he can even choose how long it will take for the spheres to detonate, potentially setting up a very nasty surprise! He can also focus the energy into a powerful, ground-eating leap, or bleed enough kinetic energy off an attack to completely nullify it. History: Eugene King was born to a big family in Ashton, the baby of seven. Being the youngest he was used to making his own fun, and quickly learned to enjoy quieter pastimes. Very soon grew into a quiet, bookish child. He excelled in academics at school and devoured all sorts of books; he especially loved comic books about Freedom City's local heroes. They inspired him in his life, even though he preferred to be much more low-key than the four-colored titans he read about. He may have gone through life in a placid way if not for the accident. It was a foggy day, and everyone was packed into family van as they drove home from the holidays. The highway was crowded with cars, and as a band of thicker mist rolled across the road drivers in front of the pack slowed down, too quickly for those in the rear to react. Cars collided and slid into one another, and very soon there was a developing pile-up. The Kings, ironically enough, avoided the mass of the accident only to slide down the side of the road and hit a tree. Gene was absorbed in a book for most of the time, and his only clear memories are of the car sliding across the road, his father swearing, and his mother screaming before the van came to an abrupt halt. Moments later the tree fell on the car, neatly pinning the family. No one was seriously hurt, but none of the kids were reacting well to the situation. Young Gene, in particular, was terrified. He felt full of energy, but unable to move due to his seat-belt locking and the tree deforming the car. He reached out, and instinctively pushed it away. He had just enough time to see the tree explode into dust before he passed out. None of the Kings experienced worse than some nasty bumps and bruises, and within a couple of days they were on the road again in a rented van. No one really wanted to talk about the accident and how the tree exploded, and a thicker silence than normal fell over Gene's life. That was broken when Duncan Summers showed up at the front door with a scholarship offer -- and answers. That was two years ago. Gene's refined his powers and his control over them, and now he has decided to try and fight crime with them. It's not exactly how he wants to live his life, but he has to know if his abilities can be used to do any good. Personality & Motivation: Gene prefers to be quiet and inconspicuous most of the time, but when he has an opinion he can be the loudest voice in the room. While he's not confrontational growing up with a bunch of older siblings has taught him that sometimes to the only way to get what you want is to push. Gene is rather terrified of his powers. He's worried that there's nothing good that he can do with his powers, and so he pushes himself to prove that he can be a hero with them. Powers & Tactics: Gene's not big on hurting people. He prefers to use his non-damaging powers to set up his allies to take enemies down, or delay combat long enough to get any hostages away. When he is forced into direct conflict, he prefers to stay far away so that his lack of physical strength isn't an issue. Complications: Secret Identity Gene doesn't want anyone to know that he's the TNTeen, mostly because... T-Baby Blues Having powers from the Terminus preys on his mind. Demolisher Gene's powers manifest as small, explosive spheres, so it's easy for them to roll into corners or cracks. Because of that he tends to do more damage to buildings than he intends to. Claustrophobia Small spaces tend to make Gene freak out and make his powers fire off randomly. Abilities: -2 + 4 + 2 + 4 + 2 - 2 = 8PP Strength: 8 (-1) Dexterity: 14 (+2) Constitution: 12 (+1) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 8 (-1) Combat: 6 + 12 = 18PP Initiative: +6 Attack: +3 melee, +3 ranged, +7 Kinetic Concussion Grapple: +2 Defense: +6 (+6 Base, Dodge Focus), +3 Flat-Footed Knockback: -8/-0 Saving Throws: 3 + 5 + 3 = 11PP Toughness: +8/+1 (+1 Con, +6 Force Field, 8 Impervious vs. Physical) Fortitude: +4 (+1 Con, +3) Reflex: +7 (+2 Dex, +5) Will: +4 (+1 Wis, +3) Skills: 88R = 22PP Computers 8 (+10) Craft (Chemical) 3 (+5) Craft (Electronic) 3 (+5) Disable Device 8 (+10) Investigate 8 (+10) Knowledge (Civics) 3 (+5) Knowledge (Earth Sciences) 3 (+5) Knowledge (Life Sciences) 3 (+5) Knowledge (Physical Sciences) 8 (+10) Knowledge (Technology) 8 (+10) Medicine 4 (+5) Notice 6 (+7) Search 9 (+11) Sense Motive 6 (+7) Sleight of Hand 8 (+10) Feats: 12PP Accurate Attack All Out Attackk Attack Specialization (Kinetic Concussion Array) 2 Defensive Attack Evasion Improved Initiative Improved Sunder Luck Online Research Power Attack Quick Change Powers: 7 + 29 + 2 + 1 + 4 = 43PP All powers have the Mutation & Terminus descriptors Force Field 7 (Projected Force Shield) [7PP] Kinetic Concussion Array 10.5 (21 PP, Feats: Alternate Power 5, Indirect, Trigger 2 [Time, Tripwire) (29PP] BE: Blast 7 (Extra: Area/Cone (General)) (Full Frontal Assault) (Kinetic) [21PP]AP: Blast 7 (Extra: Area/Burst (General)) (Big Boom) (Kinetic) [21PP] AP: Blast 7 (Extra: Autofire [7]) [21PP] (Barrage) (Kinetic) [21PP] AP: Dazzle 7 (Visual, audio) [21PP] (Flashbang) (Light, Pressure) [21PP] AP: Stun 7 (Extra: Range/Ranged) [21PP] (Stun Bomb) (Pressure) [21PP] AP: Trip 7 (Extra: Area/Burst [General], Knockback) [21PP] (Blow 'em Down) (Kinetic) [21PP] Leaping 2 (x5)/b] (Bound and Rebound) (Kinetic) [2 PP] Immunity 1 (Own powers) [1PP] Impervious Toughness 8 (Flaw: Limited [Not vs. Energy]) (Kinetic Bleed-off) [4PP] Drawbacks: 2 = 2PP Power Loss (Daka crystals, Uncommon) [2PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 14 Toughness (Staged) Damage (Physical) Full Frontal Assault Ranged/Cone DC 22 Toughness (Staged) Damage (Energy, Kinetic) Big Boom Ranged/Burst DC 22 Toughness (Staged) Damage (Energy, Kinetic) Barrage Ranged DC 22 Toughness (Staged) Damage (Energy, Kinetic) Flashbang Ranged DC 22 Fort Dazzle Stun Bomb Ranged DC 22 Fort (Staged) Dazed/Stunned Blow 'em Down Area/Burst DC 22 Str/Acrobatics Knockdown/KnockbackAbilities (8) + Combat (18) + Saving Throws (11) + Skills (22) + Feats (12) + Powers (43) - Drawbacks (2) = 108/117 Power Points
  18. horngeek

    Vector

    From the album: horngeek's characters

    Vector in her normal costume.
  19. From the album: horngeek's characters

    Stronghold's picture in her 'normal', non-Claremont costume.
  20. Player Name: Elegy Character Name: Gloaming Power Level: 10 (150/157PP) Trade-Offs: None Unspent Power Points: 7 Progress To Bronze Status: 7/30 In Brief: A young mage, displaced by death and time, commanding a power between Light and Shadow. Alternate Identity: Seth Syme Identity: Public (But Not Widely Known) Birthplace: Freedom City Occupation: Sorcerer Affiliations: Presently None Family: Long Deceased Description: Age: 339 (DoB: April 22, 1674) Physical Age: 20 Gender: Male Ethnicity: Caucasian Height: 5'11" Weight: 163 lbs Eyes: Glowing Orange (Originally Blue) Hair: Brown Though rather tall in his day, Seth is of average height and build in the present. Indeed, he would hardly stand out in a crowd, neither muscular nor flabby, graceful nor clumsy, handsome nor ugly, if not for his stranger features. Deep orange light burns in his eyes, glowing through the cloth patch that covers the ragged socket on the right as well as from the healthy orb on the left, the eerie luminescence of his mage sight. His chosen attire turns heads just as surely. Spandex and battlesuits are familiar heroic attire in Freedom City, but the doublet and overcoat fell out of fashion long ago and never looked back. To Seth, however, the garments are familiar and somehow comforting. Made of sturdy leather, cotton, and canvas connected with crisscrossing straps and buckles, they allow Seth considerable freedom of movement while also holding up well in battle. To others, however, they can seem alien and off-putting. Few get close enough to him to observe any of his more hidden characteristics: the rope burn scars around his neck, half concealed by his collar; the brass bracelet, engraved with twining runes that clings to his left forearm; the constant but subtle movements of his hands and lips; the fact that, beneath it all, he is still very young, and that vengefulness, regret, and determination burn beneath the fire in his one good eye. Power Descriptions: Gloaming's base of operations is the old Syme family mansion, Havenglen House, once again inhabited by a scion of the family after centuries of abandonment. Seth not only reconstructed the building but also placed powerful wards on it: intruders who get past arcane-locked doors are faced with magic missiles, ghostly chains, a crushing sense of fear or despair, and the wrath of the ghostly caretakers. The house, even larger on the inside than the sprawling manor would suggest, also contains an excellent library and workroom. Seth wears a thick brass bracelet worked with runes on his left forearm, rumored to be a creation of the Dwarves of old. The magics woven into it provide some measure of protection to his mind and body, complementing skills honed in combat. The Soul Guard turns away attacks on his will, a constant threat to any mage, while runes of warding slow and soften deadly blows. The bracelet also sustains him in even the most hostile of environments. Far more obvious is the constant glow of Seth's "Second Sight", flickering pools of deep orange that sit atop his eyes. This allows him to "see" magic itself, its concentrations and manifestations, so that demons and sorcerers cannot possibly hide from him. The association with his eyes is only a mental crutch, a way of conceptualizing a sense he was not born with. Yet with magic the figurative can have literal implications; the symbolic act of covering his sight (with, say, a blindfold) negates his Second Sight as well. Yet the greatest power Seth wields, the Dusk sorcery that lies between purifying, healing Light and corrupting, violating Dark, is also the least apparent, at least when he is at rest. In time of need, however, this cosmic power comes roaring to his side, an unbound and unaligned force to be shaped to his will. With it he can open portals across vast distances, speak and learn mind to mind, lift and move great weights with a gesture, and strike down his foes in body and soul. And each manifestation is accompanied by the tremulous orange light of Dusk... History: The struggle between Light and Dark, they say, is timeless, a battle between countless entities of unknowable power that has raged since long before even the Lemurians of old first brought forth fire to warm their cold blood. Master Mages and Dark Lords, holy bastions and Netherworlds, angels and demons; it would seem that all of creation is at war for eternity. Yet there exist those entities who remain aloof, pursuing their own ends. Aloof, but not inactive. And their power, too, is great. In the Year of Our Lord 1674, the census would show, a branch of the prosperous Syme family (one of the First Families of Virginia) would relocate north. The head of the household, wealthy tobacco merchant Samuel Syme, worried about the effects of Jamestown's miserable climate on his wife Klara, who was then heavy with child. He had spent several years preparing a new home for his future family by building a roomy estate, Havenglen House, on the outskirts of Freedom. Samuel's carefully-judged timing proved worthy; not only was his son Seth born hale and healthy, with Klara surviving her labor, but Jamestown was put to the torch by Bacon's Rebellion only two years hence. Comfortably semi-retired, with his modest sized but lucrative trading company run largely through intermediaries, Samuel set out to raise his family. Six more children followed Seth, filling Havenglen's halls with laughter and the patter of feet. Samuel and Klara gave to each child all the time and love they could muster, doing their best to raise good Christians and foster clever, productive minds. On the last of these, however, Seth continued to frustrate them. The boy was bright, but far more a dreamer than a doer. It soon became obvious that a younger sibling should take over the family business, for Seth had no head for it. To him they offered two paths: a scholar or a priest. Seth was not interested in the priesthood, but even if he had been the choice would have been clear. His love for books, for knowing, was a voracious, consuming love that caused no small amount of expense; books were difficult to come by in the colonies, especially on the sorts of esoteric subjects Seth preferred. For Seth, despite wanting for nothing that he needed, was discontent with the world. He wanted excitement, knowledge, and (most of all) control of his destiny. There was some talk of sending him to England for schooling, but little came of it. Instead he joined a small circle of young scholars meeting in taverns and private houses alike. They discussed history, philosophy, theology, and myth, spending what money they could scrape together on new books (and the occasional curio) from the Continent. Most of them were only dabblers, laughing at the idea that any of what they discussed could be real. Most, but not all of them. Because that was where he met her. Emmaline Eyre wasn't much like the others. She was wild, with an infectious energy that sent lightning racing through Seth's veins whenever she touched him. And she believed, wholeheartedly, that there was truth in the old stories. More than that, she believed there were instructions. She bore the mockery of the others with fierce pride, and a combination of attraction, admiration, and fascination left Seth falling head over heels for her. It only intensified when she showed him that she was right. She cast a spell before his very eyes, and when the panic subsided the hunger for knowledge rumbled again. Bit by bit, morsel by morsel, she taught him, and as they drew closer he withdrew from all else. With her guidance he opened his mind and felt, for the first time, as magic flowed across his perception like the wind, sometimes gentle and sometimes fierce. All he had to do to ride it was to craft a sail. But that proved more difficult. Seth was not a man of incredible willpower, guile, or force of personality; he could not simply demand control and expect it to come into being, Emmaline gently explained. He needed to channel the might of an entity that could do so, and there was a cost to such things. But Seth was eighteen years old and full of confidence, and when he touched magic, however briefly, he knew in his heart that he had found his true calling. Almost any cost was worth that. And so, like Odin before him, he gave an eye to gain wisdom. Cosmic power raced to his side the moment the ritual was complete, cutting through the pain with a joy both savage and free. His first efforts were shaky, some uncertain, some overconfident; magic is energy, ever moving and impossible to contain, and it twisted away from him like a serpent when he handled it incorrectly. But with Emmaline as his guide he made steady progress, and in the span of a year he was capable of feats beyond his wildest dreams. The power, Emmaline explained, was called Dusk Magic. Conflict older than Earth itself had left the energies of Light and Shadow strewn across the world, and where they had mingled they had gradually became something else entirely. The result was a force that was inherently neither good nor evil, with equal potential to devour light with darkness or dispel darkness with light. The two young mages, however, had no interest in either possibility. Magic was simply their tool, and their joy. It was not to last, for their careless use of their powers drew the attention of the Reverend Elijah Prophet. The priest's witch hunt, which had seen the deaths of many innocents on the merest suspicion of sorcery, could hardly miss such blatant use of arcane powers, and when he came to Freedom in 1694 a mob soon followed to beat down Seth's door. The young man was terrified. He and Emmaline, for all their power, could not stand before Prophet, and if he resisted his family might be hurt, too. As the wood of the door, held by his magics, began to buckle and warp beneath the mob's blows, Emmaline hit upon a plan. They would bind their spirits to objects, Seth to the ancient Dwarven shield bracelet she had given him and she to an enchanted porcelain mask, and when the mob arrived there would be no sorcerers to find. Seth began the ritual she provided, working his magic as swiftly and skillfully as he could, and soon his beloved was sealed safely away. But the door burst inward before he could repeat the process for himself. Seized by Prophet and his men, Seth was bound and taken to the courthouse. Of the twelve people hanged in Freedom for witchcraft, he was the only one who pleaded guilty; there was no use denying it. He looked prosecutor Lucius Cabot square in the eye and told him, one hand on the Bible, that he had never hurt anyone with his power, and that it was not an evil force. That answer availed him nothing. Seth swung beside the others the next morning, and that might have been the end. When he awoke, he found himself in the void. Around him was an endless expanse of nothing. He could not feel nor see nor hear nor smell, only wait, alone with his thoughts. He waited for more than three hundred years, and would surely have gone mad if he had been allowed to do so. But that would have been a reprieve, a way of coping with his punishment, and it was not permitted to him. He could only think that he was in Hell, alone in the absence of God. But he was not entirely correct. After what truly seemed an eternity, Seth found that he was not alone. A being had materialized before him, a creature formed of the same deep orange energy as his magic. It explained that it was the Twilight Angel, born of the mingling of energies caused by the conflict between Abbridon the Light of Righteousness and Kar'Kradas the Whisperer in Shadows. Seth, it claimed, had been deceived. All his learning of magic had been the scheme of another. Emmaline, the Twilight Angel claimed, was not who Seth believed her to be. It was no accident that the beautiful young woman had chosen relatively homely Seth Syme, dreamer and provider of nothing, out of the group of young scholars. The ritual that had cost Seth an eye was a shortcut, not standard procedure. She had sworn her soul to the Twilight Angel in exchange for power, but when the time had come to collect Seth had sealed her away where she could not be reached, shunting the debt onto himself. Indeed, Emmaline was not even human, but something far older and stranger. The girl he'd loved had been nothing more than an illusion, a carefully-constructed facade behind which a malicious intelligence lurked. Once Seth would have simply refused to believe, but centuries of punishment had broken him of stubbornness, and the revelation broke him all the more. He could not deny that every piece of it made sense; years of his life has been masterfully played away. But the Twilight Angel made him a bargain: find the mask he had used the binding ritual on and destroy it, releasing the soul within to its rightful custody, and Seth's soul would be freed. There was no true choice; Seth knew not what it was to die with his soul unclaimed, but to live again and take the chance must be better than a bleak eternity of bitter loneliness. And so the Angel filled him with the knowledge he would need, both of the arcane and of the modern world, and raised him to life. Seth clawed his way out of a rotted coffin and an unmarked grave with a fire in his heart. Now he knew what it felt like to be hurt, to be used, and he swore that he would evermore use his power (now greater than ever) to prevent others from suffering such hurts and manipulations. Though Freedom has changed in ways that, had the Twilight Angel not warned him, he could not have imagined, he still works to protect its people from threats mundane and magical. To do so, he took on the name of Gloaming, Mage of the Cosmic Dusk. And ever he pursues rumors of an enchanted porcelain mask... Personality & Motivation: Since his return, Seth is a man with a mission. He is swift, decisive, and to-the-point without being rash, willing to adapt on the fly or power on through as the situation demands. His self-appointed task is deeply important to him, but he is careful to ensure that it does not become his only reason to be; having lost his life once, he appreciates every new experience all the more deeply, and enjoys the company of others thoroughly while he has the time with them. Betrayal, death, and torment have left their mark, however. Seth makes sure that he pursues every task with his whole heart and mind because he knows that, if he stops to contemplate too much, bitterness and hurt will worm their way to the surface of his mind. He is polite and respectful of everyone he meets, but finds it difficult to get close to anyone even when some large part of him wants to. His rejuvenated body is yet young; the age of his mind is more difficult to define. Powers & Tactics: Seth is not intrinsically a violent person, but he recognizes that violence is sometimes the only way to keep a situation from getting any worse. Armed with new knowledge from the Twilight Angel that far surpasses the simple cantrips he once cast, he is well-equipped to deal with any foe. Whether restraining or crushing with telekinesis or blasting away at mind or body, he is exceptionally deadly to just about any foe at range. All-comprehending telepathy and the ability to open portals provide him with excellent utility as well. Complications: Changed World: The Twilight Angel gave Seth enough information about the modern world to cope with it, but the sweeping changes from his own time to now still take his breath away at times. He was always open-minded for his time, but logic that seems simple by modern standards sometimes escapes him. Knowing that his whole family died long, long ago, and seeing the ruins or tourist traps that have become of places he knows, also tends to fill him with melancholy. Conditional Release: Seth's soul is free, but the Twilight Angel retains its hold on him until he shatters the enchanted mask. This is understandably a priority for Seth; if the Angel feels it wasn't a good investment, it may send servants to cut losses and collect. This looming possibility colors Seth's interactions; he would very much like to use his magic for solely selfless reasons, but if he doesn't look like he's making progress he may lose the chance to use his magic at all. Different Inside: Three hundred years of semi-Hell have not left as much of a mark as you might think on Seth; the Twilight Angel wanted him to be an effective agent, after all. It's as though he died one day and woke up centuries later the next, but fragments of the half-remembered nightmare still bounce around in his head. He has horrifying dreams and flashbacks from time to time, leaving him sleepless or momentarily paralyzed. If he was asked what he feared most, he would answer "eternity". Hatred and Hurt: Seth truly and honestly loved Emmaline; after all, she was created from his own subconscious desires. It would have broken him utterly to think that she betrayed him; to know that she was just an illusion instead fills him with deep hatred for the being that used him through her image, one that sometimes overpowers his good sense. And then there's Lucius Cabot, who saw Seth hanged; Cabot probably doesn't remember Seth after many lifetimes of misdeeds, but Seth sure remembers him. It's Called Second Sight!: Most mages train for decades before they are considered ready to face the world; Seth, for all his power, has only been slinging spells for two years, empowered by shortcuts few would dare or even want to take. As a result, his mind remains more limited than his true ability, forcing him to rationalize magic or go insane. He still thinks of his ability to detect magic, for example, as "second sight", meaning that the symbolic act of covering his eyes blinds that actually non-visual sense. Where'd That Come From?!: Havenglen House disappeared from its place on Lantern Hill the day that Seth was hanged, leaving only a hole in the ground; it was spirited away into the void by the Twilight Angel to keep safe as a future asset. The land on which it stood has resisted all attempts at replacement construction, justified with the sort of haunting stories that arise frequently in Freedom's oldest district. The house reappeared when Seth was reborn, but he doesn't actually own the land, and his new neighbors aren't exactly thrilled. Abilities: 0 + 2 + 4 + 4 + 2 + 2 = 14PPStrength: 10 (+0) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 14 (+2) Wisdom: 12 (+1) Charisma: 12 (+1) Combat: 12 + 10 = 22PP Initiative: +9 (+1 Dex, +8 [improved Initiative]) Attack: +5 Melee (+9 Magic), +2 Ranged (+10 Magic) Grapple: +5, +20 Telekinesis Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed Knockback: -5, -2 Flat-Footed Saving Throws: 7 + 8 + 8 = 23PP Toughness: +10 (+2 Con, +6 [Defensive Roll], +2 [Protection]), +4 Flat-Footed Fortitude: +9 (+2 Con, +7) Reflex: +9 (+1 Dex, +8) Will: +9 (+1 Wis, +8), +12 vs Mental Effects (+3 [Mind Shield]) Skills: 80R = 20PP Concentration 11 (+12) Craft (Artistic) 13 (+15)Skill Mastery Diplomacy 11 (+12)Skill Mastery Knowledge (Arcane Lore) 13 (+15)Skill Mastery Knowledge (Theology and Philosophy) 10 (+12) Notice 11 (+12)Skill Mastery Sense Motive 11 (+12) Feats: 19PP Attack Focus (Ranged) 1 Attack Specialization (Magic) 2 Defensive Roll 3 Dodge Focus 4 Equipment 4 Fearless Improved Initiative 2 Ritualist Skill Mastery (Craft [Artistic], Diplomacy, Knowledge [Arcane Lore], Notice) Equipment 4PP = 20EP Headquarters: Havenglen House [20EP] Powers: 12 + 37 + 7 = 56PP Device 3 (Magic; Extra Effort applies to wielder; 15PP Container; Flaws: Hard-To-Lose) [12PP] (Shield Bracelet) Magic 16.5 (33 Point Array, Feats: Alternate Power 4) [37PP] (Cosmic Sorcery) Super-Senses 8 (Detect Magic 3 [Mental]: Accurate, Acute, Extended [100ft Increments], Ranged; Drawbacks: Noticeable) [7PP] (Second Sight) Drawbacks: (-3) + (-1) = -4PP Disability (One Eye [-4 to Ranged attacks]; Frequency: Common; Intensity: Moderate) [-3PP] Power Loss: (Magic [if unable to gesture]; Frequency: Uncommon; Intensity: Minor) [-1PP] DC Block ATTACK RANGE SAVE EFFECT Blast 1 Ranged DC25 Fortitude Damage (Magical) Blast 2 Ranged DC25 Will Damage (Magical) Confuse Ranged DC20 Will Confusion (Magical) Snare Ranged DC20 Reflex Snared (Magical) Telekinesis Ranged DC25 Toughness Damage (Physical) Unarmed Touch DC15 Toughness Damage (Physical) Totals: Abilities (14) + Combat (22) + Saving Throws (23) + Skills (20) + Feats (19) + Powers (56) - Drawbacks (4) = 150/157 Power Points
  21. Player Name: Curious Key Character Name: Warp Power Level: 10/12 (156/184) Trade-Offs: +4 Defense / -4 Toughness, +3 Attack / -3 DC Unspent Power Points: 28 In Brief: A college student and emergent mutant of Terminus energies trying to prove she has what it takes to be a hero. Alternate Identity: Katharine Lilly Shade Identity: Secret Birthplace: Normal, Illinois Occupation: Student Affiliations: Claremont (Alumni), FCU Family: Rose Shade (Mother), Alexander Shade (Father), Lyle Shade (Brother) Age: 20 (DoB: 1997, 3rd of August) Gender: Female Height: 5'4" Weight: 135lb Eyes: Red Hair: Red Kat's face is rounded and heart-shaped, with a pointed nose and eyes a little too wide for her face. Her rust-red hair, when left free, falls to her shoulders, but usually she ties it with hairband into a tail behind her; her skin is fair and lightly freckled and her eyes are a fiery, almost luminous red. Kat has thin shoulders and a slight, whipcord build, maintained with deliberate effort and supernatural potency. Tiny . . . But fierce! During day-to-day activities, Kat has a wide variety, but tends to lean more in toward comfortable sameness, sticking with leggings, boots, shirts and a vest, perhaps shorts instead during warmer months. She favors browns and reds. While in her capacity as a costumed heroine Kat lets her hair fall free; she sports a close-fitting black full body suit, extending from neck to wrists to ankle, with red boots and dark gloves to top it off. Warp wears a red vest over the rest, with a wavy spiral insignia emblazoned in white across its back. Power Descriptions: Warp's namesake directly relates to her connection to the Terminus, the heart of entropy which lies between all dimensions. She breaks through the barrier between them and moves along the edge where they meet, where distance means something much different, before breaking through the other end. It's painful to watch. It looks like she is ripping open flesh of reality and leaping through. With a red glow and threads of light-eating darkness Warp can cross great distances, tear open portals and draw reality-dissolving energies out of the void to hurry the end of things. When Warp uses her powers, she is rending the fabric of space time. Inherently destructive, she teleports by ripping holes of the universe and stepping through it, she creates her pocket space by ripping objects out of the universal fabric and putting them in a pocket. Rather than manipulating space, Warp breaks it in her hands. Her abilities seem to react more potently when turned to wholly destructive purpose. Overall, Kat's powerset would seem to better fit a villain than a hero. History: " . . . Look at these records. See the way they flare up? That's terminus energy." "Why didn't we pick this up beforehand? Does no one remember the invasion?" "Whoever did this, they did it right. Subtle. Somewhere no one would look too close. It was pegged as ordinary cosmic radiation until they found the Shade girl. More important, look at where it's centered on." ". . . The maternity ward, it's centered on the maternity ward." "It's no invasion, but the Shade girl is proof at that strength and proximity, mutations can still occur, if rarely. Fascinating." "T-babies. Someone's been making more." "That much is obvious, doctor. What we really need to know is . . . Why?" ~o~o~o~o~ There was no clear, dramatic moment when Katharine realized she was special. No epiphany, no realization in the face of adversity. It came in fits and starts, surfacing and falling back below by turns as her nature fought to exert itself more fully. Kat sleep-walked. Sometimes, she woke up in absurd places that she could not explain. Her hands were quick and clever and no sickness kept her down for long. She grew up in Illinois, in Normal Illinois, far from Freedom city. Metahumans and superheroes existed, of course, but they were something that happened to Other People, like hurricanes, like miracles. They didn't come to Normal. Perhaps this explains why no one came to the obvious conclusion. She played in martial arts tournaments in her father's dojo and won a great deal. It was something she did because it made her father smile and she enjoyed the challenge, while it was a challenge, and she learned the strength that comes to people who practice fighting their whole lives. She tried out in plays with the AbNormal Children's Acting troupe, and loved it. Loved the nervous feeling in her gut before walking out onto a stage, loved looking at the smiling crowd, loved that it was hard. One day, the AbNormal troupe was going to perform a depression era piece, and Kat was going to play a major role as street urchin in Chicago, working her way up. She dreamed of it the night before, and when she woke up she was in a dumpster. In downtown Chicago. In her pajamas. Kat was terrified. Back at home, her parents were terrified. A missing children's report was filed and some generous soul lent Kat their phone to call 911. The problem was solved before it could make too many waves . . . but Claremont has special sources that kept an eye on these impossibilities. ~o~o~o~o~ "I'm afraid so, Mr. Shade. As she is now, your daughter is a potential threat. Not just to herself, but everyone around her. She doesn't know what she is, she doesn't know how to control it, and one day she'll hurt someone badly enough that 'I'm Sorry' won't be enough." "Don't make that face; I know you're a good girl. And you can fix this. You just need to learn how." "I represent Claremont Academy. We teach many gifted children like Kat every year; to control their blessings, to be safe, and then go back to living normal lives, if that's what they want." "Thank you. You'll find that your daughter will receive the very best of care. Please sign here." ~o~o~o~o~ Day after day, Kat struggled to bring her power under control, working day in and day out with specialists to help master herself. Kat's parents made noise about moving to Freedom city and finding new jobs to be there for their daughter. But they never did. Heroes were something that just didn't happen in Normal, but in Freedom . . . they were everywhere. One by one the Kat's irregularities were singled out and brought under her control, and she wondered, surrounded all the while by young superheroes making a name for themselves . . . what would she do with it? Fail, it turns out. Her heroing career was promising enough, to begin. As a student at Claremont, she made ties. She worked with other heroes and built bonds. Listless and lost, Kat felt she had found some purpose in being Warp. When the Day of Wrath came, she served through it. As students died, she served through it. As her school was burned, she served through it. At the end, she seemed to be one of the students that had fared better. Kat was a very good actor. It was her powers that betrayed her, in the end. They did not care how good a face she put on it. Her emotional control helped keep it in check and she was falling apart. She pushed too far one day while patrolling as Warp and overloaded. The core of terminal power fed on her negative emotions and cascaded, rolling out of her body in waves and into the pavement. She did a great deal of property damage, nearly did harm to other heroes and barely kept from disintegrating herself alive. Her advisers at Claremont gently insisted she hang up her cape for now. And perhaps consider that, if her power could be so unstable, that she should consider living life as a normal person. It took years of treatment in the Claremont facilities for her to totally restore the facilities faith in her ability to use her powers without spilling over, but by the time her teachers were willing to allow her to try on the cape again she was too disheartened to try. ~o~o~o~o~ Claremont had ties to a lot of powerful schools. With their help and with decent grades, Kat had little trouble getting into FCU, following their program to help give metahuman kids integrate into normal life. She gave up on being a hero and cut ties with her powered friends and tried to fall into the rhythm of a normal life. She lived her life. She took exams, like a normal student would. Tried to ignore the capes flying overhead. Changed the channel when something superheroic came up on television. It wasn't anything specific or dramatic that brought her back. Just another cape, just another work of magic, just another metahuman being themselves and Kat couldn't take pretending any longer. Unceremoniously, without fanfare, Warp returned. Personality & Motivation: Dubious, weary cynicism. The flare and enthusiasm that Kat wore so openly on her sleeve when she came to Freedom City and joined Claremont has been . . . Not stamped out, but tempered. The events of the day of wrath . . . affected her. The fire and death were a great blow, and her powers failing the last pillar left, knocked aside. But . . . In the end, she has not changed so much. The younger Kat hid her insecurities behind a deliberate veil of optimism and energy. Today, Kat's countenance hides her optimism. In an way, Kat feels that she let herself down. Let Freedom down. Let the world down. Part of her insists that she was always a kid playing at heroism in a suit that didn't fit. That it was Not For Her. Nonetheless . . . Kat wants to believe she can. Wants to try. Powers & Tactics: The way Kat makes use of her powers depends mostly on how she conceptualizes it; as part of her body. She unleashes bursts from punches and kicks. In any engagement Warp prefers getting up-close and personal and striking down her targets with her bare hands, which her powerset makes quite simple, and when that isn't ideal she can always fall back to hitting hard with entropic blasts from a distance. Complications: All The World's A Stage: Kat has a flare for the dramatic even when restraint should hold her in check. As Warp she's even worse. Secret Identity : Warp's identity as Katharine Shade is not widely known, and she would prefer it stay that way. But I Have Exams! : Professors at FCU do not write exceptions on assignments for heroism. Terminal Terror : Kat has had curiously accurate nightmares about the Terminus for as long as she can remember. She remains quietly, horridly worried that her dreams are more than nightmares. That her powers connect her to the Terminus in a way above and beyond other T-babies. It Was One Time! : During her Claremont days, Kat's powers threatened to overwhelm her in a cascade of energy that threatened those around her. She has since recovered much of her control, but there remains an earmark next to Warp's name which is only exacerbated by her powers' known connection to the Terminus. Power Overwhelming : The way Kat's powers work revolve around strictly controlling and directing her own negative feelings. When that is compromised, so is her control, causing her powers to work in unpredictable ways. When an intense negative emotional state causes Warp's powers to go haywire a GM may offer a hero point. Abilities: 6 + 8 + 6 + 0 + 8 + 8 = 36PP Strength: 16 (+3) Dexterity: 18 (+4) Constitution: 16 (+3) Intelligence: 10 (+0) Wisdom: 18 (+4) Charisma: 18 (+4) Combat: 10 + 10 = 20PP Initiative: +12 Attack: +5 Base, +13 Unarmed, +13 Entropic Bolt Grapple: +8 Defense: +14 (+5 Base, +9 Dodge Focus), +3 Flat-Footed Knockback: -3/-1 Saving Throws: 4 + 6 + 4 = 14PP Toughness: +6 (+3 Con, +2 Defensive Roll +1 Armor), +4 Flat-Footed Fortitude: +7 (+3 Con, +4) Reflex: + 10 (+4 Dex, +6) Will: +8 (+4 Wis, +4) Skills: 64R = 16PP Acrobatics 8 (+11) Skill Mastery Bluff 12 (+16) Skill Mastery Concentration 8 (+12) Diplomacy 8 (+12) Disguise 6 (+10) Gather Information 4 (+8) Notice 8 (+12) Skill Mastery Perform [Acting] 4 (+12) Sense Motive 6 (+10) Skill Mastery Feats: 32PP Attack Specialization (Unarmed) 4 Challenge (Fast Feint) Defensive Attack Defensive Roll Dodge Focus 9 Elusive Target Evasion 2 Equipment 1 Improved Critical (Unarmed) 2 Improved Initiative 2 Luck 2 Power Attack Skill Mastery (Acrobatics, Bluff, Notice, Sense Motive) Stunning Attack Takedown Attack Taunt Uncanny Dodge (Auditory) Equipment: 1PP = 5EP Commlink [1EP] Flashlight [1EP] Handcuffs [1EP] Reinforced Costume: Protection 1 [1EP] Powers: 5 + 35 = 40PP Strike 4 (Power Feats: Mighty) [5PP] (Martial Arts Training) Prime Terminus Array 17.5 (33PP Array; Power Feats: Alternate Power 3, Drawbacks: Power Loss [Daka Crystals, -1) [35P] BP: Disintegration 7 (Flaws: Action [Full]; Power Feats: Accurate 4, Incurable, Slow Fade [5 rounds]) [33/33PP] (Entropic Bolt) AP: Teleport 8 (2000 Miles; Extra: Portal, Accurate; Flaws: Long-Ranged), [32/33PP] (Tear) AP: Teleport 14 (1400' / 2 Billion Miles; Power Feats: Turnabout, Change Direction, Change Velocity, Progression 2 [500lbs]) [33/33PP] (Slip) AP: Dimensional Pocket 10 (100000lbs [50 Tons]; Flaws: Limited [No Attack]; Power Feats: Quick Change 2) [12/33PP] (Pocket) Drawbacks: -2 Vulnerability (Daka Crystals, Frequency: Uncommon, Intensity: Moderate [x1.5 DMG]) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC18 Toughness Damage (Physical) Martial Arts Strike Touch DC22 Toughness Damage (Physical) Stunning Attack Touch DC17 Fortitude Stun/Daze/Unconscious Entropic Bolt Ranged DC17 Fortitude Drain Toughness DC22 Toughness Damage (Energy) Entropic Shroud Aura DC17 Fortitude Drain Toughness Totals: Abilities (36) + Combat (20) + Saving Throws (14) + Skills (16) + Feats (32) + Powers (40) - Drawbacks (2) = 156/184 Power Points
  22. Players Name: Electra Characters Name: Hologram Power Level: 12 (221/233PP) Trade-Offs: None Unspent PP: 12 In Brief: Last and least scion of a famously villainous family, Paige kicked over her bad-girl traces back in the 90s and took up on the side of good. Twenty years later, she's back in Freedom City with her super-husband and wonderkids, trying to keep all her plates spinning while avoiding any unfortunate family reunions. Alternate Identities: Paige Psion Identity: Paige Cline Birthplace: Freedom City Occupation: Television Personality Affiliations: Nicholson School, Discovery Channel Family: Richard Cline (Fast-Forward), William Cline (Thoughtspeed), Holly Cline, Bryant Cline (1.5 years old) Description: Age: 48 Apparent Age: 35 Gender: Female Ethnicity: Jewish Height: 5'9 Weight: 130 lbs Eyes: Brown Hair: Brown Despite concessions to age like moisturizing foundation and a mom haircut, Paige looks awfully young to be the mother of a sixteen year old. She's pushing fifty, but easily passes for her early thirties, which is a fantastic superpower to have on the West Coast. Working in Hollywood keeps her thin, but unless she's being dragged onto a red carpet, she wears blue jeans or cargo pants with t-shirts. Her uniform is similarly simple, a morphic black turtleneck and fitted slacks with a silver belt and a holographic flash patch at breast and shoulder. Power Descriptions: Paige's everyday powerset falls under the mental/psionic descriptor and includes a swiss-army knife set of telepathic and illusory powers. In a pinch, though, she can call upon her unnatural birthright to soup up her powers with the entropic/Terminus Energy descriptor. When she uses her entropic power suite, it occasionally manifests itself as wisps of black fog or sparks of black energy. History: For details of Paige's history, please >refer to her History Page. Personality and Motivation: Paige grew up on the wrong side of the villain/hero divide, which gives her a unique sort of perspective on the battle between good and evil. She's been good for a long time and believes in good, but she's also of the belief that sometimes evil is just trying to live its life too, and you can just leave it alone until it actually starts acting up. Practical and pragmatic by nature, she provides grounding to her partner's flashier live-in-the-moment attitude. Paige is not a nightly-patrol style hero, she's just too busy for that. She puts her family and her work first, and she knows full well that in a town like this, just making yourself available to fight evil is enough to keep you busy without going out looking for trouble. Powers and Tactics: Hologram is not a skilled solo fighter and if confronted alone is likely to hide until she can summon backup. In a group combat, she can provide concealment for allies and confusion to her enemies, as well as distance reconnaissance. In a pinch, she can lash out with a psychic blow to hurt or stun her enemies, though she often has to call upon her entropic powers to make that effective. Complications: Before It Was Cool: Sure, T-Babies are totally a thing now, but when Paige was growing up, nobody knew what they were, and the entropic nature of some of her powers was mysterious and frightening. Even now, she is often reluctant to call upon those powers despite their usefulness. Driving the Minivan: Just because the men in your family can run across town in the blink of an eye doesn't mean they know where they're going. Paige keeps the family calendar and timetable, making sure people are where they need to be and when. If she is gone or starts losing track, the whole system will inevitably derail in magnificent fashion. Deep, Dark Fears: Paige has more vivid memories of being crushed to death in a subterranean landslide than anyone who didn't die of one really ought to. It makes her very leery of tight, dark places, especially underground. Long Commute: Paige works between three and six days a week in Los Angeles when her show is taping. Assuming Richard is around, she can be back in Freedom City in under an hour, but a lot can happen in an hour. And if he's not around, she's out of luck. Rotten Family Tree: Returning to Freedom City has put Paige back in Psion territory, back within reach of her very elderly but still formidable father, and the bright and psychotic band of nieces and nephews he hand-raised. If they take an interest in her and her family, it will cause all sorts of trouble. Den Mother: Paige not only has two dependent children (though William might hotly protest the description), the family home is often full of the kids’ friends on any given day or night. When work follows her home, she’s got a lot of innocent lives riding on her ability to send it packing again. Abilities: -2 + 0 + 4 + 6 + 6 + 6 = 20PP Strength: 8 (-1) Dexterity: 10 (+0) Constitution: 14 (+2) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 16 (+3) Combat: 8 + 8 = 16PP Initiative: +4 Attack: +4 Grapple: +3 Defense: +12/+8/+6/+4 (+4 Base, +2 Shield, +2 Dodge Focus, +4 Enhanced Dodge), +2 Flat-Footed w/out powers Knockback: -6/-2 Saving Throws: 3 + 5 + 9 = 17PP Toughness: +12/+4/+2 (+2 Con, +2 Protection, +8 Defensive Roll) Fortitude: +5 (+2 Con, +3) Reflex: +5 (+0 Dex, +5) Will: +12 (+3 Wis, +9) Skills: 76R = 19PP Bluff 2 (+5) Concentration 7 (+10) Diplomacy 2 (+5) Gather Information 12 (+15) Skill Mastery Investigate 2 (+5) Knowledge (Behavioral Sciences) 2 (+5) Knowledge (Life Sciences) 2 (+5) Knowledge (History) 2 (+5) Languages 7 (English [base], French, German, Grue, Latin, Hebrew, Russian, Spanish) Medicine 2 (+5) Notice 17 (+20) Skill Mastery Search 7 (+10) Skill Mastery Sense Motive 12 (+15) Skill Mastery Feats: 7PP Dodge Focus 2 Improved Initiative Skill Mastery (Gather Information, Notice, Search, Sense Motive) Trance Ultimate Save (Will) Well-Informed Powers: 12 + 10 + 3 + 1 + 10 + 6 + 2 + 50 + 2 + 30 + 3 + 13 = 142PP Concealment 10 (all senses, Extra: Affects Others, Flaw: Phantasm, PFs: Selective, Variable Descriptor 1 [entropic/psionic]) (mutation, entropic/psionic]) [12PP] Enhanced Feats 10 (Defensive Roll 4, Dodge Focus 4, Luck 2) (mutation, precognition, psionic power) [10PP] Enhanced Skills 12 (Search 4, Sense Motive 4, Stealth 4) (mutation, psionic) [3PP] Immunity 2 (aging, disease, Flaw: Half Effect) (mutation, temporal) [1PP] Immunity 10 (psionic effects, Extra: Affects Others, Flaw: Limited [Half-Effect]) [10PP] (mutation, psionic) Impervious Will Save 12 (Flaw: Unreliable [50%]) (mutation, psionic) [6PP] Protection 2 (mutation, entropic) [2PP] Psi-Powers Array 20 (40 points; PFs: Alternate Power 9, Variable Descriptor 1 [Entropic/Psionic]) (mutation, psionic, entropic) [50PP] BE: ESP 5 (Clairvoyance; Auditory + Visual Senses, 5 miles, DC 25 Notice; Extras: Action [Free], Duration [sustained], No Conduit, Simultaneous; PFs: Rapid 2 [Full Action to Search 1 mile diameter area, 1 minute to Search 5 mile diameter area], Subtle; Complication: Medium [living creatures]) {38/40} AP: Damage 12 (Entropokinesis/Telekinesis; Extra: Range [Perception]; Flaw: Action [Full]; PFs: Knockback 10 [Total 20], PFs: Precise, Stunning Attack, Subtle) {40/40} AP: Damage 12 (precisely applied telekinesis, Extra: Alternate Save [Fortitude], Range 2 [Perception]; Flaw: Action [Full], PFs: Precise, Sedation, Subtle) {39/40} AP: Drain Charisma 12 (precisely applied telekinesis 2.0, Extra: Range 2 [Perception], PFs: Insidious, Precise, Subtle) {39/40} AP: Emotion Control 12 (suggest; Extras: Mental, Secondary Effect; PFs: Insidious, Mind Blank, Subtle) {39/40} AP: Illusion 10 (all senses; Extra: Duration [Sustained]; Flaw: Phantasm) {40/40} AP: Mental Transform 12 (Memory Alteration; Extras: Alternate Save [Will], Duration [Continuous/Lasting], Mental, Range [Perception], Flaw: Action [Full], PFs: Precise, Subtle) {26/40} AP: Mental Blast 12 (mental stab, Flaw: Action [Full], PFs: Precise, Sedation, Subtle) {38/40} AP: Mind Control 12 (compulsion; Extras: Conscious, Instant Command; Flaw: Action [Full], PFs: Mental Link, Subtle) {39/40} AP: Move Object 12 (Entropokinesis/Telekinesis; Str 60, Hvy Load 48 tons; Extra: Range [Perception]; PFs: Precise, Split Attack, Subtle)) {39/40} AP: Stun 12 (subjugation; Extras: Alternate Save [Will], Mental, Range 2 [Perception]; Flaws: Action [Full]; PFs: Sedation, Subtle, Variable Descriptor [pain/sleep]) {39/40} Shield 2 (mutation, psionic) [2PP] Super-Senses 34 (Accurate Acute Counters Concealment Counters Illusion Counters Obscure [All Descriptors] Radius Ranged Mental Senses, Danger Sense [Sense Type: Mental], Postcognition [Flaws: Uncontrolled], Precognition [Flaws: Uncontrolled], Psionic Awareness [Descriptor Frequency: Common, Sense Type: Mental, Default Extras: None], Thought Awareness [Descriptor Frequency: Very Common, Sense Type: Mental, Default Extras: None], Uncanny Dodge [Sense Type: Mental]) [30PP] Super-Senses 1 (Communications Link 3 [Mental] [Fast-Forward, Thoughtspeed, Holly]) (mutation, psionic) [3PP] Telepathy 6 (12PP Array; PF: Alternate Power 1) [13PP] BE: Communication 6 (Mental, 20 miles; Extras: Linked [Comprehend, Mind Reading]; PFs: Rapid 3 [x100], Subtle) {10} + Comprehend 2 (Speak And Understand 1 Language At A Time; Extras: Linked [Communication, Mind Reading]) {4} {10+4=14/14} AP: Mind Reading 12 (Extras: Mental, Penetrating, Flaw: Duration [instant/Lasting]; PF: Subtle) {13/14} DC Block: ATTACK RANGE SAVE EFFECT Concealment Perception DC 20 Will Concealed Drain Perception DC 22 Fort Drained Damage Perception DC 27 Tou Damage [Energy] Damage Perception DC 27 Fort Damage Move Object Perception DC 27 Tou Damage Mental Blast Perception DC 27 Will Damage [Energy] Emotion Control Perception DC 22 Will Controlled Mind Control Perception DC 22 Will Controlled Mind Reading Perception DC 22 Will Mind Probed Illusion Perception DC 22 Will Illusion'd Stun Perception DC 22 Will Dazed/Stunned/Unconscious Totals: Abilities (20) + Combat (16) + Saving Throws (17) + Skills (19) + Feats (7) + Powers (142) = 221/233PP
  23. Miss Grue Power Level: 10/15 (214/250 PP) Trade-Offs: None Unspent Power Points: 36 In Brief: A teenage rogue Grue who is enjoying everything that Earth has to offer. Alternate Identity: Daphne Celeste Identity: Secret Birthplace: Deep Space Occupation: Student at Burroughs Community College Affiliations: None Family: Meta-Mind (Gene father, distant), Mother Unit Description: Age: 16 (DoB: 1999) Gender: None, has chosen female form Ethnicity: Grue, appears Latina Height: 5'5 as Daphne Weight: 120 lbs as Daphne Eyes: White normally, Brown as Daphne Hair: Black In her naturall form, Daphne appears mostly like a typical member of her species through her years travelling through space and her unusual "upbringing" have made a few changes. Even in her Grue forms, she appears as a though a teenage girl, her Mother Unit always wanted a daughter, and she keeps her long black hair. Whilst she can assume the "natural" Grue form it's not what she considers normal and if her powers are ever neutralized she defaults to her teenage Grue form. In her normal disguise of Daphne, she has constructed the identity of what she considers the typical American teenager. Unfortunately, as all she has known is from teen drama; she looks like she has stepped from hours of make-up and wardrobe. She still hasn't quite worked out why her "average" looks seem to draw her so much attention. Daphne costume is the jumpsuit that was store in the ship as the normal uniform of Grue troopers, designed to shift and alter with the Grue own shapechanging ability. With a little help from Mother Unit she has altered the jumpsuit to better suit her needs. It now appears as a mostly white Jumpsuit with black around the arms and legs with a three-pronged star on the chest. In her natural form, Mother Unit is a large oval spheroid around the size of a small car with a silver yet un-reflective skin. The interior consists of just a crash couch and a bank of monitors whilst the inner working, anti-grav warp drive etc, a located in a small pocket dimension. Mother Unit herself is a cube of mat black material around 12 ft (4 m) in size. The ship has currently been carefully hidden away for the time when she is needed, though Daphne visits it daily just to say hi. Power Descriptions: As her genetic material is that of a Grue she has been engineered with all the normal abilities of telepathy and shapeshifting. However as her experience in her shapeshifting is limited she cannot do the full range of abilities, instead she has learned a number of trick’s that she can do with her body. Her exposure to cosmic ray'shave somehow allowed her to make her body porous to all wavelengths of light. This allows her to either blend into the background or even become insubstantial. History: The history of Daphne starts, like many Grue, with one of their many attempts of conquests of the Orion-Cygnus Arm of the Milky Way. The Grue ship carrying a number of birthing pods was attacked and destroyed in Deep Space scattering it's cargo to the four (solar) winds. Mother Unit wasn't activated at the time so neither knew who their assailants were, though this area of space is under the protection of the Lor. Daphne was designated as an infiltration unit and her birthing pod primary mission was to gather information on the target to allow the Grue inside to better infiltrate the targeted civilization, as well as educate them on the basic’s of Grue culture. Damaged in the assault the birthing pod still managed to lock onto a Grue signal and began to make its way towards the signal at its best speed. As it travelled it attempted to repair it primary databanks using the information provided in the signal. However, in this state it mistook the local broadcast’s for part of the Grue data transmission so began to incorporate them into the educational database. So Daphne was raised on the transmission beamed into space from Earth thinking for all the worlds that this was the culture that she had to integrate with and learn it's way as well as learn an important lesson about how best to live her life. Being so far from any other Grue Daphne was never linked to the Grue collective and developed independently from the baleful influence of the Meta-Mind. Also, Mother Unit shielding was damaged and Daphne was exposed to extra Cosmic radiation which altered her body structure allowing her to alter its density and solidness. Somehow the Pod, who for the last sixteen year insisted Daphne called it Mother Unit, managed to land outside Freedom City without detection. With Mother Unit's highly advanced computer skill they carefully constructed identity sure to fit into normal society. The Grue teen, possibly the first of her kind, enrolled in the Burrough’s Community College to better learn about this wonderful planet that was now her home. She is planning to surprise her "Uncle" Pseudo with a visit but she wants to surprise him and prove that she could get herself settled into her new life all by herself. And there was no doubt that she would use her natural abilities to help defend the people of her home, that was naturally what people did when they were gifted with such things. It helped that she enjoyed helping people so much, it didn’t seem so much as a challenge as the educational database made it out to be. Personality & Motivation: Daphne strides through the world with a wide-eyed wonder at all the amazing things that she sees. She knows that there are injustice and inequality in the world but she believes that if everyone could just sit down and talk thing out people could sort all this out. Even in the darkest of time, she keeps her optimism that things will work out for the best and will never give up when the situation gets dire. Powers & Tactics: In her enthusiasm, Daphne tends to go off half-cocked spending no time assessing the situation instead rushing into danger to try and help people as quickly as she can. She will attempt to use her limited form of shifting abilities to best cope with the situation in hand. Complications: Grue are you? Daphne knowledge of her own species is based on a very damaged copy of the original database contained in Mother Unit. As such, she knows almost nothing, apart from the media’s portrayal of them, about her own species. Grue the looking glass Almost all of Daphne's knowledge about Earth come from humanities broadcasts into space. As such her knowledge is slightly skewed and she expects life to behave just how she had experience thing from watching television and movies. Hide and Grue Daphne know that as a Superhero it is her duty to preserve her secret identity to protect her loved one. Not that her strange habit’s make this easy sometimes. Grue the best Daphne is a natural optimist and naive and tend to naturally assume that people are telling her the truth. Even when all evidence should be telling her the exact opposite. Congrueity: Shapeshifters and Grue especially are feared and hated by a majority of citizens of Freedom City. Daphne feels that this is just a massive misunderstanding and everything would be fine if only she could explain things to them. Mothering Grue: During her time in space the Birthing Unit, now calling herself Mother Unit, has gained some unusual habit's based on the broadcasts she has monitored. She considers herself Daphne's literal mother and occasional will intervene of she consider that her daughter has been placed in to much danger. The GM can take control of Mother Unit to try and influence Daphne's actions or even attempt to stop her acting. Abilities: 4 + 0 + 4 + 2 + 2 + 6 = 18PP Strength: 14/301,2 (+2/+10) Dexterity: 10 (+0) Constitution: 14/22 (+2/+6) Intelligence: 12 (+1) Wisdom: 12 (+1) Charisma: 16 (+3) 1 - Growth, 2 - Increased Density Combat: 12 + 12 = 24PP Initiative: +4 Attack: Normal +6 base +11 unarmed Growth +4 base +9 unarmed Dense +5 base +11 unarmed Shrunk +7 base +13 unarmed Grapple: Normal +8, Elongated +20 , Grown +22, Dense +18, Shrunk +0 Defense: Normal/Dense +10 (+6 base +4 Dodge Focus) +3 Flat-Footed Grown +8 (+6 Base +4 Dodge Focus -2 Size) +2 Flat-Footed Shrunk +12 (+6 Base, +4 Dodge Focus, +2 Size) +4 Flat-Footed Knockback: Normal -3 Growth -13 Dense -9 Shrunk -1 Saving Throws: 6 + 7 + 8 = 21PP Toughness: +6/+10 (+2 Con, + 4 Protection, +4 Growth/Density [impervious 4]) Fortitude: +8/+12 (+2/+6 Con, +6) Reflex: +7 (+0 Dex, +7) Will: +9 (+1 Wis, +8) Skills: 108R = 27PP Bluff 12 (+15) Concentration 19 (+20) Diplomacy 12 (+15) Gather Information 12 (+15) Knowledge (Popular Culture) 14 (+15) Language 3 (Grue [Native], English, Spanish, Galactic) Notice 14 (+15) Search 9 (+10) Sense Motive 13 (+14) Feats: 27PP Attack Focus (melee) Attack Specialization 2 (Unarmed Attack) Dodge Focus 4 Equipment (Birthing Unit) 11 Fearless Improved Initiative Minion (Mother Unit) 6 Second Chance (Concentrate) Powers: 7 + 4 + 4 + 30 + 11 + 14 + 5 + 9 + 8 + 5 = 97PP Communication 7 (Telepathy, 200 miles) [7PP] Comprehend 2 (Languages Speak and Understand) [4 PP] Concealment 4 (all visual senses Flaw: Blending) [4PP] Grue Nature 12 (24 PP, Feats: Alternative Power 6) [30PP] Base Power: Insubstantial 4 (Incorporeal) [20PP] + Flight 2 (speed 25mph, 220 ft/rnd) [4PP] [24PP] Alternate Power: Additional Limbs 3 (up to 5 limbs, Grapple +3; Feats: Improved Grapple) [4PP] + Elongation 9 (2,500 ft reach, 90 ft range inc., Grapple & Escape Artist +9; Extras: Duration [Continuous]) [18PP] [22PP] Alternate Power: Density 8 (+16 Str, +4 Tou, Weight x5 (600 lbs), Immovable 2, Super-Strength 2 [3 tns]) [24PP] Alternate Power: Growth 8 (+16 Str, +8 Con, +2 Size (15 ft)) [24PP] Alternate Power: Morph 8 (Any form, +40 Disguise) [24PP] Alternate Power: Super-Senses 23 (Feats: Accurate (Hearing, Smell), Acute (Smell), Analytical (Smell),Darkvision, Direction Sense, Extended 3 (2 miles increments Vision, Hearing, Smell), Infravisoin, Low-Light Vision, Sonar) [24PP] Alternate Power: Shrinking 11 (-2 Size [2 ft, 8 lbs], Grapple -8, Stealth +8, Intimidate -4 Extra: Normal Strength Feats: Normal Movement, Normal Toughness) [24PP] Immunity 11 (Life Support, Sleep, Starvation & Thirst) [11PP] Mind Reading 12 (Feat: Subtle 2) [14PP] Protection 5 [5PP] Power of the Mind 4 (8PP, Feats: Alternative Power 1) [9PP] Base Power: Telekinesis 4 (Range 40 ft, Effective Strength 20 (800lbs)) [9PP] Alternative Power: Flight 4 (speed 100mph, 880 ft/rnd) [9PP] Super-Sense 6 (Detect MInds [Mental], Accurate, Acute, Radius, Ranged) [8PP] Super-Sense 3 (Detect Emotions [Mental], Acute, Radius, Ranged) [5PP] DC Block ATTACK ATT RANGE SAVE EFFECT Unarmed (basic) +11 Touch DC 17 Toughness (Staged) Damage Physical Unarmed (density) +11 Touch DC 25 Toughness (Staged) Damage Physical Unarmed (growth) +9 Touch DC 25 Toughness (Staged) Damage Physical Unarmed (shrinking) +13 Touch DC 17 Toughness (Staged) Damage Physical Mind Reading auto Perception DC 22 Willpower Mind Probed Totals: Abilities (18) + Combat (24) + Saving Throws (21) + Skills (27) + Feats (27) + Powers (97) - Drawbacks (0) = 214/250 Power Points
  24. Players Name: AvengerAssembled Characters Name: Fast-Forward Power Level: 12/14 (229/232PP) Trade-Offs: +5 Defense/-5 Toughness and None Attack/Damage as a Speedster, +5 Defense/-5 Toughness and -4 Attack/+4 Damage as Mystic Unspent PP: 3 In Brief: Iron Age villain turned Modern Age hero, speedster punk turned family man and veteran hero Alternate Identities: Tempus Fugitive Identity: Richard Anthony Cline Birthplace: Freedom City, New Jersey, USA Occupation: TV Star Affiliations: Shenanigans Family: Paige Psion-Cline, William Cline, Holly Cline Age: 50 (born 1963) Apparent Age: 30s Gender: Male Ethnicity: White American Height: 6 feet Weight: 160 lbs Eyes: Blue Hair: Black Description: Richard Cline is a tall, slim man with a runner's build. His hair is slicked up in that peculiarly 80s style and he wears leather jackets and jeans when he can, just like his hero Bruce Springsteen. His costume is a black and white bodysuit in traditional style - he doesn't wear a mask, and never has. He does wear a jacket over his spandex bodysuit, particularly when he needs to carry things. These days he carries a small, leather-bound Victorian book in his pocket. Powers and Abilities: Fast-Forward's speed powers are based in temporal manipulation rather than in super-speed as such - he accelerates his local frame of reference and appears to run fast, punch as fast and hard as an assault rifle, and a great many other super-speed tricks. He leaves behind a faint glowing red trail as he runs, a phenomenon caused by hyper-accelerated air molecules crashing back into their neighbors. His powers have begun to fade slightly as he ages, but he remains one of the fastest beings alive. His magical abilities come from carrying around the Tome of Theurgy, a sort of pocket guide to the magic of the stars that lets him call on the magic of the Behenian fixed stars to aid him in battle. Not being a subtle man, he uses his powers for spectacular evocations - hurling glowing fireballs, summoning tremendous storms, and otherwise making sure that he is the life of the party that he has always believed himself to be. Personality and Motivation: Richard's kind of a jerk, something of an occupational hazard for your typical speedster. But he's also a veteran who's been around the block many times, and that's significantly tempered the arrogant jerk who was pretty hard to be around back in the 1980s. He wants to make Freedom City safe for his family, and help make sure the kids tehse days don't make the mistakes he made when he was a kid. He loves his wife and kids more than anything in the world, though he has a considerably more complicated relationship with his still-living parents. He's still inclined to question authority in a Green Arrow sort of way, and doesn't always get along great with cops and other government officials, though he is always perfectly correct when there are cameras around. He's very handsome, though also very married. History: Some legacies in Freedom City aren't forged in the light of day. Richard Cline was born in August of 1964 to Anne Cline, aka Calendar Girl, speedster and smash-and-grab thief and briefly the sidekick of Doc Holiday. Abandoned by her partner when she got pregnant, Anne did the only thing she could, she raised her son at her side as first her ward, then her partner in crime. Richard developed his speed powers early, a legacy of all the times his mother had used her powers while he was in utero, and eagerly trained as his mother's sidekick. His childhood was great in some ways: the Crime League of the 1960s and 1970s were like a weird little family for him. He met gods and monsters, scientists and mystics, and sometimes crashed at their place for a few weeks until his mom could escape. She was Clock Queen, beautiful and glamorous, and he loved her with the devotion of a son for a doting parent. But his childhood was poor in some ways as well; he spent less than a year inside a classroom from age six to age eighteen, and only learned to read and write well from being able to practice at super-speed when he was very bored. Even when he put on a shiny four-colored costume to match his mother's, Richard didn't really know anything about the world except how to rob it. Eventually time ran out for Clock Queen and her sidekick Tempus Fugitive. As the world darkened into the grim days of the 1980s, their brand of crime no longer fit. A few months before his 18th birthday, Richard joined his mother for one last big score in Freedom City, a jewel heist that would give him a nest egg to start on his own career as an independent villain - and maybe work something out with Paige Psion, the daughter of Parker Psion and somebody he was more than sweet on. But it all went wrong: the cops showed up with temporal nullifiers and stopped them both dead in their tracks, dragging mother and son both off to jail. As the police closed in, Anne Cline saw her son's life in peril from a rogue Freedom City cop (there were a lot of those in those days) and shattered the man's legs, escalating this arrest to one that might have seen both mother and son go away for many years. Abandoned by the Crime League (which was already coming to an end itself), the Clines were left without allies. Anne stepped up for perhaps the first time in her life, spinning a grim story to the cops about how she’d abused and brainwashed Richard, that he’d only obeyed her out of fear of her wrath. Richard was sentenced as a juvenile despite the multiple felonies he was charged with and was released on his 21st birthday in 1985; Anne herself got a twenty year sentence. When Richard got out, the Moore era was just beginning, and the young man was disgusted by what he saw. Criminals had turned into psychopaths, cops had become bullies and tyrants, and the heroes had been chased away or turned killer. It was time to turn to _crime_: Fast-Forward, the laughing speedster-rogue, debuted by publicly pantsing the mayor, making sure the police would hunt him for his blood for the rest of the Moore administration. Maybe that life had been forgotten in a Freedom City had turned its back on its superheroes; had turned its back on the joy and laughter of the previous generation. Well, that was all right: he'd bring that world back. He'd _make_ the stupid sheep of Freedom City understand what they'd lost and he'd get damn rich in the process. And he'd do it without bending his head to any of the other supercriminals on the loose in his city in the process. Richard assembled a new costume together out of the raddest fashion gear he could: tight black spandex, aviator glasses, and bought enough mousse to give himself the big hair of the guys he'd seen on TV when he was locked up. Richard had always been a walking temporal anomaly, but in the 1980s he really was a man out of time: a costumed criminal who didn't kill, who avoided violence when he could, who focused on wacky theme crime with matching henchmen, who preferred to thumb his nose at vigilantes and the law rather than punch them in the face. He was equally likely to fight RIOT as FORCE Ops, and indeed he and Archer had something of a grudging understanding given their mutual history and how much the world had changed around both men. When cops opened fire on him, he'd laugh and rip the guns out of their hands or just slap them silly; when RIOT hurled fireballs at him he'd leave them paused and naked on the street. A dozen times, he nearly died, but he was just too fast for the world around him. (It helped that the super-speedsters of the past who'd once bedeviled him had all retired or died at this point, making him basically invulnerable to the local cops and supers alike if he had room to run) And luckily, he wasn't alone. Paige had finally broken out from under her father's tyrannical thumb, and the two of them hooked up again not long after his release. Paige Psion was a good influence on him; she got him to try bigger stuff than just petty, hilarious snatch-and-grabs like robbing an entire CODE fundraiser of their valuables, she also got him off cocaine and the other drugs he'd started taking, making clear that if he did want their relationship to resume, he needed to make her his focus, not his cocaine habit. Taking the name Hologram in honor of her illusion powers, Richard and Paige became a daring criminal duo like people in Freedom City hadn’t seen in years, gleefully bilking the rich and stupid while making sure they spent enough to stay popular in the community. It was a good life, one which Richard, deep down, sometimes still misses. The end of the Moore Act promised good things for the future for the young couple; who knew what fun they could have now that the heroes were back? All that came to an end when the Terminus Invasion happened. Fast-Forward and Hologram stood together against the world-conquering threat of Omega, battling Omegadrones and Annihilists alike, watching as friends and enemies and thousands of others died before Omega was finally defeated. Was it the horrors of T-Day that prompted Fast-Forward’s moral switch? The impact on him of the death of the Centurion? Or was it simply the realization that his old life just wasn’t working anymore in the new Freedom City now that the people had learned to appreciate their heroes again? Either way, he and Hologram decided it was time to get out of town: taking advantage of a Freedom Leage offer that gave a full pardon to all supers who’d helped out in the invasion as long as they stopped committing crimes, Richard and Paige skipped town and headed out of Freedom City. With a full pardon in hand from the US government, they lived in Freedom City and helped out for a few years, finding steady work and (after a few years, and a lot of trying) becoming parents of William Cline. Richard hated it, and almost went back on the coke he'd quit some years earlier, but he was determined to build a steady life for himself and his family. But it's tough to keep a secret from a psychic, especially your wife, and Paige was ready to travel too. When William was eight, they packed up and started moving, traveling in an RV and exploring the country, living the life of hard-traveling adventurers. They did a little of this and a little of that, and worked as part-time heroes, but weren't very happy: they got a big surprise when it turned out that Richard's regenerative and temporal abilities meant that his vasectomy hadn't taken and Paige became pregnant again - Holly Cline was born in Freedom City just in time for his creepy father-in-law to start sniffing around again. Richard despised Parker and frankly wouldn't have minded ratting the old man out, or maybe making sure he stopped being a threat to the family, but thought it was better to get out of Freedom fast. So they went back on the road, this time until they reached the Pacific, where the Psion family had never had much reach. Their window into a renewed celebrity came just a few years ago, when they were called in as consultants for a show the Discovery Channel was airing about the history of super-crime. The pair were funny and charismatic, and had stories to tell most people had never heard, and after several guest appearances they were spun off as the cohosts of Supercrime! Supercrime! (don't forget the !) is a wide-ranging show that takes a broad look at the history of supercrime in the United States, and Richard is very happy there, working alongside his wife and (sometimes) his son! But recently things have been changing, and not necessarily to Richard's advantage. Richard's daughter's psychic powers erupted recently, leaving the eight year old girl with mighty psychic powers and the family with a problem. Moving out to Freedom City (and commuting home with Richard's powers) helped with that, giving her access to the Nicholson School and eventually Claremont. (It also meant getting a heroic education for William, who by now was getting a little old to be taught by his parents) But one problem that couldn't be solved were Richard's powers: the super-speed that had powered him for most of his life had begun to fade by the time he reached his late forties, a slow decline that the super-doctors on the West Coast probably would last for the rest of his life. His speed dropped from close to light speed to hypersonic within the space of a few months, and the thought of being forever stuck in second gear made him feel unhappy. Faced with the choice of letting his powers fade gracefully or trying to infuse himself with more chronitons (a risky, dangerous task), Richard took a third option. He dug an old book out of his collection, one he'd picked up in a moment of panic in 1993 to help save the world, and for the first time opened it up and began to read... History of the Tome: The Tome of Theurgy is a handwritten volume by Violet Pennyworth, Master Mage of Earth before her tragic death in 1893. The book describes Pennyworth's experiments with directly tapping the magical essence of the Behenian stars, using Hermetic ritual and incantation to summon the mystic energies of those fifteen stars to Earth for great power. Pennyworth ultimately abandoned her work, leaving the book itself only halfway finished at her death - though her interest in starry magic did ultimately lead her to her last and fatal confrontation with cultists of the Unspeakable One. The book itself is a small, pocket-sized edition of what was once a diary, bound in pristine black leather. The pages inside are covered in handwritten notes and observations that would take a scholar hours to read and digest. The Tome disappeared from Violet's library not long after her death and has only occasionally been seen since - starry magic is a particularly laborious process given the need to perform all the relevant astronomical calculations moment-to-moment, and the incomplete nature of the book means that secrets may lie inside for the unwary. The Tome was last seen by the general super-public in the late 1970s, when the supervillain Clock Queen and her sidekick Tempus Fugitive robbed the estate sale of the Usher family, appropriating many valuable texts from that twisted criminal line. Mechanically, the tome is difficult to use in combat - its densely packed script is challenging to read, the calculations it requires must be done with incredible precision, and the Earth moves so rapidly that after the initial few castings of the summoning spells contained within, the book must be set aside so the spells inside can be recast over a period of hours. To use the book reliably in combat, a mystic would need both fantastic speed and a mastery over time itself. A silver chain keeps it fastened to Richard's jacket when he takes it out, something he can snap on instantly thanks to his superspeed. Complications: Under Pressure: Richard has a family to protect, for good or ill - including a mother and father who are among the most notorious thieves of the Silver Age, and one of its nuttiest costumed villains, respectively. (Clock Queen and Doc Holiday have not spoken since the breakup of the Silver Age Crime League). Pour Some Sugar On Me: Richard is happily married as only a man with a beautiful wife who just happens to be a psychic can be. However, he’s always had a soft heart for the ladies and may be vulnerable to some persuasion by them in a crisis. The Magic Number: While the Tome of Theurgy carries the gestalt knowledge of centuries of astral magic, Richard does not actually know anything about magic. Back in Black: Like many who lived in Freedom City in the Iron Age, Richard hates ninjas. Stupid Katanarchists. Walk This Way: A celebrity Discovery Channel host, Richard's face is known, and he has to behave himself in public most of the time Karma Chameleon: Richard is a convicted felon. Though his record is putatively clean today (thanks to many of his offenses being committed while he was a juvenile and others wiped away by either the statute of limitations or his pardon after the Terminus Invasion), he’s acutely aware that well-connected enemies could potentially cause a lot of problems for him. White Lines (Don't Do It): Former cokehead Fast-Forward is now a Narcanon member, and may find that responsibility taking him to some very interesting places indeed. Don't You Forget About Me: Freedom City has largely forgotten the 80s and early 90s, with the heroes and villains of those days dismissed as murderers or psychotic killers respectively - this is something Richard is determined to make sure they never forget. Walk Like An Egyptian: Fast-Forward once spent a week in Set’s lair. It was actually fine, Set kept his word to Clock Queen and was a good, if stern, provider: but in the aftermath, Richard has never really liked snakes. He thinks they’re spying on him. And maybe they are. Like a Virgin: Richard can be kind of a jerk sometimes. He’s working on that, though, and is much more pleasant to be around than he was in the 1980s. Take On Me: Though he’s aware he’s slower than most of the younger speedsters out there, Richard isn’t above competition with potential rivals like Downtime, Johnny Rocket, or even PC speedsters. I Can’t Go For That: Like many middle-aged people, Richard is most comfortable in the pop culture of his youth. Though he plays it up for laughs, he honestly doesn’t understand the charm of most modern-day music, style, and entertainment, and sometimes technology from after 1995 or so leaves him baffled. He’s a quick study, but it takes a lot to get him to make that studying in the first place. Hungry Like The Wolf: Fast-Forward has never quite gotten over the Iron Age. Not that he’s eager to go back to the days of lethal heroes and monstrous villains, much less a corrupt system and sheep-like townspeople, but he’s never lost the feeling that there’s another Moore Act out there just waiting to be passed. This has left him with a distrust for authority figures and government types that can occasionally seem a little odd in the modern era. You Shook Me All Night Long: Richard really hates corrupt cops and prison guards, and makes them particular targets of his hero work: nothing is more satisfying than putting away one of the cops (or their spiritual descendants) who used to harass him when he was a kid or in juvie. I Can't Change Time: Given the nature of Richard's powers, GMs should feel free to have interesting things happen when he uses extra effort with his Speedster array - surprise time travel, the arrival of dinosaurs, etc. As it goes! With Or Without You: Fast-Forward is on a first-name basis with many of the old lags from the Silver and Bronze Age Crime Leagues, some of whom helped raise him from birth. While he won’t go easy on them if they’re actually doing something bad, he takes something of a live and let live approach (in the finest tradition of the live-action Batman series) to those old-timers. No Way Out: Between one thing and another, most people don't leave the Crime League. Fast-Forward is one of the few people who has and lived to tell the tale. So far, anyway. Enola Gay: The Tome of Theurgy is a blunt instrument at the best of times, and Fast-Forward's not a terribly subtle guy. Sometimes he has to lay off the magic so he doesn't set the town on fire. Abilities: 2 + 6 + 6 + 0 + 4 + 6 = 24PP STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 10 (+0 WIS 14 (+2) CHA 16 (+3) Combat: 12 + 12 = 24PP ATK: +6 (+8 Theurgy/+10 Speedster Array) DEF: +17/+15/+11 (+6 Base, +5 Dodge Focus, +4 Enhanced Dodge, +2 Shield; +3 flat-footed) Init: +3/+27 with Speedster Powers Grapple: +7 Knockback: -3/-2/-1 Saves: 5 + 16 + 8 = 29PP TOU +7/+5/+3 (+3 Con, +2 Defensive Roll, +2 Protection) FORT +8 (+3 Con, +5) REF +19 (+3 Dex, +16) WILL +10 (+2 Wis, +8) Skills: 124R = 31PP Acrobatics 9 (+12) Bluff 11 (+14) Skill Mastery Climb 8 (+9) Disable Device 15 (+15) Skill Mastery Escape Artist 9 (+12) Gather Information 8 (+11) Knowledge (History) 15 (+15) Knowledge [Popular Culture] 2 (+2) Languages 1 (Hebrew; English base) Notice 8 (+10) Search 8 (+8) Sense Motive 8 (+10) Skill Mastery Sleight of Hand 10 (+13) Stealth 12 (+15) Skill Mastery Feats: 11PP Challenge (Fast Taunt) Dodge Focus 5 Evasion Move-By Action Skill Mastery (Bluff, Disable Device, Sense Motive, Stealth) Taunt Uncanny Dodge (Auditory) Enhanced Feats Defensive Roll Dodge Focus 4 Evasion [to 2] Fast Overrun Improved Initiative 6 Improved Overrun Instant Up Powers: 32 + 15 + 1 + 7 + 1 + 6 + 1 + 1 + 42 + 3 + 1 = 110PP Device 8 (40PP, Tome of Theurgy, Flaw: Hard to Lose) [32PP] Enhanced Skills 20 (Knowledge [Arcane Lore] 10 (+10), Knowledge [Theology and Philosophy] 10 (+10)) [5DP] Force Field 2 (mystic shields) [2DP] Shield 2 (mystic shields) [2DP] Super-Senses 7 (Detect Magic 3 [mental], Enhancements: Acute, Analytical, Radius, Ranged) [7DP] Theurgy Array 24 (48 PP, PFs: Accurate, Alternate Powers 5, Flaw: Action [Full], Drawback: Action 6 [20 minutes to change allocation]) [24DP] BE: Paralyze 12 (cursed light of Algol; Extras: Alternate Save [Fortitude, +0], Area [General, Cone], Secondary Effect) {48/48} AP: Dazzle 12 (visual) (blinding light of Asteroth; Extras: Area [General, Burst], Secondary Effect) {48/48} AP: Damage 16 (stormy light of Arcturus; Extra: Area [Targeted, Shapeable], PFs: Indirect 2, Stunning Attack, Variable Descriptor 1 [any weather]) {36/48} AP: Blast 16 (burning light of Sirius; Extra: Area [Targeted, Cylinder]) {48/48} AP: Snare 12 (nourishing light of Spica; Extras: Area [General, Burst], Regenerating) {48/48} AP: Teleport 12 (1200 ft/20 million miles) (hasty light of the Pleiades; Extras: Affects Others, Area [burst]) {48/48} Enhanced Feats 15 (Defensive Roll, Dodge Focus 4, Evasion [to 2], Fast Overrun, Improved Initiative 6, Improved Overrun, Instant Up) [15PP] Feature 1 (temporal inertia) [1PP] Healing 1 (temporal acceleration, Extra: Affects Others, PF: Persistent) [7PP] Immunity 1 (aging) [1PP] Immunity 10 (psionic effects; Flaw: Limited [Half-Effect]; PF: Selective) [6PP] Quickness 1 (x2) [1PP] Speed 1 (10 MPH/100 feet per move action) [1PP] Speedster Array 19 (38PP, PFs: Alternate Power 4) [42PP] BE: Enhanced Speed 9 [to Speed 10 (10,000 MPH/100,000 feet per move action)] (Extra: Affects Others 10) + Enhanced Quickness 9 [To Quickness 10 (x5000)] (Extra: Affects Others 10) {19+19=38/38} AP: Damage 10 (goon-sweeper, Extras: Area [Targeted, Shapeable], Penetrating [6], Selective, PFs: Accurate 2) {38/38} AP: Damage 10 (velocity punch, Extras: Autofire, Penetrating [6], Secondary Effect, PFs: Accurate 2) {38/38} AP: Feature 30 (Buys off Action Flaw and Drawback on Magic) + Enhanced Speed 4 (to Speed 5 (250 MPH/2500 feet per move action])+ Enhanced Quickness 4 (to Quickness 5 (x50)] {30+4+4=38} {38/38} AP: Paralyze 10 (time-stop, Extras: Alternate Save [Reflex, +0], Autofire, PFs: Accurate 2, Improved Crit 2) {34/38} Super-Movement 3 (Wall-Crawling 2, Water-Walking, Flaw: Limited [Only While Running]) [3PP] Super-Senses 1 (Communications Link [mental] (Hologram)) [1PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Tou Damage [Physical] Goonsweeper Area [Shapeable] DC 20 Ref [DC 25/20 Tou] Damage [Physical] Velocity Punch Touch DC 25 Tou Damage [Physical] Time-Stop Touch DC 20 Ref Slowed/Paralyzed Cursed Light Area [Cone] DC 22 Ref [DC 22/16 Fort] Slowed/Paralyzed Blinding Light Ranged [Burst] DC 22 Ref/DC 22 Ref [DC 22 Fort] Blinded Stormy Light Area [Shapeable] DC 31 Tou Damage [Physical/Energy] Burning Light Ranged [Cylinder] DC 31 Tou Damage [Energy] Nourishing Light Ranged [Burst] DC 22 Ref/DC 22 Ref Entangled/Bound Totals: Abilities 24 + Combat 24 + Saves 29 + Skills 31 + Feats 11 + Powers 110 = 229/232PP
  25. Player Name Thevshi Character Name: Synapse Power Level: 12 (241/250PP) Trade-Offs: -2 Def/+2 Toughness Unspent Power Points: 9 In Brief: Rebellious genius Englishwoman with mental powers. Alternate Identity: "Dee" Farrington; Lady Dawn Farrington Identity: Secret Birthplace: Bournemouth, England Occupation: Activist Affiliations: Ministry of Powers (not by choice), Vanguard Family: Lord Erasums Farrington (11th Earl Farrington (father)); Lady Margret Farrington (mother); Lady Susan Farrington (twin sister); Edward Farrington (Viscount Farrington (brother)); Erick Slone (Foreshadow II; Fiancé) Age: 29 (DOB: 5/18/1990) Gender: Female Height: 5' 7" Weight: 120 lbs Eyes: Blue Hair: Black, with green stripes (naturally blonde) Dee is slightly taller than average, with a slim build. Though an attractive young woman, that attractiveness is somewhat diminished by her generally irritable disposition. Her shoulder length hair is black, with a few colored streaks (the color of which varies from time to time between green, blue, magenta, purple and orange), though her natural hair color is blonde. Dee typically dresses in dark jeans, with T-shirts (typically with a band logo or some political statement on them) and a black leather jacket. Dee has a number of piercings in each ear, as well as tongue and bellybutton piercings. She also has gotten a few tattoos over the years. One is a grouping of Chinese characters on her left shoulder blade. The other is of a black circle made of twisted thorn branches on her lower back. Power Descriptions: Synapse's Telekinesis, Forcefield, Mental Blast and Paralyze attack all involve a manifestation of red psychic energy that are readily visible. Her Mind Control and Telepathy, are considerably more subtle in nature, making them somewhat more difficult to detect by either the target or others with mental awareness super-senses. History: Dawn was born into an aristocratic family in the United Kingdom. Much of her early life was spent in either London, where her father serves on the House of Lords, or at her family's estate in Dorset, most often in the care of nannies hired by her parents to help raise her and her siblings. The family's head butler, Arthur Winston-Smythe was also a prominent figure in caring for the Farrington children, traveling between London and Dorset with the family. Growing up, Dawn and her twin sister Susan were inseparable, as one would expect of twins. Their older brother, Edward, was somewhat distant, but it did not matter much as they had each other, particularly when their parents began to send them off to expensive boarding schools. In his position in the House of Lords, Dawn's father worked closely with the Ministry of Powers and was a strong supporter of Taskforce UK. In particular, Lord Farrington was a close associate of the team's mentalist, Headcase. When the Ministry revived its Powers Project, Headcase convinced Lord Farrington to include Dawn and her twin sister Susan in the Psi Initiative, confident he could induce psychic powers in the two girls. The two girls were subjected to the process, with Headcase himself directly involved. Over the course of several weeks over the summer when the girls were eleven, they underwent the process. When it was over, both girls had gained mental powers. However, something had gone awry in Susan's case, the process causing damage to her psyche, driving the girl insane. Headcase was forced to subdue her, and drugs were used to suppress her powers. Dawn's parents had no choice but to commit Susan to a private mental hospital, where she could be provided the best around the clock care, and carefully kept be out of the public eye. In Dawn's case, the process was far more successful, as her psyche had not been harmed, at least by the psi initiative process. The fate of her sister, and her parents reaction in quietly tucking Susan away, served to create a rebellious attitude in Dawn (who began refusing to acknowledge that name, insisting on being called "Dee" instead), as she blamed her parents, and in particular her father, for what had happened to Susan. Always an extremely bright girl, Dee began to do everything she could to act out against her parents. In addition to generally being as difficult as she could, Dee began dying her hair; eventually got additional body piercings and tattoos; and otherwise generally acting as unladylike as possible. During the times she was home (either in Dorset or London), she would regularly sneak out at night, either going to concerts or nightclubs. Unbeknownst to her, during those late night outings, she was often followed by Arthur, the family's butler, who had for a time served as an agent in MI6, as he did his best to keep her from coming to harm. Her behavior carried over to the boarding schools her parents sent her off to, including incidents such as mixing together a chemical formula to generate massive amounts of smoke in chemistry class (and thus causing an evacuation of the building) to repeated violations of school curfew and other rules. Among the prestigious boarding schools she got herself kicked out of were Brighton College, Queen Ethelburga's College (York), Wycombe Abbey, and Cheltenham Ladies' College. As much as Dee hated her parents, she despised Headcase even more. Unfortunately, over the years she was required to have regular meetings with the mentalist, as he helped her learn to use and control her ever strengthening powers. Despite her rebellious behavior and expulsion from several boarding schools, Dee eventually attended Oxford University. Dee's rebelliousness subsided somewhat, in large part due to the fact that the university was far less restrictive than her boarding schools, and the fact she wanted to be there. While she still enjoyed having a good time, she had little trouble maintain excellent marks. It was early during her time at Oxford that Headcase took Dee (despite her protests) to meet the other members of Vanguard. Unlike so many others, she was not overly impressed with Champion. Certainly he was powerful, but to her, he was just a figurehead for the status quo. Y Dderwen was rather inscrutable, and the young woman did not quite know what to make of him. Lucy on the other hand, she found to be rather cool, even if the older heroine was working with the government. After finishing her degree, Dee ignored her father's attempts to steer her towards going into research work with corporations at which he had connections or for the government. Instead, the young woman joined a human rights group and left England to spend a year teaching and working on aid projects in Africa. After returning from Africa, Dee was contacted by the Ministry of Powers to be part of a new Vanguard and help search for the whereabouts of the previous team. Dee’s life has gone through some radical changes since she joined Vanguard. At present she is the last remaining member of the new Vanguard team crated by the Ministry of Powers to replace the original, all of the other members having since been replaced by others for various reasons. But perhaps the most significant change was when Dee met Erick Slone (Foreshadow II) at the Winter Games in Sochi and the two immediately hit it off. The couple have been together ever since and are currently engaged and expecting their first child. Personality & Motivation: As a first impression, Dee generally comes off as rather irritable, though she can be generally pleasant as long as someone does not do anything to aggravate her. Unfortunately, it is not that difficult to aggravate her. For the most part, Dee is happiest when she is left alone to do what she wants. In addition to a rebellious streak, Dee is also something of a thrill seeker, one who loves racing motorcycles, or extreme snowboarding. Although there is a great deal of anger, and even hatred, directed at her parents (and to a lesser degree, her older brother), there is still a part of Dee that cares about them, though she is extremely reluctant to show it. Being a superheroine has never been anything Dee has strived for, particularly if it meant working with the Ministry of Powers. However, she reluctantly realizes that despite what she might feel about the government in general, and the Ministry of Powers in particular, choosing not to do anything could well lead to innocents being hurt. Powers & Tactics: Thus far, Dee has had little in the way of combat experience, and thus has not developed any particular tactics relating to her powers. She has learned to use her telekinesis to protect herself with a forcefield, and will almost always put up the forcefield if she gets into combat. She also has generally sought to avoid using her powers in general. However, she learned to control her powers as they grew in strength over the years, in order to avoid them accidentally going out of control. Complications: Twin Sister: Susan is still perhaps the single most important thing in Dee's life and the young woman is determined to take care of Susan the rest of her life. Dee hopes that someday she might be able to find a way to repair Susan's psyche and restore her sanity. The "bad girl": A number of tabloids have carried pictures of Dee over the years (and some of her wild antics), so she has developed at least a small amount of fame (or infamy, depending on who you ask) as a result. There has to be a story here: Besides the general tabloid attention Dee occasionally gets, one investigative reporter, Billy Bunting, has heard some rumors about the Ministry of Powers having some sort of psychic powers program, and that it might be somehow connected to the Farrington family. He is determined to find out if there is anything to these rumors. Another reason to hate that guy!: For some reason, whether by accident or specific design, Headcase's tinkering with Dee's mind to induce her powers has left her particularly vulnerable to his abilities. If targeted by Headcase's powers, Dee automatically fails her saving throw for a HP. ABILITIES: 0 + 6 + 6 + 12 + 12 + 2 = 38PP Strength: 10 (+0) Dexterity: 16 (+3) Constitution: 16 (+3) Intelligence: 22/34 (+6/+12) Wisdom: 22/34 (+6/+12) Charisma: 12 (+1) COMBAT: 8 + 12 = 20PP Initiative: +12 Attack: +4 (+10 Telekinesis; +12 TK Blast) Grapple: +3 Defense: +6 base, +9 with Dodge Focus (+3 flat-footed) Knockback: -1/-6 w/Forcefield SAVING THROWS: 7 + 9 + 6 = 22PP Toughness: +14 (+3 Con, +11 Forcefield) Fortitude: +10 (+3 Con, +7) Reflex: +12 (+3 Dex, +9) Will: +18 (+12 Wis, +6) SKILLS: 124R = 31PP Bluff 6 (+7/+11 w/ Attractive) Computers 14 (+26) Concentration 4 (+16) Craft: Chemical 2 (+14) Craft: Electronics 6 (+18) Craft: Mechanical 6 (+18) Drive 10 (+13) Disable Device 15 (+27) Kn: Behavioral Science 1 (+13) Kn: History 2 (+14) Kn: Popular Culture 4 (+16) Kn: Philosophy and Religion 2 (+14) Kn: Physical Sciences 6 (+18) Kn: Technology 10 (+22) Medicine 1 (+13) Notice 4 (+16) Perform (Piano) 12 (+13) Pilot 4 (+7) Search 2 (+14) Sense Motive 9 (+21) Stealth 4 (+7) FEATS: 14 PP Attractive Benefit 4 (Wealth 2; Member of British Aristocracy; Member of Vanguard) Dodge Focus 3 Eidetic Memory Improvised Tools Inventor Luck 2 Speed of Thought POWERS: 13 + 4 + 12 + 12 + 11 + 53 + 2 + 9 = 116 PP Communication 4 (Mental, 1 mile radius; Extras: Affects Others, Area; Power Feats: Selective) [13PP] (Telepathic Linkup) Comprehend 2 (Understand All Languages, Speak Any One Language at a time) [4PP] Enhanced Intelligence 12 [12PP] Enhanced Wisdom 12 [12PP] Force Field 11 [11PP] Psychic Powers Array 24 (48PP Array; Feats: Alternate Power 5) [53PP] BP: Paralyze 12 (Extra: Perception) {48/48} AP: Mental Blast 12 {48/48} AP: Mind Control 12 (Feats: Mental Link, Subtle) {25/48} AP: Telekinesis 20 (STR 100 [hvy load 12,500 tons]; Feats: Accurate 3, Affects Insubstantial 2, Precise) {46/48} AP: TK Blast 12 (Feats: Accurate 4, Affects Insubstantial 2, Precise) {29/48} AP: Telepathy 12 (range 20,000,000 miles; Feat: Subtle) {23/48} Quickness 4 (x25; Flaw: Limited to mental tasks only) [2PP] Super-Senses 9 (Communication Link [mental] with Foreshadow II, Detect Minds/Mental Awareness [Very Common Descriptor; Extras: Accurate, Acute, Radius, Ranged]) [9PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness (Staged) Damage (Physical) Blast, Mental Perception DC 27 Will (Staged) Damage Blast, TK Ranged (1,200 ft. max) DC 27 Toughness (Staged) Damage (Physical) Mind Control Perception DC 22 Will Controlled Paralyze Perception DC 22 Will Slowed/Paralyzed Telekinesis Ranged (2,000 ft. max) Grapple vs. +30 Pinned/Bound TK, Thrown Object Throwing (STR 100) DC 27 Toughness (Staged) Damage (Physical) Totals: Abilities (38) + Combat (20) + Saving Throws (22) + Skills (31) + Feats (14) + Powers (116) = 241/250 Power Points
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